DM waz up's tale of the adventurer (Inactive)

Game Master william Nightmoon

Astril, the land of the greats. it is the year 364 in the second era. the gods have just finished the ten-thousands war, a conflict that shook the prime material plane and caused the destruction of several lesser planes.
you are a farmer, a mercenary, a student, or perhaps just an unfortunate slave. things turn to your favor, or out of it, and you are sent on a journey to discover your fate!


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Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Tindertwig leads the group down the dark (scary) tunnels.
He absently picks up random trap parts, placing them in his many pockets inside his cloak.

Coming to the edge, the goblin peers down the side.
He looks at the ladder, makes a face, and begins muttering,
Stupid lizards can't even make ladder good.

Rippit, comes the agreeing croak from Dirtbag.

Tindertwig begins to sniff the air.

Wees be way downs now!, he whispers.

The little goblin smiles --way--up at Gyro.

Mees apprentice!

Rippit!

Wees apprentice.

The goblin makes another face.

Luck! Dirtbag is mees lucky toad!

Sovereign Court

game master

@tindertwig: you pick up two bags of caltrops, a bag of crushed glass, a bag of marbles, and about enough parts to make a trap or two.

the tunnels below are dark... somehow darker than the rest of the tunnels. the walls are painted at the base of the ladder. the images are hard to see from the top of the ladder.

Mysterious Rolls:

1d20 + 20 ⇒ (16) + 20 = 36
1d20 + 10 ⇒ (12) + 10 = 22
1d100 ⇒ 63
1d20 + 3 ⇒ (8) + 3 = 11


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Got it, thanks. I am putting them under the spoiler trap junk..lol.

Tindertwig then seems to recall something important.
(Probably due to the fact that Dirtbag keeps licking his wound).

Mees be hurt a some. Anyone heals this?


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

"Ah. Right. Bleeding. I keep forgetting you do that... maybe should pack a few bandages for later..."

-Posted with Wayfinder

Sovereign Court

game master

suddenly a kobold blinks into existence at the base of the ladder. it is covered in feathers and bones, decked out like some important figure. it begins to glow as it finishes a spell it had just cast. it then takes its chance to knock town the ladder before dashing away, into the darkness, the walls casting shadows as the light passes over them.
You will all Perish! you hear the kobold say as it runs away.

the ladder falls to pieces quite easily, as if that's what it was made to do...

@tindertwig: the bag of crushed glass was initialy set up to be launched at a passerby's face, but it can be uses as standard powder, or caltrops.


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

Meg will have a look at the top of Tindertwigs head, looking around a few times, applying some water to wash the wound. He will then bandage it up for now.

"I can stitch it up once we are away from this place, seems the Kobolds don't want us here.

heal: 1d20 + 5 ⇒ (12) + 5 = 17


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Only 20 feet, you say? Goldoth peers over the ledge, and then shrugs and jumps down.

GM only:
Reduce Fall Damage by 10'
roll + ability + hangover
Acrobatics: 1d20 - 1 - 2 ⇒ (2) - 1 - 2 = -1
Haha, nope.

Damage (Nonlethal): 1d6 ⇒ 1
Damage (Bludgeoning): 1d6 ⇒ 6

He stands still for a moment, then turns to face the others, holding out his hands as if to catch the next person to jump.

Since there don't appear to be any rules for catching a falling person, even though it's a rather normal action, I propose the following homebrew rules:

The jumper starts by rolling an attack (or possibly an Acrobatics check). This is to ensure that he falls into the catcher's square. The attack is made against the catcher's Touch AC, except that DEX bonus is inverted (since DEX would help the catcher line it up, not hinder him). If the jumper fails this attack, the catcher can attempt a Reflex save to still catch him, with a DC equal to 10 plus the amount by which the jumper failed the attack.

If either is successful, the jumper is caught by the catcher. In this case, the distance fallen is reduced by 5', and the damage is split 50/50 between the jumper and catcher (note: if the damage is an odd number, the extra 1 damage goes to the catcher).

If the attack fails by less than 5 and the save fails as well, the jumper lands on the catcher (a failed catch). The distance fallen is not reduced, but damage is still split between the jumper and catcher (though the extra damage from an odd number is applied to the catcher), and both the jumper and catcher end the action prone.

If the attack fails by less than 10 but at least 5, the jumper falls in a square within 5' of the catcher. If the Reflex save is successful the catcher moves to the square to make the catch, but if it also fails (a miss), the distance fallen is not reduced, the jumper takes all of the fall damage, and the jumper does not treat the fall as intentional. For every 5 by which the jumper fails the attack beyond this, the distance from the catcher fallen is increased by 5'.

In all cases, whether being caught, falling on the catcher, or missing, the jumper can make a DC 15 Acrobatics check as normal to negate the first 10' of fall damage.

Moreover, if the jumper is successfully caught, but the catcher is dealt nonlethal damage (either fall 10' and fail Acrobatics check or fall 20' with successful Acrobatics check), the catcher must make a Strength check with a DC equal to 10 plus the amount of damage the catcher took, or both the catcher and jumper end the action prone. If the catcher is dealt bludgeoning damage (fall 20' and fail Acrobatics check or at least 30' with successful Acrobatics check), the DC of the Strength check is increased by 5.

In the event that there are two catchers, the attack roll must beat both catchers' Touch AC with inverse DEX. If it beats only one, the other can attempt the Reflex save as normal; otherwise, the jumper is caught by one catcher. If a jumper is caught by two catchers, the damage is shared evenly between the three of them (if there is 1 left over damage, it is dealt to the jumper; if there is 2 left over damage, 1 damage is dealt to each catcher). No more than two people can attempt to catch a creature, and a catcher must be at least as large as the jumper to participate.

Naturally, this requires GM approval. If approved, Goldoth's Touch AC with inverse DEX is 11. A successful catch means 15' fallen, which is only 1d6 nonlethal split 50/50 if you fail the Acrobatics check. A failed catch is 20' fallen, which is 1d6 nonlethal 1d6 bludgeoning split 50/50 if you fail the Acrobatics check. A miss is 20' fallen, which is 2d6 bludgeoning all to yourself if you fail the Acrobatics check. So, you know, don't miss.


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crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

It is under reflex save, if you fall or someone falls you can make a reflex save to catch them.

climb it is more to catch if someone falls while climbing.
falling if he jumps we cannot stop him really.


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Tindertwig's mouth drops open as he sees Goldoth just jump down to the ledge.

Rippit!

Yup!, comes the goblins reply.

And he easily begins to climb down after the big guy.

taking 10 climb: 10 + 5 = 15

Sovereign Court

game master

Tindertwig makes his way down the rocky cave wall, and nearly slips himself, but manages to make his way down without injury.

ill use the refelex rules, but thanks for the quick math Goldoth :) since he is not climbing the walls DC is 0, making Goldoth capable of catching you all... except gyro who probably weighs 250 lbs alone, and so a melee touch attack it is!


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Tindertwig stands next to the big orc, peering out into the darkness.

perception: 1d20 + 10 ⇒ (19) + 10 = 29

He also unslung his bow and reaches for an arrow.

Sovereign Court

game master

@tindertwig, something is dark and ominous about the tunnel... there's something in the walls, but it isn't a trap... rather... its something far scarier.
Tindertwig, you have detected a haunt. it isn't a trap, but you managed to feel its presence before it was discovered otherwise... it's already active... but it isn't affecting you because you are out of range.

the walls of the tunnel down here are painted with strange cave art. it looks like this used to be a chamber made for kobold worship to the dragon Tiamat, but the paintings are old and decrepit.


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

A sudden scent of something spoiled begins to creep upwards from the little goblin to those above.

Wees no gooes int here!


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

"What's wring, Twiggy?"


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

The Reflex save rule only covers preventing someone from falling, specifically during climbing, and is thus meant for someone who is up with the jumper, not down where the jumper is landing. That isn't at all what I was proposing. I was proposing jumping into someone's arms as a means of reducing fall damage. Even if we tried to translate the Reflex save rule, it negates all fall damage because it stops the fall, which would mean that someone could jump from any height and if the person at the bottom makes the Reflex save, all fall damage is negated, but if the person at the bottom fails the save, they fall too? Oh, and also, the DC to catch someone, under these rules, is equal to 10 plus the Climb DC of the wall. So we can either call that 10 even, since we're not Climbing, or we can let the nearest wall arbitrarily affect the action. It makes sense to make a Reflex save to react split-second when the guy above you fails his Climb check and starts falling, but trying to squeeze this into just a Reflex save is rather inane.

Thus, the rules I have proposed. They allow us to perform an action that is perfectly normal but that aren't covered under the existing rules, and they do so without allowing us to abuse the rule to achieve things we ought not be able to do.

Our options are fairly limited here. Not everyone is going to have at least a +5 to Climb (and frankly, I'm surprised the wall was considered DC 15 and not DC 20), and unless someone brought a climber's kit, there's probably not anything to tie a rope off to. We could leave someone up top to hold the rope, but then that person is going to have to get down at some point, and the only person who's arguably strong enough to hold the rope is Gyro, who is wearing armor, so he's probably not making the Climb check. Failing a Climb check here is up to 12 lethal damage, which I have a feeling could be very bad for a few of us, and jumping like Goldoth is still up to 12 damage overall, albeit half nonlethal.

Goldoth continues holding out his arms for someone to jump down.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

I have pitons. And a hammer. Call me paranoid but I seem to bring everything...


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

"If someone could had me a rope please? I used mine to tie up that kobold." He takes a hammer and knocks a piton into the top of the ledge. "Tie the knotted rope over the piton and we can all descend safely."


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

"I have one. I just want it back" he grins and ruffles in his bag, producing a silk rope

-Posted with Wayfinder


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Zimul sets up the knotted rope, then climbs down.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

I ran out of money and couldn't afford nice things. :(

Sovereign Court

game master

The tunnel looms beyond the small alcove, there seem to be whispers... or mad ravings.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Zimul tries to see whats the source of those mad ravings and how he can put an end to them.

Detect magic


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

Meg will shimmy down the rope after Zim, standing beside the others he peers down the hall way.

perception: 1d20 + 7 ⇒ (8) + 7 = 15

He turns to look at Tindertwig "What has got you spooked my little friend."

Sovereign Court

game master

@Zimul, whatever it is, it's not magical in origin, or at least it isn't conventional magic.

@Meg, all you see are the paintings to the goddess Tiamat.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Zimul walks towards the paintings to examine them, keeping an eye out for anything strange happening.

Perception: 1d20 + 8 ⇒ (19) + 8 = 27


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

Gyro slowly makes his way down. And lands with a thud. He readies his shield again
"Be careful my friends. Stay close"

-Posted with Wayfinder


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Tindertwig (hiding between Gyro's legs at the moment) points a shakey finger down into the darkness.

Sum ting not right down der!

Rippit., comes a frightened croak from Dirtbag.


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

"I agree that the paintings of Tiamat are not all that well done."

Craft Paint (untrained): 1d20 + 5 ⇒ (15) + 5 = 20

"Nothing to be overly scared of though."

Sovereign Court

game master

The paintings on the wall are old and decrepit. They depict the five headed dragon goddess devowering sacrifices. They are porly done, but there are hidden holy symbols among the paintings. Most are to tiamat, but some are to various kobold gods.

mysterious rolls:

1d20 + 0 ⇒ (2) + 0 = 2


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Zimul glares at the paintings. "These paintings are vile, belonging to an evil goddess. They must be destroyed. "

Zimul removes the unholy symbols of Tiamat and the other various kobold gods, prying them out with his cold iron dagger, before crushing them under his feet. After that he burns all the paintings.

If the unholy symbols are just painted on, Zimul covers his hand with a sack then pulls the paintings of the wall, and burns them with his torch

Sovereign Court

game master

Gyro stops suddenly... He draws his blade and turns around, his towering form a giant compared to tindertwig... without warning he swings his sword down apon the poor goblin.
Atk: 1d20 + 3 ⇒ (4) + 3 = 7
Dmg: 1d10 + 7 ⇒ (10) + 7 = 17

Fortunately the goblin realizes his danger and dodges the attack, and the heavy sword slams against the ground at his feet.

Gyro suddenly regains his composure and realizes what he has done.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Zimul, I was under the impression, the art is painted directly onto the walls.

Goldoth begins to panic at the prospect of fighting between all his new friends. He forces his way between Gyro and Tindertwig, trying to distance them. He holds his arms out, palms out and hands perpendicular to his arms in a stop motion, both facing Gyro. He repeatedly shakes his head to accompany the gesture.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

"Gryo, what are you doing?" Zimul exclaims.

I want to destroy or at least ruin the paintings. I have a cold iron dagger, ink, an ink pen, a torch, chalk, so I'm pretty sure with that combination of items, SOMETHING can be done to the paintings, whether they're painted directly on the wall or not. If nothing else, I still have another piton, so I should be able to chisel(using my hammer), the parts painted on the wall off.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

I dunno. Stone would most likely damage the dagger, ink doesn't adhere to stone very well, ink pen is totally useless, torch could maybe mar the paintings if you held it to the wall long enough but would require a lot of time, chalk could temporarily vandalize but could be washed off. If you have create water and a rag, you could probably try and scrub the paint free, but if it's lasted this long, it's probably been glazed over to protect it. Your best bet would be using the hammer and piton to break up the face and thus destroy the paintings, but that's going to be a pretty long process itself. Maybe just use the piton to deface the holy symbols?


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

His eyes slowly becomes bright again, he looks at where his sword is embedded in the ground, and a very scared looking Twiggy
"I... I am sorry. I do not know what happened... Are you okay little one?"


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

Meg steps back as Gyro lunges at Tindertwig, missing grabbing the Goblin but watching him nimbly avoid Gyro.

"What is going on?!?!" Meg eyes Gyro wearily after his attempted murder of Tindertwig.

He moves up to the paintings and examines them. Trying to figure out what is keeping them them.

Craft Alchemy: 1d20 + 9 ⇒ (18) + 9 = 27 To see if I can know what kind of paint it is or whatever to help destroy it.


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Yeaks!

Rippit!

Dodging out of the way, the frighten (and now confused) goblin scrambles back up the cliff!

climb: 1d20 + 5 ⇒ (17) + 5 = 22


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

I have create water and a sack. But usually paints require special solvents. Water doesn't really work very well. Down to chiselling then.

Zimul takes out his hammer and begins to chisel away (using his piton) the unholy symbols off the cave surface.

Sovereign Court

game master

The paintings are done simular to cave paintings in Europe. They are essentially dies that changed the color of the stone.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Can be chiselled off, no?

Sovereign Court

game master

Yes it can, but pinons aren't made for that... you'll basically just crack the symbols, whitch removes the effect of their power...
Tindertwig makes his way back up the wall, into the tunnel above.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Zimul proceeds in using his piton to damage the symbols. "Tindertwig, just stay up there, we'll tell you when its safe to come down."

Sovereign Court

game master

As each symbol is broken, the malevolence draws closer...

Mysterious Rolls:

1d20 + 0 ⇒ (8) + 0 = 8
1d20 - 3 ⇒ (14) - 3 = 11

both gyro and Goldoth become angery, their hate directed at each other...
Both of them move to attack the other...

Gyro ATK: 1d20 + 3 ⇒ (7) + 3 = 10
Goldoth ATK: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
confirm...: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13

Goldoth easily avoids Gyro's attack... unfortunately gyro isn't as lucky.
dmg-goldoth's greataxe: 1d12 + 10 ⇒ (10) + 10 = 20

Goldoth's axe smashes into gyro's side, downing the otherwise tough warforged... goldoth's mind clears, and he sees what he has done...
Gyro is at -4, but he is still considered to be alive...


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

Meg rushes over to Gyro's side, looking frantically at him not really knowing what to do.

"I am a medicine man not a mechanic but I will try. Maybe the little guy upstairs knows something about how gyro runs?"

heal: 1d20 + 5 ⇒ (9) + 5 = 14

Sovereign Court

game master

Mysterious Roll:

1d20 + 1 ⇒ (14) + 1 = 15

Meg feels something telling him to end gyro, to remove his companion's head... but Meg manages to shake it out of his head, although the wispers remain. He knows now that there is something here telling whoever enters to kill each other...commanding it.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

"Damnit, I thought breaking the symbols would weaken their hold over us." Zimul curses. "Lets stabilize him then get out of here. Meg, besides you, everyone get out."

old fashiomed heal check Gyro: 1d20 + 3 ⇒ (9) + 3 = 12

Sovereign Court

game master

Gyro is a living construct, and cannot heal normaly... He is automatically stabilized.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Then we haul Gyro out by tying him to the rope and head to town

Knowledge religion -what could have caused this and how to fix it: 1d20 + 7 ⇒ (20) + 7 = 27


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

"Something just told me to kill Gyro, I have never heard that voice before but it is probably what is causing this. Zim is right lets get out of here."

Meg will help Zim haul Gyro back to the rope.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth stares down at Gyro's prone form, confused. His felling axe clatters to the ground, his hands shaking too much to maintain a grip. He stands there for a long moment, petrified but for his quivering hands, then let's out a sort of cry of panic, his voice hoarse from disuse, before bolting further down the tunnel, away from the others.

GM Only:
Free action to drop weapon, and then either full round to run up to 120' if the tunnel is straight for more than 60' or double move action 60' otherwise.

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