Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


2,001 to 2,050 of 3,043 << first < prev | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | next > last >>

skills:
Acrobat +13, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+13 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
status:
HP 23/23; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 40/50ft; 13/18PP
Elf (Replicant) Monk L3 / Psion L3

Its was a combination of the thing, as seeping numbness growing over over, what ever the dark beings had done to her, had sapped her strength, it was at that point her diagnostic systems had kicked in, she was Orger not Mecka and so she had gone into a controlled coma. Her systems seeking what was the problem, hunting down the lines of body's nurel-net, then the oddest thing, she was joined by something outside herself, no inside herself. it was in her, moving looking passing over systems. She came to.

To others looking at her, the odd alien tattoo seems to pulsate, linker the strange bracelet and 3ed eye. Then her eyes flicked open.

She was looking up at the ceiling around the sounds of others and far away the sounds of shooting.

""What time is it, how long have I been out and where the hell Im I"


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

Reflex: 1d20 + 7 ⇒ (7) + 7 = 14

"Damn" mutters Elo as she rolls and trips.


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

Seeing one of the muscleheads move to open the door, Avizzi darts backwards and slides under, rolling out of the deathtrap. Sorry, folks, but my safety's more important than some initiation.

Reflex: 1d20 + 8 ⇒ (3) + 8 = 11
"Uh--er--" He trips as he moves, trying to stay on his feet and dive forward at the same time.


Both Karn and Bishnu push on the door breaking it open.

Velden:
You can see if you pierce the wood at the base of the column it might disable the movement and threat that it poses. AC 22. It looks like their is a switch at the Northern end of the room. That will be in your next round to choose what you do.

Jack answers Aannra since he and the greenhorns were looking after her, "You have been out for a few hours. The rest of the group went back to exploring. You are in the safe room, which was behind a golem or robot."

Elo gets slammed by the door, bludgeoning: 1d6 + 5 ⇒ (6) + 5 = 11.

Avizzi who was safely in the back trips over his own feat and Jellena's.

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 attempts to stay free of Avizzi, Ref Save: 1d20 + 7 ⇒ (17) + 7 = 24, and succeeds. She quickly gets to the door and pushes to let Elo get free. Strength check: 1d20 + 3 ⇒ (18) + 3 = 21

She slams against in and braces holding the door open a foot to allow Elo to get back, then she holds it open in case Velden wants to back up as well. "In or out, Now!" She yells as she holds the door.


Everyone please post your actions... I would suggest labeling your actions by rounds.

Remember to make a DC 15 Reflex save or be attacked by something, for each 5 feet of movement.

Also something more to add to the death trap, each round, the pillar fires 1d4 blunt arrows at each character in the chamber.


skills:
Acrobat +13, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+13 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
status:
HP 23/23; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 40/50ft; 13/18PP
Elf (Replicant) Monk L3 / Psion L3

Round 1

Gets up and looks around
GM has the loss of SRT gone?
She will check her arms and weapons
Bringing up he force.


Strength damage is still there Aannra, a few of the healers might be able to help you with that.

Aannra leaves the room after checking her equipment, she gets to the pool/fountain room. She hears movement to the right. The door is open and she can see Avizzi.


skills:
Acrobat +13, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+13 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
status:
HP 23/23; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 40/50ft; 13/18PP
Elf (Replicant) Monk L3 / Psion L3

She calls out to him.

"Avizzi I need some medical help, my systems are telling me I have been weakened"

Her current STR is 9 but she has a light load


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

Reflex: 1d20 + 6 ⇒ (19) + 6 = 25

Round 2
Velden takes a deep breath, and then does a leaping somersault to land near the switch. He flips the lever, hoping it's a switch and not a trap.


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 go through the door to the south, hopefully out of the danger.

"We've got this one open"


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Karn will follow Bishnu.

"Are you 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 )

"Nah, managed to dodge stuff for once. I hope the rest make it in. " and he will keep his attention focused to the south in case something is waiting to cause harm from that direction.

perception: 1d20 + 6 ⇒ (18) + 6 = 24


Bishnu and Karn do you stay next to the door or rush into the next room. If you stay in the hallway your still take the arrows.

Velden doing a standing jump... 1d20 + 8 ⇒ (5) + 8 = 13... will negate one 5 foot section and the last one is not trapped in the normal way like the rest of the room. Velden hits the switch and a trapdoor opens below you. Reflex DC 18 to jump aside, though another Reflex DC 15 will be needed when you land in the adjacent square. Or you fall down the dark hole.

Velden takes 1d4 ⇒ 4 dice... 2d4 ⇒ (2, 4) = 6 damage from the blunted arrows.

In case you disbute if they actually hit.:

1d20 + 12 ⇒ (5) + 12 = 17.
1d20 + 12 ⇒ (11) + 12 = 23.
1d20 + 12 ⇒ (8) + 12 = 20.
1d20 + 12 ⇒ (17) + 12 = 29.


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 )

Once some arrows come in his direction, he will proceed to the south to find cover.


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

Confused. The damage from the arrows is regardless of whether I make a DC 15 reflex save? Or it's the damage if I fail the save?

Reflex to avoid hole: 1d20 + 6 ⇒ (8) + 6 = 14 Moot point on the arrows damage?


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

Reflex: 1d20 + 8 ⇒ (5) + 8 = 13
Acrobatics: 1d20 + 10 ⇒ (3) + 10 = 13
So yeah. Avizzi's gonna die.

Once again, Avizzi attempts to dive for safety, rolling under the door. Dunno if he might actually succeed this time.


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

I'm on the same page as Bishnu. I would have thought that getting out of the room would have been enough so I would be in the hall until I get hit.


Velden rolled through the room being hit by two arrows, he got to the switch and the trapdoor below him opened. He tried to jump away but instead falls.

Climb check DC 20 to grab the sides as you fall.

Avizzi, you are not even in the room. You were and still are behind Jellena and Elo.

Both Karn and Bishnu get hit by arrows... 1d4 ⇒ 4 for Karn, 1d4 ⇒ 2 for Bishnu.

Karn and Bishnu take no damage as the arrows bounce off your armor. You can tell that the arrows are blunted.

attacks...:

1d20 + 10 ⇒ (7) + 10 = 17
1d20 + 10 ⇒ (1) + 10 = 11
1d20 + 10 ⇒ (6) + 10 = 16
1d20 + 10 ⇒ (3) + 10 = 13

1d20 + 10 ⇒ (9) + 10 = 19
1d20 + 10 ⇒ (8) + 10 = 18

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 quickly lets the door shut. Letting the arrows hit it instead of her as the others go away from her. "Good luck!" She yells as she shuts the door.


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Karn moves just around the corner to avoid the arrows.

Aklo:
"Stupid arrows... Behind the wall until the arrows are done."


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

So the damage is subdual, not lethal?

Climb: 1d20 + 6 ⇒ (3) + 6 = 9 I'm really beginning to hate this dice roller


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

Oh. Well then. Never mind.

Avizzi shakes his head as Jellena drops the door. "Damn. This place really is a deathtrap. Definitely moving in once we figure it all out."


That is true, all the damage from the arrows is subdual or also known as non-lethal.

Velden falls trying to hold on but failing. He automatically suceeds his jump check. Landing after 40 feet. He takes 3d6 ⇒ (1, 2, 4) = 7 damage from the fall. It is pitch black in the room.

Darkvision for Velden, or when he gets a light up.:
The room seems to be a vault of some kind. Four skeletons are standing, though no light emits from them. Each of them in a corner. Armor and weapon racks are laid about and several chests in the middle of the room. Some stairs are off to the right that lead down.

Until you join back up with the others spoiler your actions.


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

Actually, it appears I made the original save to avoid the hole, the one I missed by one. I forgot I have a +1 trait bonus. Do you want to retcon? Or continue with him down the hole?


Then take round 2 up in the trap filled room Velden.


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 gives a light growl under his breath, turns, and puts two arrows through the weakened wall and into the gears.

Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Attack: 1d20 + 4 ⇒ (19) + 4 = 23 Oh, now I get good rolls

Any chance with those two rolls, he can jam the mechanism without breaking it, so it can be turned back on later


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

"These traps are trying to kill us."

"Over here Velden. Safety lies out of the room."


damage: 1d8 + 2 ⇒ (2) + 2 = 4
damage: 1d8 + 2 ⇒ (2) + 2 = 4
Velden's arrow damage
He takes 1d4 ⇒ 1 arrows.

attack on Velden: 1d20 + 12 ⇒ (19) + 12 = 31 damage: 1d4 ⇒ 1 non lethal

Round 3
The arrow shooter keeps up hitting the room with arrows though it looks to be slowing down.

Velden I think you are the only one still active, Go!


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 )

Yes, Bish is not going back into the room of death. It seems rather imprudent.


Velden Round 3!

Meanwhile:
Bishu and Karn, you hear a faint call coming from the corner of the room and from under a pile of rubble.

DC 10 Perception Check:

You hear a metalic voice call out "Help me! Im leaking.."
If you go and investigate, you find a small yellow robot in obvious distress pinned underneath the rubble. What do you do?


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 shoots the gears again.

Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Attack: 1d20 + 4 ⇒ (2) + 4 = 6

Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Round 4
Velden misses his target as both arrows fail to hit their target.

1d4 ⇒ 4 arrows come your way as you need to make a Ref DC 15 from the whistling blade that comes from the floor. The arrows are no longer blunted these are sharp regular arrows and three of them strike Velden.

attacks:

1d20 + 10 ⇒ (5) + 10 = 15
1d20 + 10 ⇒ (13) + 10 = 23
1d20 + 10 ⇒ (15) + 10 = 25
1d20 + 10 ⇒ (18) + 10 = 28

damage: 1d8 ⇒ 8
damage: 1d8 ⇒ 7
damage: 1d8 ⇒ 6
damage: 1d8 ⇒ 3

Round 5

1d4 ⇒ 3 arrows come your way as you need to make a Ref DC 15 from the whistling stars that comes from the wall. The arrows are no longer blunted these are sharp regular arrows and though none of them strike Velden.

attacks:

1d20 + 10 ⇒ (10) + 10 = 20
1d20 + 10 ⇒ (11) + 10 = 21
1d20 + 10 ⇒ (7) + 10 = 17
1d20 + 10 ⇒ (6) + 10 = 16

damage: 1d8 ⇒ 8
damage: 1d8 ⇒ 4
damage: 1d8 ⇒ 3
damage: 1d8 ⇒ 5


At the end of this round the center spinning trap slows down enough that no more arrows shoot out of it.


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

perception: 1d20 + 6 ⇒ (19) + 6 = 25

"Hey what was that?" then he will go over to the rubble and check out the robot.

"How did you get in here? What are your duties?"


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Perception: 1d20 + 2 ⇒ (8) + 2 = 10

"Are you some sort of automaton? Where is your wizard?"


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 )

"Automaton? It's a bleedin' robot. Why would he need a wizard? He looks more like he needs a mechanic. "


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 collapses, at -9 body.

He falls into the hole he was straddling.

Apply whatever damage he takes from falling.

Stabilize: 1d20 + 2 - 9 ⇒ (3) + 2 - 9 = -4 End of Round -10 HP
Stabilize: 1d20 + 2 - 10 ⇒ (7) + 2 - 10 = -1 End of Round -11 HP
Stabilize: 1d20 + 2 - 11 ⇒ (11) + 2 - 11 = 2 End of Round -12 HP
Stabilize: 1d20 + 2 - 12 ⇒ (2) + 2 - 12 = -8 End of Round -13 HP
Stabilize: 1d20 + 2 - 13 ⇒ (12) + 2 - 13 = 1 End of Round -14 HP
Stabilize: 1d20 + 2 - 14 ⇒ (4) + 2 - 14 = -8 End of Round -15 HP

Looks like Velden's dead in 5 rounds, minus whatever damage he takes from the fall.


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Perception to hear Velden fall: 1d20 + 2 ⇒ (8) + 2 = 10

Sorry, Velden. I tried to see if I noticed you falling...


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

Sorry I haven't posted, but just not really sure what I can do right now.

Perception to hear Velden fall: 1d20 + 9 ⇒ (20) + 9 = 29

Avizzi paces outside the room, twirling a knife in one of his hands, waiting for the elf to come out. Don't really like the guy, but he's tough, and the more we got the easier it'll be...


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

Apologies. Where am I in relation to Velden, to all this? Is the map true?

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 the stop of all the barrage on the door Jellena tries opening the door once more. "Avizzi, Elo, give me a hand, with the door! Let's see how the others have faired."

Lets see if we can get to Velden in time!

Round 6
str check: 1d20 + 3 ⇒ (12) + 3 = 15

Strength check DC 10 to open it a foot, every five over it opens another foot. A total of six feet before it locks in place.


On her own she opens it two feet. Allowing the others to move in or to help her get the door open.

Round 6

Everyone please post what you are doing, even if it is just standing in the corner. Velden I know where you are even though you might not.

Bishnu Perception DC 15:
You recognize Velden is not shooting arrows or making any noise.

Bishnu Wisdom DC 10:
You recognize Velden is not being a smart ass after the pillar of arrows is disabled.

Remember every 5 foot square is still trapped inside the pillar of arrows room, and a Reflex Save DC 15 is needed to avoid any of the attacks.


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 )

perception: 1d20 + 6 ⇒ (16) + 6 = 22

"Hey, something just happened. I don't hear Velden in there anymore. He was hopping around and shooting. Something might have happened to him. "

wisdom: 1d20 + 1 ⇒ (1) + 1 = 2

and he will move back towards the doorway to see what is up.


Bishnu gets to the doorway in a move action during Round 6... Perception check for Bishnu as he enters the room: 1d20 + 6 ⇒ (8) + 6 = 14

The room is a mess of damage and weapons. There are lots of traps that have been set off, some are not resetting. There are arrows, bolts, stars, and darts scattered around the room.

Jellena and possibly others are opening the door to the left as you re-enter the room.

Perception DC 12:
You can see a trap door that has been sprung and is open on the far side of the room. There is no sign of Velden.

Perception DC 17:
There is a light coming from the trapdoor. Arrows can be seen broken at the base of the pillar of arrows that look to be have shot from the direction of the trapdoor.


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 head back over to the opening door and try to give them a hand with it.

reflex: 1d20 + 3 ⇒ (16) + 3 = 19
strength: 1d20 + 5 ⇒ (18) + 5 = 23

"I don't see Velden in here, but he might have fallen down the pit over yonder. "


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Karn heads in right behind Bishnu.

"Velden are you ok down there?!"

Reflex: 1d20 + 6 ⇒ (11) + 6 = 17

At the lack of response, he pulls out rope to go down in to the pit.

"Here, hold on to this so I can get down there and check for Velden."


Bishnu will be able to get to the door in Round 6, though as a move action he will secure the door at the beginning of Round 7.

Bishnu will need to do another 2 reflex saves, he is successful at dodging the darts shot at him and the blade that swings up from the floor. The 5 foot square in front of the door that Jellena is opening is safe.
1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 3 ⇒ (20) + 3 = 23


Karn I have no clue what path you took, let alone you don't even see the trapdoor. Bishnu pointed it out so assuming you just followed him and went to the trapdoor in Round 7 with the rope in hand.

Requiring you to do 5 Reflex saves at the least. So four more...
1d20 + 6 ⇒ (16) + 6 = 22
1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 6 ⇒ (8) + 6 = 14
1d20 + 6 ⇒ (1) + 6 = 7

Karn takes 3d8 ⇒ (2, 2, 4) = 8 damage from the sporadic traps springing out at you.


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

That was my aim, although I didn't want to get hurt. :)

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 assists Bishnu with the door, "Thanks Bishnu, that sure was helpful."

Sense Motive DC 5:
It seems like she is not so happy with the two behind her.

str check: 1d20 + 3 ⇒ (15) + 3 = 18

Then she looks around, "So is Velden down the trapdoor then?" She quickly jumps and phases into a purple glow, phasing back in above Karn and landing on his shoulders. She grabs the rope and jumps into the trapdoor. "Allow me," she says as she passes him as if falling slowly. She cocks her head to the side, "Interesting effect."

Acrobatics check to stand on him: 1d20 + 12 ⇒ (11) + 12 = 23 Should be good.

2,001 to 2,050 of 3,043 << first < prev | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gestalt Borderlands All Messageboards

Want to post a reply? Sign in.