Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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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

Moves to door 2


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 lines up on the opposite side of the chamber from Door 2, readies his bow, and waits.


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

Avizzi nods. "Yeah. This thing's weird, it's a tough lock. Not the sort of thing you'd expect backwater villagers to deal with." He looks around. "But then, none of this looks like that. You guys know what the f*ck's actually going on here?" Avizzi moves with the group as he asks his question, pauses at the second door. "This one locked too? This me again?"


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 know this isn't what they told us it would be, so at best we only kinda know what is going on. I think we've already shared what little we know. Yeah, give that lock a try. "


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

Pulls her gun out and looks around to check every one is ready


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

"Right." Avizzi inserts the knife blade into this lock.

Disable Device: 1d20 + 11 ⇒ (2) + 11 = 13

"Damn. Not my day..."


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 smiles. "Not you Avizzi, if you look at the corners and the hinges, you'll see we've rammed a bunch of wedges into the door. It's actually not locked, we checked it last time, found it unlocked, and wedged wood under it. If you take those out, you should be able to open it just fine."


Once you return to the entry chamber Huc nods at you and motions that there has been no action. He holds his large blade in one hand and the key in the other, just waiting to activate the golem.

Once the group leaves the fountain room you see Ida close the door behind you.

Perception DC 30:
There is murmuring of talking going on over in the fountain room you know it to be Ida and Jellena. Then their is a big magical whoosh. Then nothing.

Avizzi gets to the new door, seeing there is no lock, he moves the large rocks out of the way and pulls out a few pitons. Then he opens the door with ease and care.


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 there is nothing there to attack us, or shoot with an arrow, he hops down and moves over behind Avizzi. "OK, so, Avizzi first to look for traps, me second to help. Then Bishnu and finally Aannra. Aannra, you watch our six. Bishnu, you're in the center to maximize your ability to move front or aft to deal with nasties."

perception: 1d20 + 17 ⇒ (1) + 17 = 18


Within the Entry Chamber you can hear an echoing wail that seems to be somewhere in the distance, beyond this chamber.

Moving into the next room, this large chamber contains a maze of pillars that obscure the far side of the room. Next to the door is a pile of empty
saddlebags and three brooms.

Perception DC 15:
As you move into the chamber you can see tell tale signs of pit traps. If Velden takes point he could easily mark where a pit trap is.

The wailing that could be heard in the Entry Chamber is much louder in this chamber and appears to be coming from the door to the south.


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 puts a hand on Avizzi's shoulder. "Maybe you should be second, I'll mark the traps, you disable them if you have to, other wise we'll just avoid them and leave them for the military." He points to a pit trap just ahead, and then one down the hall beyond. "Remember where they are people, can't mark them without warning the military they are here."


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

Before Aannra heads down behind the others, she runs to see what the whoosh was, have a fast look she comes back to her appointed place in line.


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 scouts the maze, stopping and notating the pit traps on a piece of paper. Finally, he returns to Avizzi and the rest. "This is the safe path through."

I assume I need to make some perceptions for things marked on the map, unless they're red herrings.

Perception: 1d20 + 17 ⇒ (2) + 17 = 19
Perception: 1d20 + 17 ⇒ (16) + 17 = 33
Perception: 1d20 + 17 ⇒ (16) + 17 = 33
Perception: 1d20 + 17 ⇒ (3) + 17 = 20


If you follow Velden's directions... see the green lines! :)

As you search the maze you would see three small switches, you are not for sure of there purpose. Each is marked with a 'S' on the map.

Getting to the door Avizzi can see that this door is locked by a mechanism of some kind, likely going to be very time consuming and troublesome to get open with out a special way to unlock the door.


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

Each of the switches just on or off? Or do they have settings?


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

GM you missed Aannra looking to see what happened in the fountain 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 )

Bish will proceed as suggested keeping a wary eye out for something which needs to be gutted. "Yep, looks like someone was here for set up and ran into something that wasn't supposed to be in here. "


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

Moves behind the others keeping an eye on there back.


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

Avizzi nods, making sure to keep in mind the places Velden marks. "Thanks. Good to have people watching my back without a scope and a hollow-point bullet." At the door, Avizzi looks at the lock before looking to the group and shaking his head. "No good, this is complicated, it'll take me a while to open. Gotta have something to do with those switches."


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. "Might be easier to just try all the combinations, assuming the wrong combo doesn't set off a trap. Put one person at each switch, keep cycling through the switch settings until the door opens?"


Aannra:
Back at the foutain room you see a circle of runes fading in white and blue colors. Jellena is off to the side and sees you. "She decided to return to other business. It looks like I will be your healer from now on."

The switches look like there is only an on and off, down and up. The switches are all up right now.

Jellena returns with Aannra.

Shadow Lodge

Stats:
HP: 188_ AC: 47_T: 41_Perception +16, Sense Motive +17[/ooc]_Init: +12_Fort: +22_Ref: +21_Will: +18_CMB: +10_CMD: 32_Speed50_FastHeal 12_DR 5/coldiron_Resist: NegEn_Cold_El:10Acid_Fire:5
Skills:
Acrobatics+21_App+15_Bluff+20_Climb+14_Dip+30_DD+18_EArtist+21_Heal+12_Inti +17_K Arc/His/Loc/Nat/Nob/Pla/Rel+17_Ling+18_P(Sing/Dance)+19_SoH+18_Spell+18_Ste alth+21_Surv+11_Swim+9_UMD+22

"With Velden's suggestion we need one person at each switch. Likely the rest of us at the door. Who has no problem seeing the traps?" Jellena asks.


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 takes the paper back, and begins to draw on it again.

"Ok, so the switches are all up. Avizzi, you're the trap man, you stay with the door and holler if you hear anything or if it opens. Every 5 seconds, you call out 'Next' if nothing happens. When we hear next, we'll flip them up and down in this pattern..."

U U U
D U U
U D U
U U D
D U D
D D U
U D D
D D D

He shows the pattern on the paper. "I'll take the one in the back, Bishnu, you take the closest, since you're slowest? Aannra, you take the one in the middle? That sound good to everyone?"

At Jellena's comment, he adds. "Me, obviously. That's why I suggested I take the back, in case flipping the switches changed all the traps around. I'll make my way to Aannra, then Bishnu, and on to Avizzi when the door's unlocked?"


The person going to the South switch needs a DC 5 Wisdom check to safely get back to the door. The person on the East needs a DC 10 Wisdom check to safely get back to the door. If they fail, they will need to do appropriate perception checks DC 15 for each trap they encounter to not fall into a trap.

If everyone follows Velden's instructions nothing happens until the last point where everyone throws the switches. The door unlocks and opens. After two rounds, the door shuts again with a heavy thud. The door is shut and locked again. With Velden collecting each of his members, he does not have enough time to get to the door with 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

wis 1d20 + 3 ⇒ (13) + 3 = 16 wiz mod 3 / so he's on the other side of the door?


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 grins. "Ok, sneaky door. I assume the code is random every time. So, here's what we do, if we're going through the one way door, everyone wait at the door. I can see the traps. I'll go set all the switches back to Up, then recode them to the one that opened it, closest switch last. If it opens, it's the same every time. If not, I'll run back and forth setting switches until I find it. I can run at full speed through the traps, and even jump them to save time. That way we can all get through."

My assumption is Avizzi did not go through by himself, surely...


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

"Why don't you let me do the switch that's fervest from the door I can get throw it before it closes"

Aannra says.

Shadow Lodge

Stats:
HP: 188_ AC: 47_T: 41_Perception +16, Sense Motive +17[/ooc]_Init: +12_Fort: +22_Ref: +21_Will: +18_CMB: +10_CMD: 32_Speed50_FastHeal 12_DR 5/coldiron_Resist: NegEn_Cold_El:10Acid_Fire:5
Skills:
Acrobatics+21_App+15_Bluff+20_Climb+14_Dip+30_DD+18_EArtist+21_Heal+12_Inti +17_K Arc/His/Loc/Nat/Nob/Pla/Rel+17_Ling+18_P(Sing/Dance)+19_SoH+18_Spell+18_Ste alth+21_Surv+11_Swim+9_UMD+22

Jellena would wait for the rest of the group. She did not go through.


Does Aannra try to get to the door on her own or wait for Velden, on the first attempt?

After the door resets all the switches do as well. With Velden's logic he sets the first two switches then the last one. At that point the door would unlock and open. Velden would have plenty of time to get past the door with everyone else, even if Aannra is on the other side.


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. "If you want to do it, go for it." He waits at the door for Aannra to reset the switches and open the door. When the door opens, Velden will go through first to look for traps.


With Aannra's photographic memory and good perception skills she flips the switches, and gets to the door easy enough before it closes.


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 really don't get what is up with all the weird gizmos. I mean really wouldn't a retinal scanner be better for security?"

and he follows along when all the people who deal with booby traps tell him it is appropriate.


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. "Bishy, haven't you ever read books or watched kids tv when you were little? All the old books and tv shows have places like this, with gizmos and traps like these. It's supposed to be a fun way for the greenhorns to earn their adult hood pass. Unfortunately, something's interfering, and now we've got marines in the mix as well. So we can't let them play with it, we just have to go. Speaking of which, let me see if I can find any traps."

Velden moves off down the hallway, comes back and passes through, and then comes back again.

"Ok, corridor here turns left, then right, then ends in a door. That way has a branching corridor off, and ends in a door. I've labeled them on the map as Door A, Door B, and Door C." He holds up the map he's been drawing of the ruins.

Perception Door A: 1d20 + 17 ⇒ (15) + 17 = 32
Perception Door B: 1d20 + 17 ⇒ (9) + 17 = 26
Perception Door C: 1d20 + 17 ⇒ (19) + 17 = 36

Perception Walking Around 1: 1d20 + 17 ⇒ (7) + 17 = 24
Perception Walking Around 2: 1d20 + 17 ⇒ (2) + 17 = 19
Perception Walking Around 3: 1d20 + 17 ⇒ (19) + 17 = 36
Perception Walking Around 4: 1d20 + 17 ⇒ (11) + 17 = 28
Perception Walking Around 5: 1d20 + 17 ⇒ (6) + 17 = 23
Perception Walking Around 6: 1d20 + 17 ⇒ (1) + 17 = 18


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

"Kids books and movies? Nah, didn't have much of a childhood for that sort of stuff in the creche. Entertainment was war history trivids We did play some really old game called, lemme see, Risk or something like that. I was a mean hand at that one. It actually used this ratty old piece of cardboard and plastic pieces. That was way cool. Nice to have a break from the holoscreens. " he muses while Velden does his inspection.


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

Aannra stops perfectly still for a wile not moving at all and looking at a spot on wall, thens says.

"O! yes Velden. I see what mean, I agree this is very atypical of such classic works"

Then starts moving again follows them like nothing happened.


The mournful wailing grows louder with each step toward the door, 'C', at the end of this musty hallway. There are a host of bones strewn on the floor here, many of which are cracked and broken. The door has a lock in it, which likely needs to be unlocked before you can get in the room.

Disable Device/Avizzi:
1d20 + 11 ⇒ (20) + 11 = 31 You have no trouble unlocking the door. Feel free to flavor as you wish.

Door 'B', is a simple wooden door with a latch, but no lock.

Door 'C', is a reinforced metal door, with no latch or lock. There does not seem to be anyway to open 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

I assume you mean the wailing sounds are from Door 'A'? Or did you mean door A is the reinforced door with no way to open?


Door 'A', is a reinforced metal door, with no latch or lock. There does not seem to be anyway to open it.

Sorry...


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

Avizzi nods at the commentary. "Ya'd think retinal scanners would be good, except they can actually be easier to bypass. All ya gotta do is gank a guard and drag him over, maybe keep the knife in so he doesn't die if it's sensi..." Noticing the looks the others are probably giving him, Avizzi frowns. "What?" He does let the matter drop, though.

In the next hallway, Avizzi instantly moves to the next door with a lock. "Alright, third time's the charm, let's do this..." He draws his dagger and breathes on it, polishes the blade on his shirt (which gets dust on it again), and inserts it into the lock. After a moment, he taps on the top of the lock, twists the blade, and deftly withdraws the dagger as the lock opens. "There! And that, ladies and gentlemen, is why you want Avizzi on your side. I'll put this on your tab, you can pay me when it's over." He grins and stands up, ready to open the door and let the others through.


As Avizzi talks about his accomplishment the wailing stops, actually there is no more obvious noise coming from within the room.


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

"Oh, what lovely news. The wailing stopped, obviously the door was in pain and just needed to have it's lock picked to get the thorn out so it could quit crying." He raises an eyebrow at everyone. "What, you expected this to be easy? Of course there's something nasty in there. Avizzi, I'd suggest letting Bishnu actually open it." Velden readies his bow.


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

"Got it." Avizzi slips the knife into its scabbard and drops one of his wrist-sheathed daggers into his hand, holding it close behind his leg but ready to throw.

Hopefully this counts for his Underhanded rogue talent...


Once someone tries to open it you find it barricaded on the other side. It will require 3 strength checks of DC 15 to break the barricade. Beat the DC by 5 and take away a check needed to open the door.

Perception DC 20:
With the silence and the little sound from your allies, you can hear a crossbow being armed from the other side of the door.


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

Perception 1d20 + 8 ⇒ (20) + 8 = 28

At a sound Aannra tunes her back to the door pulls her gun and shifts

room:

Into the room her gun points at who ever is aiming to fire a cross bow.

"Don't fire, we are here to help"


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 ⇒ (14) + 17 = 31

Aannra? I think he means there was a crossbow being readied in room C, not Room B. The one Avizzi just picked the lock for.


The door that was just picked, Room 3, Door C. The sound of the crossbow can be heard by those who got the DC.

The door has not been opened yet.

Aannra says through the door, "Don't fire, we are here to help."


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 )

"Look if there's someone in there, just open the door before I break it down. I'm getting older and my shoulder doesn't need the abuse. We're not going to hurt you. "

if necessary strength check: 1d20 + 5 ⇒ (15) + 5 = 20


The person inside is not saying a thing, once Bishnu starts to force the door open some rambling starts. Also a bolt comes flying out of the crack between the two doors.

crossbow attack: 1d20 + 6 ⇒ (19) + 6 = 25 bolt damage: 1d8 ⇒ 4

The bolt hits Bishnu in the shoulder.

perception check DC 18:
"the dead are playing tricks again, he talks he won't get 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

Velden snorts. "If you think Bishnu is dead, you really don't want to see me. He's all red faced right now, while I'm pretty pale." He tells the door, then says in a quieter voice to Bishnu. "It's another psych job, like back on Lomiir 3, only this one's lost it from being attacked by dead people, rather than Lomiirian Bloodworms. It's probably one of the people from town."


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, now I'm getting mad. I may be forced to reconsider that not hurt you business. "

strength check: 1d20 + 5 ⇒ (8) + 5 = 13

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