Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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Spotting the little goblin yelling at him, York turns his attention to the little creature.

"Don't worry, I'm not going to let you burn, pint-size. But it would probably be a good idea to get this droid extinguished before he sets everything else in here on fire. I'll help you in just a minute."

York turns back to the robot, not sure if it is still savable, but definitely not wanting the flames spreading in this compartment as long as he is in here.

Who the hell loads a fire extinguisher with water anyway? Was the bloody thing home-made?

He looks around for something else to use; a blanket, or even some dirt. If he needs to, he'll look for a stick by which to pick up the flaming robot and use it to toss the droid out of the ship through the breach in the hull. After he's done so, he'll get the goblin out of the crates.

As for the sealed and chained pods, he looks for a way to detach them without releasing their contents. He's probably big enough to lift them out whole-hog, so long as they are not bolted into the ship.
Perception: 1d20 + 11 ⇒ (15) + 11 = 26


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

"Don't bother, send him in here!" Swiftstab yells back "Skeletal man can suck out the flames, he be super cool! Hey gearhead! Want your flames put out? Come this way!"
Swiftstab gestures to the little bot, pointing around the corner to where the skeletal man is feeding on the flames in the back of section B


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Johnny will continue to fire and on round 8 will sing again for a round, resetting inspire..

"Round 6"

attack+inspire+higher ground: 1d20 + 7 ⇒ (13) + 7 = 20
dam+inspire: 1d4 + 1 ⇒ (4) + 1 = 5

"Round 7"

attack+inspire+higher ground: 1d20 + 7 ⇒ (7) + 7 = 14
dam+inspire: 1d4 + 1 ⇒ (1) + 1 = 2


Jack you would recognize a humanoid in a black skin tight suit, it seems to have extra protection about the arms, shoulders, chest, back, legs and feet. The extra protection seems to be some sort of padding, and a metal outline. Think of SubZero from Mortal Kombat. He moves farther back in the shuttle, grasping before him...

Jack, there are no hinges so you try to break it down. That did not work, now that you have analyzed the door, you know that there is a keypad on the side, likely the locking and unlocking mechanism. Though the door itself likely raises, there is a little door for the service bot which is centered in the door for medium sized individuals. Strength check while lifting would be your best bet, unless you can work that keypad, busting it could open the door or lock it down.

Balthe & Johnny:
None of the bandits chased after you, seems strange, but the trolls seemed to knock the bandits back to work. Inspire not needed, for you guys are not in battle, plus how are you inspiring, are you Singing?

The robot is prone and sounds of 'sizzling', 'Bzzz', 'Pop' and 'spark' can be heard from it. The Frozen One comes into section C soon after Jack goes into Section B. It puts its hands out and consumes the flames, it seems to continue to grow, muscles forming from simply being there into strong corded muscles. Swiftstab unless you leave the shuttle or go to the back of Section C, you will need to make another fortitude save.

Swiftstab, when you speak make sure to bold the words you say: "I told you to bold them!". Click on the 'Show' below where you write/type to show many of the formats used.

Yup, York the pods are melded to the wall of the shuttle, you are either going to have to let them out or just leave them. York as the Frozen One enters the room, the temperature drops, its not sweltering anymore. It says "Leave now, then come back when there is no flames."

Swiftstab, Elo, and York, once you decide to leave, fight, or stay:
You see the Frozen One put its clenched fists beside the bot and the flames die quickly. If you stayed in the room, fortitude DC 18. The other flames in the room seem to be being sucked toward the Frozen One.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

well that was a waste of a good roll

since no one seems to be calling for help Balthe drags some of the crates over until something or someone makes him change.

gotta wait for those guys to finish up

Balthe arranges to to be better cover.


Hold up Balthe, I need to see what the others do before the truck gets back to them. Soon, very soon.


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

He sings to inspire yes.. Ill add the rounds back.. Of to bed ill catch up in the morn..


Map is up!

The light blue circle means there is a hole that is roughly that size and it is close to ground level.

The dark blue circle means there is a hole that is near the ceiling, between 10 to 15 feet up.

If the circle is surrounded by red, flames are still around it. If black, the flames are gone.

The red polygon is fire.


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

((Last of the "5 rounds" I believe))
Swiftstab makes sure to get out of the ice-mans way, knowing what happened the first time they met, going out of the hall through one of the holes st the North side. Once he touches floor he looks quiescently towards the odd carriage standing their ((cargo-truck, not Five's))

funny, here morning just arrived


Swiftstab so you climbed out? Or you scurried over to Section B first?


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

Okay... I could have sworn there were far LESS icons on that map last time I checked... like no trolls or fuel-barrels... oh wait, those must be the restriction pods. Ohwell, logic dictates he takes the one behind the burning pod, in section C, which indeed makes him end up right in front of the big troll. Why is it logical? cause the other option would mean he has to cross ice-man's path again, and he dont like that

"Oh, hi there! You come help get crates out? Big guy could use some help! Lot of crates and lots of goodies inside!" Swiftstab says to the big green-skin that hops of the odd carraige.
sense motive: 1d20 + 9 ⇒ (15) + 9 = 24


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

"Perhaps we should get in there and lend a hand.."


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

Strength to lift: 1d20 + 7 ⇒ (9) + 7 = 16

This ship has many strange life forms. Jack smiles Oh the fun has just begun now budge you big impediment of a door, hrumph!

If the door budges Jack looks inside to see what he can find.

perception: 1d20 + 7 ⇒ (3) + 7 = 10


Jack you get your tentacles just under the door with your other claws gripping the door. It moves up about an inch.

Swiftstab you think the troll is going to either smash you or eat you. Run away!!! The troll is large and has a height of 12 feet or so, but you are still farther up than he can reach. What do you do? It pulls out a spear...


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 puts the door down and shrugs, giving up.

Ah screw it there probably wasn't any survivors in there in the first place. Or if there are they're dead.

I don't think I'm going to get this door open then, I'll go do something else. If a 16 gets an inch I have no freaking idea what I'll need to lift this, DC 30?

Before I go is there a check I can estimate how much this door weighs? I can freely lift 1400lbs above my head, so I take it this door is heavier than that?

Round 5

Jack jumps out of the ship and has a look what else is going on, to see if he can help with anything.

Just use the above perception.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

are we caught up?


Yeah, I guess we are caught up.

Sorry Jack it is a hefty door with the frame of the shuttle supporting it to stay down, when shut. Which side do you jump out of? If you can't explain it either show arrows of how would would move or just move your token on the map.

Elo is going to grab one of the crates, noticing that it is bolted down she smashes two of the bolts and flips off the bindings, grabs the crate and takes it outside.

York you stick it out, Fortitude DC 18, 1d20 + 10 ⇒ (2) + 10 = 12, you take 2d6 ⇒ (2, 6) = 8 cold damage as you feel the warmth leave your body and you are fatigued.

"Lets see if I can stick you gobbo, like a pig!" The troll yells up to the goblin.

Feel free to continue telling me what you are doing.

The Frozen One stops and York still feels cold though it is not draining anymore, the fires are visibly put out for the most part in Section C now as well. There are a few small smoulderings still in the rubble in the back of Section C.

The bot sputters, "I am leaking! Oh, ah, uh... OH! Someone has entered the secure room." The bot was saying weakly and high pitched, now he says in a low serious voice: "Alpha Protocals engaged, self destruct in two minutes."
He looks down and screams, "AAAaaaaaaaaaaaaaaaaaaaa my wheel it is burnt off, no cruel world, help me, I am leaking! Oh, ah, uh..."


That is right you now have 20 rounds before the shuttle will explode. York and the Frozen One know this, and anyone else who got a Perception DC 20 if outside or in a different section.

The Frozen One looks at York, "I freeze the back and you tear it off, or we just attempt to pull them out?" His voice confers that he is deadly and is slightly ominous, it is spoken through a mask if not a ventilator of some kind. Though his voice has more emotion than before... or did you hear him speak before?


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe tosses whatever crates are nearby into the truck.

F#@% this! Let's go kill some bandits!

Balthe says as he puts the crate in the truck.

Balthe climbs into the truck.


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

"Only if you can catch me you big bunch of swamp-meat, bet you your so slow ya cant even keep up with my short legs!" Swiftstab yells as he moves along the ship to dissapear around the corner between sections B&C

Spoiler:
stealth: 1d20 + 20 ⇒ (13) + 20 = 33


Female HP 33/33|AC 22/TAC 15/FFAC 17|Fort 2|Ref 7|Will 6|CMD 12Init 1|Per 1, HP 51/512|AC 20/TAC 11/FF 19|Fort 8|Ref 5|Will 4|CMD 20Sheet

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Elo's eyes open wide as she hears this and she shouts loudly "THIS CAN IS BLOWING UP IN TWO MINUTES AND COUNTING!"

Of course this doesn't stop her dashing back inside to pick up a crate.

She nods appreciatively to the frozen one as she does so- compared to the chilliness before, it is positively warm.


"Why you little bite, I will... wait get back here so I can stick you!" The troll says as he can't see where you have hidden yourself. Now that you have hidden you see a strange red light that is flashing near you.

Swiftstab Perception DC 20 to hear Elo, I think everyone else easily enough can hear Elo's warning.


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

aww... it didnt run after me? it saw me go around the corner so unless he is looking there he dont even know I'm hiding ;) perception: 1d20 + 9 ⇒ (10) + 9 = 19
EDit: meh, too busy playing catch with the troll I guess


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

That changes things don't it!

Balthe hops back out of the truck and grabs anything that might be worth something.

Let's get out of here folks! Bring everything, crates, bots, unconscience folk!


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

*Five's Round 1*
"If the bandits aren't warned they will be taken care of, though, Jack get in the Truck we will kill the bandits and take their truck too! We will be back, keep pulling out crates." Once Jack is in the truck, Five will gun it.

**Five's Round 2**
Zoom around the shuttle with Jack, and whoever jumped in too.

***Five's Round 3***
1d20 + 8 ⇒ (14) + 8 = 22 Drive Check. Charge with the truck, trying to trample the troll with a power slide. Five hits a button which drops spikes on all sides of the truck! Troll does not jump out of the way, Five power smacks the troll with the spikes that dropped.

DM notes:

1d20 + 4 ⇒ (11) + 4 = 15 Reflex save for Troll DC equal to check 3d6 + 2d6 ⇒ (3, 5, 1) + (1, 1) = 11 extra damage for the spikes that drop down sticking the troll to the truck.

1d20 + 5 ⇒ (13) + 5 = 18 Jack’s Initiative Check
1d20 + 6 ⇒ (5) + 6 = 11 Swiftstab’s Initiative Check
1d20 + 7 ⇒ (3) + 7 = 10 Elo’s Initiative Check
1d20 + 4 ⇒ (3) + 4 = 7 Balthe’s Initiative Check
1d20 + 3 ⇒ (14) + 3 = 17 Johnny’s Initiative Check
1d20 + 3 ⇒ (4) + 3 = 7 York’s Initiative Check
1d20 + 8 ⇒ (18) + 8 = 26 Frozen One’s Initiative Check
1d20 + 3 ⇒ (11) + 3 = 14 Five’s Initiative Check

1d20 + 3 ⇒ (14) + 3 = 17 Troll’s Initiative Check
1d20 + 3 ⇒ (6) + 3 = 9 Troll's Initiative Check
1d20 + 3 ⇒ (19) + 3 = 22 Troll’s Initiative Check

1d20 + 1 ⇒ (4) + 1 = 5 Psycho’s Initiative Check
1d20 + 1 ⇒ (11) + 1 = 12 Psycho’s Initiative Check

1d20 + 6 ⇒ (7) + 6 = 13 Orc archers’s Initiative Check
1d20 + 6 ⇒ (6) + 6 = 12 Orc archers’s Initiative Check
1d20 + 6 ⇒ (9) + 6 = 15 Orc archers’s Initiative Check
1d20 + 6 ⇒ (19) + 6 = 25 Orc archers’s Initiative Check

***Round 3*** If you choose to engage in combat, otherwise post your actions per round.

20 Psycho

21 Five
19 Swiftstab
17 York
16 Jack

15 Trolls

14 Orc archers

12 Frozen One
12 Elo
7 Balthe
6 Johnny

5 Psycho in truck


"Cough, sputter, Oh the leaking!" The little service bot continues to wail in pain.

*Round 1*
The Frozen One goes over and hits the crate with a cold touch, like shocking grasp but cold damage, so that it will be easier to smash.

Each of the objects with a light blue outline can be pulled free with a Str DC 12 or they have 8 hit points and no hardenss.

**Round 2**
The Frozen One shoots the corner with a cone of cold, burning hands but with cold, once again to make it easier to smash the locks and bindings.

***Round 3***
The Frozen One moves into the debris, moving around the wreckage of the shuttle, the fires go completely out. "What is the code to get to the next part of the shuttle, someone get that service bot to work."


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

After getting the generator up and working he notices a small red light in the sherifs office that had just started to receive power begin to blink. Going over and clacking on a computer for a bit he then grabs a belt of gernades off a dead bandit "These are dangerous, I better dispose of them!" then off he goes, outside the outpost, his destination unknown.


"Ariel Recon 4RK-D3D, reporting in, do you need transport to the crash site CL4P-TP?" CL4P-TP can hear coming off his speaker...


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

Swiftstab waits, dagger in hand, for the mount of green muscle to walk into the alcove. A little furhter. A little more. Almost.
But then the troll turns around, wobling back out of sight
Darn! Now what?

Round 2

Swiftstab decides that, since the troll aint interested in following, he might as well go take a look inside. There he notices the 'wounded' claptrap and decides to walk over. "Here, let me help you with that"

Round 3
"OH! before I forget, we got company outside. The bad kind." He informs the ice-man and the hulk
He drags the wounded claptrap back outside into the alcove.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
GM Wolf wrote:
"Ariel Recon 4RK-D3D, reporting in, do you need transport to the crash site CL4P-TP?" CL4P-TP can hear coming off his speaker...

Hearing it come over his loudspeaker he freezes, hits a button on his front and responds "Affirmiolutely!"

He then hunkers down and waits for the transport.

good idea, that will get me there faster :)


Ariel Recon 4RK-D3D is a flight drone, it jets down and deploys a cable with a magnet on the end of it. The magnet hits and off you go, no less than a few seconds you are both getting near the crash site. "Targets near aft not known to the registry of the shuttle, release grenades for theft."

The Ariel bot will then swing you around and disengages the magnet dropping you right next to Swiftstab and the Atlas service bot.

On your speakers Ariel Recon 4RK-D3D says, "You have T minus 80 seconds to repair Atlas service bot ... before detonation of protocals, relics will be recovered by a team in two days if detonation is averted. Be aware that goods and specimens are free and roaming."

CL4P-TP you are now in Round 4, adjacent to Atlas service bot and a goblin.


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

It's fine, just wondering if I had any damn chance to start with or if it was just a waste of time.

I would have wanted to stand on top of the shuttle on my round 5 so I could see either side of what's going on. Will post once I have information to react to.


Start with what Jack?

Jack 1d20 + 7 ⇒ (11) + 7 = 18 Jack’s Perception Check You can see that Five is still in his truck, he yells up at you, but you can't hear him. The thruster on the North side of the shuttle is still going. There is a massiver fire at the aft of the shuttle and another one licking out from the far South section too.

What do you do for Round 1? We are starting over for good reasons.


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

Round 6

Knowing that Jack has no-one to lower the flames he sees that there's nothing more he can do here. So Jack rushes over to where Five is so jack can hear him better, jumping down off the top of the shuttle.

jump: 1d20 + 7 ⇒ (9) + 7 = 16
Run, 150ft


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

Jack you jump down and hear, "Jack get in the Truck we will kill the bandits and take their truck too! We will be back, keep pulling out crates."


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Ohh! Top of the shuttle sounds like a good place to be when it blows up :D

While still overhead and attached to the ariel recon droid CL4P-TP looks down at the battlefield and tries to make out what he can of the creatures coming out of the truck (IE the bad guys :P)

perception checks:

perception: 1d20 + 0 ⇒ (3) + 0 = 3
depending on how many he can see, he does the following knowledge: local checks:
local: 1d20 + 17 ⇒ (4) + 17 = 21
local: 1d20 + 17 ⇒ (2) + 17 = 19
local: 1d20 + 17 ⇒ (4) + 17 = 21
Take what you need from that and tell me what I see, what I know about who I can see and ignore the rest :)

After landing next to Swiftstab and the broken claptrap, CL4P-TP greets Swiftstab then gets to work on repairing the downed droid.
"Hello escaped convict! What a lovely day! Please allow me to attend to my fellow robot. Also, if you would be so kind as to not eat me I would be eternally grateful!"
He then gets to work on repairing the Atlas service bot.

Repair rolls:

I dont know what you would prefer to use to repair the robot, so I will give a few options, take the one that seems to fit the most and use that one :)
Craft:Mechanics: 1d20 + 11 ⇒ (14) + 11 = 25
Knowledge:Engineering: 1d20 + 21 ⇒ (12) + 21 = 33
Profession: Maintenance: 1d20 + 6 ⇒ (8) + 6 = 14
Whichever one seems to fit best :)

As he gets to work, he activates his audio speakers to automatically recite any information he manages to gain to anyone nearby that is listening. Most likely in an annoying tone while he is at it ^_-

Initiative check!!!
initiative: 1d20 + 3 ⇒ (20) + 3 = 23 for round 4

Man first post and I am already got 3 things going AND I am already helping out in an annoying way ^-^ great intro!


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Wow... First 4 rolls and I dont get above a 4... I take it I didnt see much... It does look like i will be going first however -_^
Is there a knowledge check I could make that would tell me what it is that I need to do to stop the shuttle from exploding?
Also, forgot one more repair roll.
Mending: 1d4 ⇒ 3 if you want to use that one instead.


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

Round 7

"Alright! Let the chase continue!" Jack jumps onto the top of the Truck, holding onto it with his tentacles and his feet. His tentacles move down his lower legs curling around the top of the truck to act as a brace to steady himself.

He readies himself to strike anything that a comes in range of the truck.

Move action, fasten self to truck, Standard action, Ready a sword swing against any enemy that gets near his 10 foot reach. (Is that an enemy near the truck? If it is I'll hit that instead of readying.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

We could use a legend in the top left corner, anybody up for making that? I'm assuming that the things in the enemy transport are redcaps or something but I really don't know...


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Rd 3

Balthe, sits next to the Troll, I assume it still lives? He slams it's skull with his pick, then rakes his spikes across it's face.

Pick 1d20 + 7 + 1 - 2 ⇒ (13) + 7 + 1 - 2 = 19 for 1d6 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11
Spikes 1d20 + 6 + 1 - 2 ⇒ (11) + 6 + 1 - 2 = 16 for 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

On the off chance that it is pinned to the other truck and there fore flat footed 2d6 ⇒ (2, 3) = 5 there is SA damage

If the Troll is dead, Balthe Fires at the archer :
xbow 1d20 + 7 + 1 + 1 - 2 ⇒ (4) + 7 + 1 + 1 - 2 = 11 for 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4

xbow 1d20 + 7 + 1 + 1 - 2 ⇒ (9) + 7 + 1 + 1 - 2 = 16 for 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6


C4LP-TP, you can recognize bandits easily, especially those troll bandits, always hungry, pull the pins and let them fly!

Craft Mechanics works with bonuses from the others, normally I will have you set a DC so a DC 10 with your profession or knowledge check would give you a bonus +2, a DC 15 a +3, a DC 20 a +4, etc. I trust you guys to just set the DC and see what the outcome is. So a Craft 32, would allow you to fix three things on the service bot...
The things you can fix are the leaking, pain modulator, visual lens, access his memory banks, antenna, and its arm.

From this point you would use craft as your primary skill to fix things, but it takes time, and is usually patchwork, just to get things working for now. Mending is your other option it fixes things permanently. You have to make the choice for next round.

Jack, yup you get an attack on the Troll, just like Balthe who sits next to that ugly mug. Balthe still sitting in the passenger seat smashes his pick and spikes into its face. LOL, it is pinned and you get the SA damage! It might be out cold after you and Jack though, we will see.

So Jack, now not to confuse myself or even you, we reset the rounds... You just finished Round 3, with your readied swipe with your sword.

***Round 3*** If you choose to engage in combat, otherwise post your actions per round.

20 Psycho*

21 Five*
19 Swiftstab*
17 York
16 Jack*

15 Trolls*

14 Orc archers*

12 Frozen One*
12 Elo
7 Balthe*
6 Johnny

5 Psycho in truck*

One troll pinned and likely out cold, One troll likely hit by grenades and dead, out comes the third troll...

The archers both shoot at Jack...
1d20 + 6 ⇒ (6) + 6 = 12 attack, 1d8 + 1 ⇒ (6) + 1 = 7
1d20 + 5 ⇒ (16) + 5 = 21 attack, 1d8 + 1 ⇒ (5) + 1 = 6 One of the arrows hit and opens a wound in Jack's shoulder.


****Round 4****
20 Psycho*

21 Five
19 Swiftstab
17 York
16 Jack

15 Trolls

14 Orc archers

12 Frozen One
12 Elo
7 Balthe
6 Johnny

5 Psycho in truck

Feel free to post for Round 4!


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

rd 4

Balthe CDG's the troll

4d6 + 16 + 1d6 ⇒ (3, 6, 6, 4) + 16 + (6) = 41 it must make a fort save or deader!


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

Round 3

If Johnny is still singing add +1 to all the rolls

Jack attacks the first troll.

attack: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 3d6 + 18 ⇒ (4, 4, 1) + 18 = 27

Round 4

Jack unfurls his tentacles from the roof of the truck temporarily to get them a clear path, the other troll seems to be stopping the truck so he goes all out on it trying to bring it down.

attacks:

attack, sword: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 3d6 + 18 ⇒ (2, 2, 3) + 18 = 25

confirming: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 3d6 + 18 ⇒ (6, 6, 1) + 18 = 31

attack, bite: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d10 + 8 ⇒ (5) + 8 = 13

attack, tentacle 1: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 1d10 + 7 ⇒ (4) + 7 = 11

confirming: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d8 + 7 ⇒ (1) + 7 = 8

attack, tentacle 2: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d10 + 7 ⇒ (1) + 7 = 8

Dafuq, 3 20s. Tentacle 1 probably hasn't confirmed and tentacle 2 probably hasn't hit.

Total damage, if AC 16 or below: 79
If AC above 16 take off 13 damage, add +4 damage if Johnny is singing.


Five quickly grabs Balthe's pick hand and says some strange words, using is other hand fire begins to wreath the pick head. "Jack I will need to augment your blade or their fast healing will just heal them back."

Yup, the first troll that is stuck to the truck's spikes looks dead with its head split open from the flaming pick, let alone all the other damage.

Jack moves forward and slices the other troll now on the hood of the truck. Though with the move he only gets to attack with his greatsword.

The troll intends to return the damage it bites and claws at Jack.
1d20 + 8 ⇒ (19) + 8 = 27 bite attack, 1d8 + 5 ⇒ (3) + 5 = 8 bite damage.
1d20 + 8 ⇒ (5) + 8 = 13 claw attack, 1d6 + 5 ⇒ (4) + 5 = 9 claw damage.
1d20 + 8 ⇒ (14) + 8 = 22 claw attack, 1d6 + 5 ⇒ (6) + 5 = 11 claw damage.

The bite gets in on your lower leg taking a bite out of it, its first claw is deflected easily, and the second claw gets in on Jack's chest, gouging a good sized wound.

Jack is still the obvious target, they move out and shoot him each once.
1d20 + 6 ⇒ (19) + 6 = 25 bow attack, 1d8 + 1 ⇒ (2) + 1 = 3 arrow damage.
1d20 + 6 ⇒ (15) + 6 = 21 bow attack, 1d8 + 1 ⇒ (5) + 1 = 6 arrow damage.

Both arrows gets in through his defenses, since he was focusing on the Troll. Jack drops prone ontop of the hood.

The Psycho charges up, he gets to Balthe's window, he swings his flail at you...1d20 + 5 ⇒ (11) + 5 = 16 flail attack, 1d8 + 3 ⇒ (8) + 3 = 11 flail damage. He bangs on the frame of the truck.


*****Round 5*****
20 Psycho*

21 Five
19 Swiftstab
17 York
16 Jack

15 Trolls

14 Orc archers

12 Frozen One
12 Elo
7 Balthe
6 Johnny

5 Psycho in truck

The other Psycho charges up to Five's window, he swings his flail at him...1d20 + 5 ⇒ (17) + 5 = 22 flail attack, 1d8 + 3 ⇒ (2) + 3 = 5 flail damage. He bangs on Five with, putting painful spikes into his flesh.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Rd 5

Balthe swings his flaming pick and rakes his forearm spikes at the psycho with the flail

pick-last d6 is flaming, if it does less just subtract plz1d20 + 7 + 1 - 2 ⇒ (5) + 7 + 1 - 2 = 11 for 1d6 + 4 + 1 + 1d6 ⇒ (6) + 4 + 1 + (2) = 13

spikes 1d20 + 6 + 1 - 2 ⇒ (12) + 6 + 1 - 2 = 17 for 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Balthe's pick gets swings wide due to the piece of brain from the troll on it, the spikes look like they might hit...but who knows?


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

I'm just going to say, both the trolls when I last checked the map were both within 5 ft step of me with my 10 ft reach. One was next to me and one was on the hood. Did the one on the hood die and the other one jump over it before round 4 started or something? That's why my turns were rolled as they were. Anyway.. will continuing fighting!

By the by I am still conscious, I took 21 damage from those attacks and I had 22 hp. So I'm on 1 hp, looking worse for wear but still up. (I reduced the damage I took by 8 as I have DR 2/-.

Round 5

On his last legs Jack goes to finish off the last troll, grunting while he does it. "If anyone can heal my wounds now would be an ideal time for it!"

sword: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 2d6 + 18 ⇒ (6, 1) + 18 = 25

confirming: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 2d6 + 18 ⇒ (6, 2) + 18 = 26

51 damage, After that he should be unconscious considering if I at least hit him with my sword I did 56 damage last round.

Jack now focuses his attention on the two psychos. "Get off of five you crazed lunatic!"

bite: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d10 + 8 ⇒ (4) + 8 = 12

tentacle 1: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d6 + 7 ⇒ (1) + 7 = 8

tentacle 2: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d6 + 7 ⇒ (3) + 7 = 10

I will attack the one next to Five until it dies, then the other.

Jack roars at the top of his lungs trying to scare the archers away with his carnage. I am not doing the demoralize action I am just trying to get them scared of us so they'll try to save their own skin instead of continuing to attack.

intimidate: 1d20 + 10 ⇒ (5) + 10 = 15

As before, +1 to all those rolls if johnny is singing

Attack of opportunity against the psycho charging five, as he has run through my reach.

attack of opportunity: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 2d6 + 18 ⇒ (4, 3) + 18 = 25

Now I hope nothing next to that truck is standing. Now I am going to get shot down by the archers no doubt but at least I defended Five and Balthe so I'm happy.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

The gernades are my alchemists bombs reflavoured so I doubt 1 will kill the troll :)
Let me see if I got this correct, I set a DC, say 25, and if my knowledge check meets it I get a +5 to my craft: mechanics check, and for every 10 on my craft check I can repair 1 thing?

Round 3 (retroactive) initiative 23
I let loose one of the bandits gernades against the troll
to hit: 1d20 + 4 ⇒ (20) + 4 = 24 against touch AC for
damage: 1d6 + 5 ⇒ (5) + 5 = 10 fire damage
crit hit: 1d20 + 5 ⇒ (4) + 5 = 9 against touch AC for
damage: 1d6 + 5 ⇒ (3) + 5 = 8 fire damage
Splash damage =6 or 12 if a critical, avoiding up to 5 squares containing allies.

Round 5, initiative 23
Knowledge: engineering check with a DC 25
1d20 + 21 ⇒ (19) + 21 = 40 wow. I could have almost doubled my DC and been ok -_-
Craft mechanics check
1d20 + 11 + 5 ⇒ (20) + 11 + 5 = 36
So that means I can fix 3 things. I fix the leaking, pain modulator and its lens.
what about its tire? Also, can I make a knowledge check on how to stop the ship exploding?


Sorry Jack I forgot about your DR. You also get an attack of opportunity on the psycho.

Yup that is right ClapTrap for the skill mechanics. When you threw the grenade you also made the combustibles in the large trunk the troll was carrying explode. So there are bits of troll all around.

You will need a make whole to fix the tire, though between round 3 and 4 he is mostly fixed for now. "Thank you dear brother! That is much better, especially since I can't feel anything and look I am not leaking, Hurra!"

You could attempt a knowledge check, your choice of what you think would be best.

***Round 5***
Jack just took care of the psychos and the troll that is left. Five with no threats pops out of the truck and uses a wand. 1d20 + 10 ⇒ (12) + 10 = 22 DC 20. "Soleriax" he says and taps Jack with the tip of the wand, healing 1d8 + 3 ⇒ (8) + 3 = 11.

***Round 5***
Johnny does a channel while still singing, healing only his allies 1d6 ⇒ 6 Selective channeling.

***Round 5***
Orc archers run!

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