Dungeon Crash... The Beginning

Game Master BloodWolven

The Idea:
I have been having this idea swirl around in my head quite a bit. Using several amines as a basis for starting a new homebrew, such as the following:

'Sword Art Online'
'Is it wrong to try to pick up girls in a dungeon?'
'Log Horizon'

Make sure to read the campaign info tab before anything else. Check out my profile for my expectations of players.

SAO - Dungeon Crash
Culture, History and gods of Dungeon Crash

The battle map!


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Male CN Human HP: 11/11, AC: 16 T: 16 FF: 10 Perception +7 Initiative: +3 Fort +4 Ref +6 Will +7 (+9 vs. divination) CMB: +2, CMD: 18 Speed: 30 Bluff (Trickery) +9, Diplomacy +7, Disguise (Trickery) +7, Knowledge (Local) +9, Perception +7, Profession: Chef +7, Sense Motive +7, Stealth (Trickery) +7, Survival +4, Active conditions: Out of his mind.

Speaking with Aien Sexy Shoeless God of War

sense motive: 1d20 + 7 ⇒ (13) + 7 = 20 on Green Guy

Green Guy has given you an ability as a show of good faith, while Cheshire hasn't. We just have to be aware of Green Guy's lie agreement. When he is an observer, that one week, he can tell lies. He anchors himself as trustworthy, then when the conditions are met, he is free to be...


NG Male Sylph _ HP: 11/11, AC: 13 _ T: 13 _ FF: 10 _S.M. +2;_ Percep +6, Darkvision 60 ft., Initiative: +5, Fort +1 _ Ref +3 _ Will +2, CMB: -1, CMD: 12, Speed: 35 ft. _ Inspiration: 3/8
Skills:
Disable Device +7, Knowledge(Arcana) +8, Knowledge(Local) +5, Knowledge(Nature) +5, Perception +6, Profession (Spidersilk Collecting) +6, Stealth +11
_ Active conditions: Aid

Sense Motive on Greenie: 1d20 + 2 ⇒ (19) + 2 = 21

"I'm not that big on being followed around, but Flynn is right on the show of good faith... I guess, I vote we go with Greenie here. Or go back and find the wolf, cause that was a very pretty blue flame collar."


Sense Motive DC 20 (Jeffery and Ise):
You believe he is telling the truth, he is being forthcoming with information and does not appear to be hiding anything.

Jeffery is correct in his statement. Truthful until...

Orison is as Orison does... use at will. Still a standard action to cast it.

The fey responds to Ise'dranl's statement, "The wolf has gone hunting if you tried to find him now you could possibly become the prey, even as a guide he could have hunted you after getting you to the spiders."


Male NG Elf HP 10/10 AC 13_T 13_FF_10 ,Perception +6 , Low-Light Vision ,Initiative +3 , Fort +0, Ref +3, Will +0 ,CMB -1, CMD 12 ,Speed: 30 ,Acrobatics +3 ,Bluff -1 ,Climb -1 Craft(Alchemy) +8 Diplomacy -1 Escape Artist +3 Handle Animal -1 Heal +0 Intimidate -1 Kn. Arcana +8 Kn. Engineering +8 Kn. Local +5 Ride +3 Stealth +4 Survival +0 Swim -1

Aien grins. At the choice, he scratches his head. We should go with Greenie here. Seems more trust-worthy.

Shadow Lodge

Stats:
HP: 188_ AC: 47_T: 41_Perception +16, Sense Motive +17[/ooc]_Init: +12_Fort: +22_Ref: +21_Will: +18_CMB: +10_CMD: 32_Speed50_FastHeal 12_DR 5/coldiron_Resist: NegEn_Cold_El:10Acid_Fire:5
Skills:
Acrobatics+21_App+15_Bluff+20_Climb+14_Dip+30_DD+18_EArtist+21_Heal+12_Inti +17_K Arc/His/Loc/Nat/Nob/Pla/Rel+17_Ling+18_P(Sing/Dance)+19_SoH+18_Spell+18_Ste alth+21_Surv+11_Swim+9_UMD+22

"I vote for the green fey." She simply states then breaks from the group to ask the green fey dude a few things, "What is your name? Do you know of any places we might explore and loot along the way to the spiders? Will you be our guide to the spiders and then out of the forest? What is your favorite color? Who are your allies in the forest? Is there any magical places we can visit, please explain what you know about said places? Don't mind me, I am just seeing what information I can get from him, once you settle on a decision interrupt us."


Vital:
HP: 25/25, AC: 22 _ T: 22 _ FF: 17 _ Perception +11, Initiative: +5, Fort +7 _ Ref +8 _ Will +8 (+2 vs. fear) _ CMB: +11 _ CMD: 26, Speed: 60
skills:
Acrobatics +11 (+16 jump) _ Climb +8 _ Dip +8 _ Escape Artist +9 _ Handle Animal +3 _ Heal +5 _ Intimidate +8 _ K: H & Re +6 _ Ling +2, Perform (Dance) +7 _ Ride +8 _ Sense Motive +9 _ Stealth+13 _ Survival +5 _ Swim +8

"Oh you want me to vote... Board, yeah, ok. Board says his vote is for the green guy." Baris says after one of you stare at him for a bit, then Board whispers something into his ear. "Oh, Board I forgot a few things. Here is the list of items you will find in my room. Remember crescent half turn to the left to get in and my proper name including my alias. If you have any questions ask the bamboo."

And with that and the few instructions Board gets up and quickly runs for the lumberyard.


Vital: 33/44 hp _ AC: 21 _ T:11 _ ff:20 _ Init +1 _ Perception +1 _ Fort +7, Ref +2, Will +2 (+1 vs. fear) _ speed 20 feet.

"Orik Vancasterkin Silv. Yes there are quite a few viable targets along the way for looting that only the fey of the area would have possible problems with your looting. Yes I will be your guide until you have harvested your fill of spider silk then guide you out. My favorite color is dark green. My allies in the forest would be my family the Silv we are within the House of Ballads, a few faieries, pixies, and several unicorns. Working as your guide will give me prestige and as long as you don't destroy the place I should gain some more. There are several places I could take part or all of your group, I will go into more detail as we walk." The fey relays mostly to Jellena. Then he pipes up about Garret's new ability, "Oh your ability is tied to the forest so unless we do some transplanting, it will only work in the forest."


Male CN Human HP: 11/11, AC: 16 T: 16 FF: 10 Perception +7 Initiative: +3 Fort +4 Ref +6 Will +7 (+9 vs. divination) CMB: +2, CMD: 18 Speed: 30 Bluff (Trickery) +9, Diplomacy +7, Disguise (Trickery) +7, Knowledge (Local) +9, Perception +7, Profession: Chef +7, Sense Motive +7, Stealth (Trickery) +7, Survival +4, Active conditions: Out of his mind.

Good to meet you, Orik Vancasterkin Silv of House of Ballads. I am Jeffrey Flynn. How does your prestige system work. Are there any places we can help improve within your Forest? Should we visit the House of Ballads? Have we prevented a death by a cat scratch? Was that a verbal technique to add in urgency for us to choose a Guide? What Hidden Agenda do you have - your introduction speech was wonderful. You brought back memories of my first used car salesman talking about the warranty for this sweet little red convertible I bought several years ago... What are your duties as a Guide? What can you teach us? What do you wish to learn? Flynn is somewhat whimsical in the questions asked. He is trying to decide if Orik is someone to invite to play poker with. Flynn notes any body language or facial expression. Even if the words seem negative, Flynn's tone is quite encouraging and welcoming.

Take ten for a 17 for diplomacy
knowledge local for House of Ballads: 1d20 + 9 ⇒ (4) + 9 = 13
knowledge local for Orik Vancasterkin Silv: 1d20 + 9 ⇒ (18) + 9 = 27

Who would we discuss about an alliance with Fey of the Forest and Sanctuary? We have a common enemy that will be invading Sanctuary. They strike from the four cardinal points and I am not sure that they are working together. Militarily, they would rip up the Forest for Siege Weapons. I would hate to see such a forest be ruined by War.


Vital: 33/44 hp _ AC: 21 _ T:11 _ ff:20 _ Init +1 _ Perception +1 _ Fort +7, Ref +2, Will +2 (+1 vs. fear) _ speed 20 feet.

"Greetings Jeffrey Flynn. Our prestige system is based on works and your position as a hero. How would you help improve the forest? You could visit the House of Ballads but it would be dangerous for non fey, it would take under two weeks to get there on foot. The Cheshire Cat has moved on and thus you are safe and prevented a death. Yes it was a verbal technique to add in urgency for us to choose a Guide, and I don't care for loss of needless life. I do not have a hidden agenda, I wish to continue to see your adventures outside of the forest and the only way I can do that is if it is in contract. My duties as a guide are to lead you towards your goal, do my best to keep you away from dangerous locations, and do my best to make sure you survive. Though there are no real rules concerning being a guide I will try to uphold those three tenants. What do you want to learn, there are many things I could teach you but likely you would not be interested in most of them. My major skill is tailoring, I could teach that the best. Story telling and bardic skills come to me naturally too. I wish to learn how mortals live outside of the forest." The fey seems to be rather reserved in body language more expressive with his facial features but not much, no good tells visible. Though you seem to have gotten nearly all questions answered.

"There are many, many parties involved in the forest. The Grey Wardens are brokering for Sanctuary and the forest so that there is no more bloodshed and that the lumberyard could begin to work again. They would have much to contend with if they planned to rip up our edges. Though your best bet would be to speak with the three nearest Houses: Ballads, Beasts, and Earth."

K Local DC 10 for House of Ballads:
There is rumor that the high fey collect themselves into houses similar to kings.

knowledge local DC 25 for Orik Vancasterkin Silv:
House of Silv is among the lower families in the House of Ballads. Orik is estranged from his family but still has his duties to the family, House, and the fey, in that order. He is a bard and loves to spin tales and learn new ones. He is estranged because of his interest of mortals. He does not have a ballad that encompasses him yet.


"Seems everyone else has asked the most pertinent questions. What's this about transplanting?", Garret asks.

"Perhaps we should be on our way now that we've found a guide. Maybe we can be done with this spiderweb business soon."


Male NG Elf HP 10/10 AC 13_T 13_FF_10 ,Perception +6 , Low-Light Vision ,Initiative +3 , Fort +0, Ref +3, Will +0 ,CMB -1, CMD 12 ,Speed: 30 ,Acrobatics +3 ,Bluff -1 ,Climb -1 Craft(Alchemy) +8 Diplomacy -1 Escape Artist +3 Handle Animal -1 Heal +0 Intimidate -1 Kn. Arcana +8 Kn. Engineering +8 Kn. Local +5 Ride +3 Stealth +4 Survival +0 Swim -1

Aien nods, stunned by the barrage of questions. Sense Motive: 1d20 + 5 ⇒ (10) + 5 = 15 Ballads... probably with bardic features. Beasts? probably druids, or barbarians. Earth? probably druids.


NG Male Sylph _ HP: 11/11, AC: 13 _ T: 13 _ FF: 10 _S.M. +2;_ Percep +6, Darkvision 60 ft., Initiative: +5, Fort +1 _ Ref +3 _ Will +2, CMB: -1, CMD: 12, Speed: 35 ft. _ Inspiration: 3/8
Skills:
Disable Device +7, Knowledge(Arcana) +8, Knowledge(Local) +5, Knowledge(Nature) +5, Perception +6, Profession (Spidersilk Collecting) +6, Stealth +11
_ Active conditions: Aid

Knowledge (Local): 1d20 + 5 + 1d6 ⇒ (16) + 5 + (4) = 25

Ise snickers quietly at the knowledge gained from the Knowledge check.
Orik, I'm intrigued by the intricacies of how the Fey Houses work. Maybe while you are traveling with us you could enlighten me to how it all works in more detail."

"I'm with Garret, we are on a time schedule to return the silk gathering needles after all and I don't overly wanna end up cursed."


Male CN Human HP: 11/11, AC: 16 T: 16 FF: 10 Perception +7 Initiative: +3 Fort +4 Ref +6 Will +7 (+9 vs. divination) CMB: +2, CMD: 18 Speed: 30 Bluff (Trickery) +9, Diplomacy +7, Disguise (Trickery) +7, Knowledge (Local) +9, Perception +7, Profession: Chef +7, Sense Motive +7, Stealth (Trickery) +7, Survival +4, Active conditions: Out of his mind.

A tailor?!? Perfect. I am a chef... If I gave you the shirt off my back, could you remove the stitching to get a pattern? I would first need to obtain some replacement clothing. Correct me if I am wrong, you need four things to be a good tailor. The Pattern, the skill, the material, and the equipment. Is this spider silk good material to make clothing?

Good point, Ise'dranl. There isn't a quicker method to get to the House of Ballads? Who rules the House of Ballads, as I understand your family of Silv is just one family within the House of Ballads. What can we do to have a better reception for us with House of Ballads. Who are their enemies?

Is transporting plants from the forest a crime?

Come, Friend Orik Vancasterkin Silv. We have some walking to do to get to these spiders.

knowledge local Grey Wardens: 1d20 + 9 ⇒ (9) + 9 = 18
knowledge local Lumberyard: 1d20 + 9 ⇒ (2) + 9 = 11
knowledge local House of Beasts: 1d20 + 9 ⇒ (20) + 9 = 29
knowledge local House of Earth: 1d20 + 9 ⇒ (8) + 9 = 17
knowledge local ballad that encompasses him yet: 1d20 + 9 ⇒ (10) + 9 = 19
knowledge local Spider silk: 1d20 + 9 ⇒ (16) + 9 = 25


Vital: 33/44 hp _ AC: 21 _ T:11 _ ff:20 _ Init +1 _ Perception +1 _ Fort +7, Ref +2, Will +2 (+1 vs. fear) _ speed 20 feet.

"Garet, if I, a Druid, or another Fae take plants and some special sod to start a garden in a new place. This will expand the forest's reach and increase magic. Onwards then, I will point out magical locations along the way, loot locations, and any spider webs." He says more in response to Garret than the rest. "You are correct Jeffery about Tailoring, if you have the the skill and tools spider silk is a great resource, I don't have either but know of other tailors that do."

Aien you sense only truth.

Along the path he talks about direct questions first, "The House of Ballads is ruled by a fair and just king, he is known as White Crest, among other names. We have no official enemies, the evil fey and despoilers of the forest meet our wrath when they act out upon their nature. There is a quicker way to get to the House of Ballads but you are not a Fae and the other underground routes are very dangerous, the Midnight Forest. True there are many families of Fae in the House of Ballads and other fey as well. A better reception would be met with the slaying of a legendary beast or major threat to the forest."

As you travel he will point out Magical locations, loot locations, and how the House of Ballads works. The first couple of nights Orik tells the group to stay to the path and that you can sleep soundly without a guard, though Orik watches. You never see him sleep.


On the third day he says, "Over in the next glade is some spiders, venture forth if you choose."

If one of you wants to run the encounter go for it, 4 small spiders, 2 medium spiders on round 3 join, and round 5 an ettercap. I am out until Monday!


Garret ponders for a while, "Hmm, what would it take to get you to do that transplanting? I wonder where would be a good place in Sanctuary. Any suggestions, Miss Darkling?"

I say wait till Wolf gets back to run combat.


Male CN Human HP: 11/11, AC: 16 T: 16 FF: 10 Perception +7 Initiative: +3 Fort +4 Ref +6 Will +7 (+9 vs. divination) CMB: +2, CMD: 18 Speed: 30 Bluff (Trickery) +9, Diplomacy +7, Disguise (Trickery) +7, Knowledge (Local) +9, Perception +7, Profession: Chef +7, Sense Motive +7, Stealth (Trickery) +7, Survival +4, Active conditions: Out of his mind.

I would like to try running a combat. Here's a good opportunity. It's pretty straightforward, except for potentially, the Ettercap. No reason to have Wolf run it when we can handle it... Wolf did state earlier in one of these threads that he wanted to share some of the responsibility for the campaign.


Male NG Elf HP 10/10 AC 13_T 13_FF_10 ,Perception +6 , Low-Light Vision ,Initiative +3 , Fort +0, Ref +3, Will +0 ,CMB -1, CMD 12 ,Speed: 30 ,Acrobatics +3 ,Bluff -1 ,Climb -1 Craft(Alchemy) +8 Diplomacy -1 Escape Artist +3 Handle Animal -1 Heal +0 Intimidate -1 Kn. Arcana +8 Kn. Engineering +8 Kn. Local +5 Ride +3 Stealth +4 Survival +0 Swim -1

I'm good either way. But I slightly prefer running it ourselves.
He never sleeps? Creepy...


NG Male Sylph _ HP: 11/11, AC: 13 _ T: 13 _ FF: 10 _S.M. +2;_ Percep +6, Darkvision 60 ft., Initiative: +5, Fort +1 _ Ref +3 _ Will +2, CMB: -1, CMD: 12, Speed: 35 ft. _ Inspiration: 3/8
Skills:
Disable Device +7, Knowledge(Arcana) +8, Knowledge(Local) +5, Knowledge(Nature) +5, Perception +6, Profession (Spidersilk Collecting) +6, Stealth +11
_ Active conditions: Aid

It doesn't matter to me either way.

"Looks like it's spider time!" Ise draws his sword. "I'll go scout out the glade. If I'm not back in a few minutes, I'll probably appreciate a rescue." Ise sneaks off towards the spidery glade.Stealth: 1d20 + 11 + 1d6 ⇒ (19) + 11 + (2) = 32


Male CN Human HP: 11/11, AC: 16 T: 16 FF: 10 Perception +7 Initiative: +3 Fort +4 Ref +6 Will +7 (+9 vs. divination) CMB: +2, CMD: 18 Speed: 30 Bluff (Trickery) +9, Diplomacy +7, Disguise (Trickery) +7, Knowledge (Local) +9, Perception +7, Profession: Chef +7, Sense Motive +7, Stealth (Trickery) +7, Survival +4, Active conditions: Out of his mind.

Ise'dranl moves stealthly over the rise, overlooking a glade. On the other side of the glade, he notices that the trees are closer together with sparkle of dew shining off webbing going tree to tree. His vantage point potentially shows some spiders.

spider 1 perception: 1d20 + 4 ⇒ (15) + 4 = 19
spider 1 stealth: 1d20 + 11 ⇒ (14) + 11 = 25
spider 2 perception: 1d20 + 4 ⇒ (18) + 4 = 22
spider 2 stealth: 1d20 + 11 ⇒ (12) + 11 = 23
spider 3 perception: 1d20 + 4 ⇒ (11) + 4 = 15
spider 3 stealth: 1d20 + 11 ⇒ (7) + 11 = 18
spider 4 perception: 1d20 + 4 ⇒ (15) + 4 = 19
spider 4 stealth: 1d20 + 11 ⇒ (19) + 11 = 30

Knowing that there are spiders about, Ise stops about 70 feet away from the copse of trees. Ise declines the attempt to cross the glade so early in the scouting phase - the glade has little to hide behind for a diameter of about 55 feet. Overlooking the copse of trees that the spiders could potentially be in, Ise figures that this would be a good sniper's location. Unfortunately, the trees provide some cover, but there is an almost clear shot.

As Ise scouts further by circling widely around the copse of trees, there is a ravine that heads into the densely populated trees. No webbing is visible at the bottom or sides of the ravine.

Ise successfully returns back to the group.


Male NG Elf HP 10/10 AC 13_T 13_FF_10 ,Perception +6 , Low-Light Vision ,Initiative +3 , Fort +0, Ref +3, Will +0 ,CMB -1, CMD 12 ,Speed: 30 ,Acrobatics +3 ,Bluff -1 ,Climb -1 Craft(Alchemy) +8 Diplomacy -1 Escape Artist +3 Handle Animal -1 Heal +0 Intimidate -1 Kn. Arcana +8 Kn. Engineering +8 Kn. Local +5 Ride +3 Stealth +4 Survival +0 Swim -1

What did you see? Aien yawns, a bit tired.


NG Male Sylph _ HP: 11/11, AC: 13 _ T: 13 _ FF: 10 _S.M. +2;_ Percep +6, Darkvision 60 ft., Initiative: +5, Fort +1 _ Ref +3 _ Will +2, CMB: -1, CMD: 12, Speed: 35 ft. _ Inspiration: 3/8
Skills:
Disable Device +7, Knowledge(Arcana) +8, Knowledge(Local) +5, Knowledge(Nature) +5, Perception +6, Profession (Spidersilk Collecting) +6, Stealth +11
_ Active conditions: Aid

"Alright, so Intel time. There looks to be a few spiders by the webbing but I didn't see any directly. There is a spot that I think would make a good sniping point for either Aien or Garret. Over to the left, there is a ravine that looks to lead right into the copse of trees that is unblocked by spider webs. I think the stealthiest of us should sneak in and draw the spiders into the clearing for the others."


Male CN Human HP: 11/11, AC: 16 T: 16 FF: 10 Perception +7 Initiative: +3 Fort +4 Ref +6 Will +7 (+9 vs. divination) CMB: +2, CMD: 18 Speed: 30 Bluff (Trickery) +9, Diplomacy +7, Disguise (Trickery) +7, Knowledge (Local) +9, Perception +7, Profession: Chef +7, Sense Motive +7, Stealth (Trickery) +7, Survival +4, Active conditions: Out of his mind.

Baris looks at the group, smiling serenely. "Garret, as this is your group's task to defeat these spiders, I will remain on the hill to survey the scene. If I am needed, I shall arrive. I do not want to take from your victory." Baris draws his glaive moves to a position for stealth and visibility.

Lumberjack crew will not take place on the assault. "We ain't paid enough to charge into a Fey Spider lair." or "If I was a hero, I would have joined the Grey Wardens." or "I have dishes to wash."

Ise'dranl, you would get a set of rolls due to your scouting.

Aien is no longer fatigued. The camp has been made by the lumberjacks for 3 days travel. You have a secure area to sleep.

Everyone would get rolls as they approach.

20 on profession Spidersilk Farmer:
Occupational hazard of touching/being near webbing allows spiders to feel vibrations along the web. Treat as tremorsense.

16 knowledge nature:
A creature caught in a spider's web that gets entangled will attract a spider, who then wraps the creature in webbing and poisons the creature. These creatures are stored to eat later. Spiders are considered vermin.

21 Survival or Search (trapsense applies):
Glade has webbing along the ground, criss-crossing the area. There are 3 webbing traps. See Striding spoiler within need for reflex save. This would be a good harvest if no enemies were around and traps were sprung/disarmed.

Striding with purpose into the glade:
DC 16 reflex save to avoid webbing snares. Glade has 3 such traps before getting into copse of trees.


Male NG Elf HP 10/10 AC 13_T 13_FF_10 ,Perception +6 , Low-Light Vision ,Initiative +3 , Fort +0, Ref +3, Will +0 ,CMB -1, CMD 12 ,Speed: 30 ,Acrobatics +3 ,Bluff -1 ,Climb -1 Craft(Alchemy) +8 Diplomacy -1 Escape Artist +3 Handle Animal -1 Heal +0 Intimidate -1 Kn. Arcana +8 Kn. Engineering +8 Kn. Local +5 Ride +3 Stealth +4 Survival +0 Swim -1

Forgot to remove the fatigued thing. Thanks for reminding me.
Profession(spider silk collector): 1d20 + 1 ⇒ (17) + 1 = 18
know. Nature: 1d20 + 4 ⇒ (10) + 4 = 14

Shadow Lodge

Stats:
HP: 188_ AC: 47_T: 41_Perception +16, Sense Motive +17[/ooc]_Init: +12_Fort: +22_Ref: +21_Will: +18_CMB: +10_CMD: 32_Speed50_FastHeal 12_DR 5/coldiron_Resist: NegEn_Cold_El:10Acid_Fire:5
Skills:
Acrobatics+21_App+15_Bluff+20_Climb+14_Dip+30_DD+18_EArtist+21_Heal+12_Inti +17_K Arc/His/Loc/Nat/Nob/Pla/Rel+17_Ling+18_P(Sing/Dance)+19_SoH+18_Spell+18_Ste alth+21_Surv+11_Swim+9_UMD+22

Profession silk farmer: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
She pulls out her fiddle, follows Garret, ready to play and inspire. Then she points out what she sees, "Hold up, there are webs out on the ground of the glade. Also it seems they make up some spider traps... This looks to be a prime place to harvest some silk. Aien can you do damage without damaging the webs? Garret pull out your pistol. Weapons ready and someone with melee touch the webs on the ground."


NG Male Sylph _ HP: 11/11, AC: 13 _ T: 13 _ FF: 10 _S.M. +2;_ Percep +6, Darkvision 60 ft., Initiative: +5, Fort +1 _ Ref +3 _ Will +2, CMB: -1, CMD: 12, Speed: 35 ft. _ Inspiration: 3/8
Skills:
Disable Device +7, Knowledge(Arcana) +8, Knowledge(Local) +5, Knowledge(Nature) +5, Perception +6, Profession (Spidersilk Collecting) +6, Stealth +11
_ Active conditions: Aid

Perception, Profession (Spidersilk Collecting), Knowledge (Nature): 1d20 + 6 ⇒ (12) + 6 = 181d20 + 6 ⇒ (8) + 6 = 141d20 + 5 ⇒ (6) + 5 = 11

Ise draws his sword with a flourish and a bow. "As you wish, milady." Ise lightly taps the webs with the blunt side of his sword.


Male CN Human HP: 11/11, AC: 16 T: 16 FF: 10 Perception +7 Initiative: +3 Fort +4 Ref +6 Will +7 (+9 vs. divination) CMB: +2, CMD: 18 Speed: 30 Bluff (Trickery) +9, Diplomacy +7, Disguise (Trickery) +7, Knowledge (Local) +9, Perception +7, Profession: Chef +7, Sense Motive +7, Stealth (Trickery) +7, Survival +4, Active conditions: Out of his mind.

Ise is able to tap on the web. Two of the small spiders twitter out of the wooded area cautiously approach, about halfway along the glade...

spider 1 perception: 1d20 + 4 ⇒ (18) + 4 = 22
spider 2 perception: 1d20 + 4 ⇒ (3) + 4 = 7

... the first spider pauses on the webbing, chittering with its mandibles, six of the eight legs strumming the webbing, before it approaches.

Spider 2 continues to move forward slightly altering course from Ise's sword tapping.

Initiative please.

spider 1 Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
spider 2 Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
spider 3 Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
spider 4 Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Flynn Initiative: 1d20 + 3 ⇒ (10) + 3 = 13


Male NG Elf HP 10/10 AC 13_T 13_FF_10 ,Perception +6 , Low-Light Vision ,Initiative +3 , Fort +0, Ref +3, Will +0 ,CMB -1, CMD 12 ,Speed: 30 ,Acrobatics +3 ,Bluff -1 ,Climb -1 Craft(Alchemy) +8 Diplomacy -1 Escape Artist +3 Handle Animal -1 Heal +0 Intimidate -1 Kn. Arcana +8 Kn. Engineering +8 Kn. Local +5 Ride +3 Stealth +4 Survival +0 Swim -1

Aien pulls out and loads his musket. I probably could hit the spiders without damaging the webs. I probably need some buffs.... Though I can cast lightning bolt 3/day and use bombs.


Male CN Human HP: 11/11, AC: 16 T: 16 FF: 10 Perception +7 Initiative: +3 Fort +4 Ref +6 Will +7 (+9 vs. divination) CMB: +2, CMD: 18 Speed: 30 Bluff (Trickery) +9, Diplomacy +7, Disguise (Trickery) +7, Knowledge (Local) +9, Perception +7, Profession: Chef +7, Sense Motive +7, Stealth (Trickery) +7, Survival +4, Active conditions: Out of his mind.

These spiders are a great metaphor for us trapped in the game. Could the instigator have planned to trap us in the program? There was a lot of code I didn't wade through. What if this Overseer, using a Fallout term, deliberately initiated this program to trap us here because he wanted to trap one specific person to cut them off from Earth? A scientist or business leader or a governmental leader or a religious leader... the religious leader is ironic, given the temples that have NPC clerics. Will anyone start a Christian temple in Sanctuary?

Aien, use lightning or bombs as a last resort. The webbing is the end prize for here. Hopefully, when we get back to Sanctuary, someone will have started a yoga studio.

As Flynn readies to strike a spider coming into range, What if the Overseer is stalling with trapping us in here. A delaying tactic for real world activities. With my break up I hadn't really been paying attention to outside news. Last three days talking to Orik and Baris have been great. Better than some drinking buddies back in college... Is the game making this environment artificially addictive so we don't want to go back?

Flynn contemplates the metaphors that life (or game) provides. He becomes more focused as he watches the two smalls spiders move closer. He moves towards the edge of the Glade of Webs. His unarmed martial stance is light on his feet, showing better defense than offense.


Garret draws and readies his pistol, "Ready when you guys are."

Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Profession(Spidersilk Collector): 1d20 + 7 ⇒ (13) + 7 = 20

Initiative: 1d20 + 6 ⇒ (17) + 6 = 23

Garret moves up to just within 20'(for Touch targeting and Point Blank Shot) of the approching spider and fires at it.
Pistol: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 vs. Touch
damage: 1d8 + 1 ⇒ (5) + 1 = 6


Male CN Human HP: 11/11, AC: 16 T: 16 FF: 10 Perception +7 Initiative: +3 Fort +4 Ref +6 Will +7 (+9 vs. divination) CMB: +2, CMD: 18 Speed: 30 Bluff (Trickery) +9, Diplomacy +7, Disguise (Trickery) +7, Knowledge (Local) +9, Perception +7, Profession: Chef +7, Sense Motive +7, Stealth (Trickery) +7, Survival +4, Active conditions: Out of his mind.

The first spider crawling towards the group explodes in chunks. Pieces of spider cascade in the air, the light shining through the trees high portions then hide others as the spider bits fall in the shadows of the branches.

The remaining spider head to the edge of the glade towards the group.

At the far end of the glade arrive two more small spiders. These are about 60 feet away.


Male NG Elf HP 10/10 AC 13_T 13_FF_10 ,Perception +6 , Low-Light Vision ,Initiative +3 , Fort +0, Ref +3, Will +0 ,CMB -1, CMD 12 ,Speed: 30 ,Acrobatics +3 ,Bluff -1 ,Climb -1 Craft(Alchemy) +8 Diplomacy -1 Escape Artist +3 Handle Animal -1 Heal +0 Intimidate -1 Kn. Arcana +8 Kn. Engineering +8 Kn. Local +5 Ride +3 Stealth +4 Survival +0 Swim -1

Musket: 1d20 + 1 ⇒ (16) + 1 = 17
-2 range
damage: 1d12 ⇒ 5
Aien fires his musket.
C'mon, don't damage the webs...


NG Male Sylph _ HP: 11/11, AC: 13 _ T: 13 _ FF: 10 _S.M. +2;_ Percep +6, Darkvision 60 ft., Initiative: +5, Fort +1 _ Ref +3 _ Will +2, CMB: -1, CMD: 12, Speed: 35 ft. _ Inspiration: 3/8
Skills:
Disable Device +7, Knowledge(Arcana) +8, Knowledge(Local) +5, Knowledge(Nature) +5, Perception +6, Profession (Spidersilk Collecting) +6, Stealth +11
_ Active conditions: Aid

Initiative: 1d20 + 5 ⇒ (16) + 5 = 21 Ise twitches impatiently as the spiders slowly move closer. "I need to get some sort of ranged weapon." Ise waits until the spiders get almost into melee range.


Male CN Human HP: 11/11, AC: 16 T: 16 FF: 10 Perception +7 Initiative: +3 Fort +4 Ref +6 Will +7 (+9 vs. divination) CMB: +2, CMD: 18 Speed: 30 Bluff (Trickery) +9, Diplomacy +7, Disguise (Trickery) +7, Knowledge (Local) +9, Perception +7, Profession: Chef +7, Sense Motive +7, Stealth (Trickery) +7, Survival +4, Active conditions: Out of his mind.

Aien fires his musket, hitting the spider that was coming to the edge of the group's side of the glade. The spider moves forward a couple steps forward using three of its eight legs, but slows to a stop. Ichor drips from the bullet wound. The light in its multitude of eyes dim.

There are two small spiders entering the center of the glade having moved about 30 feet. They are the same size as the spiders that Aien and Garret successfully shot dead. They will take a round travelling to get towards your side of glade.

Shadow Lodge

Stats:
HP: 188_ AC: 47_T: 41_Perception +16, Sense Motive +17[/ooc]_Init: +12_Fort: +22_Ref: +21_Will: +18_CMB: +10_CMD: 32_Speed50_FastHeal 12_DR 5/coldiron_Resist: NegEn_Cold_El:10Acid_Fire:5
Skills:
Acrobatics+21_App+15_Bluff+20_Climb+14_Dip+30_DD+18_EArtist+21_Heal+12_Inti +17_K Arc/His/Loc/Nat/Nob/Pla/Rel+17_Ling+18_P(Sing/Dance)+19_SoH+18_Spell+18_Ste alth+21_Surv+11_Swim+9_UMD+22

Initiative: 1d20 + 1 ⇒ (6) + 1 = 7

Round 1

Jellena begins to play her fiddle to inspire the group. 1/8 rounds - inspire courage (+1 vs. charm & fear, +1 on attack and damage)

Round 2&3
She continues to play her fiddle to inspire the group with her Diddy. 3/8 rounds - inspire courage (+1 vs. charm & fear, +1 on attack and damage) She will move back as needed away from any threats.


Male NG Elf HP 10/10 AC 13_T 13_FF_10 ,Perception +6 , Low-Light Vision ,Initiative +3 , Fort +0, Ref +3, Will +0 ,CMB -1, CMD 12 ,Speed: 30 ,Acrobatics +3 ,Bluff -1 ,Climb -1 Craft(Alchemy) +8 Diplomacy -1 Escape Artist +3 Handle Animal -1 Heal +0 Intimidate -1 Kn. Arcana +8 Kn. Engineering +8 Kn. Local +5 Ride +3 Stealth +4 Survival +0 Swim -1

Initiatve(forgot, sorry): 1d20 + 3 ⇒ (11) + 3 = 14
Aien loads his musket this round, then backs away 15 feet (if he would provoke, he 5 foot steps instead)


Male CN Human HP: 11/11, AC: 16 T: 16 FF: 10 Perception +7 Initiative: +3 Fort +4 Ref +6 Will +7 (+9 vs. divination) CMB: +2, CMD: 18 Speed: 30 Bluff (Trickery) +9, Diplomacy +7, Disguise (Trickery) +7, Knowledge (Local) +9, Perception +7, Profession: Chef +7, Sense Motive +7, Stealth (Trickery) +7, Survival +4, Active conditions: Out of his mind.

The Group will get another round of missile fire before the two small spiders arrive. Once the two spiders arrive, Ise'dranl and Flynn have readied actions to strike the two spiders.

Flynn's ready attack if a spider approaches: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d3 + 1 ⇒ (3) + 1 = 4


NG Male Sylph _ HP: 11/11, AC: 13 _ T: 13 _ FF: 10 _S.M. +2;_ Percep +6, Darkvision 60 ft., Initiative: +5, Fort +1 _ Ref +3 _ Will +2, CMB: -1, CMD: 12, Speed: 35 ft. _ Inspiration: 3/8
Skills:
Disable Device +7, Knowledge(Arcana) +8, Knowledge(Local) +5, Knowledge(Nature) +5, Perception +6, Profession (Spidersilk Collecting) +6, Stealth +11
_ Active conditions: Aid

Ise positions himself to better intercept one of the spiders. Readied Attack; Damage: 1d20 + 3 ⇒ (8) + 3 = 111d6 - 1 ⇒ (2) - 1 = 1


Vital:
HP: 25/25, AC: 22 _ T: 22 _ FF: 17 _ Perception +11, Initiative: +5, Fort +7 _ Ref +8 _ Will +8 (+2 vs. fear) _ CMB: +11 _ CMD: 26, Speed: 60
skills:
Acrobatics +11 (+16 jump) _ Climb +8 _ Dip +8 _ Escape Artist +9 _ Handle Animal +3 _ Heal +5 _ Intimidate +8 _ K: H & Re +6 _ Ling +2, Perform (Dance) +7 _ Ride +8 _ Sense Motive +9 _ Stealth+13 _ Survival +5 _ Swim +8

Baris runs off into the forest off into the trees.

In other words, Everyone take your Round 2 actions. If you have a readied attack you may keep with the same or re-adjust with a different action.


Round 2

Garret reloads his pistol and waits for the spiders to approach.

Neither a readied action or delay. Just reload and end my turn.


NG Male Sylph _ HP: 11/11, AC: 13 _ T: 13 _ FF: 10 _S.M. +2;_ Percep +6, Darkvision 60 ft., Initiative: +5, Fort +1 _ Ref +3 _ Will +2, CMB: -1, CMD: 12, Speed: 35 ft. _ Inspiration: 3/8
Skills:
Disable Device +7, Knowledge(Arcana) +8, Knowledge(Local) +5, Knowledge(Nature) +5, Perception +6, Profession (Spidersilk Collecting) +6, Stealth +11
_ Active conditions: Aid

Round 2
Ise simply waits until he can hit the spiders.


Male CN Human HP: 11/11, AC: 16 T: 16 FF: 10 Perception +7 Initiative: +3 Fort +4 Ref +6 Will +7 (+9 vs. divination) CMB: +2, CMD: 18 Speed: 30 Bluff (Trickery) +9, Diplomacy +7, Disguise (Trickery) +7, Knowledge (Local) +9, Perception +7, Profession: Chef +7, Sense Motive +7, Stealth (Trickery) +7, Survival +4, Active conditions: Out of his mind.

During round 2 that guns are reloaded, the two small spiders approach the group. Once at the edge, Flynn's readied action is triggered. He kills one of the two small spiders, his body in harmony with the bardic song being played by Ms. Jellena Darkling.

Ise'dranl misses with his readied action.

The spider attacks Ise'dranl

attack on Ise'dranl: 1d20 + 4 ⇒ (3) + 4 = 7 Misses
damage: 1d4 - 2 ⇒ (2) - 2 = 0
fort save 10 or take: 1d3 ⇒ 1 for strength loss.

Round 3

Flynn's attack: 1d20 + 3 + 1 + 2 ⇒ (19) + 3 + 1 + 2 = 25 bard song and flank
damage: 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Two larger spiders, the Medium size appears at the other side of the Glade.


NG Male Sylph _ HP: 11/11, AC: 13 _ T: 13 _ FF: 10 _S.M. +2;_ Percep +6, Darkvision 60 ft., Initiative: +5, Fort +1 _ Ref +3 _ Will +2, CMB: -1, CMD: 12, Speed: 35 ft. _ Inspiration: 3/8
Skills:
Disable Device +7, Knowledge(Arcana) +8, Knowledge(Local) +5, Knowledge(Nature) +5, Perception +6, Profession (Spidersilk Collecting) +6, Stealth +11
_ Active conditions: Aid

Fort ST: 1d20 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8
Ise spasms as the poison rip through his body.

Round 3

"That hurt you little s#%*!" Ise takes another swing with his sword. Atk: 1d20 + 3 ⇒ (1) + 3 = 4 I'm having the worst luck today!


Round 3

Garret moves 10' to the east-side of the spider and fire at it, this time bolstered by Jellena's rousing accompaniment.

Pistol: 1d20 + 4 + 1 + 1 ⇒ (12) + 4 + 1 + 1 = 18 vs touch w/ PBS & Inspire Courage
damage: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Ise you weren't hit therefore no poison effect


NG Male Sylph _ HP: 11/11, AC: 13 _ T: 13 _ FF: 10 _S.M. +2;_ Percep +6, Darkvision 60 ft., Initiative: +5, Fort +1 _ Ref +3 _ Will +2, CMB: -1, CMD: 12, Speed: 35 ft. _ Inspiration: 3/8
Skills:
Disable Device +7, Knowledge(Arcana) +8, Knowledge(Local) +5, Knowledge(Nature) +5, Perception +6, Profession (Spidersilk Collecting) +6, Stealth +11
_ Active conditions: Aid

Whoops! My bad, I guess I missed that.


Male NG Elf HP 10/10 AC 13_T 13_FF_10 ,Perception +6 , Low-Light Vision ,Initiative +3 , Fort +0, Ref +3, Will +0 ,CMB -1, CMD 12 ,Speed: 30 ,Acrobatics +3 ,Bluff -1 ,Climb -1 Craft(Alchemy) +8 Diplomacy -1 Escape Artist +3 Handle Animal -1 Heal +0 Intimidate -1 Kn. Arcana +8 Kn. Engineering +8 Kn. Local +5 Ride +3 Stealth +4 Survival +0 Swim -1

Aien sights down his barrel, and squeezes the trigger, humming to Helena's song.
musket, firing at medium spider, -2 range: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d12 + 1 ⇒ (12) + 1 = 13
$#!+


Male CN Human HP: 11/11, AC: 16 T: 16 FF: 10 Perception +7 Initiative: +3 Fort +4 Ref +6 Will +7 (+9 vs. divination) CMB: +2, CMD: 18 Speed: 30 Bluff (Trickery) +9, Diplomacy +7, Disguise (Trickery) +7, Knowledge (Local) +9, Perception +7, Profession: Chef +7, Sense Motive +7, Stealth (Trickery) +7, Survival +4, Active conditions: Out of his mind.

Round 3 Recap

Garret fires at the remaining small spider, the bullet shatters the back of its head, tearing through its chitinous skull. It dies between Flynn and Ise'dranal. No small spiders remain.

Two larger spiders, of Medium size appear at the other side of the Glade. The Medium Spiders should take next round to move towards the middle of the Glade

Aien aims down on one of the Medium Spiders with his musket, fires, but the a tree branch deflects the bullet causing him to miss and curse. Maybe not make him curse, but he still does so. The Medium spiders seem unconcerned. Venom glisten along their fangs.

Flynn and Ise'dranal can ready for the Medium Spiders to arrive sometime within round 5.

Cheering and singing along from the lumberjacks to Jellena Darklings song. They have moved up to the top of the hill to enjoy the music. Two of the lumberjacks do a doe see doe. They don't seem to care that there is a fight down below in the Glade.

Round 4

The Medium Spiders move towards the center of the Glade.


Male NG Elf HP 10/10 AC 13_T 13_FF_10 ,Perception +6 , Low-Light Vision ,Initiative +3 , Fort +0, Ref +3, Will +0 ,CMB -1, CMD 12 ,Speed: 30 ,Acrobatics +3 ,Bluff -1 ,Climb -1 Craft(Alchemy) +8 Diplomacy -1 Escape Artist +3 Handle Animal -1 Heal +0 Intimidate -1 Kn. Arcana +8 Kn. Engineering +8 Kn. Local +5 Ride +3 Stealth +4 Survival +0 Swim -1

Round 4:
Aien loads his musket. Should have gotten rapid reload...

Shadow Lodge

Stats:
HP: 188_ AC: 47_T: 41_Perception +16, Sense Motive +17[/ooc]_Init: +12_Fort: +22_Ref: +21_Will: +18_CMB: +10_CMD: 32_Speed50_FastHeal 12_DR 5/coldiron_Resist: NegEn_Cold_El:10Acid_Fire:5
Skills:
Acrobatics+21_App+15_Bluff+20_Climb+14_Dip+30_DD+18_EArtist+21_Heal+12_Inti +17_K Arc/His/Loc/Nat/Nob/Pla/Rel+17_Ling+18_P(Sing/Dance)+19_SoH+18_Spell+18_Ste alth+21_Surv+11_Swim+9_UMD+22

With an audience and the others fairing well enough she continues to inspire until the combat is over or until the end of round 8.


Vital: 33/44 hp _ AC: 21 _ T:11 _ ff:20 _ Init +1 _ Perception +1 _ Fort +7, Ref +2, Will +2 (+1 vs. fear) _ speed 20 feet.

He does a bit of a jig himself as the music catches him.

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