GM RePete's Hall of the Flesh Eaters: GD VI (Inactive)

Game Master RePete

Maps & Handouts


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|Kintargo Area Map | Combat Slides |

Yelek Fall Damage: 1d6 ⇒ 6

Yelek tumbles down the shaft, landing next to his companions with a solid SPLAT .

Egg and Quint manage to make it about halfway down before the telltale Crack resounds again. Freezing in place they await the cascade of pain that's sure to come. After but a few moments, they note nothing bombarding them, and slowly make their way to the floor.

Egg, I'm going to assume when you get to the bottom of the roots, you switch to the knotted rope and shimmy the rest of the way down.

The room currently occupy is covered in six inches of muddy water. A single door leads out. The only light sources currently come for you.

When you are ready to proceed

Perceptions:

Yelek Hssar: 1d20 + 8 ⇒ (19) + 8 = 27
Pavo: 1d20 - 1 ⇒ (10) - 1 = 9
Egg: 1d20 + 5 ⇒ (5) + 5 = 10
John: 1d20 + 0 ⇒ (14) + 0 = 14
Quint: 1d20 + 0 ⇒ (2) + 0 = 2

Listening at the single door, you hear nothing come from beyond. It seems to be a standard door with no surprises. Beyond which is a hallway with another closed door, granting similiar results on inspection.

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

"Ssseemsss sssafe to proceed..." says Yelek sounding irritated by his fall.

But first we've better heal I think...

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

Pavo assists the nagaji in standing and ushers him to the side where John and he watched Yelek's spectacular dive. "That looked like it hurt."

Pavo channels the restorative energy of his own wand and touches Yelek.

Pavo's Wand:
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint looks around and see's only a bit of light is seeping through the crack in the ceiling , John let me know before the magic light is set to expire on your cloak and I'll ready my lantern and some oil o.k? Quint takes sock of his companions, is everybody sufficiently healed? I don't want to open this door if we're not prepared..Yelek you mind taking lead again? Your eyes seem particularly adept to these conditions. Perhaps Pavo next in line? Quint draws his gun and loads it, I'll be next.. Quint says with determined resolve. When he thinks everybody is ready Quint grabs the door latch and says, Say when!?

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

I think Pavo's sunrod is the brightest thing in the room.

Grand Lodge

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

John stays to the back and replies, "no worries Quint, I refresh my 'Light' periodically. It won't go out."

He pulls out his dagger and gives a thumbs up that he is ready.

Cast Light


|Kintargo Area Map | Combat Slides |

When you open the door, the sickly sweet smell of rotting meat assaults your nostrils. The odor fills this perfectly square, low-ceilinged chamber. The east wall features a large bas-relief carving portraying a wide-eyed hag devouring her own hands. A single door stands closed opposite you.

In the southwest corner, slumps a bloated wormy corpse. The creature bears a remarkable resemblance to the villains you faced above. However, this one is covered in bite marks and missing its left arm.

The first to enter the room:

The statue of the Hag suddenly locks it's icy stare on you.
You can give me a will save vs Illusions

Perceptions:

Yelek Hssar: 1d20 + 8 ⇒ (19) + 8 = 27
Pavo: 1d20 - 1 ⇒ (19) - 1 = 18
Egg: 1d20 + 5 ⇒ (9) + 5 = 14
John: 1d20 + 0 ⇒ (17) + 0 = 17
Quint: 1d20 + 0 ⇒ (2) + 0 = 2

Yelek:

You notice the relief where the statue resides has sigils carved into it. You are positive it's a trap triggered when something comes within 10ft of it. The trap is magical.

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

"Ssstop right where you are! There'sss another trap in front of usss... magical in nature!" Yelek warns the others about the danger hidden ahead.

Grand Lodge

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

John hears 'magical' and says, "hold on! Let me check that out before I get hit in the head again. Point it out please."

He moves up behind Yelek and when he isn't squeezing with anyone, casts detect magic. If he locates the presence of a magical aura (or auras) he will attempt to identify the school (or schools) of magic. If it is a magical item he will try his hand at figuring out that as well.

K: Arcana: 1d20 + 5 ⇒ (14) + 5 = 19
Spellcraft: 1d20 + 5 ⇒ (17) + 5 = 22

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint lets the Sorcerer squeeze past him and decides it may be more useful to have one of arcane talents near the lead. He spares a momentary disgusted glance at his firearm before swapping places with John in the marching order. If I had just passed that last exam! I would have been admitted to the academy arcane and would have some use! But, as it is..I must use this poor substitute for magic.. *squeezing his gun handle*until a year has passed and I can take the exam again! Quint can be heard mumbling to himself as he shifts position to rear guard of the group.


|Kintargo Area Map | Combat Slides |

John:

You spy two auras - Both compulsion. One of them is more powerful than the other.

Not an object, so used your spellcraft roll as a second Aura ID roll

Grand Lodge

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

John sighs, "well... crap. There are several compulsion auras on the trap that was spotted by Yelek. I don't know exactly what the trap will do, but a compulsion spell forces the subject to act in some manner or changes the way its mind works. Some compulsion spells determine the subject's actions or the effects on the subject, others allow you to determine the subject's actions when you cast the spell, and still others give you ongoing control over the subject."

He thinks for a second, "If I had to bet, it was probably some sort of cannabalistic compulsion, considering our friends upstairs."

He looks carefully into the room again.

Does there appear to be a way to go around or avoid the trap?


|Kintargo Area Map | Combat Slides |

John believes if you stay more than 10ft away, you'll be safe. Drew a line to give you a general idea of 10ft from the statue

Edit: This is due to the auras ending 10 feet from the statue

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg shakes his head. "I'm capable of disabling traps...but not magical ones...we should go around it..."

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

"Or our partially devoured friend over there," Pavo says. He moves past Yelek and braves the evil looking chamber.

Will: 1d20 + 4 ⇒ (9) + 4 = 13

If he survives long enough to do so, he will detect evil.


|Kintargo Area Map | Combat Slides |

Pavo steps into the room and the statues eyes seem to lock onto him. Realizing the glare is a simple illusion, he relaxes and tries to inspect the evil of the room. Stopping in his tracks, as his gaze takes in the statue, the man stands stiff as a board.

Pavo, you are struck with an overwhelming evil presence as you look at the statue - stunned for 1 round & detect evil spell ends. The corpse doesn't detect as evil

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

"We ssshould brave the compulsssion... It ssseemsss it can be resssisted..." comments Yelek observing Pavo's actions.

Grand Lodge

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

John seeing Pavo effected by something he rushes into the room to check on him, "are you okay?"

Please move John into the square just behind Pavo, thanks! My phone hates google maps. Also, GM you are welcome to roll my saves if necessary.


|Kintargo Area Map | Combat Slides |

Moved John --> No save needed

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

Pavo remains frozen in place for a ten count. He shivers as his senses recover. "Ah. I'm fine John, thank you. The wall is enchanted to scare, but I saw it for the illusion it was." He removes a gauntlet and rubs his temple. "I opened myself to the spiritual auras and was overwhelmed by the evil of this place."

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg will walk to check out the door on the opposite side staying away, as far as possible from the statues...

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint's eyes widen at his companions unseen perils. Again he curses himself for not studying sufficiently hard to be accepted in to the academy. too much time with your hooligan smuggler friends in the Pesh dens! Quint chides himself. He then comes to his senses and move cautiously in to the room. Everyone alright in here?

Grand Lodge

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

John replies to Quint, "seems like it, though the smell isn't enjoyable."

He looks closely at Pavo, "is it going to be okay to leave that trapped statue behind us as we move on?"

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

"It isn't going anywhere."

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Shall we move on then? Yelek your senses seem the most keen..will you continue to lead us? Quint looks nervously at the statue anxious to be out of this chamber. When everyone is ready, Quint takes his place in the rear.


|Kintargo Area Map | Combat Slides |

Feel free to finish up anything in this room before moving on

Inspecting the door, you find nothing to fear. Opening it, you peer into the room you find this long, high-ceilinged hall is partially flooded with murky, stagnant water, and the sound of slowly dripping water echoes ominously throughout. A massive banyan tree has breached a large section of the south wall, and the tree’s enormous invasive roots now extend several feet into the hall. Long sheets of thick moss and other detritus cling to the twisted tree roots, forming a curtainlike barrier.

Perceptions:

Yelek Hssar: 1d20 + 8 ⇒ (3) + 8 = 11
Pavo: 1d20 - 1 ⇒ (2) - 1 = 1
Egg: 1d20 + 5 ⇒ (4) + 5 = 9
John: 1d20 + 0 ⇒ (14) + 0 = 14
Quint: 1d20 + 0 ⇒ (13) + 0 = 13

Grand Lodge

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

John moves up, waiting for the signal that it is good to move into the next room. Standing by the bloated corpse he smiles and then chuckles as he says, "how's it going buddy? Come in here for a bite... here, let me offer you a hand... for shame, lying down on the job..."

Clearly amused by his own antics he is also keeping a close eye on the corpse and checking to see if there are any valuables in this corner of the room or visible on the corpse.

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

Pavo moves to follow Yelek. "How deep do you think it is?"

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg will have his bow ready to cover his companions when they decide to proceed...

Readied Action:

If his companions enter and are attacked, Egg will fire at the nearest foe...

Longbow: 1d20 + 7 ⇒ (12) + 7 = 19

Damage: 1d8 + 2 ⇒ (1) + 2 = 3

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint hesitant to do it... is never-the-less curious about the corpse and moves next to it keeping a close eye on it for any signs of movement or un-life as it were. perception: 1d20 ⇒ 14 If he see no signs the corpse is going to spring forward and attack him..Quint bends down and rifles through the corpse's clothes/belongings searching for clues and/or valuables.. perception search corpse: 1d20 ⇒ 2


|Kintargo Area Map | Combat Slides |

You don't find anything of value. However, as Quint confirms this, he feels something wiggling on his left hand. Pulling it from the corpse pocket, he spies a tiny maggot crawling on him.

The corpse doesn't seem amused by John, as it lays there, continuing to rot.

-Posted with Wayfinder

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Oh Camel crap! what the devil! Quint shakes the maggot off his hand with a disgusted look on his face. Let's get out of this room shall we?

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

"Thisss one doesn't think it'sss to deep..." says Yelek using his greatsword to measure the water's depth...

Perception check: 1d20 + 8 ⇒ (8) + 8 = 16


|Kintargo Area Map | Combat Slides |

Sticking his sword into the stagnant fluid, over half the blade disappears. Staring into the room, Yelek believes there's a gradual slope up towards the dry end. The roots hanging from the ceiling look sturdy enough to climb, though they are quite obviously soggy.

Water is 3 ft deep. Counts as a shallow marsh (difficult terrain - Acrobatics check DC increased by 2)

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

Pavo affixes a rope to the grappling quarrel. He then loads it into the crossbow and pardons his way past the nagaji to fire the grapple into the mass of tree roots.

Crossbow Grapple: 1d20 + 2 ⇒ (12) + 2 = 14

"This should help us get past the slippery slope. I would hate to fall."

Grand Lodge

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

John moves up behind Pavo and says, "hold on, let me check for more magic traps. Then I'll hold the rope for you." He steps into the room and using detect magic he scans the area for any auras. If nothing shows he will wrap the rope around his forearm and pull it taut, nodding that he is ready.


|Kintargo Area Map | Combat Slides |

As John steps into the room, nothing seems to happen

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

Yelek hisses as he uses the rope to avoid entering the water:"Let'sss get moving..."

Accrobatics check: 1d20 - 1 ⇒ (19) - 1 = 18

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

"That was more than I intended," Pavo says, a little surprised at Yelek's agility. He, instead, uses the rope as a hand rail and supports himself as he trudges up the flooded floor.


|Kintargo Area Map | Combat Slides |

Initiatives:

Yelek Hssar: 1d20 + 3 ⇒ (8) + 3 = 11
Pavo: 1d20 + 1 ⇒ (8) + 1 = 9
Egg: 1d20 + 7 ⇒ (16) + 7 = 23
John: 1d20 + 0 ⇒ (3) + 0 = 3
Quint: 1d20 + 4 ⇒ (13) + 4 = 17
====================
Leech: 1d20 + 1 ⇒ (12) + 1 = 13

Target: 1d3 ⇒ 3 1-John, 2-Pavo, 3-Yelek

Suddenly a writhing parasite ballooned to monstrous proportions undulates in the much. Leaping out of the viscous fluid, it's circular maw of spiral teeth fly towards Yelek. Though it comes up short, a bloated Spish resounds as the creature lands.

Bite: 1d20 + 4 ⇒ (5) + 4 = 9

K Nature DC 13:

This is an advanced giant leech.
Has vermin immunities

Hit DC 18, look at following spoiler

Spoiler:

Special Abilities: Attach --> When this creature hits with a bite attack, it latches onto the target and automattically grapples. In this condition, the creature can be attacked with weapons or grappled as normal.

Blood Drain --> Each turn that it ends attached to a creature, it inflicts 1 point of strength and con damage.
For each 5 you beat the DC past 18, ask a question

Round 1:
Order
Egg
Quint
Leech
Yelek
Pavo
John

Egg/Quint up. Technically, neither of you can see whats happened - though you can hear the sound of a bulbous mass landing in the water.

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint hears a startled serpentine hiss..followed closely by his other companions calls of alarm. Not an overly brave man, Quint never-the-less feels he has something to prove. His mind made up, Quint shoves his way past John and enters the stagnant water to see a horrid amorphous creature wailing around. He levels his gun as it whips it's appendages at Yelek making for a difficult shot...and he fires pistol: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10 (vs touch AC) dmg: 1d8 ⇒ 7 (both bludgeoning and piercing dmg)

Not wanting to sacrifice a second Quint rapidly reloads his pistol with an alchemical cartridge (swift action with rapid reload)

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg will move to the space north of John and fire at the beast...

Longbow: 1d20 + 7 ⇒ (10) + 7 = 17

Damage: 1d8 + 2 ⇒ (2) + 2 = 4


|Kintargo Area Map | Combat Slides |

Egg steps behind John in the corridor and spies the massive vermin. Thinking fast, he levels his bow and fires an arrow into the side of the beast.

Rushing into the room at the sound of battle, Quint pops a round off. The loud KRAck echoes throughout the chamber, but alas his aim goes wide, splashing harmlessly in the water.

The writhing flesh makes a burbling sound as it's head swivels towards Pavo. It gnaws on the flesh between his armor plates, burying it's head into the mans shoulder.

Bite vs Pavo: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Pavo gains grappled condition and also takes 1 point of Strength and Con Damage

Round 1:
Order
Egg
Quint
Leech (Attached, -4)
Yelek
Pavo (Grappled, -3, -1 Str/Con)
John

Round 2:
Egg
Quint

Round 1: Yelek/Pavo/John up. Round 2: Egg/Quint Up

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg grimaces as the giant leech attaches to Pavo and fires another arrow at the beast...

Longbow: 1d20 + 7 ⇒ (16) + 7 = 23

Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

"Ah!" Pavo shouts in surprise as the bloated parasite breaches past Yelek and then launches itself at him. "Get off!"

Pavo draws his blade with one hand and stabs it into the leeches rubbery flesh.

Cold Iron Kunai: 1d20 + 6 ⇒ (6) + 6 = 12
Cold Iron, Piercing/Bludgeoning: 1d4 + 4 ⇒ (2) + 4 = 6

He then opens himself to his goddess' divine energy and restores some of his vigor.

Lay on Hands: 1d6 ⇒ 2

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint not a religious man never- the- less offers a quick prayer before he shoots, please by the Gods this one time hit! quint levels the gun and pulls the trigger gun: 1d20 + 3 ⇒ (14) + 3 = 17dmg: 1d8 ⇒ 1 (still touch AC/ I forgot to take off -4 for melee so roll should be 13 total to hit touch AC of the grappled slug)
After the shot...quint reloads his pistol.

Grand Lodge

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

John drops the rope and slips the sack off his shoulder, it lands on the floor with a small splash/clunk. Drawing his dagger he releases a guttural scream directed at the 'thing', hoping to at least put it off its game.

Free actions to drop the stuff, Move to Draw Dagger, Standard to Demoralize.

Demoralize: 1d20 + 11 ⇒ (5) + 11 = 16

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

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

"What a revoltin development thisss isss!" hisses Yelek as the giant leech tries to attack him... Then he does what he does best...

Power attack roll: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25 -> Damage roll: 2d6 + 6 + 3 ⇒ (4, 3) + 6 + 3 = 16

Edit

Critical confirmation roll: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18 -> Damage roll: 2d6 + 6 + 3 ⇒ (3, 4) + 6 + 3 = 16

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

"Thank you," Pavo says to Yelek with a calm that belies the fact that the the nagaji just shaved him with a greatsword.


|Kintargo Area Map | Combat Slides |

Damn! Uh...combat over...

Yelek slices the nasty bulbous entity in twain. As it falls to the ground in pieces, Pavo skewers one half and John scares the beasts ghost to hell.

It's got fast healing...but...there's nothing left to heal...

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