GM Budd the C.H.U.D.'s "The Price of Immortality" Trilogy

Game Master Budd the C.H.U.D.

The Price of Immortality Trilogy, part two - Masks of the Living God!

CURRENT MAP - On board the Black Mist

A group of young heroes set out upon what was meant to be a simple coming-of-age ritual, but found the Crypt of the Everflame overrun with undead horrors in the wake of a botched tomb robbery. Now, the cult of the Living God, Razmir, beckons in the distant city of Tamran, the origin of this great tragedy. The young Heroes of Kassen prepare now to head south, down the River Tourondel to the banks of eerie Lake Encarthan, where the next phase of their adventure awaits...


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Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

We were picked with parts to play.
But now the play's turned real.

"We need to take stock, before we go on." Doreen says, looking at the group. "Each enemy's worst than the last. This one nearly killed Calia. We don't know if the people who went for help made it or if help is coming. We're relatively safe here. Going further down, we might not have the option to come back. And the given how many undead we've fought so far, we might have to destroy the walking corpse of the girl we're trying to save."


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

"You can take it, Calia. It looks good on you. Just try not to jump into anymore fires." With Calia's most grievous wounds taken care of, Forest readies to set off for the next unexplored room. "All the more reason to keep moving, Doreen. We don't know how much time she has, or what might try coming back this way while we rest. Better to push forward before the monsters realize they're being pursued, if they don't already. Hit fast and hard."


Budd the C.H.U.D. wrote:
The door at the end of the hallway where Laird had been trapped does not seem to be locked, but rather barred- as if some heavy object was moved in front of the door. It seems as if it might be able to be moved with enough force.

'We do need to take stock.' Sariel smiles at Doreen, "we do need to take stock." Pointing to his head. "Through all this undead I have learned I have a halo.' Nodding to his companions "We have learned who has the bravery to continue.' Lifting up the empty bottle. "We were able to see Calia restored." Pointing to the east and then the west, "We know where the blocked doors are and that one of them should be where Dimira was taken."

Smiling, he continues. "So let me take stock, or inventory if you will: One scared young lady to rescue, one halo, one empty bottle." which he then tosses back into the pile of bones, nodding to Calia. "One magic shortsword, two doors to kick open and seven loyal friends willing to help each other accomplish more than their town ever expected."

Nodding to Forest, Sariel wearily lifts his sword and shield, brightening his halo as much as he can. "Now my friend, why don't you lead us back to one of those two doors, and we will find a way to move it." looking at the big quiet barbarian, "Won't we Artemis!"


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Artemis had frozen. There is no two ways about it. No other way to carve around that knot in the lumber. He's looking over to Calia, watching as her wounds stitch shut, and wanting to crawl inside himself for having allowed her to be so grievously hurt.

Do you want to see her or the rest of them die like Micah, coward? Are you so keen ta save your own worthless hide that going thru that fear is the better lot?

Sariel's bold claims gives him a shake, and he nods numbly. He pulls his shield from his back and slings the newly gifted club. He didn't exactly feel worthy of the implement. At the least, with his grandfather's shield his ancestor would grant him some bravery to protect his friends.

He remains quiet but nods to Sariel once and whispers, "Lemme take the lead, you watch o'er Cal...I ain't hurt..." Artie's eyes are downcast for a brief moment. Cuz I didn't jump inta the fight...cuz I'm a... He looks back to the halo'd fellow and works his jaw. "Lemme take the lead."

He lights the second of his 3 torches and moves off down the hallway.


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

Die young.
Leave an animated corpse.

"Fine." Doreen says as she prepares to, once again, march with the group. "I hope if I do get killed and become undead I at least become one of the sexy ones."

Going to keep casting Detect Magic and looking out for auras at this point, Budd.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Okie dokie! If you lot don't mind a wee bit of railroading regarding the doors...

With the threat of the shadow extinguished and the key and dagger retrieved, the party retreat from the smoke-filled chamber and back into the hall. The loop back past the room where they fought the beetle- a beetle that has now disappeared, perhaps having crawled back into the crack in the wall from whence it came- and try the door on this side.

They find that it is completely immovable. There are no keyholes or doorhandles anywhere on the door, though it is obvious that this door is intended to open... perhaps it only opens from the other side?

Stumped, the party makes a circuit back around to the room in which they found Laird and take another look at the door there. Its position opposite the other unopened door suggests they lead into the same room; this time, however, the door appears to open without difficulty! Whatever barred it shut would seem to have vanished. Maybe the heavy mechanical noise the party heard upon defeating Kassen's wooden golem earlier had something to do with this.

The door is heavy, but Artemis pushes it open without difficulty.

A single pillar in the center of the room supports this wide, domed chamber. The pillar is surrounded by a deep pit, but a stone bridge crosses the short gap on the south side. The pillar is riddled with tiny holes of a uniform size, facing every direction. The door on the opposite end of the chamber would seem to be the very one the party just failed to get in through in the opposite hallway, but there is also another door at the south side of the chamber.

Laird:
You recall one of your party- was it Roldare?- mentioning a "fantastic spinning pillar" that would leave the Heroes of Kassen in for "quite a shock." There was a very large bag of blunted arrow-like projectiles brought along that you now realize you haven't seen used anywhere else yet. Perhaps they were meant for this chamber?

Actions?


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Artie keeps his shield raised. "I don't like the looks o' them holes. Mebbe snakes? Arrows? Spikes?" He readies himself to step into the room, desperate to prove himself not a coward, but he pauses. "Brave not foolish, grandson."

He glances over his shoulder. "Wonder we should go back n' get them big Kessen shields? You n' me, Sariel, we could protect one o' the others n' go take a looksee."


NG Unchained Summoner HP: 16 AC/Touch/Flat 14/10/14 | Fort/Ref/Will +2/+0/+4 | Init +0 | CMB +0; CMD 14
Skills:
Perception +2, Perform (Sing) +4, Spellcraft +3, Kno: A/D/N/P: +3, Use Magic Device +5, Handle Animal +4, Profession (Woodcutter) +2

Oh uhm...wait a minute... Lair rubs his temples...When we came to set up Roldare, maybe, said said something about a pillar that was meant to shock or surprise you. We were carrying blunted arrows and I've not seen the bag since...there are a lot of holes in that thing. Maybe....I mean, I'm not sure but those shileds might be a really good idea.

Laird gestures to Woodruff, He can go back and get one of them if someone wants to go with him?


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

"Sounds like a plan to me. I'll stay here." Forest would rather not drop his bow to carry a giant wood slab. He pulls back to the little alcove in the hall to watch the northern entrance, presuming nothing was going to come through the possibly trapped round room while they waited.


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Artemis nods. "I can go with him. Sariel will need to hold here with his shield." He looks to the doorway into the circular room.

As they retrace their steps to Kessen's chamber, Artie considers Woodruff for a few moments in silence. Before long, and once they're alone, he asks, "Ain't none o' my business mind you...n' Laird ain't given no case for me ta think so, but are you n' he a relation?" The big youth clears his throat nervously. "Thing is, there's talk 'round town you're a serv...uh..." He laughs uncomfortable and shrugs his shoulders. "I thought it was gossip, ya know. Idle minds not goin' 'bout their proper work. Seems silly actually..."

He busies himself with fumbling for the compass device the old Pathfinder had given him, plaguing out by torchlight how it works so he can use it to capture true north. "Sorry, Woodruff. I should keep my big mouth shut."

Idle curiosity, dies the compass point in a singular direction consistently? One that can be interpreted as North?"

Survival: 1d20 + 4 ⇒ (10) + 4 = 14 compass use


Angel Eidolon HP: 17 AC/Touch/Flat 16/11/15 | Fort/Ref/Will +4/+1/+3 | Init +1 | CMB +5; CMD 16 | Resistance (Acid/Cold)
Skills:
Perception +4, Sense Motive +4, Intimidate +13, Diplomacy +4

Woodruff shuffles off with Artemis towards the shield room wordlessly. As the barbarian starts to talk Woodruff smiles at Artemis his voice quiet but friendly,

I am closer to Laird than any relation. I serve his wishes and keep him safe. [

The eidolon nods at the thought, sure that he has explained himself well.

So the unchained description of an angel eidolon basically says they are "idealized humanoid with smooth skin, shining hair and brilliant eyes"...but the guy also only has an Int of 7 which I like to interpret as more about being really slow to respond. Really alien in his thinking and sort of just attached to Laird as his only real mental focus beyond basic observation stuff. Child like? But with an intimidate modifier of +12...so he is sorta scary in action but slow and pretty when just walking around? I figure as he evolves and gets smarter that will be on account of being with more people, etc.


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Very cool. Now it's technically the two slowest party members off to see the wizard. Heh heh.

Artie nods understanding, a smile on his face that shows his genuine appreciation. But a glum thought drifts across his mind like grey clouds in the horizon. "Protecting those weaker than us...it ain't always easy."


Angel Eidolon HP: 17 AC/Touch/Flat 16/11/15 | Fort/Ref/Will +4/+1/+3 | Init +1 | CMB +5; CMD 16 | Resistance (Acid/Cold)
Skills:
Perception +4, Sense Motive +4, Intimidate +13, Diplomacy +4

Woodruff furrows his brow and seems to struggle with a mighty thought before shrugging, It is easy to love. Love makes fights easy. Who to hit. Who to save. It is doing it wrong that scares me most.


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

"The times when I lose control...when the forge takes me..." Woodruff's words dig into a concern Artie has struggled with since the time he'd pummeled those Woodcutter boys out front Doreen's home. "When the fights all done...there's a part o' me what's panicky...like I might've put a hurt on someone I didn't mean to."


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Lovin' it!

Artemis and Woodruff are able to make their way back to the golem's chamber unmolested. The two heavy wooden tower shields lie where they fell on the ground, the golem looming silently over them, unmoving.


Angel Eidolon HP: 17 AC/Touch/Flat 16/11/15 | Fort/Ref/Will +4/+1/+3 | Init +1 | CMB +5; CMD 16 | Resistance (Acid/Cold)
Skills:
Perception +4, Sense Motive +4, Intimidate +13, Diplomacy +4

Woodruff puts a hand on the barbarian, perhaps otherworldly naivete or some simple compassion, and squeezes Artemis' shoulder, You are a hero. You destroy evil and keep friends safe. You can always say you are sorry. Once again nodding as though it were such a simple thing the angel moves off and offers an almost surprised Oh! at the sight of the shields.

Smiling wide the eidolon picks one and nods clearly pleased that he has done what was asked of him.


NG Unchained Summoner HP: 16 AC/Touch/Flat 14/10/14 | Fort/Ref/Will +2/+0/+4 | Init +0 | CMB +0; CMD 14
Skills:
Perception +2, Perform (Sing) +4, Spellcraft +3, Kno: A/D/N/P: +3, Use Magic Device +5, Handle Animal +4, Profession (Woodcutter) +2

As the others stand and wait Laird clears his throat as he taps his foot with anxiety, Woodruff doesn't usually go do things without me...I mean he does...you know...but this place being more dangerous than most other places...I've never really...that is...I hope they get back soon. We are all safer together.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

I know it's smartest to wait until Artie and Woodruff get back with those shields...but that pillar looks so neat...I wonder how they rigged it up?

I'll go in with them, behind the shield, Calia chimes in, mostly to distract herself. I'll be even more hidden behind them than anyone else, and if anyone's gonna be able to stop that thing shooting at everyone else, it's me. She peers into the room again, looking eager to examine the holed pillar.


Sariel stands, trying to regain strength, his halo flickering as his concentration wonders. Looking at Laird he nods his head in agreement, "I know how you feel, I don't leave Proudsnout alone much." Realizing he had compared his pet pig to Laird's, albeit strange, friend. Looking at the young man quickly I'm not saying Woodruff is a pig or an animal or anything, I'm just saying I understand!"

'Glad I dodged that!' Turning to Calia, "Yes, you certainly are the only one that can figure it out, That's why we need you to be careful!'


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Artemis nods thanks to Woodruff's kind words as he hefts the second tower shield. "Let's get back to the others before Auntie Cal gets into trouble."

His spirits somewhat lifted he follows Woodruff back to the rest of the group. After sorting out his own shield into his offhand, he makes sure he can handle the weight of the big tower shield in one arm.

If it's too much he'll leave his own shield on his back.

Looking to Sariel and Woodruff, "Not sure wants the other, but we may wanna have a third person ta manage one o' our own shields ta guard our backs. The big ones go up front." He frowns down at Calia, not happy about her idea to accompany them. But Artie knew he had no mind for puzzles. And that's probably what they'd find out there. "Aunt Cal, you stay close ta me, ok? Nothin' fancy."

Turning his attention to the shields, he nods for whomever is holding the other to come alongside. "My granddad taught me this 'un. Said there was a fella up from Taldor what taught his guys the Tortoise. Ya lock up shields so there ain't no gaps..."

When we head out, Artie will go full defensive to maximize coverage.


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

"Once again I'd rather see if we could bypass the trap without disarming it or spending all its ammunition. Never know what might be following us. But I'll defer to our resident expert on traps. Regardless, I'll stay here and cover the hall while you guys figure it out." His gaze rests expectantly on the little gnome.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

I'll do what I can, see if there's any way we'd be able to leave it armed behind us. But if it was rigged by the folks from home, odds are it wouldn't do a whole lot of good in terms of hurting anything, anyway - it'd be a deterrent at best. Which isn't nothing. Calia takes her spot behind Artie. His defense is excellent, but there's a couple of gaps where the shields narrow at the bottom, and she peeks expectantly from between them. Let's go - I want a crack at that thing!

I'll do the usual Perception to find any mechanisms, Disable Device to disable it once we get up there. Once we get everyone out of its way (and assuming we decide we want to continue past it), is there a chance I can re-rig it behind us, as per Forest's excellent suggestion?


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

EDIT: I just realized that I assumed Sariel was taking the other shield- y'all please correct me if I'm wrong. It could easily be Woodruff, since he collected the other one, after all.

GM Screen:
1d4 ⇒ 2
1d20 + 10 ⇒ (15) + 10 = 25
1d20 + 10 ⇒ (8) + 10 = 18
1d100 ⇒ 95 hit?
1d8 ⇒ 4 ... :< maybe not

I think that'd be entirely doable, Calia!

With the tower shields raised, three of the party begin slowly making their way into the room, one step at a time- Calia hiding between them, almost completely covered by the shields thanks to her small size. After only a few steps into the chamber, the pillar begins to move with a groan of grinding stone- slowly at first, then quickly accelerating...

The chamber then fills with sounds not unlike flies whipping past one's ear at close range. Projectiles fly from the holes on the pillar, seemingly at random, and smack into the walls of the chamber... and against the massive wooden tower shields, one after another! Though these arrows have been blunted, they still strike hard, pounding against the shields and nearly driving the shield bearers back a step; Calia very nearly is struck by one during the confusion.

Unfortunately, the torrent of arrows shows no sign of stopping as of yet...

Calia:
The trap seems to have been triggered on a delay of some twenty seconds or so from opening the door wide enough to get through. You're pretty sure, looking at the pillar, that you could reset and rearm this trap- though it'd take a while to reload it full of arrows if they're all expended. You'll need to get to the pillar itself to disarm it for now, however.

Actions? The characters holding the tower shields are assumed to take total defense this round, granting them full cover; they can move at half speed while maintaining partial cover due to the force of that many arrows hitting their shields. Calia is small enough to have total cover while they're on the defensive.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Let's keep going - just get me close to that pillar and I can shut this thing down, even reset it behind us once we want to go below. You guys are doing great - all I need is for you to get me there, then I'll get everything sorted. Or at least I'll take a shot at it, eh? Sariel and Artemis may not have seen her wink, but they could hear it in her voice.


sorry got thinking about having someone in the rear with a regular shield, would that work? Either way, Sariel would let Woodruff take he tower shield, since he is not trained with it, and he would keep sword and shield ready for anything else.


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

The air filled with arrows.
That's not a metaphor.
The air's actually filled with arrows.

From the other room, where Doreen has less risk of being turned into a pincushion, she shouts.

"Unless those traps are magically creating arrows, they have to stop eventually right?!"


NG Unchained Summoner HP: 16 AC/Touch/Flat 14/10/14 | Fort/Ref/Will +2/+0/+4 | Init +0 | CMB +0; CMD 14
Skills:
Perception +2, Perform (Sing) +4, Spellcraft +3, Kno: A/D/N/P: +3, Use Magic Device +5, Handle Animal +4, Profession (Woodcutter) +2

Agreed. Assume Woodruff has the other shield leaving other folks to do their thing...

Laird winces from the hallway, That doesn't sound fun.


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Artie chuckles despite the dire circumstances. "C'mon, guys, let's keep going."

Staying full defensive.


'Old deadeye, keep them safe from the arrows of this trap.' Seamus stands beside Doreen, shield and sword in hand, nodding his head in agreement with her. Watching Artemis, Woodruff and Calia attempt to disable the diabolical machine while the rest of the them wait, impotently watching, ready to help but hoping there will be no need.


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Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

I bet I could fire arrows into the holes and plug up the machine...nah. That's silly. Forest continues to cover the hallway.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

I am still smirking at that comment, Forest.

GM Screen:
3d4 ⇒ (1, 4, 1) = 6
1d20 + 10 ⇒ (12) + 10 = 22
1d100 ⇒ 18

Sariel, a regular shield probably wouldn't work out too hot in this situation. Having the two tower shields covering Woodruff, Artemis, and Calia gives them actual cover; a regular shield would just give you its normal AC bonus.

Pressing forward against the never-ending volley of blunted arrows, which continue to batter the old wooden tower shields, Woodruff and Artemis, with Calia just behind them, press onward toward the spinning pillar. Moving you lads and lady forward at half-speed.


Budd the C.H.U.D. wrote:
Sariel, a regular shield probably wouldn't work out too hot in this situation. Having the two tower shields covering Woodruff, Artemis, and Calia gives them actual cover; a regular shield would just give you its normal AC bonus.

that's what I figured, he will stay over with the rest of the party attempting to not get any more wounded.

Sariel watches carefully, hoping his friends stay safe.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

As Woodruff and Artemis push forward cautiously, Calia fidgets with anticipation - both nervousness and excitement. Just a little bit closer! she murmurs to her protectors.

When we get close enough to the pillar, they can separate their shields at the bottom a bit to let me out while hopefully keeping themselves protected. Then I'll work on getting it disabled.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Okay, you can try it- but you'll open yourself up to 1d3 possible hits. Granting you a 50% miss chance due to your size, the shields, and circumstance. Good luck...

Putting this out there so everyone can see it:
1d3 ⇒ 2
1d20 + 10 ⇒ (10) + 10 = 20 possible hit; 1d100 ⇒ 75 miss
1d20 + 10 ⇒ (12) + 10 = 22 possible hit; 1d100 ⇒ 80 miss

Had to tinker with this a bit as I considered what the risks were; suffice it to say that my original draft of what this little operation required ended very badly. As it stands now, however, go ahead with your Disable Device check, Calia! You get one shot.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Thanks!

As Artemis and Woodruff close the distance to the pillar, Calia sees her chance. Suddenly, she shoves aside the bottom edges of each of the shields, leaving just enough of a gap for her to duck through. Arrows come whizzing after her, but each keeps passing overhead - it's clear they hadn't had people quite her size in mind as the primary targets. Finally she makes her way to the center pillar, pulls out her tools, and gets to work.

I'm assuming take 20's a no go since I get one shot at it and take 20 assumes 20 tries, and I'm assuming take 10's out what with the arrows and all. So a roll it is!

Disable Device on pillar: 1d20 + 7 ⇒ (8) + 7 = 15 Well, that's unfortunate. Here's hoping...


NG Unchained Summoner HP: 16 AC/Touch/Flat 14/10/14 | Fort/Ref/Will +2/+0/+4 | Init +0 | CMB +0; CMD 14
Skills:
Perception +2, Perform (Sing) +4, Spellcraft +3, Kno: A/D/N/P: +3, Use Magic Device +5, Handle Animal +4, Profession (Woodcutter) +2

Laird peeks into the room, watching the tense happenings with bated breath....


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

That is unfortunate indeed!

To be fair, it is a tiny window of time to try to work out how to stop the spinning pillar; with arrows whizzing past her head and battering against the study wooden shields held by Artemis and Woodruff, Calia can't be blamed for failing to disarm the trap.

Realizing that there is no way to shut off the pillar without becoming a walking pincushion, Calia is forced to duck back into safety.

It was a noble effort. ;) Any other ideas?


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Blinded by fear for Calia's, Artemis can't think of what else to do. "Maybe we wait. It ain't like they got a lumber yard in the basement, right?"


NG Unchained Summoner HP: 16 AC/Touch/Flat 14/10/14 | Fort/Ref/Will +2/+0/+4 | Init +0 | CMB +0; CMD 14
Skills:
Perception +2, Perform (Sing) +4, Spellcraft +3, Kno: A/D/N/P: +3, Use Magic Device +5, Handle Animal +4, Profession (Woodcutter) +2

I laughed out loud at work Artemis that is a good point...unless there is some sort of cycling enchantment but the sentiment was hilarious.

Could we just jam it? Break it?


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

Forest yells over the thuds of the arrows against the shields. "If they're unlimited we can sell the wood from the arrows. Put Vetnar out of business. Unlimited wood, unlimited money!"

Guess we could ferry people across one at a time? Or a few people could go ahead and see if there's a disengage in the next hall?


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

I can assure you all there is definitely probably not a lumber yard in the basement of the Crypt of the Everflame. :)

Also, Forest, that is a brilliant scheme. More people should think about the business opportunities of living in a high-magic world.

So, wait it out? If that's what you'd like to try, let me know; otherwise, I'm open to suggestions.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Wait it out's about the best option I've got. I'm singularly uncreative lately. :/


NG Unchained Summoner HP: 16 AC/Touch/Flat 14/10/14 | Fort/Ref/Will +2/+0/+4 | Init +0 | CMB +0; CMD 14
Skills:
Perception +2, Perform (Sing) +4, Spellcraft +3, Kno: A/D/N/P: +3, Use Magic Device +5, Handle Animal +4, Profession (Woodcutter) +2

I agree, my puny summoner says "Stand still till the loud noises go away!"


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

Forest could still try and plug the holes with arrows!


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

After over a minute of agonizing waiting...

...the pillar slows to a stop, accompanied by the sound of stones and gears grinding. It would seem there are no more arrows to fire, and the floor of the chamber is riddled with the projectiles. It suddenly becomes very quiet in the room.

The tower shields are battered, and appear to be so heavily damaged that they may no longer function.

Two doors await the party- one to the east, and another to the south.

See? No lumber yard after all!


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

When the battering finally stops, Calia peeks out from behind the heavy shields - or, former shields, at least. Now they're closer to kindling than anything, though the heavy metal bands crossing them manage to just hold the wood chunks together. Well, at least they held that long...

Now that the danger is past, she takes a chance to look more carefully around the room. That door would take us back by Roldare's room, I think, she muses, pointing to the one opposite where they had entered. It's this one that'd take us further down... ...to gods know what... You guys up for it? I'm game if you are. But I don't know if I'm going to be able to reset the pillar to cover us...it was a tricky bit of work.


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

Arrows forever.
Singing through eternity.
Lethal, dancing killers.

Doreen peeks into the room, then steps inside. She narrows her eyes, fingers shuffling her deck with the dexterity of a professional gambler.

Looking for magic, Budd. All around the room. On the doors. Any signs of it, especially trappy magic.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

No magic here, Doreen.


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

Forest picks up and inspects one of the many arrows. "Arrows take a decent bit of skill to make. Interesting way to use them. It's all unknown forward form here. Do any of you need to rest before we go on?"

Any of the arrows still usable?


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

"I'm ready to continue." Artie says, working his shoulders. Heaving around the broad shield had been more taxing than he'd thought, but he doesn't want to risk not saving the girl should she be in immediate danger.

As to the shields, Artemis looks at their state of disrepair and sighs heavily. "These woulda been nice ta bring back one as souvenirs, yeah? Mebbe get 'em hung up on a wall somewhere ta help us remember..." A grin has painted itself on his face, an image of the old Artie before the finding of dead bodies and attacking skeletons. When he looks around he blushes with embarrassment at his enthusiasm. He picks up one of the shields and head over to the doorway thru which they'd arrived, leaves it, then returns to get the other one. "Might be a good thing ta wedge these guys into this spot, keep the door open so we can beat feet...in case we run into big trouble..."

He busies himself with making sure the door won't close behind them. Artie brings out some of his woodworking tools and begins shaping the edges of the shields to create wedges.
Woodworking: 1d20 + 4 ⇒ (9) + 4 = 13

Once done he packs up and looks to the other doorway. "Want me ta check the door 'fore we all gob thru?"

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