Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

"Chasing that down seems like a bad idea to me. Figure it's trying to draw us into an ambush by the pack. Stand firm people. "


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden shakes his head. "No thank you, everyone keep watch for more of those things."


As you keep watch...

Perception DC 12:
You can hear creatures sneaking up on all sides.

Perception DC 18:
You can hear creatures sneaking up on all sides. You think there is perhaps a dozen of them.

Perception DC 23:
You believe the creatures to be scags, like the one you already chased off as you see parts of them every once in a while. You have counted 8 but their might be more. Also there is two of them with horns and one that looks awfully big.


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

"Keep a sharp eye people, they definitely aren't giving up. "

perception: 1d20 + 6 ⇒ (19) + 6 = 25

"There's at least eight of them, and I think there's some big ones among them. I'd say let me and Jack face off the big ones. "


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Jack nods at Bishnu "Such creatures never give up, back to back to my friend?"

Jack then turns so his back is facing Bishnu and that he has his vision keeping track of the side of the party. He paces in a decent arc trying to make sure he isn't caught unawares.

Same prepared action as before, same AoO as before.

perception: 1d20 + 7 ⇒ (15) + 7 = 22


I understand what you are doing but think about how many people are with you. This is the setup right now, would any of you like to trade spots?

xxx = open area of 5 feet

At the top opens up to a meadow of sorts that leads to the path you have been following.

-----xxx--xxx--xxx----xxx----xxx-xxx--xxx--xxx-xxx--xxx----
-----xxx--xxx--xxx----xxx----xxx-xxx--xxx--xxx-xxx--xxx----
-----xxx--xxx--xxx----xxx----xxx-xxx--xxx--xxx-xxx--xxx----
------xxx-xxx--Open area-----xxx-xxx-----------------
----------xxx--xxx----xxx----xxx----------------------
----------xxx--Jack--Bishnu--xxx----------------------
-Bushes--xxx--Corhash--Elo---xxx--xxx---------Bushes-------------
------xxx-xxx--Swan--(Fire)-Velden-xxx-xxx-----------------------
----------Doug--Ida--Aannra---xxx-xxx-xxx---------------
------xxx-xxx--Selvana-Arling-xxx-xxx-xxx--------------
------xxx-xxx--oxen--oxen--oxen--oxen-xxx-xxx---------------
--xxx-xxx-xxx--oxen--oxen--oxen--oxen-xxx-xxx------------------
----------xxx--xxx---xxx----xxx--xxx--xxx-xxx--xxx------
----------xxx--xxx---xxx----xxx--xxx--xxx-------------
----------xxx--snapdragon---xxx--xxx--xxx-------------------
----------xxx--snapdragon---xxx--xxx--xxx-----------------------
Bushes----xxx--snapdragon---xxx-----------------------------
----------xxx--snapdragon---xxx---------------------------------
----------------------------xxx-----------------
-----------------bushes-----xxx-----------------


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

Yeah, I don't see back to back working- just too much area. I think both of us have to anchor a side since they could be coming from any direction. Maybe we should be bringing in the animals so they can be controlled and protected.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Perception: 1d20 + 17 ⇒ (17) + 17 = 34

Velden nods, a bit surprised that Bishnu noticed them all. "Good spotting Bishnu, 8 at least, two with horns, one bigger than the rest. They're probably working up the courage to attack, I think we better be the ones to attack first."

Velden casts a spell Mage Armor. His last of the day (presumeably). He then casts daylight on an arrow and fires it at the biggest target he can see, hoping to stick it in the thing's hide.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Mr. Big Bad should be lighting up an area 60 ft as if noon, and another 60 feet beyond that increases by one level (dark to dim light, dim to normal, etc). For the next 10 minutes.

Daylight:

You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.

EDIT: Note that this requires at least 3 rounds, allowing people time to reshuffle, prepare, and get the animals into the circle before the arrow hits. So it's not as if Velden is starting the fight without warning or prep time.


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

perception1d20 + 7 ⇒ (17) + 7 = 24

Aannras drone In the tree straits to peep.

She says "in common"

Drone
"Tracking eight possible targets"

Aannra "location indicators"

The drone starts to give off 8 short 5' green beams of low level light
Indicating its projected positions of the targets it's tracking as they move.

Aannra looks at them and then to see if she can spot them as well but fire light and not being up a tree limited her view.
perception1d20 + 9 ⇒ (3) + 9 = 12

'in form if they cluster or move to attack"

Then to the others "backs to the fire, would be best in my view, if they see in the dark they will find it hard to see us, yes we need packs and our rides between us then then. Then something to take away send out sound from them"

She bends down still looking out and go's in her pack, pulling out some food.and her signal whistle
"get your whistles out, and get ready to shoot, if they come we need to confuse them and make them realize this is not an easy lunch."

She throws a junk of food dried meat out into the dark but just in the light cone from the fire.

If one comes to get it she will shoot at it.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Sorry my bad, without a map it was hard to gauge where I was standing.

Jack will prepare himself by being near the centre on the left side of the group.

"If this matters to any of you, I can change the general lighting of the darkness in the area so those with low light can see everything just outside the fire without actually causing a light."

Jack does have darkvision as well.


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

"I'm kind of partial to being able to see, I'd prefer if you passed on that. " he replies as he moved towards the center right to cover the other side.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Erm.. I'm letting you see further if I use the power, so I don't understand Bishnu's statement. I'm extending the range of the light without actually causing more light if I use it


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

Misunderstood. Thought you would be making it darker. Nevermind.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Just to note, anyone with low-light will be able to see 120 ft from the big bad, given he's wearing a glowing arrow now. Anyone with normal sight can see 60 ft.

Well, once combat starts that is.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida's still holding her action, but she nods to Jack when he offers the greater field of vision.

Jack, I notice that you've still got the missing HP. I had some overflow healing the wounds of Elo, and so I sent it to you, so you should be full now.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Ah sorry it shouldn't be there, out of combat I can regen to full on my own. I'm roughly where I need to be, I think.


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

Aannra stops still then dubles in size, her body glowing, then fading.

Metamorphosis, Minor:

1pp
Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.

2 mins


No Readied actions.

Everyone is ready for the attack.

Velden gets his shot off leaving the large one lit up.

New Map:

-----xxx--xxx--xxx----xxx----xxx-xxx--xxx--xxx-xxx--xxx----
-----xxx--xxx--xxx----xxx----xxx-xxx--xxx--xxx-xxx--xxx----
-----xxx--xxx--xxx----xxx----xxx-xxx--xxx--xxx-xxx--xxx----
------xxx-xxx--Open area-----xxx-xxx-----------------
---------Jack--Jack----xxx----xxx----------------------
---------Jack--Jack--Bishnu--Scag 1----------------------
-Bushes---xxx--Corhash--Elo---xxx----xxx---------Bushes-------------
------xxx-xxx--Swan--(Fire)-Velden--Scag 2----xxx-----------------------
---Scag 8-Doug---Ida--Aannra-Aannra--xxx----xxx---------------
-----xxx-xxx-Selvana-Aannra-Aannra-Arling-Scag 3--------------
------xxx-xxx--oxen--oxen--oxen-----oxen---xxx-xxx---------------
--xxx-xxx-Scag 7--oxen--oxen--oxen-----oxen--Scag 4-xxx---------------
----------xxx--xxx---xxx----xxx-----Scag 5----xxx-xxx--xxx------
----------xxx--xxx---xxx----xxx-----xxx----xxx-------------
----------xxx--snapdragon---Scag 6--Scag 6----xxx-------------------
----------xxx--snapdragon---Scag 6--Scag 6----xxx-----------------------
Bushes----xxx--snapdragon---xxx-----------------------------
----------xxx--snapdragon---xxx---------------------------------
----------------------------xxx-----------------
-----------------bushes-----xxx-----------------

Initiative:

1d20 + 2 ⇒ (3) + 2 = 5 Scag 1
1d20 + 2 ⇒ (1) + 2 = 3 Scag 2
1d20 + 2 ⇒ (8) + 2 = 10 Scag 3
1d20 + 2 ⇒ (7) + 2 = 9 Scag 4
1d20 + 2 ⇒ (6) + 2 = 8 Scag 5
1d20 + 1 ⇒ (19) + 1 = 20 Scag 6
1d20 + 2 ⇒ (6) + 2 = 8 Scag 7
1d20 + 2 ⇒ (12) + 2 = 14 Scag 8

1d20 + 5 ⇒ (4) + 5 = 9 Jack
1d20 + 3 ⇒ (12) + 3 = 15 Bishnu
1d20 + 6 ⇒ (14) + 6 = 20 Aannra
1d20 + 3 ⇒ (7) + 3 = 10 Velden
1d20 + 6 ⇒ (1) + 6 = 7 Ida
1d20 + 7 ⇒ (15) + 7 = 22 Elo

1d20 + 2 ⇒ (12) + 2 = 14 Greenhorns
1d20 + 2 ⇒ (13) + 2 = 15 snapdragons
1d20 + 5 ⇒ (10) + 5 = 15 oxen

Initiative:
Scag 6

Heroes - GO!

Greenhorns/mounts

Rest of Scags

None of the scags have moved to those positions yet except for Scag 6, the large one who charges in enraged by being pelted and goes after a snap dragon. A large chunk of the snap dragon is now in the massive scag's mouth.

1d20 + 12 ⇒ (13) + 12 = 25 charge bite, 4d6 + 12 ⇒ (3, 6, 3, 5) + 12 = 29 damage.


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

Aannra in her larger form kicks her leg out to connect with the leg of Scag 2

Kick 1d20 + 8 ⇒ (13) + 8 = 21 DMG1d8 + 3 ⇒ (1) + 3 = 4 well that sucks

"There going for the mounts'


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

Bishnu will rage and then power attack the adjacent scag (1)

to hit: 1d20 + 8 ⇒ (19) + 8 = 27 damage: 1d4 + 9 ⇒ (4) + 9 = 13
confirm: 1d20 + 8 ⇒ (10) + 8 = 18 damage: 1d4 + 9 ⇒ (1) + 9 = 10


Both Aannra and Bishnu swing and miss as the scags start to come down upon the party, though you both swing before they get there.


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

A 27 missed?!? according to the map there was a scag adjacent to him


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

I think he meant to wait until the scag charges in and use a readied action to hit it.


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

But he said no readied actions. I am confused. Can we assume I did a readied action since I'm not a moron who is going to swing at empty space?


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Whatever.

Velen shoots the big scrag again.

FLurry 1: 1d20 + 4 ⇒ (11) + 4 = 15
FLurry 2: 1d20 + 4 ⇒ (8) + 4 = 12
Damage 1: 1d8 + 2 ⇒ (5) + 2 = 7
Damage 2: 1d8 + 2 ⇒ (1) + 2 = 3


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

Round 1
Initi 19 [initi is +5 not +6 she loses 2 dex for size change]
AC 24=10+5dex+3wis+1feat+2power*+4power**-1size
Powers running
*Thicken skin +2/AC 2/rounds [class power free to manifest 2 rounds]
**Internal armor+4AC 2/hours
Readed action ->Aannra shoots her air gun at Scag 2

Air gun 1d20 + 8 ⇒ (13) + 8 = 21 DMG air gun 1d10 + 2 ⇒ (10) + 2 = 12 wow not all bad news then

"There going for the mounts'


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida manifests Vigor using 3 PP, targetting Bishnu, Jack, and herself, granting each 5 temporary hit points.

Thicken Skin lasts 10min/level, as does Inertial Barrier, just so you know, Aannra.


*Round 1*

Velden's arrows hit the large scag though it doesn't seem to react to them, perhaps they are just stuck in its thick hide.

Ida begins healing right off the bat.

Aannra gets her AoO on the scag that comes near her, making it screech before attempting to bite her and just gets air as she deftly dodges it. She then shoots her gun hitting it hard, though it tries to bite her again but misses and is now lying very still.

Bishnu waits for the scag to come to him, and dodges its leap, between him lopping off a leg and Jack's AoO, the scag lays in pieces between you.

Scag 7 seems to be the only scag besides the big one to get a hit in.

Doug's attack bites deep into Scag 8, likely it will run from being bloodied.

The oxen stay in full defense as the snapdragons take an offense stance against the big scag. Getting one bite in though it seems to do little damage to its massively thick hide.

New Map:

-----xxx--xxx--xxx----xxx----xxx-xxx--xxx--xxx-xxx--xxx----
-----xxx--xxx--xxx----xxx----xxx-xxx--xxx--xxx-xxx--xxx----
-----xxx--xxx--xxx----xxx----xxx-xxx--xxx--xxx-xxx--xxx----
------xxx-xxx--Open area-----xxx-xxx-----------------
---------Jack--Jack----xxx----xxx----------------------
---------Jack--Jack--Bishnu--Scag X----------------------
-Bushes---xxx--Corhash--Elo---xxx----xxx---------Bushes-------------
------xxx-xxx--Swan--(Fire)-Velden--Scag X----xxx-----------------------
---Scag 8-Doug---Ida--Aannra-Aannra--xxx----xxx---------------
-----xxx-xxx-Selvana-Aannra-Aannra-Arling-Scag 3--------------
------xxx-xxx--oxen--oxen--oxen-----oxen---xxx-xxx---------------
-xxx-xxx-Scag7-oxen--oxen--oxen-----oxen--Scag 4-xxx---------------
----------xxx--xxx---xxx----xxx-----Scag 5----xxx-xxx--xxx------
----------xxx--xxx---xxx----xxx-----xxx----xxx-------------
----------xxx--xxx---snapdragon---Scag 6--Scag 6-------------------
----------xxx--xxx---snapdragon---Scag 6--Scag 6----xxx-----------------------
Bushes----xxx--snapdragon---xxx-----------------------------
----------xxx--snapdragon---xxx---------------------------------
----------------------------xxx-----------------
-----------------bushes-----xxx-----------------

*Round 2*
Initiative:
Scag 6*

Heroes - GO!

Greenhorns/mounts

Rest of Scags

The large Scag bites the snap dragon again, downing it and begins to drag it off.


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

Bishnu will move down to scag 3, and take a chop at it.

power attack
to hit: 1d20 + 8 ⇒ (4) + 8 = 12 miss


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Flurry 1: 1d20 + 4 ⇒ (17) + 4 = 21
Flurry 2: 1d20 + 4 ⇒ (6) + 4 = 10
Damage 1: 1d8 + 2 ⇒ (8) + 2 = 10
Damage 2: 1d8 + 2 ⇒ (2) + 2 = 4

Seeing that most everything is ok other than the snapdragon, Velden continues to pound arrows into the large Skag, not wanting it to learn that groups are easy meals.

The first arrow sinks into tender flesh I would hope doing significant damage. The second burries itself in armor again.


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

Aannra has reach 10' 5' step hits stag 3 1d20 + 8 ⇒ (9) + 8 = 17 DMG 1d8 + 3 ⇒ (7) + 3 = 10

Aannra moves 5' to scag 3 and kicks it .


Sorry guys, I thought we would get some more input, but it seems Jack has made his mind.

Round 2
Jack takes his greatsword and slices into Scag 8 finishing it off from Doug's attack.

Elo pulls her phase bow and puts two arrows into Scag 3 ending it with Aannra's blow.

Not wanting to get in the way the greenhorns let the others go after the other scags keeping watch for more.

The oxen keep up their full defenses, as the snapdragon goes after the large scag not getting any purchase.

*Round 3*

The large scag pulls a large chunk off the snapdragon that is down and bugs out.

Heroes go!

New Map:

-----xxx--xxx--xxx----xxx----xxx-xxx--xxx--xxx-xxx--xxx----
-----xxx--xxx--xxx----xxx----xxx-xxx--xxx--xxx-xxx--xxx----
-----xxx--xxx--xxx----xxx----xxx-xxx--xxx--xxx-xxx--xxx----
------xxx-xxx--Open area-----xxx-xxx-----------------
---------------xxx----xxx----xxx----------------------
---------------xxx----xxx----xxx-ScagX----------------------
---Jack--Jack--Corhash--Elo---xxx----xxx---------Bushes-------------
---Jack--Jack--Swan--(Fire)-Velden--ScagX--Arling---------------
---ScagX-Doug---Ida---xxx-Aannra-Aannra--Bishnu-xxx---------------
-----xxx-xxx-Selvana--xxx-Aannra-Aannra--ScagX--------------
------xxx-xxx--oxen--oxen--oxen---oxen---xxx----xxx---------------
-xxx-xxx-Scag7-oxen--oxen--oxen---oxen---Scag 4-xxx---------------
----------xxx--xxx---xxx----xxx---Scag 5-xxx----xxx--xxx------
----------xxx--xxx---xxx----xxx---xxx----xxx-------------
----------xxx--xxx---snapdragon---xxx----xxx-------------------------Scag 6--Scag 6------------
----------xxx--xxx---snapdragon---xxx----xxx-------------------------Scag 6--Scag 6---------
Bushes----xxx--snapdragon---xxx-----------------------------
----------xxx--snapdragon---xxx---------------------------------
----------------------------xxx-----------------
-----------------bushes-----xxx-----------------


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

Round 3

5' step then hit scag 4 1d20 + 8 ⇒ (1) + 8 = 9 DMG 1d8 + 3 ⇒ (6) + 3 = 9


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden will 5 ft step north east. He can't get a good line on any of the up close scags, due to Aannra and oxen, so he flurries into the fleeing giant scag.

Attack 1: 1d20 + 4 ⇒ (17) + 4 = 21
Attack 2: 1d20 + 4 ⇒ (11) + 4 = 15
Damage 1: 1d8 + 2 ⇒ (8) + 2 = 10
Damage 2: 1d8 + 2 ⇒ (4) + 2 = 6

Hmm, the first one should have hit nice and solid for sure, and I'm betting it hurt. We'll say that one hit it in the nads as it ran.


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

Bishnu will step forward and chop at Scag4

to hit: 1d20 + 8 ⇒ (10) + 8 = 18 damage: 1d4 + 9 ⇒ (1) + 9 = 10


Concealment, now at 30%. Low is bad.
1d100 ⇒ 23 Miss hitting a branch or something.
1d100 ⇒ 34 Hit but just into the hide.

Bishnu moves up and slashes the beast good.

Elo moves to a tree and climbs up to get a better shot on the situation.

Jack moves down to Scag 7, bringing down the pain but not downing it.

The other scags bug out as well. Aannra and Bishnu get AoOs.

Jack finishes off Scag 7 as it tries to retreat.

Do any of you want to follow them now or do any other actions. Otherwise battle is over.


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

"I'm not about to chase those critters into the darkness. Best we wait here around the fire. I doubt they'll be wanting more of what we gave em anyway. "


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden does not believe in letting animals learn that humanoids are good meals. He will climb the nearest tree, and use the light eminating from the big skag to continuing sniping it. My assumption is everyone else can do this while he snipes.

He has a max range of 1100 ft, and -10 at maximum range. He will continue to snipe the thing until it's out of range, or the light spell fails, or it stops moving. If he runs low on arrows, he'll stop of course. Then replenish from the animals.

Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Attack: 1d20 + 4 ⇒ (3) + 4 = 7

What lousy rolls


Concealment for good hits... low is bad. 50%.

1d100 ⇒ 74
1d100 ⇒ 64

Velden strikes it two times you can hear it groan. But after that barrage you are sure that you will not get any other hits, for you don't see the light anymore. 16 arrows now gone.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden had 40 arrows, so he's got 24 left.

Velden will go and look at the packs for the downed snapdragon, replenish arrows from the packs, and then call over the greenhorns to see about redistributing the supplies that were on it's back to the other animals and people. If it can't be distributed, he'll ask opinions on what should be left behind. They can lug the saddle up into a tree and tie it off and retrieve it on the way back for the community.


You are pretty sure you can redistribute the items.


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

TH AOo 1d20 + 8 ⇒ (12) + 8 = 20 DMG 1d8 + 3 ⇒ (3) + 3 = 6

Once they go Aannra Gos over to the Dead or dying Scags, becoming small again but stronger. She ends their lives with a thrust of her knife.

"Do any of you locals know if we can eat Scag meat?
If yes

Taking the body's away from the Pack animals she and starts to skin and get some good cuts of meat of them.

Survival1d20 + 10 ⇒ (8) + 10 = 18


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

Bishnu will keep an eye out in case some decide to get more of a beating. He will also aid Aannra in putting down any survivors of the scrags.


"Yes you can get meat from scags, just like most creatures, though there is a high chance that their are toxins in the body, they don't taste good, and very tight muscles."


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

"Well, that doesn't sound very appetizing," Ida says, frowning. "But I suppose, if we have to, it's an option. I can't make it taste any good, but I should be able to take any toxins out of the meat."


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

Aannra carry's on
"Best to have it and not need it, than need it and not have it"

She says from the test that flashed across her eyes.

"We can also use the meat in traps"


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Hope we're not waiting on me. Velden's busy repacking bags and packs with the greenhorns.


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

Ounce done Aannra again takes her crossed legs place next to the fire and rests.

Her drone looking over the camp.


Many of you are at unease, but try to get to sleeping. Jack offers to stay up and keep a good watch and Elo will take the second watch. The greenhorns take the last two watches.

The night goes well, even though the greenhorns jump at most every sound during their watches.

The morning comes and you all pack up.

With Aannra and Velden keeping the group on track you make good time even being down a mount.

A few hours later the trees begin to thin, revealing a field of short, green grass that leads to the shores of a wide, calm lake reflecting the
overcast sky above. A dense fog hangs over the center of the lake, obscuring the far side. Near the shore of the lake, a dark form lies next to the water.

Arling started to say something then ends abruptly stopping near the form, "Up ahead is Gray lake, we might be able to take a..." The boy just stares at the body, it must be his first dead body.


Upon closer inspection you find a dead human body. It's gear has rotted to worthlessness as well.

DC 15 Perception check if searching the body:
You uncover a masterwork short sword
near the body and a coin pouch with 87 gp inside. The coins look newly minted from the Tamran mine; they bear the likeness of a cruel evil looking man.

A DC 10 Knowledge (local) check:
You believe that this man is not from Kassen—his clothing is in poor condition from exposure, but it is obviously of a kind made by bandits, patchwork, scavenged.

A DC 15 Heal check:
Ascertains that this man has been dead for a few months.

Feel free to do any checks you want to do besides the ones that are given spoilers.
_______________________

Once done with the body, you think it wise to refill your waterskins. East will likely be the longer route around the lake to get to the crypt. But which way do you travel East or West.

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