Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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ROUND 2

1d6 ⇒ 4 fall damage for Bishnu.

Velden's blow is the only one that gets through the defenses of the statue, though the blade just tinks off the statues hardness.

ROUND 3

17 Velden

16 statue

11 Bishnu
8 Aannra
1 Ida

Ida waits to heal.


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 growls, and tries to hit the statue harder. "Goddess, this is time for you to help out you know..."

Attack: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14 Man, I just can't seem to get a good roll, not sure if this hits or not

Damage: 1d8 + 3 ⇒ (4) + 3 = 7 Meh, hopefully got through the hardness this time


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 )

Bish will stand up on his turn (provoking I assume).

Then he'll give it another shot with the kukri. (power attack)

to hit: 1d20 + 6 ⇒ (13) + 6 = 19 damage: 1d4 + 7 ⇒ (2) + 7 = 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

Ok, I'm confused, Aannra said she ran down and attacked it, but now she's back on the stairs. I had put in a +2 for flanking that isn't there. OH well, I missed. Bishnu, don't forget you're now flanking which grants +2 to hit.


ROUND 2
The statue slams another shield into Velden.
1d20 + 5 ⇒ (20) + 5 = 25 attack slam shield, 1d8 + 4 ⇒ (2) + 4 = 6 damage.
Confirm crit. 1d20 + 5 ⇒ (11) + 5 = 16 attack slam shield, 1d8 + 4 ⇒ (7) + 4 = 11 damage.

The kukri connects and does not appear to do full damage.

Sorry Velden it was meant that you could not get through its natural armor for AC. She has not put arrows for movement.

dm notes:
4 damage.

those behind the statue, Perception DC 15:
You can see a key hole in the back of the statue.

ROUND 3
The statue slams another shield into Velden.
1d20 + 5 ⇒ (2) + 5 = 7 attack slam shield, 1d8 + 4 ⇒ (2) + 4 = 6 damage.


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 goes down then.

Uhm, didn't Ida get a chance to heal between rounds? What else is she holding for?


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; 9/11PP
Elf (Replicant) Monk L2 / Psion L2

Map link here

Round 3
AC24
Aannra attacks

Attack 1d20 + 7 ⇒ (1) + 7 = 8 DMG 1d6 + 3 ⇒ (1) + 3 = 4

Her sword just clanks off the wood with a ringing sound.

"This is next to useless we are doing no damage at all"

Seeing Velden go down she Phase jump to him as her move action round 3 Full defance over him

Move Phase jump to Velden.

"Ida healing for Velden NOW!"


Ida would have healed the group last turn with a channel, 1d6 ⇒ 5. Diverting healing to Velden from Aannra giving him 10 healing, and 5 to Bishnu.

At the end of Round 2, doing the same: 1d6 ⇒ 1, diverting all the healing to Velden for 3.


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, looks like a good time for rage.

Raging, and Bish wil go for another power attack.

to hit: 1d20 + 8 ⇒ (2) + 8 = 10 damage: 1d4 + 9 ⇒ (4) + 9 = 13

"Guess I just gotta hit it harder. Ok, I just gotta hit it."


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

"Ok, I see a keyhole in it's back, I think that key from earlier goes in here. But I need someone to distract it so I can get the key in the hole." Velden calls out.


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; 9/11PP
Elf (Replicant) Monk L2 / Psion L2

Round 3, So would could have seen it

"Velden there is a keyhole in it's back, I think that key from earlier may go in here. how about I distract it and you try and get the key in the hole?, see if it stops this bloody thing."

Shes in full defense mode trying to get the thing to attack her


If you want to get that key into the back of the golem, you will need to grapple it, then succeed another time to get the key in.

ROUND 4
The statue attempts to smash Aannra but misses.


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

Round 4

Velden drops his sword and digs out the key. With the key in one hand, he attempts to grapple the statue using his other arm and legs. Monks can make unarmed strikes, and also maneuvers, with their non-hand limbs if I understand it correctly.

Grapple: 1d20 + 4 ⇒ (4) + 4 = 8 Unless it has a massive penalty, this fails.

"Grab the stupid thing..." Velden grunts. Theoretically having drawn the attack of opportunity for grappling


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; 9/11PP
Elf (Replicant) Monk L2 / Psion L2

Round 4

"Right"

Grapple 1d20 + 3 ⇒ (20) + 3 = 23


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 )

"Wrestle with a robot? Are you nuts?"

to hit: 1d20 + 9 ⇒ (16) + 9 = 25 damage: 1d4 + 9 ⇒ (2) + 9 = 11


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; 9/11PP
Elf (Replicant) Monk L2 / Psion L2

sorry that should be +6 so 26 Grapple STR 15


Bishnu hits the golem doing marginal damage.

Velden gets knocked prone from his attempt but that is it, as Aannra gets onto its back grappling it.

Ida yells, "do you need more healing?!?"

ROUND 5
Go!!!


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 stands up, and coughs hard, splattering blood on the floor near Ida. "No, I'm good, I always cough up blood when I'm having fun." He tells the healer, he tosses the key toward Bishnu's area, then attempts to grapple the statue with Aannra.

Grapple: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15 Blech! Getting tired of this stupid die roller. I haven't had a good attack roll.. hmm, ever?

Note, Statue is at a -4 Dex due to being grappled


Round 5

The golem tries to swivel and fling Aannra off and tear Velden off but with those shields it just can't get purchase, still grappled.

Round 5
Ida does another channel restoring Velden 9 hit points and 4 to the others. In Eridian she says: "I am so sorry something is messing with my psionics, please groan louder the next time you get hurt".


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 )

On his turn Bish will drop his kukri, pick up the key, and move to the back of the statue to insert it. (don't think I have enough actions to get to the insert part).


ROUND 6

The golem will attempt to throw off the group. But first he have to see if Velen can 'pin' it.


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

Pin: 1d20 + 4 + 2 + 5 ⇒ (17) + 4 + 2 + 5 = 28

I will assume that a 28 safely pins it, if a 15 successfully grappled it last time

Velden grunts, and forces the statue to the ground, it's back exposed to Bishnu's easy reach. His muscles strain as he holds the left arm, neck, and left leg of the statue and forces it's forehead against the ground. He grins at Aannra, who's got the other arm and leg. "So, as an archer and a sniper, I can honestly say this is the first time I've had to manhandle a dual shielded statue to the ground and make it bow before Bishy."


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; 9/11PP
Elf (Replicant) Monk L2 / Psion L2

She grins back, saying
"Its a fist for me as Well, but then most things are, and old Bishy there better be fast, this things not going to stop until we turn it blasted thing off."

She pulls harder trying to keep it still, strain on her body and face as she dos so.


The statue resists... 1d20 ⇒ 20 , unpinning itself, but still grappling with the two.


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 I should roll for getting the key in the hole (not sure what modifiers are applicable)

to hit: 1d20 ⇒ 18


Bishnu you must do a grapple attempt. The statue right now is simple grappled not pinned so you would not be able to get the key in yet. If you join the grapple and pin the statue then you could put the key in.


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

Or you can wait for Aannra to pin it, or wait for Velden to repin it. If I were you, I'd ready an action to insert the key if it's pinned instead, that way when it's next pinned, you insert the key.


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; 9/11PP
Elf (Replicant) Monk L2 / Psion L2

Pin: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25

Suddenly Aannra having enough of this stupidity, powers up her repicant physique. Adrenaline floods into her system and with one grunt smames the wooden robot face down on the grand again.

"GERRRRR! Now Bishnu!!

wow two nat 20s cool


Statue is now pinned, go Bishnu!


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 now insert the key. He was waiting for this moment (use the roll from before).


Once the key is put in the back of the statue and turned, the statue stops moving and the two shields drop to the ground.


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; 9/11PP
Elf (Replicant) Monk L2 / Psion L2

Lets go and sits back up panting

"Well thank ##&*# for that"

She gets up and looks around.


These shields function as tower shields; they are poorly designed and weigh 60 pounds each. Anyone wielding one is considered flat-footed in addition to the –2 penalty on attack rolls suffered by all characters wielding a tower shield. There is not much else in this room besides simple frame of the room and a door to the South.

There is a well made lock in the door besides a handle.

The door:
As you inspect it you think it looks just like the other one before the swinging statues.

The room behind the door:

This small chamber has a table on the opposite side of the room. On top of this table are a number of items, each with a small note attached.

Barbarian: a masterwork waraxe, a potion of bull’s strength and an oil of magic weapon
Bard: a masterwork small falchion, a wand of lesser confusion (10 charges) and a scroll of cat’s grace
Cleric: a masterwork light mace, a wand of cure light wounds (10 charges) and a scroll of lesser restoration
Fighter: a masterwork greatsword, a potion of bear’s endurance and an oil of magic weapon
Monk: two potions of owl’s wisdom, a potion of barkskin +2, and a potion of cure light wounds
Ranger: a masterwork composite +3 bow, a potion of cat’s grace and an oil of magic weapon
Rogue: a masterwork cold iron dagger, a potion of invisibility and a potion of cure light wounds
Sorcerer: a wand of magic missile (15 charges), a wand of mage armor (10 charges) and a scroll of scorching ray


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 looks around, and sighs. "Normally, I'd just grab everything off the table, put it in a bag, and sort it back out later. But I suspect this stuff was put here for the kids." He checks the notes and items to see how new they look.

Perception: 1d20 + 17 ⇒ (7) + 17 = 24


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; 9/11PP
Elf (Replicant) Monk L2 / Psion L2

I take it then we get the door open?? if so then

Aannra detects Magic/powers on the items.

GM did Santa come?


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 still don't get the robot with the key thing. This stuff is just crazy. But even if that stuff is for the kids, it doesn't mean we need to leave it here. We can take it to them. "


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; 9/11PP
Elf (Replicant) Monk L2 / Psion L2

"Your right, this was meant to be a test for kids but something has got in here, Think it best we take the lot."

She starts picking up the wands and placing them in her bag.

"If you think something would help you take it."

She hands the Monks potion of cure light wounds to Bishnu.

"Best you have this, Velden whats your call. "


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 shrugs. "I guess the kids can't get anything if they're dead, and this stuff might help keep them alive. I think we ought to bring the kids forward, after smashing all the swords in the way, and let them arm themselves. Then we take anything left over that they can't use, like the wands and scrolls. And some of the potions." He continues after a moment. "Plus, this may not be the test of maturity they expected, but it's still their test. If we do and take everything, what are we doing to them? Basically telling them they are useless and don't deserve anything." He waves a hand at the table. "Everything on that table might make up the value of my equipment. Or yours. And right now, they have cheap crap for equipment." He tilts his head, wondering just how human the replicant is. "How you gonna feel if something attacks them while we're clearing out, and someone dies using that cheap junk they're wearing now."


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; 9/11PP
Elf (Replicant) Monk L2 / Psion L2

She nods and puts the items back.
"Ill go get them, then we can rest"

if no one stops her
She heads off to get the kids.


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. "Now, if there's stuff they just can't use, like the wands, we can take those with us."


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 )

"Well I was never saying to take it for us, but to take it to them. Bringing them here works just as 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; 9/11PP
Elf (Replicant) Monk L2 / Psion L2

As she gets to the group of green horns she says.

"I need you to go to Velden and Bishnu, we need to to do something for us. Velden will tell you when you get there."

Ill take it we cleared a path form, if not Bishnu, chop chop hehe

She will lead them back down. We have others looking after the mounts.


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 leads them to the table. "These are for the questors, not for us. At least, not unless the questor's can't use them. We want to do this right, even if things have been messed up by outside forces. Rituals are important, and this is part of the ritual. Select the equipment based on the path you want to take forward. Please no fighting over kits, as I would have to step in and start beating you until someone lost consciousness, with the one remaining getting the kit. I'd rather not do that." He gives them a bright smile.


The area has become just a simple path, with all the traps disarmed and the swords either busted or removed from the statues.

The only place that has not been thoroughly searched is the rubble/apparent cave in within room 9.

It would be rather apparent that Velden would try the key at least, which works.

The greenhorns come into the room and look incredulously at Velden, then get solemn. Each takes their time, then chooses a kit of their own.

Once they are done it seems like the extra kits disappear but a chest can be seen below the table now.


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 at the chest under the table. "It seems our honesty is being rewarded. Either that or the goddess has a jack in the box with an exploding pie waiting for us." He shrugs. "Who can say which it is, the ways of the Goddess are strange and no man can understand her utter insanity and b#&&%yness."

After looking at the stones, he turns the key again and returns them closed. "Do you guys think we should finish checking this floor out before we go deeper?"


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; 9/11PP
Elf (Replicant) Monk L2 / Psion L2

"No rest time I think"


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 betting jack in the box. Anyway, did we finish this floor off? wasn't there another side? I could probably use some rest myself. I don't recall us being under any time crunch. "


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

"There are at least 2 doors we haven't opened on this floor yet. I hesitate to go deeper and leave unexplored, and potentially hostile entities, here to harrow the kids."


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; 9/11PP
Elf (Replicant) Monk L2 / Psion L2

"We can secure in this wing with mounts, with a watch on the door, we have no idea how big this place is or whats behind the doors. I think rest now and then carry on. The kids need to eat and sleep and its getting on"

aannra puts over her point of view


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. "Sounds good to me. Either way we don't go deeper until we've gotten this place sorted out. That big room seems like the place to make camp. Very defensible, three doors to guard. We can wedge things under them. Let's grab the explosive pie box and head back."

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