DM Khel's OutPost Voice in the Void (Inactive)

Game Master Khelreddin


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"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps
GM Hmm wrote:
@Falom: I’ll allow your first linguistics roll to open BOTH linguistics spoilers. Yay! Feel free to share them with the rest of the party.

Meanwhile Yugatta recalls even more about the mad astrologer, Ralzeros the Overwatched, who built what is now the Blakros Museum thousands of years ago, as an observatory to contact distant worlds. She recalls that Ralzeros carved his stronghold from a single block of volcanic stone with the help of fell powers granted to him by otherworldly patrons, supposedly to hide some powerful artifact secreted in the catacombs beneath the keep. However, neither the secret tunnels nor Ralzeros’s hidden treasure have ever been discovered. In addition, some stories claim that Ralzeros’s disappearance was actually an abduction at the hands of the alien monsters from the worlds he had studied so obsessively.

John studies the rainbow of molds on the corpse, and realizes that the mold colonies on the corpse are too small to be harmless. However, he recognizes several types of mold that could be potentially be dangerous in large enough quantities. He sees small patches of brown mold, a heat-absorbing mold, and nubs that might grow eventually into shrieker mushrooms.

Now that you have searched the Scriptorium, where would you like to go? Do you go to Storeroom 3 to the East, or The Archives - Private to the South?

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

Storeroom 3 is my vote. Did we lose the link to the map? I'm not seeing it anywhere.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

Ah, good point. I have added a link to Khel’s map in my header. Do I hear another vote for Storeroom 3?

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John is fine with storeroom 3.


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"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

Voice in the Void — Standard Door Opening Procedure:

Perception, Falom: 1d20 + 10 ⇒ (16) + 10 = 26
Perception, John: 1d20 + 0 ⇒ (9) + 0 = 9
Perception, Oloch: 1d20 + 3 ⇒ (7) + 3 = 10
Perception, Ser Willem: 1d20 + 2 ⇒ (20) + 2 = 22
Perception, Yugatta: 1d20 + 12 ⇒ (20) + 12 = 32

You all check at the door, then peer cautiously inside. This musty storeroom is filled with boxes and crates stacked in disorganized piles, some only a few boxes high and others reaching all the way to the ceiling. Small puddles stand on the floor, and the occasional drip of water echoes in the darkness.

A single unlit oil lamp hangs from a bracket to the right of the northern door. The wooden sign over the doorway from which you just came is marked Scriptorium — Quiet Please.

Partially concealed by a stack of cartons to the south is part of a sign. All you can see of it are the letters, —ate.

It looks pretty ordinary to you, but then Yugatta, Falam and Ser Willem hear a slurpy sound from behind the crates and see a pair of red tentacles poke out, with eye stalks and gibbering mouths!

Knowledge Dungeoneering DC 20, Gibbery:
That’s a Gibbering Mouther! It’s a medium aberration. For every five that you beat the DC by, you can ask a question.

★ --- ★ --- ★ --- ★

Who goes first?:

Initiative, Falom: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative, John: 1d20 + 0 ⇒ (14) + 0 = 14
Initiative, Oloch: 1d20 + 3 ⇒ (3) + 3 = 6
Initiative, Ser Willem: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative, Yugatta: 1d20 + 2 ⇒ (11) + 2 = 13

Initiative, Gibbery: 1d20 + 3 ⇒ (7) + 3 = 10

★ --- ★ --- ★ --- ★

Round SURPRISE

Active conditions: None

Yugatta
Falom

================================

Gibbery

================================

Ser Willem

★ --- ★ --- ★ --- ★

Round 1

Active conditions:

John
Yugatta
Falom

================================

Gibbery

================================

Oloch
Ser Willem

BOLD is UP! We’re in the Surprise Round, one move or standard action please!

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

Well, that's horrific.

Yugatta steps lightly to the top of the barrels for a tactical advantage, and takes a defensive stance at the top.

Acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

K: Dungeoneering: 1d20 + 5 ⇒ (5) + 5 = 10

And John knows nothing!

Dark Archive

Female, Elf
A.Att:
[dice=Attack]1d20+7[/dice][dice=DMG]1d8[/dice]
Trip:
[dice=Anky]1d20+11[/dice]
E.C.B.:
[dice=attack]1d20+4[/dice][dice=DMG]1d10+3[/dice]
Sniper Rogue 4| AC:20, T:14, FF:15 |F:1, R:8, W:2 | HP 24/25 | Init +4 | Stealth +8, Perception +10, L.L. Vision, Keen Senses | Sneak Attack 2d6

Falom lets all know what she found out. You are able to decipher the notes, which detail how Imrizade found the brain canister in Osirion. You know the brain canister is the key to opening the portal, how it can be attached to the Gate, and the revelation that destroying the cylinder while it is attached to the Gate will demolish the portal as well.

Falom takes aim at the new creature and lets off an arrow.

Attack: 1d20 + 7 ⇒ (5) + 7 = 12 flat footed... maybe?
Damage: 1d8 ⇒ 6
Sneak Attack: 2d6 ⇒ (6, 3) = 9


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"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

Yugatta lightly leaps onto a barrel. Falom, aim put off by its sudden appearance, misses the creature entirely. And John scratches his head, wondering what the heck that oozy thing with all the tentacles and the mouths is.

Gibbery, seeking its moment of glory, starts gibbering in Aklo, singing the same song with six different mouths, all out of sync with one another and off-key. John (due to lingering comprehend languages) and Falom both understand the lyrics, but to everyone, the effect is maddening.

♫ I've been lurking in the dungeon
All the livelong day
I've been lurking in the dungeon
Just to blow your ass away

Can't you hear the tendrils slurpin’
Rise upon you in this room
Can't you hear my mouths start burpin’
Calling out your doom

Calling out your doom
Calling out your doom
Calling out your doomIty doo-oo-oom
Calling out your doom
Calling out your doom
Calling out your doomIty doo-oo-oom

Someone's in the dungeon with Mouther
Someone's in the dungeon I know
Someone's in the dungeon with Mouther
Humming in the old Aklo, and singing

Fie, fi, fiddly I o
Fie, fi, fiddly I o
Fie, fi, fiddly I o
Humming in the old Aklo ♫

DC 13 Will Save or this happens:

You feel confused! Roll a d100 for what you do this round!

01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature

★ --- ★ --- ★ --- ★

Ser Willem (Surprise Round)

★ --- ★ --- ★ --- ★

Round 1

Active conditions: Gibbering!

John
Yugatta
Falom

================================

Gibbery

================================

Oloch
Ser Willem

BOLD is UP!

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

Will: 1d20 + 7 ⇒ (3) + 7 = 10 +2 if vs. Enchantment, not enough anyway

Confused: 1d100 ⇒ 9

Yugatta's mind is assaulted by the horrid gibbering, but she manages to pull herself together enough to ignore it. For now.

She strikes out, hoping to make the "music" stop.

Unarmed, FoB: 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Unarmed, FoB: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d6 + 2 ⇒ (1) + 2 = 3

The gibbering! Make it stop!

Bravo, GM Hmm! Is that your composition or is that in the module?

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

Will Save: 1d20 + 4 ⇒ (14) + 4 = 18

John chuckles a little, not a bad little ditty!

However, he quickly recognizes the danger from the creature and releases a practiced guttural scream directed at it, trying to throw it off its groove.

Standard to attempt to Demoralize the gibberer.

Intimidate: 1d20 + 12 ⇒ (15) + 12 = 27

Demoralize:
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is *shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.
Demoralizing an opponent is a standard action.
*Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Dark Archive

Female, Elf
A.Att:
[dice=Attack]1d20+7[/dice][dice=DMG]1d8[/dice]
Trip:
[dice=Anky]1d20+11[/dice]
E.C.B.:
[dice=attack]1d20+4[/dice][dice=DMG]1d10+3[/dice]
Sniper Rogue 4| AC:20, T:14, FF:15 |F:1, R:8, W:2 | HP 24/25 | Init +4 | Stealth +8, Perception +10, L.L. Vision, Keen Senses | Sneak Attack 2d6

meh:
will: 1d20 + 2 ⇒ (10) + 2 = 12
1d100 ⇒ 34

Falom stares off into space. "It wasn't the fault of the nature one. It was my fault for being there. I should have tried to steal from him. He was too powerful. I am sorry that I failed."


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

@Yugatta: The words are mine. They’re a filk parody of ‘I’ve been working on the Railroad’. I like to add my own little touches to encounters to make them more fun.

Yugatta manages to hold it together long enough to strike at the aberration, but the horror of the song has clearly had an effect on her. She misses twice.

John manages to throw off the effects of the confusion and manages a scream that throws Gibbery off its groove! In addition, John is now immune to this creature’s gibbering!

Gibbery is demoralized!

Falom fails her will save, and babbles incoherently!


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

Then it is Gibbery’s turn again! As a free action, it gibbers again! You start to realize that it can and will gibber every turn until you find a way to shut it up. Everyone but John needs to make a will save!

♫ Fie, fi, fiddly I o
Humming in the old Aklo ♫

DC 13 Will Save or this happens:

You feel confused! Roll a d100 for what you do this round!
01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature

★ --- ★ --- ★ --- ★

Then it decides to all out attack those who are nearest! That is only Yulatta, but because she cleverly leapt up onto that barrel, I am going to rule that only the three uppermost mouths can attempt to bite her.

Demoralized Bite: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
Bite Damage: 1d4 ⇒ 1
Demoralized Grab: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21

Demoralized Bite: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13

Demoralized Bite: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Bite Damage: 1d4 ⇒ 2
Demoralized Grab: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7

As one of the mouths manages to grab on to Yugatta, she can feel it trying to suck her blood away unless she manages to free herself!

★ --- ★ --- ★ --- ★

Round 1 / 2

Active conditions: Gibbering!

John (immune to gibbering)
Yugatta (-5, grappled)
Falom

================================

Gibbery (demoralized)

================================

Oloch
Ser Willem

BOLD is UP!

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

Will DC13: 1d20 + 7 ⇒ (15) + 7 = 22 For future reference, is this an Enchantment effect?

Yugatta uses her deep meditation techniques to tune out the horrid gibbering, but finds herself entangled in a sinuous mouth. She attempts to squirm out of the disgusting embrace.

Escape Artist: 1d20 + 6 ⇒ (3) + 6 = 9

HP 19/24 grappled


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

It is mind-compulsion, so yes!

Yugatta manages to shake off the gibbering effect and is now immune! Alas, she was not able to free herself from mouth that starts to suck her blood...

★ --- ★ --- ★ --- ★

Round 1 / 2

Active conditions: Gibbering!

John (immune to gibbering)
Yugatta (-5, grappled, immune to gibbering)
Falom

================================

Gibbery (demoralized)

================================

Oloch
Ser Willem

BOLD is UP!

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Will Save, Animal Soul: 1d20 + 4 ⇒ (5) + 4 = 9

Does Animal Soul protect from this?

Willem, having no idea what this thing is, sees that his companions are having a time with that incessant noise, decides to shut it up once and for all. "Listen you. I don't know what you are or where you came from, but you're going back!" His sword comes down in an arc to sever as many tentacles as he can.

Sword Strike: 1d20 + 7 ⇒ (9) + 7 = 161d8 + 3 ⇒ (7) + 3 = 10


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

Animal Soul has no effect on this, because it would affect animals too.

Confusion Percentage: 1d100 ⇒ 8

Lucky you, you got to act normally anyway!

Willem slices down at the monstrosity, but — even with it being demoralized — he discovers that it is still a pretty dodgy creature. Willem just barely misses it!

★ --- ★ --- ★ --- ★

Round 1 / 2

Active conditions: Gibbering!

John (immune to gibbering)
Yugatta (-5, grappled, immune to gibbering)
Falom

================================

Gibbery (demoralized)

================================

Oloch
Ser Willem

BOLD is UP!

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John stands back and focuses his gaze on one of the eyestalks, sharing a bit of the chaos that tries to overwhelm him daily. Hopefully he's not as good at handling this as I have become, maybe it'll at least give us a little break.

Standard to cast Warp Touch on the Gibbering thing, DC 15 Fort Save or Dazed 1 round.

Warp Touch:
Warp Touch (Sp): Starting at 1st level, you create brief, disorienting changes in a creature's physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier.


I am the tool of the GM

Click. Whirr.

BOT BUDDY ACTIVATION WARNING

It they don’t post first, I will be botting Falom and Oloch in a couple hours, just to move this combat forward.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

John casts Warp Touch, causing a disruption in Gibbery’s eye stalks.

Gibbery Fort Save: 1d20 + 8 ⇒ (6) + 8 = 14

John dazes Gibbery for a round! Gibbery twitches his eyestalks, looking at himself cross-eyed and says, “Who-o-oa!” in Aklo.

★ --- ★ --- ★ --- ★

Round 1 / 2

Active conditions: Gibbering!

John (immune to gibbering)
Yugatta (-5, grappled, immune to gibbering)
Falom

================================

Gibbery (demoralized, dazed for one round)

================================

Oloch
Ser Willem

BOLD is UP!


”Oloch” | Male CN Medium Half-Orc Warpriest of Gorum 4 | HP 36/36 | AC 22, T 12,FF 21 | CMB +7 CMD 18 | F +6 R +2 W +6 | Init +3 | Perc +3; darkvision | Speed 20ft | Spells 1st 2/4, 2nd 0/2 | Blessings 0/5 Fervor 0/4 | Active Conditions: shield of faith: remove fear: war mind (saves) Enlarged, Bless

Oloch concentrates and enters a war state of mind. (standard act) He then takes a circular route toward the gibbering beast while drawing his greatsword. (note: cannot pick the effect of War mind blessing till the beginning of my next turn.)


I am the tool of the GM

Click. Whirr.

BOTTING TIME!

Falom’s Will Save: 1d20 + 2 ⇒ (16) + 2 = 18 Falom’s now immune!

Twang!: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 ⇒ 3

Falom manages to hit the demoralized Gibberer, but her piercing arrows manage to do no damage to the creature...

★ --- ★ --- ★ --- ★

Oloch, can I have your will save? It was gibbering at the beginning of your turn...


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

A new round begins! The gibberer does not drain Yugatta’s blood because it is DAZED. It does not gibber to all of you because it is DAZED.

It just sits there, ungulating a little, eye stalks looking unfocused. Go, get it!

★ --- ★ --- ★ --- ★

Round 2 / 3

Active conditions: None

John (immune to gibbering)
Yugatta (-5, grappled, immune to gibbering)
Falom (immune to gibbering)

================================

Gibbery (demoralized, dazed for one round)

================================

Oloch (still need will save from previous turn)
Ser Willem

BOLD is UP!

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

Yugatta tries again to break free.

Escape Artist: 1d20 + 6 ⇒ (9) + 6 = 15


”Oloch” | Male CN Medium Half-Orc Warpriest of Gorum 4 | HP 36/36 | AC 22, T 12,FF 21 | CMB +7 CMD 18 | F +6 R +2 W +6 | Init +3 | Perc +3; darkvision | Speed 20ft | Spells 1st 2/4, 2nd 0/2 | Blessings 0/5 Fervor 0/4 | Active Conditions: shield of faith: remove fear: war mind (saves) Enlarged, Bless

will: 1d20 + 6 ⇒ (9) + 6 = 15 Oloch chooses +1 to save from war mind at top of the round( not reflected in last save) using his sacred weapon ability as a swift action, Oloch makes his greatsword gain the shocking ability he then comes down hard ( using power attack and furious focus)on the monstrousness blob of mouths and tries to slash it asunder. shocking greatsword: 1d20 + 9 ⇒ (12) + 9 = 21dmg: 2d6 + 7 + 3 + 1d6 ⇒ (6, 3) + 7 + 3 + (1) = 20

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Reversing his swing, Willem attempts to free Yugatta by slashing at the tentacled mouth that has her... "That's just about enough out of you!"

Sword Strike: 1d20 + 7 ⇒ (7) + 7 = 141d8 + 3 ⇒ (1) + 3 = 4

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

Pulling a small bead of sweat from his forehead, John steps up and simply says, "aren't you feeling a bit tired?" His hand glows with grey energy and his arms seem to elongate again as he tries to reach out past his allies, trying to touch the gibberering thing.

5 ft step, Standard to use Long Arms Bloodline power to attempt a melee touch attack of "Touch of Fatigue". DC 14 Fort Save or Fatigued to 3 rounds. Cover mods left up to GM.

Touch Attack: 1d20 + 2 ⇒ (9) + 2 = 11

Touch of Fatigue:
School necromancy; Level sorcerer/wizard 0

Casting Time 1 standard action

Components V, S, M (a drop of sweat)

Range touch

Target creature touched

Duration 1 round/level

Saving Throw Fortitude negates; Spell Resistance yes

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration.

This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.

Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Dark Archive

Female, Elf
A.Att:
[dice=Attack]1d20+7[/dice][dice=DMG]1d8[/dice]
Trip:
[dice=Anky]1d20+11[/dice]
E.C.B.:
[dice=attack]1d20+4[/dice][dice=DMG]1d10+3[/dice]
Sniper Rogue 4| AC:20, T:14, FF:15 |F:1, R:8, W:2 | HP 24/25 | Init +4 | Stealth +8, Perception +10, L.L. Vision, Keen Senses | Sneak Attack 2d6

Seeing that her arrows do nothing against this foe, Falom drops her bow and pulls out an Ankly.

Trip: 1d20 + 7 ⇒ (8) + 7 = 15


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Yugatta is able to pull free, if only because the Gibbery is unable to maintain the grapple!

Oloch saves against the gibbering effect, and lathers a world of hurt upon the creature. Although not all of his damage goes through the DR, he certainly makes a dent.

Sir Willem makes a valiant attempt to slash at the monstrosity, but still misses.

John sticks out a very long arm to touch the gooey Gibbery (ewwww) and remind it that it is fatigued. He manages to hit... but only because he demoralized it earlier!

Falom discovers that not only does it have DR against piercing and slashing, but it's untrippable! This monster is so unfair!

★ --- ★ --- ★ --- ★

Speaking of unfair... It's once again Gibbery's turn! Unaware that everyone in the party except Ser Willem is immune, it starts gibbering again!

♫ Calling out your doom
Calling out your doom
Calling out your doomity doo-oo-oom ♫

Ser Willem needs to give me a DC 13 Will Save or this happens:

You feel confused! Roll a d100 for what you do this round!
01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature

Demoralized Fort Save vs Touch of Fatigue: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12

John fatigues it, making it easier to hit, and giving it a harder time hitting you. Which is a good thing, since it has six mouths to bite all of you with!

Bite vs Oloch: 1d20 + 7 - 2 - 1 ⇒ (17) + 7 - 2 - 1 = 21
Damage: 1d4 - 1 ⇒ (4) - 1 = 3
Grab: 1d20 + 7 - 2 - 1 ⇒ (8) + 7 - 2 - 1 = 12

Bite vs Oloch: 1d20 + 7 - 2 - 1 ⇒ (4) + 7 - 2 - 1 = 8

Oloch is bitten once, but not grappled!

Bite vs Ser Willem: 1d20 + 7 - 2 - 1 ⇒ (20) + 7 - 2 - 1 = 24
Crit?!: 1d20 + 7 - 2 - 1 ⇒ (16) + 7 - 2 - 1 = 20
Damage+Crit: 2d4 - 2 ⇒ (2, 4) - 2 = 4
Grab: 1d20 + 7 - 2 - 1 ⇒ (16) + 7 - 2 - 1 = 20

Bite vs Ser Willem: 1d20 + 7 - 2 - 1 ⇒ (18) + 7 - 2 - 1 = 22
Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Grab: 1d20 + 7 - 2 - 1 ⇒ (1) + 7 - 2 - 1 = 5

Ouch! Ser Willem is bit and critted! He is grappled!

Bite vs Yugatta: 1d20 + 7 - 2 - 1 ⇒ (16) + 7 - 2 - 1 = 20
Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Grab: 1d20 + 7 - 2 - 1 ⇒ (12) + 7 - 2 - 1 = 16

Bite vs Yugatta: 1d20 + 7 - 2 - 1 ⇒ (1) + 7 - 2 - 1 = 5
Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Grab: 1d20 + 7 - 2 - 1 ⇒ (11) + 7 - 2 - 1 = 15

Yugatta is not bit so much as gummed and licked. Ewww! But she takes no damage, thanks to the fatigue that John laid down on Gibbery! She is also not grappled this turn!

★ --- ★ --- ★ --- ★

Round 3 / 4

Active conditions: None

John (immune to gibbering)
Yugatta (-5, immune to gibbering)
Falom (immune to gibbering)

================================

Gibbery (demoralized, fatigued, grappled, -15)

================================

Oloch (immune to Gibbery)
Ser Willem (grappled)

BOLD is UP!

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John darts up and rubs his hands together rapidly, building electrical current. It crackles into his palm and his arms elongate again as he reaches forward to touch El Gibberer, Monster of Legend!

Actions/Rolls:
Move 10 ft, Standard to Cast Shocking Grasp, Free to attempt Melee Touch attack against enemy using Long Limbs bloodline power.

Shocking Grasp vs. Touch: 1d20 + 2 ⇒ (5) + 2 = 7 for Electric Damage: 3d6 ⇒ (3, 2, 6) = 11

Let me know if I need any sort of roll or whatever for moving into the square with the barrels.

Shocking Grasp:

School evocation [electricity]; Level sorcerer/wizard 1
Casting Time 1 standard action

Components V, S

Range touch

Target creature or object touched

Duration instantaneous

Saving Throw none; Spell Resistance yes

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).

Long Limbs:

At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.


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John misses, but still retains the held spell if he can hit Gibbery again. I will let you retain that damage roll if you manage to hit Gibbery again.

Meanwhile... The GM realizes that John should have hit in this post because Gibbery would have also had the the grappled condition. So, Gibbery gets another five points of damage added back to him!

★ --- ★ --- ★ --- ★

Round 3 / 4

Active conditions: None

John (immune to gibbering)
Yugatta (-5, immune to gibbering)
Falom (immune to gibbering)

================================

Gibbery (demoralized, fatigued, grappled, -20)

================================

Oloch (immune to Gibbery)
Ser Willem (grappled)

BOLD is UP!

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

Yugatta, not enjoying the idea of another embrace with the horrid thing, tries to punch it in the eye. And the other eye.

Flurry of Blows, Higher Ground: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9 Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Flurry of Blows, Higher Ground: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Dark Archive

Female, Elf
A.Att:
[dice=Attack]1d20+7[/dice][dice=DMG]1d8[/dice]
Trip:
[dice=Anky]1d20+11[/dice]
E.C.B.:
[dice=attack]1d20+4[/dice][dice=DMG]1d10+3[/dice]
Sniper Rogue 4| AC:20, T:14, FF:15 |F:1, R:8, W:2 | HP 24/25 | Init +4 | Stealth +8, Perception +10, L.L. Vision, Keen Senses | Sneak Attack 2d6

Not liking that this thing is hard to hit and can't be tripped, Falom circles around the group and comes at it from behind, hoping that it is not sneak attack resistant as well. She drops her Akly and pulls out her Elven Curve Blade.

Attack:

Elven Curve Blade Akly: 1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 11
damage: 1d10 + 3 ⇒ (8) + 3 = 11
Sneak Attack: 2d6 ⇒ (4, 6) = 10

She happens to mistake its shadow for its real body.

Good Point... I thought an Akly was also a slashing weapon. Had to look it up again.

Grand Lodge

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Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

Falom, this thing has DR against piercing and slashing. You sure you want to switch weapons?


”Oloch” | Male CN Medium Half-Orc Warpriest of Gorum 4 | HP 36/36 | AC 22, T 12,FF 21 | CMB +7 CMD 18 | F +6 R +2 W +6 | Init +3 | Perc +3; darkvision | Speed 20ft | Spells 1st 2/4, 2nd 0/2 | Blessings 0/5 Fervor 0/4 | Active Conditions: shield of faith: remove fear: war mind (saves) Enlarged, Bless

Oloch uses his War mind ability to increase his AC by +1 this round, (to AC:22)
Oloch uses his Fevor to swiftly cast his Weapon of Awe spell. Oloch then, grimly sets about destroying the monster that, somehow...seems oddly familiar to him. shocking greatsword: 1d20 + 9 ⇒ (8) + 9 = 17dmg: 2d6 + 7 + 3 + 2 + 1d6 ⇒ (3, 3) + 7 + 3 + 2 + (4) = 22


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Yugatta only hits one of its eyes, but all her damage goes through on her second hit! Then Falom tries to attack, but Gibbery dodges out of the way of her hammer! Finally, Oloch brings down his shocking greatsword, once again doing a tremendous blow to the creature. Not all of it goes through, but he still hurts Gibbery!

★ --- ★ --- ★ --- ★

Round 3 / 4

Active conditions: None

John (immune to gibbering)
Yugatta (-5, immune to gibbering)
Falom (immune to gibbering)

================================

Gibbery (demoralized, fatigued, grappled, -43)

================================

Oloch (immune to Gibbery)
Ser Willem (grappled, need will save)

BOLD is UP!

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Will Save: 1d20 + 4 ⇒ (8) + 4 = 12
Confusion: 1d100 ⇒ 69
Damage to Self: 1d8 + 2 ⇒ (6) + 2 = 8

"Gah!, Willem can't help but to be exasperated as the creature decides to make him into lunch. As he desperately fights to get this thing off of him, he manages to cut into his own leg. He grits his teeth and feels himself becoming weary...

13 points taken

Dark Archive

Female, Elf
A.Att:
[dice=Attack]1d20+7[/dice][dice=DMG]1d8[/dice]
Trip:
[dice=Anky]1d20+11[/dice]
E.C.B.:
[dice=attack]1d20+4[/dice][dice=DMG]1d10+3[/dice]
Sniper Rogue 4| AC:20, T:14, FF:15 |F:1, R:8, W:2 | HP 24/25 | Init +4 | Stealth +8, Perception +10, L.L. Vision, Keen Senses | Sneak Attack 2d6

About to head to bed soon. So i'll put up a readied action.

Falom tries once more to hit this creature.

attack:

Akly: 1d20 + 2 + 4 ⇒ (3) + 2 + 4 = 9
The dice hate me with passion...


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♪ Let’s do the time warp again! ♪ (Slight GM rewind here.)

Poor Ser William fails to save against Gibbery, but does not do damage to himself! Why? Because Gibbery attacked him!

Confused, p. 566 of the CRB wrote:
If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.

So we’re going to roll back that 8 damage from you hitting yourself, and allow you to hit the creature instead.

GM BOT of Ser Willem’s Longsword attack!: 1d20 + 7 ⇒ (13) + 7 = 20
I am also keeping your damage roll, but adding +1 for your magical weapon.

Ser Willem does 9 points of damage to the creature, four of which go through, and finally kills it! In his anger, he slices right through the aberration before the constitution blood drain can occur, leaving the storage room quiet once more!

★ --- ★ --- ★ --- ★

COMBAT OVER!

Well done, all of you! That was a nasty fight, But you survived it with no con damage! What do you want to do next?

Grand Lodge

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TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John looks around briefly, then realizes his hand is still crackling. Discharging it 'innocently' into the nearest pile of monster he starts looking around at his allies, "anyone hurt? Since Yugatta was so nice to use her healing stick after last fight, I'll let Oloch use mine this time to get you all back on your feet."

As an afterthought he adds while handing the wand over, "if Oloch doesn't mind of course."

He then activates Detect Magic and starts searching the aberration's body and the room.

Just let me know total charges used.

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

With Oloch's assistance (presumably), Yugatta uses her wand to heal herself.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

HP 24/24 Wand of CLW 40/50 charges


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The group searches the storeroom thoroughly, but only find crated up wall hangings, portraits, taxidermy and pottery. However, when you move the boxes around, you do discover that the crates were blocking the way to a doorway to the South, marked ‘Archives—Private’.

Voice in the Void — Standard Door Opening Procedure:

Perception, Falom: 1d20 + 10 ⇒ (7) + 10 = 17
Perception, John: 1d20 + 0 ⇒ (17) + 0 = 17
Perception, Oloch: 1d20 + 3 ⇒ (16) + 3 = 19
Perception, Ser Willem: 1d20 + 2 ⇒ (5) + 2 = 7
Perception, Yugatta: 1d20 + 12 ⇒ (9) + 12 = 21

You decide that the door is not trapped. When you test the door, you realize that it appears to be stuck, and you can see some fungus growing under the doorway.

May I have a strength check if you go this way?

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Oh, right. Forgot about that part of Confusion. Couldn't remember if this creature was just like the spell.

Willem pulls the now dead tentacle off of his arm. "Not enough to warrant that. I'll be happy when we clean this place out. I will write that letter.."

He sheathes his sword and braces against the door. "Oloch, a little assistance?"

Strength: 1d20 + 2 ⇒ (9) + 2 = 11

Dark Archive

Female, Elf
A.Att:
[dice=Attack]1d20+7[/dice][dice=DMG]1d8[/dice]
Trip:
[dice=Anky]1d20+11[/dice]
E.C.B.:
[dice=attack]1d20+4[/dice][dice=DMG]1d10+3[/dice]
Sniper Rogue 4| AC:20, T:14, FF:15 |F:1, R:8, W:2 | HP 24/25 | Init +4 | Stealth +8, Perception +10, L.L. Vision, Keen Senses | Sneak Attack 2d6

Falom watches Ser as he tries to open the door. Knowing that she couldn't do much better, she tries anyways.

strenght: 1d20 + 2 ⇒ (17) + 2 = 19 Oh, now you get a good number.

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

Yugatta reaches in to assist with the door if needed.

Strength: 1d20 + 2 ⇒ (12) + 2 = 14


”Oloch” | Male CN Medium Half-Orc Warpriest of Gorum 4 | HP 36/36 | AC 22, T 12,FF 21 | CMB +7 CMD 18 | F +6 R +2 W +6 | Init +3 | Perc +3; darkvision | Speed 20ft | Spells 1st 2/4, 2nd 0/2 | Blessings 0/5 Fervor 0/4 | Active Conditions: shield of faith: remove fear: war mind (saves) Enlarged, Bless

str: 1d20 + 4 ⇒ (5) + 4 = 9


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Falom manages to shift the door with help from everyone else, and you all stumble through!

This chamber contains several tall wooden bookshelves reaching to the ceiling, almost bursting with the weight of books and scrolls filling the shelves. The shelves and their contents are encrusted with thick growths of brightly colored fungus and glistening mold. Many tomes have fallen from the shelves, their open pages forming a base for more fungi and large mushrooms which carpet the floor. The air here is damp and close, and several of the fungal growths pulse with an eerie purple light that dimly lights the room.

Tall wooden bookshelves, bursting with books and scrolls and encrusted with a profusion of brightly colored mold and fungal growths, fill this library. The westernmost door in the north wall has a sign reading Scriptorium—Quiet Please. Two large iron candelabra, full of unlit candles, hang from the vaulted ceiling. Several varieties of the fungi glow dimly with pulsing purple bioluminescence, providing the room with shadowy illumination.

As you bust through the door, a nearby purple toadstool trembles as it emits a piercing scream.

“AAAaaaiiiiiiiiiieeeeee!”

DC 11 Fortitude Save or This Happens:

Sonic Damage: 1d4 ⇒ 4

^ You take the sonic damage!

Knowledge Nature, DC 6:
That’s a shrieker mushroom, a mindless plant alarm system used by security everywhere.

Then you hear a weird voice in your head. Does a man-eating shark eat women, too? Do penguins have knees? I think it may be raining fingernails. Can you hear the plink, plink as they tap dance across the floor?

The psychic voice seems to emanate from a veiny, swollen bulb that bears a disturbing resemblance to an oversized brain squats atop five ropy legs, haphazardly encrusted with fungal shelves and bearing folds that resemble gills. A wide orifice with chitinous, teeth-like ridges gapes at the top of the creature, fringed with waving filaments and two long tendrils that lash the air. Its form seems overlaid with a confusing welter of rapidly changing, flickering images, making it difficult to see clearly.

Knowledge Nature DC 18, Brainy:
Alas, I think that none of you have that skill... Wow, what is that thing?

In between you and it is a carpet of fungus, and one patch of it is brown.

Knowledge Nature or Dungeoneering DC 12, Brown Fungus:
It’s brown mold! For every five you beat the DC by, you can ask questions.

Who goes first?:

Initiative, Falom: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative, John: 1d20 + 0 ⇒ (18) + 0 = 18
Initiative, Oloch: 1d20 + 3 ⇒ (10) + 3 = 13
Initiative, Ser Willem: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative, Yugatta: 1d20 + 2 ⇒ (7) + 2 = 9

Initiative, Cerebric Fungus: 1d20 + 4 ⇒ (7) + 4 = 11

★ --- ★ --- ★ --- ★

Round 1

Active conditions: None

John
Falom
Ser William
Oloch

================================

Brainy

================================

Yugatta

BOLD is UP!

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

Fortitude DC11: 1d20 + 6 ⇒ (19) + 6 = 25

Yugatta covers her ears just in time, but is too shaken by the odd sights to do anything immediately.


”Oloch” | Male CN Medium Half-Orc Warpriest of Gorum 4 | HP 36/36 | AC 22, T 12,FF 21 | CMB +7 CMD 18 | F +6 R +2 W +6 | Init +3 | Perc +3; darkvision | Speed 20ft | Spells 1st 2/4, 2nd 0/2 | Blessings 0/5 Fervor 0/4 | Active Conditions: shield of faith: remove fear: war mind (saves) Enlarged, Bless

fort: 1d20 + 6 ⇒ (8) + 6 = 14 Oloch shakes off the shrieking and double moves towards the fungus at the far end of the room

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