Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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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

Sorry, I've not had a lot of time to make posts, but here we go.

Heal: 1d20 + 9 ⇒ (17) + 9 = 26

These horses died from what appears to have been a crude blade of some sort, or maybe even claws. The wounds are really rough and jagged; it looks like it was really painful, if they didn't die outright.

After She and Bishnu take a tumble, she turns to him and takes his wounds onto herself, using 2 Transfer Wounds uses before she casts Cure Light Wounds on herself.

Transfer Wounds: 1d6 ⇒ 3

Transfer Wounds: 1d6 ⇒ 4

At this point, she's missing 4 actual HP, and is down 7 nonlethal.

Cure Light Wounds: 1d8 + 3 ⇒ (5) + 3 = 8

That'll cure both Nonlethal and Lethal damage at the same time, healing both her nonlethal and lethal HP damage completely.


Presently you are all about the entrance to the crypt. Aannra seems to be having problems with her drone. Elo comes back and leads the greenhorns and the mounts off to the site they found. Selenna speaks up, "Do you want any of us in there with you as you venture into the crypt? Either way let me tell you words of wisdom that was passed to me, there is always a key to disarming."


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

She picks up her Drone

"go in 30' look and come back, tell me what you see"
is all she says
then puts it down again


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 to the girl. "Not yet, I know it's your quest, but this is not a normal quest. And our job is to make sure you survive your quest. Let us take a look around first." Velden reassures her. "When we get back, when I have down time, come and see me and I'll do my best to at least show you the basics of sorcery, if that's what your talent is. You need to tame it before it get's out of hand." He again informs her, having been drilling it into her head that not doing so is dangerous. "We'll call for the questers after we've made sure it's not something you can't handle. Jack and Elo can watch the animals."


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, no reason for you youngins to get killed. That's our job. You guys stay safe and we'll make sure the way is clear."


The drone comes back... 30 feet by 40 feet by 15 feet tall. stairs both sides, one door on east and west wall. Two bodies, lots of bones.

If you try to get in, you realize that the doors are very heavy, Str DC 15 to open them a foot more.


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 picks it up.

"Well looks like this is a place of death, could be traps, things or local wild life come locals. we can go in but the bodys worry me,. Velden could you cast light on some stones"

She looks at the others to see what they say.


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 nods. "Yes, Yes I can." He walks to the back animal, pulls out half a dozen torches, and walks back to the group. "Light!" He uses prestidigitation to create a spark next to the torch, and it bursts into flames. He hands the torch to Aannra. "Light!" Another torch bursts into flames. He hands that one to Bishnu. "Light!" Another torch bursts into flames, and he hands that one to Ida. Then he hands another torch to each of them, as a backup. Finally, he touches his temple sword. "Light!" The temple sword glows like a miniature sun, lighting up 40 ft (and 80 ft dimly). "And that's why the sword's sheath is transparisteel." He explains as light shines forth, allowing him to keep his hands free.

Duration of the sword's light is 20 minutes. Note that as soon as Velden enters the ruins, he gains +2 Initiative and +1 saves vs traps and dangers.

"Well? Bishnu, you're the strong one. I moved the horse, the doors I leave to you." He readies his bow to shoot anything that comes out of the ruin.


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 waves her hand as he offers the torch.

"It's all right, I'll be fine with out it"

She checks her stuff, picks up some small stones and places them in her bag,
Then checks the water, after that she looks to the others.

"ready"


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 )

"Is there some reason nobody brought a bloody flashlight?Humph" as he takes the rather primitive torch.

"Doors, right. Got em. "

and he will move up and open the big doors.
strength check: 1d20 + 5 ⇒ (1) + 5 = 6 and they don't even budge.
"Ok, that's gonna tick me off. You &^*#$% door, you're gonna move!"
rage
strength check: 1d20 + 7 ⇒ (8) + 7 = 15 and even activating his internal adrenal boost systems, he just barely gets them to swing open.

"Damned rough doors though. But it's open now. "

rage back off and he's fatigued for a round.


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 looks on then nips in setting her drone down.

"keep 15' in front warn of danger"


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

He's actually fatigued for two, Bishnu. Not that it makes too much of a difference, but it's something to be conscious of.

Ida shakes her head, drawing her shield. "I can see just fine without the torches, and if I need to, I've got light of my own. See?" she asks, casting light on the front of her shield.


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 nods. "Good to know. When the light on my sword runs out, it'd be good if you renew it there, rather than your shield. The sword boosts light magic." He doesn't go into why, no need to get into a religious discussion at this point.

He moves forward carefully 15 ft, watching for traps or enemies.

Perception: 1d20 + 17 ⇒ (6) + 17 = 23

He can see 80 ft, which should be the entire chamber plus the hallways where light can reach (which is anywhere he can see, given he's the source of light


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 nods. "Can do," she says, not questioning it, and moving forward behind him, trying to stay generally in the middle of the group.


The group moves into the entry chamber of the crypt... a long chamber with risen platforms on either side. A faded painting of Kassen is on the far wall. The room appears to be the site of a gruesome battle, with two bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this foul chamber.

Perception Check DC 20 (Velden and anyone else that gets it.):
You think the wailing is coming from the South East.

Please move your characters in for up to one round of movement or state how you move. If going in quietly you should do a stealth check also half your speed. If just cautiously going in then only one movement.
Arrow are great! Thanks Velden.


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 walk ahead and took a look around,

perception: 1d20 + 6 ⇒ (6) + 6 = 12 "Where's the wailing coming from Vel? I know you got ears like a bat. "


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

Map here

Perception 1d20 + 8 ⇒ (11) + 8 = 19

Aannra moves in her Drone moving ahead.
She tilts her head at the sound of wailing.

"Drone, isolate wailing sound, scan, report"

GM I take it the little robots the Drone Icon on the map for her


Psicyrstal L2

Perception 1d20 + 7 ⇒ (14) + 7 = 21

"Bearing, South East, distance unknown, Origin Unknown"

Its replays in a flat monotone voice.


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 ⇒ (20) + 17 = 37

Any chance of extra information with that roll GM?

"Yeah, what the elctrabug said." He comments, looking around carefully. Heal: 1d20 + 1 ⇒ (12) + 1 = 13 He glances over the bodies, trying to suss out what killed them, but they are torn up pretty bad. "Aannra? Feel like carrying these two out, and see if the kids recognize them? I suspect they may be from town, out here to set up some 'challenges' for the kids, and not expecting whatever they ran into."


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 nods, Putting on gloves, she go's grabs the 1st one and halls it out,

"Do you know who this is"

She asks the green horns outside.
she then go's back for the other pulling that out to.
She seems a lot stronger than she looks.

"So do you know them?


Velden:
With your 37, you believe that the bones you saw outside under the horse were as old as the skeletons around in this room. You can see that the bodies in the middle of the room look to be hacked and cut just like the horses outside. The picture of Kassan and just like the rest of the features in the room you can see with great detail, though you don't think you see any traps or threats which is weird. What would have killed these men?

I will wait for Velden to react to what he sees, before acting on Aannra's actions.


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 narrows his eyes. "Got a bad feeling here Bishnu, the skeleton outside is the same age as the ones lying around the room in here. Last time I checked, only way a skeleton ends up under a horse is the horse falls on it. So either someone moved a skeleton outside, then killed a horse so it fell on the skeleton... or the skeleton stood up, walked out, attacked the horse and got caught under the dead weight." He looks around at the room full of skeletons. "With our luck, you want to bet a hundred dollars which happened? I'll give you 3 to 1 odds if you bet someone moved the skeleton and then killed the horse on top of it..." Velden puts his bow away, not seeing how an arrow is going to do a lot of damage to dry bones.


As Aannra moves to the center of the room to move one of the bodies, there is lots of movement. All the bones reanimate... A large one in the North West corner animates and moves to the door. As all the others animate and rise.

Initiative:

1d20 + 3 ⇒ (20) + 3 = 23 Bishnu
1d20 + 6 ⇒ (19) + 6 = 25 Aannra
1d20 + 3 ⇒ (14) + 3 = 17 Velden
1d20 + 6 ⇒ (9) + 6 = 15 Ida
1d20 + 7 ⇒ (8) + 7 = 15 Skeletons
1d20 + 7 ⇒ (17) + 7 = 24 big skeleton

***Round 1***
25 Aannra
24 big skeleton
23 Bishnu
17 Velden
16 Ida
15 Skeletons

Veleden also gets to act in surprise round.


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

Not that it mattered this time, but whenever in ruins, Velden's Initiative goes up by 2, and his saves vs traps and natural hazards goes up by +1. So his initiative is actually 19

Looks like the big one moved while being threatened by Velden (Improved Unarmed Strike). I'll make an attack of opportunity, and you can ignore it if I don't get it for some reason.

Velden's face goes still as he begins calculating odds, and he lashes out with a kick at the big skeleton as it foolishly ignores the apparently unarmed archer.

AoO: 1d20 + 3 ⇒ (1) + 3 = 4

What a miserable start

Velden wildly misses the kick, and he blinks, looking down at his feet. "Bishnu, remind me to do my katta's more often, I'm out of practice"

Then he attacks again, another spin kick.

Attack: 1d20 + 3 ⇒ (3) + 3 = 6

Velden misses again, but not as badly. "Ok, I have got to start doing my katta's more often. My sensei would hit me with a wooden stick if he saw that."

One more level and he won't have to put the bow away when in melee range. Stupid third level.


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 well, you know if you don't practice you can't do it when it counts. Yeah, ol' sergeant Wu would surely give you a beating you wouldn't forget if he saw those moves. "

and he will rage and strike at the closest skeleton with his kukri using power attack.

to hit: 1d20 + 8 ⇒ (7) + 8 = 15 miss

"Oh great, now you're catching. "


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

Since we're handling our own combat for now, stat blocks to make things easier.

HUMAN SKELETON CR 1/3:

NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 30 ft.
Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws +2 (1d4+2)
STATISTICS
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved InitiativeB
Gear broken chain shirt, broken scimitar

OGRE Skeleton CR 2:

XP 800
NE Large undead
Init +3; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 14, touch 8, flat-footed 14 (+4 armor, –1 Dex, +2 natural, –1 size)
hp 18 (4d8)
Fort +1, Ref +0, Will +4
OFFENSE
Speed 30 ft. (40 ft. base)
Melee greatclub +7 (2d8+7) or 2 claws +7 (1d6+5)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 21, Dex 8, Con --, Int --, Wis 10, Cha 10
Base Atk +3; CMB +9; CMD 18


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

I think your last post Velden should have been under Spoiler or in Discussion thread Velden. Spoiler to reduce walls of text posts with cut and past info. Happy to see it just think its better under spoiler.

Action part 1
Soon as it starts and she sees they are surrounded Aannra says.

"To me Drone"


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

If I read the GM's comments about the surprise round correctly, the Skellingtons basically assembled and moved the surprise round, and only Velden acted, so his post above is his surprise round action. Then Round 1 started, and the normal initiative runs. So Aannra goes first, then Big Skellington, then Bishnu, then me, then Ida, then the smaller skellingtons


Psicyrstal L2

Moves and jumps - Acrobatics 1d20 + 7 ⇒ (8) + 7 = 15 made I think, and is court by Aannra


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

Uses acrobatics to cache her drone
Acrobatics1d20 + 11 ⇒ (2) + 11 = 13 That's odd that roll changed as I moved it into place v sink events was 27, o well I still think shes ok getting the thing as it only has to be touching her to be teloported with her

Then Long Steps 30' to the other side of the door, outside with the Green Horns. Long Stride recharge 1d4 + 1 ⇒ (2) + 1 = 3 rounds

The Greenhorns looked shocked as she comes it being outside. She looks at them as the sound of fighting from inside the tunnel come out after her.

"Get anything blunt to fight with, it was a trap, the others are still inside fighting."

She commands as she tucks her drone away and gets ready to fight her way back in with her hands and feet. They scramble for there arms as she dos so.

I have moved her on the map to her new location, we can just say the green horns wade in with her next round at the door on the big undead, big skeleton up next, dos he leave the entrance to go for her or go for the guys outside. 50/50 a low its inside, high outside 1d100 ⇒ 49 Inside it is. Over to you


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

Since the GM mentioned only claws, I'll assume the ogre lost his greatclub sometime between death and undeath, and he's only using claws. Makes sense he'd attack the closest thing, Velden in this case

The large Skellington attacks Velden...

Claw 1: 1d20 + 7 ⇒ (7) + 7 = 14
Claw 2: 1d20 + 7 ⇒ (6) + 7 = 13

Velden, however, simply ducks under the first attack, and then sidesteps the second attack. "Bishnu, I think bony butt here has a crush on me, he's asking me to dance..."

Velden takes a breath to steady himself, and then tries the reverse spin kick.

Reverse Spin Kick: 1d20 + 3 ⇒ (20) + 3 = 23
Confirmation: 1d20 + 3 ⇒ (16) + 3 = 19

Confirmed

This time the hit connects solidly.

Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9

Bones shatter and crash to the floor, leaving the large Skellington looking like it lost an argument with a bull elephant. "There, that is how we break things. And if you think old Wu was scary, Bishnu, you should have seen my Sensei growing up in the Temple, Master Mi. He had a wooden rod surgically attached to his arm to make it easier to hit boys who were not behaving."


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 )

Guess we better go for the lackey skeletons. I moved them in on the map.

Looks like 5 on me.

Ida should be able to move before the skeletons, so they can re-position themselves if desired.

to hit claw: 1d20 + 4 ⇒ (5) + 4 = 9 miss
to hit claw: 1d20 + 2 ⇒ (14) + 2 = 16 miss
to hit claw: 1d20 + 2 ⇒ (7) + 2 = 9 miss
to hit claw: 1d20 + 2 ⇒ (16) + 2 = 18 miss
to hit claw: 1d20 + 2 ⇒ (9) + 2 = 11 miss

2nd round attack:
to hit: 1d20 + 8 ⇒ (1) + 8 = 9 miss

not my day "Yeah, I definitely should have stayed at the Inn. You've got a hell of a job convincing me anyone was worse than Wu. He was a right tyrant. "


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 be accurate, Bishnu, 2 of them should have gotten flank bonus's, not just one. You're double flanked. Looks like 2 on me, and 2 on Ida then.

Attack 1: 1d20 + 4 ⇒ (10) + 4 = 14
Attack 1: 1d20 + 4 ⇒ (18) + 4 = 22

Claw: 1d4 + 2 ⇒ (4) + 2 = 6

Velden grunts as one of the lesser skellington's hits him hard in the back.


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

Ignore the grunt above, Velden's AC is currently 24, not 22, so he's missed.


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 close and hits the large bone undead with a drop kick.
1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 DMG 1d6 + 2 ⇒ (5) + 2 = 7


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 channels positive energy (to harm) in a large burst of light, and the skeletons get a Will Save DC 15 to halve the damage. Her burst of Positive Energy will, now that I see, hit every single skeleton.
1d6 + 1 ⇒ (3) + 1 = 4

Will saves, starting at top left, working to the right, then down a row starting at the left again.

Wall of Will:
Will Save, Big Guy: 1d20 + 4 ⇒ (6) + 4 = 10 Failure, full damage.
Will Save: 1d20 + 4 ⇒ (20) + 4 = 24 Success, down 2 HP.
Will Save: 1d20 + 4 ⇒ (7) + 4 = 11 Failure, destroyed.
Will Save: 1d20 + 4 ⇒ (17) + 4 = 21 Success, down 2 HP.
Will Save: 1d20 + 4 ⇒ (1) + 4 = 5 Failure, destroyed.
Will Save: 1d20 + 4 ⇒ (14) + 4 = 18 Success, down 2 HP.
Will Save: 1d20 + 4 ⇒ (19) + 4 = 23 Success, down 2 HP.
Will Save: 1d20 + 4 ⇒ (7) + 4 = 11 Failure, destroyed.
Will Save: 1d20 + 4 ⇒ (2) + 4 = 6 Failure, destoryed.
Will Save: 1d20 + 4 ⇒ (5) + 4 = 9 Failure, destroyed.
Will Save: 1d20 + 4 ⇒ (12) + 4 = 16 Success, down 2 HP.
Will Save: 1d20 + 4 ⇒ (13) + 4 = 17 Success, down 2 HP.
Will Save: 1d20 + 4 ⇒ (6) + 4 = 10 Failure, destroyed.
Will Save: 1d20 + 4 ⇒ (8) + 4 = 12 Failure, destroyed.
Will Save: 1d20 + 4 ⇒ (14) + 4 = 18 Success, down 2 HP.
Will Save: 1d20 + 4 ⇒ (8) + 4 = 12 Failure, destroyed.
Will Save: 1d20 + 4 ⇒ (11) + 4 = 15 Success, down 2 HP.

As the light dies down from her channel, and slightly charred bones start dropping to the ground, motionless, she says to the others, "Focus on the big guy! I can take the small fries!"

For whatever reason, it's not letting me, like, take things off the map at all. It's not letting me edit for whatever reason. If someone could do that for me, that'd be great. Also, the destructions might impact what kind of damage you took from Skellingtons.


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

Updated, end of round

ROUND 2

Velden looks over his shoulder at Ida, as the big one crumbles into a pile of scorched bones. "What big one?"

Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

While still looking at Ida, he drives the back of his fist into the skellington next to him, and the thing collapses into a pile of bone splinters. "Nice job, but I'd save that for anything else that might be around, the rest of these are going to go down like wheat. For that matter, we might want to leave a few up for the greenhornes."


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 steps over the large undead looking for another to hit.
"you ok, brought the cavalry"
She says as the green horns come in with clubs made of sticks.


The group of greenhorns take the initiative and charge in, two of the boys get right to hit smashing two more of the skeletons.

The skeletons charge in... 1d4 + 2 ⇒ (3) + 2 = 5 Ida, and 1d4 + 2 ⇒ (1) + 2 = 3 Bishnu... the skeletons miss their targets or just brush against your defenses though some get through Bishnu and Ida both take one hit, both minor cuts.

ROUND 3
HEROES GO!

25 Aannra
23 Bishnu
17 Velden
16 Ida
15 Skeletons
5 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

if needed for round 3

Aannra moves in now every one. is in play
Acrobatics 1d20 + 11 ⇒ (6) + 11 = 17 To get next to Bishnu with out AoO

With replicant agility, she jump over the top of the greenhorn, rolls and kicks out her legs she in a sharp thrust
Kick1d20 + 7 ⇒ (8) + 7 = 15 DMG 1d6 + 2 ⇒ (3) + 2 = 5

Her boot slams into the skull of the skeleton in front of her, smashing it, it falls to the a pile on bones. She spins on her hands, then fliping back up into a combat stance ready to face the other.


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 )

"Wouldn't it be nice if I ever hit something?"

to hit: 1d20 + 8 ⇒ (8) + 8 = 16 damage: 1d4 + 9 ⇒ (2) + 9 = 11 should crunch a skelly even with DR

"There, finally. Been forgetting what it was like. "


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 walks calmly over, hops up on a ledge Acrobatics: 1d20 + 8 ⇒ (13) + 8 = 21, and then points his finger at the skellington in front of Aannra. "Mine! Light him up Goddess."

Ranged Touch: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Holy

The skellington disintegrates as it bursts into holy flames.


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 draws her morningstar, and attempts to bash the skull in of the skeleton just south of her.

Attack: 1d20 + 4 ⇒ (20) + 4 = 24

Crit Confirm: 1d20 + 4 ⇒ (14) + 4 = 18

Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Extra Crit Damage: 1d8 + 2 ⇒ (4) + 2 = 6

The skeleton's head gets blown to splinters by the impact of her morningstar. She then steps back 5 feet diagonally towards Velden.

I'd move myself on the map, but I'm out at the moment and can't, my phone not doing Google Docs particularly well.


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

"Take out that last one, let's see if this is part of the test our some thing is wrong here"
She says looking around to see of there are any other nicestyness waiting.


The skeletons put up a pitiful offense and the greenhorns come in smashing, the girls both shoot ranged magic at the skeletons. The skeletons fall to the ground in more piles of bones.

Spellcraft DC 15:
Both casted disrupt undead.

End of combat.


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 checks the bodies, and gets Sevanna to look at the faces. "Anyone you know?"


Selvanna looks at the bodies, "Yes, I know them, Gerol and Vark, both of whom are friends of the mayor, Gerol is Swan's father."

Selvanna goes to Swan and takes her outside.

Also in the chamber is a pair of backpacks.

backpacks:
One of the packs contains a large pillow and two quivers (each containing 10 blunted arrows). The other pack has 2 days’ worth of rations, a full waterskin,
and a pair of smokesticks.


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 )

"OK, so something just ain't according to plan in here. Someone or something must be in here screwing up the place. We better find that. They appear to need a talking to. " he says with a rather mean looking gleam in his eyes. "This was supposed to just be a test from what I gather. " he will then move over and take a look at the contents of the backpacks.


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 nods. "This strikes me as one of those 'scare the kids a bit, make sure they do not lose it in a dangerous situation, and get some juicy stories for the fire' type deals. This is no longer that type of deal." Velden says in a low voice where he greenhorns can't hear. "I think we should assign them to guard the door, and tell them to shut and seal it if anything other than us comes back." Velden keeps a close watch on the entrances to the room.


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, that sounds reasonable. I don't think they are up for this kind of dustup. Getting them killed doesn't help anything. "

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