GiantSlaying with DM ERK

Game Master evar0

Lets kill some stuff.


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Bard (Prankster) 4; Init +3; Perc +?; hp ??/??, Perform 13/13
Stats:
AC 20, T 15, FF 15, CMD 16; F +2, R +7, W +4

As he walks around the pox puddle that was the large spider Fenn does his best to search the cabinet while the others decide which door to go for next. "Boys we handled ourselves pretty well in a sticky situation if I do say so myself. Anybody wounded?"

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

Rormar continues to lay on the floor moaning


Male Dwarf
Abilities + Spells:
Current Spells: LVL 0: Stabilize, Bleed, Resistance LVL 1: Command, Sanctuary Channel Positive Energy: 0/4 left Touch of Good 5/6
Cleric 2 | HP 19/19 | AC 16, touch 11, FF 15 | CMD 13 | Fort +6, Reflex +2, Will +6, +2 vs. poison, spells, and spell-like abilities | Init +1 | Heal +8, Lore (Orc Tribes) +3, Appraise + 4, Sense Motive + 8

Rurik walks over to Rormar, in response to his moans and places a hand gingerly on his chest.

Channel Positive Energy: 1d6 ⇒ 4

Channel Positive Energy: 1d6 ⇒ 4


Bard (Prankster) 4; Init +3; Perc +?; hp ??/??, Perform 13/13
Stats:
AC 20, T 15, FF 15, CMD 16; F +2, R +7, W +4

Fenn hears Romar groan from the other side of the spider. Hurries over to him. "Oh man! I didn't even see you go down. Sorry Romar." He says as he hums a few magical notes and traces a magical rune over the dwarf's wound.

Cure Light Wounds: 1d8 + 2 ⇒ (5) + 2 = 7


Bard (Prankster) 4; Init +3; Perc +?; hp ??/??, Perform 13/13
Stats:
AC 20, T 15, FF 15, CMD 16; F +2, R +7, W +4

well I started that post befor Rurik posted lol. I guess lets just hold my spell but Fenn does come over and say the same thing.


Male Dwarf
Abilities + Spells:
Current Spells: LVL 0: Stabilize, Bleed, Resistance LVL 1: Command, Sanctuary Channel Positive Energy: 0/4 left Touch of Good 5/6
Cleric 2 | HP 19/19 | AC 16, touch 11, FF 15 | CMD 13 | Fort +6, Reflex +2, Will +6, +2 vs. poison, spells, and spell-like abilities | Init +1 | Heal +8, Lore (Orc Tribes) +3, Appraise + 4, Sense Motive + 8

Haha gotcha! I also realized it probably would be of use to not use all the channels, since Rormar will get some HP from leveling up


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

Okay, just want to check how much am I healing? I'll be getting 7 more from level up after I'm tended to


Bard (Prankster) 4; Init +3; Perc +?; hp ??/??, Perform 13/13
Stats:
AC 20, T 15, FF 15, CMD 16; F +2, R +7, W +4

let's just say I did use my spell first and then the channels top us all off. So Rormar you will receive a total of 15 HPs from My heal and Ruriks two channels.


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

Awesome, sounds like a plan

Gasp!"Thank you so much. I take it by the presence of spider goo in the corner there that you guys managed to finish them off?


Bard (Prankster) 4; Init +3; Perc +?; hp ??/??, Perform 13/13
Stats:
AC 20, T 15, FF 15, CMD 16; F +2, R +7, W +4

" They are indeed dead my friend." Offering a hand to Romar to help him up.


Inactive

Malthu huffs and puffs a little, fatigued from his exertion. "A couple of the little ones escaped, but I think they're smart enough not to come back," says Malthu between breaths as he wipes spider goo off from his earthbreaker. "Alright Rormar, now that you've had a second nap, time to get to business, yeah? It's good to feel the rush of battle again. I can feel the blood of orcs coursing through my veins, cleansing the weakness I suffered from getting plague! Pretty soon you'll all see why I was once called Malthu the Terrible!"


Bard (Prankster) 4; Init +3; Perc +?; hp ??/??, Perform 13/13
Stats:
AC 20, T 15, FF 15, CMD 16; F +2, R +7, W +4

"Right now you're Malthu the Sticky" Fenn says while using his new found Mage Hand spell to pick spider web off of Malthu's breaches. "I spose that also explains how that spiderweb held you down for so long. Plague weakness eh?" he says smiling obviously, poking the Half Orc lightly with the hand from a safe distance.


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

"Never felt better, honestly, let's get this show on the road. Just make sure not to demonstrate why you got that name on us, Malthu.

"Also, I don't think I'd count on the intelligence of a few spiders, but we can hope."


Inactive

Shall we continue on? If there's a map, I've missed it; what are our options for continued exploration?


Town Map

Bad timing paizo the last post on the previous page was me giving you guys some information and the map.

to reiterate:

Rormar just before combat noticed a hopeknife on the bookcase.

Picking it up. Rormar or whoever notices that engraved into it is "For Rodrik, My Love". It seems the Brinya's story is confirmed. This must be her knife that she had engraved and exchanged and was subsequently lost by Rodrik.

Perceptions
Ror: 1d20 + 8 ⇒ (2) + 8 = 10
Fenn: 1d20 + 6 ⇒ (8) + 6 = 14
Rur: 1d20 + 3 ⇒ (3) + 3 = 6
Roo: 1d20 + 1 ⇒ (16) + 1 = 17
Mal: 1d20 + 3 ⇒ (18) + 3 = 21

Malthu looks again at the bookcase to see if there are any other trinkets, and notices a false back reaching inside he finds an ornate gold coffer studded with numerous gems. The coffer is empty, but might be worth a considerable amount.

Does anyone investigate the cabinet that is also in the room?

As for progress options:
2 doors are near you one right by the bookcase and the other up nearer to the hole, also on in the main hallway down by the front door. The map is posted there I'll repost it on this page when i get home.


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

I got you

Current Map.

"Hmmm, two paths before us, you guys want to finish off this floor? The small room might be a stair down, and I'd rather be through."


Bard (Prankster) 4; Init +3; Perc +?; hp ??/??, Perform 13/13
Stats:
AC 20, T 15, FF 15, CMD 16; F +2, R +7, W +4

Fenn had opted to check the cabinet.

Fennrick wrote:


As he walks around the pox puddle that was the large spider Fenn does his best to search the cabinet while the others decide which door to go for next. "Boys we handled ourselves pretty well in a sticky situation if I do say so myself. Anybody wounded?"

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

It got buried by the healing dilemma.


Town Map

Indeed. Inside the cabinet you find 2 iron flasks containing potions of magic weapon and and shield of faith respectively. Also a scroll case containing two scrolls of knock and a scroll of summon swarm. and finally two vials of holy water.


Pure cash MONEY!

Loot Update:
Rurik
Thieves tools
beryl(will be known to be worth 50gp post appraisal)

Roosevelt:
Falchion

Malthu
Thieve's Tools
Gold Gem encrusted Coffer

Rormar
near death experience
Rodrik's Hopeknife

Fenn

Party Gold : 11gp

Loot up for Grabs:
2 vials of Holy water
Scroll of Summon Swarm
2 Scrolls of Knock
Potion of Shield of Faith
Potion of magic weapon
I assume all of these will find homes


Male Dwarf
Abilities + Spells:
Current Spells: LVL 0: Stabilize, Bleed, Resistance LVL 1: Command, Sanctuary Channel Positive Energy: 0/4 left Touch of Good 5/6
Cleric 2 | HP 19/19 | AC 16, touch 11, FF 15 | CMD 13 | Fort +6, Reflex +2, Will +6, +2 vs. poison, spells, and spell-like abilities | Init +1 | Heal +8, Lore (Orc Tribes) +3, Appraise + 4, Sense Motive + 8

"I think clearing this floor would be a good idea, wouldn't want any more spiders following us from behind."

After seeing the contents of the cabinet Rurik remarks, "Do you mind if I grab the vials of Holy water and the potion of Shield of Faith, Fenn? I think they might be useful for me in the battles to come."


Inactive
Fennrick Sagebottom wrote:
"Right now you're Malthu the Sticky" Fenn says while using his new found Mage Hand spell to pick spider web off of Malthu's breaches. "I spose that also explains how that spiderweb held you down for so long. Plague weakness eh?" he says smiling obviously, poking the Half Orc lightly with the hand from a safe distance.

"Hey, watch where you're pokin' that hand down there. I like to poke, not be poked, eh?"

Malthu takes the Potion of Magic Weapon as it is pointed out to him, before going to the nearest door. "Alright, let's try this door here by the cabinet. You all ready?" Malthu is eager to proceed, and will do so as soon as everyone is ready. He checks out the door before advancing. Perception: 1d20 + 4 ⇒ (2) + 4 = 6


Male Dwarf
Abilities + Spells:
Current Spells: LVL 0: Stabilize, Bleed, Resistance LVL 1: Command, Sanctuary Channel Positive Energy: 0/4 left Touch of Good 5/6
Cleric 2 | HP 19/19 | AC 16, touch 11, FF 15 | CMD 13 | Fort +6, Reflex +2, Will +6, +2 vs. poison, spells, and spell-like abilities | Init +1 | Heal +8, Lore (Orc Tribes) +3, Appraise + 4, Sense Motive + 8

"Ready when you are!.", Rurik says with a wink.


Bard (Prankster) 4; Init +3; Perc +?; hp ??/??, Perform 13/13
Stats:
AC 20, T 15, FF 15, CMD 16; F +2, R +7, W +4

Fenn slides one of the scrolls of Knock into his belt. Looking back at Roosevelt. "I believe you can use these without difficulty if I'm not mistaken Roos. Would you be interested?"


Town Map

Promise I'm posting tonight. Had a lot of work these past few days.


Gathlain Sorcerer (Wildblooded Fey Bloodline) 1 | HP 8/8 | AC 15, Touch 13, FF 13 | CMD 10 | Fort +2, Reflex +2, Will +4 | Init +2 | Handle Animal +9, Fly +4, Profession (Baker) +5 | Toorg HP: 14/14 | AC 15

Ooh, yeah-I think I can hang on to those scrolls. Thanks, Fenn!"


Town Map

The opening the door on the "south" side by the cabinet Malthu is greeted by a stairwell that leads downwards, there is also a small section that might have once lead upwards. Do you guys procced or go to the other door to finish this floor?

forgot important parts
Map Update

aand a detail standing along the wall directly in front of malthu is a steel lockbox

If you try to open it:
It's locked. Shocking


Bard (Prankster) 4; Init +3; Perc +?; hp ??/??, Perform 13/13
Stats:
AC 20, T 15, FF 15, CMD 16; F +2, R +7, W +4

Fenn notes the details of the room behind Malthu's open door. Seeing the stairs down he moves to the unexplored door and attempts to open it. "Let's not leave an unopened door behind us. "


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

"Definitely, I don't want something sneaking up on us, if we go downstairs"


Inactive

"Alright, let's check it out. Also, someone should try to open this thing to see what's inside," says Malthu, trying but failing to open the steel lockbox.

Malthu readies himself to go through the next door.


Town Map

Opening the door you see what looks like the old infirmary.
Two rows of scorched, wrought-iron bedframes take up most of the space in this soaring chamber, resting between a fireblackened altar to the southwest and double doors to the northeast. A second set of double doors leads to the northwest, and a single iron door exits the chamber to the southeast. Brightly colored holy figures stare down from the stained-glass windows built into the blackened stone walls, their visages noticeably less damaged than the rest of the room.

as you guys enter the room roll perception checks. Also need specifics on where you guys walk. ;P

New map


Inactive

Perception (from the doorway): 1d20 + 4 ⇒ (14) + 4 = 18

As soon as Malthu realizes what this place is, he spins around. "Oh, hell no. We are NOT walking into this room. Let's not forget this place is called the Plaguehouse. And lemme tell ya, you do NOT want to get the plague."


Male Dwarf
Abilities + Spells:
Current Spells: LVL 0: Stabilize, Bleed, Resistance LVL 1: Command, Sanctuary Channel Positive Energy: 0/4 left Touch of Good 5/6
Cleric 2 | HP 19/19 | AC 16, touch 11, FF 15 | CMD 13 | Fort +6, Reflex +2, Will +6, +2 vs. poison, spells, and spell-like abilities | Init +1 | Heal +8, Lore (Orc Tribes) +3, Appraise + 4, Sense Motive + 8

Perception: 1d20 + 3 ⇒ (17) + 3 = 20

Rurik is right behind Malthu, so he isn't in the room yet

"I'd prefer to not get the plague either, Malthu. That's two votes to skip this room."


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

Rormar is still hanging out near the bookcases, so probably no perception roll for me?

"Ah, it's been abandoned forever, and kids hang out here all the time, I doubt there's any chance we'd catch anything from here"


Town Map

Rurik you juust barely hear what sounds like a moan for help coming from the room.


Male Dwarf
Abilities + Spells:
Current Spells: LVL 0: Stabilize, Bleed, Resistance LVL 1: Command, Sanctuary Channel Positive Energy: 0/4 left Touch of Good 5/6
Cleric 2 | HP 19/19 | AC 16, touch 11, FF 15 | CMD 13 | Fort +6, Reflex +2, Will +6, +2 vs. poison, spells, and spell-like abilities | Init +1 | Heal +8, Lore (Orc Tribes) +3, Appraise + 4, Sense Motive + 8

"Shhhhh", Rurik whispers.

"I think I hear something moaning for help from inside the room. Do you see anything on the beds Malthu?"


Bard (Prankster) 4; Init +3; Perc +?; hp ??/??, Perform 13/13
Stats:
AC 20, T 15, FF 15, CMD 16; F +2, R +7, W +4

Uncharacteristically silent, Fenn cautiously enters the room. Stayin to the edge of the wall he tries to move quietly. As he moves through the room he will try to get a better look looking behind the altar and under the beds.

Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

he will go left through the doors and approach the altar along the outside wall.


Gathlain Sorcerer (Wildblooded Fey Bloodline) 1 | HP 8/8 | AC 15, Touch 13, FF 13 | CMD 10 | Fort +2, Reflex +2, Will +4 | Init +2 | Handle Animal +9, Fly +4, Profession (Baker) +5 | Toorg HP: 14/14 | AC 15

"Hmm...a cry for help coming from an unseen person within a creepy plague room. Sounds legit, right Malthu?"

His eyes slightly bug out as Fenn enters. "Holy crap, this gnome's crazy."


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

Rormar throws Roosevelt a look accompanied shortly afterwards by a quiet terse Shhhhhhh.

He then draws his bow and moves toward the door to await a signal from Fenn.


Gathlain Sorcerer (Wildblooded Fey Bloodline) 1 | HP 8/8 | AC 15, Touch 13, FF 13 | CMD 10 | Fort +2, Reflex +2, Will +4 | Init +2 | Handle Animal +9, Fly +4, Profession (Baker) +5 | Toorg HP: 14/14 | AC 15

Roosevelt grumbles to Toorg. "Man, survive a fight without getting knocked out and then you can shush me...I'm starting to agree with Cham about Dwarves. Rurik's kinda cool though, I suppose."


Town Map

Fenn you see nothing that could call for help. It's just an empty burnt out room.
In the far corner on the same wall you walked around there is a dresser. On top you find a gold locket, and an ornate hope knife.

Also under the 3rd bed from the last you see a trap door.


Bard (Prankster) 4; Init +3; Perc +?; hp ??/??, Perform 13/13
Stats:
AC 20, T 15, FF 15, CMD 16; F +2, R +7, W +4

Assuming the call for help came from the trap door Fenn thinking the room to be clear of danger moves the bed and inspects the trap door for... traps. Looking back to the others "I think the room is clear. There seems to be a door in the flor here. "

Searching for traps: 1d20 + 6 ⇒ (4) + 6 = 10

Oblivious to anything but the most rudimentary of traps Fenn tries to open the hidden door if it is not locked.


Town Map

It is locked, but there is no mechanism on this side, Fenn deduces that it must be barred from the other side. Strength will be needed to open it.


Male Dwarf Monk (Qinggong Zen Archer) 1 | HP 19/19 | AC 17, Touch 17, FF 14 | CMD 21 | Fort +5, Reflex +6, Will +7 | Init +2 | Perception +9(+2 for unusual stonework), Stealth +7, Survival +5

"And maybe you can tell me how to act during an infiltration after you have done your time in the militia."

Rormar goes back and grabs the coffer That I think nobody has specifically grabbed yet, right? before heading over into the room near to Fenn to take a look at the door.

"Peculiar place for a door there. Anyone know what it might lead to?"


Inactive

"Alright, well I did warn ya all about plague," says Malthu as he sees the gnome enter. "But I guess you'll be needin' a hand with the door?"

Carfully avoiding the besheets, Malthu goes in to bash in the barred trapdoor.
Strength Check: 1d20 + 4 ⇒ (1) + 4 = 5

He clearly has no enthusiasm for this room, though.

If retries are possible, he's going to keep going at it until it works.
Strength Check: 1d20 + 4 ⇒ (10) + 4 = 14
Strength Check: 1d20 + 4 ⇒ (20) + 4 = 24


Town Map

Perception rolls for those in the room again.

Ror: 1d20 + 9 ⇒ (2) + 9 = 11
Mal: 1d20 + 4 ⇒ (18) + 4 = 22
Fenn: 1d20 + 6 ⇒ (19) + 6 = 25

Malthu and Fenn you both start smelling the scent of burning flesh. Though you aren't sure if its because of what happened here hitting your mind, or real. Malthu goes to open the hatch again,the scent hits you again as suddenly burnt poxed corpses appear on the beds, their mouths and eyes filled with fire. they rise in unison and screech.

Will saves:

Will Ror: 1d20 + 7 ⇒ (10) + 7 = 17
Will Malthu: 1d20 + 3 ⇒ (7) + 3 = 10
Will Fenn: 1d20 + 3 ⇒ (15) + 3 = 18

Both Fenn and Rormar make the will save, but Malthu is frightened and therefore dashes from the room. Pick which exit you use Malthu.


Male Dwarf
Abilities + Spells:
Current Spells: LVL 0: Stabilize, Bleed, Resistance LVL 1: Command, Sanctuary Channel Positive Energy: 0/4 left Touch of Good 5/6
Cleric 2 | HP 19/19 | AC 16, touch 11, FF 15 | CMD 13 | Fort +6, Reflex +2, Will +6, +2 vs. poison, spells, and spell-like abilities | Init +1 | Heal +8, Lore (Orc Tribes) +3, Appraise + 4, Sense Motive + 8

Edit: Woops, misread your post compl ERK so didn't see the part about the corpses hahaha -_-


Town Map

Rurik will save: 1d20 + 9 ⇒ (17) + 9 = 26 you make the will save and are not frightened when the haunt is triggered.


Bard (Prankster) 4; Init +3; Perc +?; hp ??/??, Perform 13/13
Stats:
AC 20, T 15, FF 15, CMD 16; F +2, R +7, W +4

Is this an effect we need to combat or just a scary feature of the room? What Knowledge would be appropriate to figure out how to deal with the room? Religion?


Town Map

It's a haunt(if you unsure what that is google it don't want you guys to get stuck because you don't know mechanics) so we could roll for initiative, but basically each round it lives it will force will saves. Kn. Religion is most appropriate.


Bard (Prankster) 4; Init +3; Perc +?; hp ??/??, Perform 13/13
Stats:
AC 20, T 15, FF 15, CMD 16; F +2, R +7, W +4

Oh, interesting. That's the first time I've come across that mechanic.

Knowledge Religion: 1d20 + 6 ⇒ (8) + 6 = 14 not sure if that's a success or not lol[. If it is a success, before Fenn calls after Malthu, he will tell the others what he's found out and direct Rurik how to dispatch of the threat.

Fennrick looks up toward the fleeing Malthu "Where are you going big guy? They're just a couple of ghosts. They wont hurt us... I hope. We gotta get this door open."

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