GiantSlaying with DM ERK

Game Master evar0

Lets kill some stuff.


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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

Ay sorry, here I am

Don't worry Toorg, I've done plenty of hunting in my days, this should be easy

Let's see here, twist this lever...murmer murmer murmer move the hinge.....

Disable device: 1d20 + 8 ⇒ (12) + 8 = 20

And that should do it! Rormar says as he stands up to admire his work.


Town Map

That does indeed do it. Toorg is a free tree. Heh!


Town Map

Sorry for the absence, life was busy the past few days. Fenn your last post was an accurate presumption. I assume you will move up to follow him? It's your go Roo, Fenn's stuff will happen first though


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

Yeah Fenn follows up the hallway.


Town Map

Fenn if you dash you make it up to another door. It is closed. You have 10 feet of movement left. What do?

MapFenn you are at the door of the newly filled in hallway.


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

Not wanting to run into a trap, Fenn comes to the door and stops. Kicking the door in frustration, he yells after the orc "You sack of troll dung! You won't get away for long!"


Town Map

Going to bot Roosevelt. Toorg moves down the hall and down 1 space out of the way of the group. Roosevelt moves towards the hall but doesn't enter it.


Inactive

"You're a coward, Daktani!" roars Malthu, but without the sight of an immediate threat, the adrenaline seems to fade from his system Dropping out of rage--fatigued.

Instead, he goes over to the troll corpse and pummels it again for good measure.

If we drop out of initiative, Malthu will light a torch and start burning the troll up.


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

"Good idea, Malthu. Wouldn't want to fight it a second time."

Rurik then walks over to the chest and gives it a tap with his hammer. Making sure it isn't trapped in some way. He opens it if it isn't.


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

It seems we may be dropping from combat. Romar, did you want to do anything before that happens?

Fenn cautiously returns to the others, making sure to not be attacked from behind. He is concerned the troll may still be alive and fighting his new friends.


Inactive

Agreed that we are dropping out of combat. Let's burn the troll, heal up if needed and continue.


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

Woops forgot to roll for perception to check for the chest being trapped

Perception: 1d20 + 3 ⇒ (7) + 3 = 10


Pure cash MONEY!

In the chest you find stuff including 1 ounce of sovereign glue, 2 doses of universal solvent, 50 feet of silk rope, a disguise kit (with 6 uses remaining), a set of thieves’ tools, a noble’s outfit , a signet ring worth, and coins totaling 237 gp, 155 sp, and 55 cp. Apprise for ring and noble outfit worth. The book shelf only holds a slightly burnt holy text of Iomedae.


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

"Huh. Good thing there are 2 doses of solvent...I've been stuck to stuff before with that glue, and let me tell you. It isn't fun, especially when you're dangling out of a window by your...never mind."

Roosevelt shoves the glue and solvent into his bag and then detects magic on the rest.

Appraise 1: 1d20 + 1 ⇒ (13) + 1 = 14
Appraise 2: 1d20 + 1 ⇒ (19) + 1 = 20


Inactive

Malthu takes the slightly burnt holy text of Iomedae. "The Sanctuary will appreciate this relic of a dark past," says Malthu.


Town Map

nothing magical about the remaining items.

The ring is worth 50 gp and the outfit is worth 75 gp.

Where do you guys want to explore?


Inactive

What options do we have? Let's go the opposite way from Daktani for now.


Town Map

There are doors to the top of room you guys fought the troll in. A door beside the ladder you climbed down and the hall below where daktani went.

Options


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

We are here so let's check out the doors in the troll room.

After considering the loot for a moment, Fenn pockets the thieves tool and disguise kit.
Then he moves to the door next to the ladder and examines it for traps and securedness. "No door knob left unturned I always say."

Perception: 1d20 + 6 ⇒ (10) + 6 = 16


Inactive

Malthu will grab any leftover loot that nobody claims, for later distribution.

Malthu checks out the door as well. Perception: 1d20 + 4 ⇒ (5) + 4 = 9.

Unless he or Fenn sees anything out of place, he'll open the door.


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

"Thanks for grabbing all that, Malthu. And I dare say that outfit would look pretty nice on you. And I hope you don't mean that literally, Fenn, I do appreciate my privacy at night. Nonetheless, I agree with the sentiment."

Rormar sees Malthu and Fennrick looking intently at the door, so he checks it out as well, though only to see if the door is interesting looking at all.

perception: 1d20 + 8 ⇒ (4) + 8 = 12

Also, sorry for the absence. Also, yeah, I'm definitely fine with dropping combat. Was going to set myself up to chase him if we could, but we were too far away at that point anyway, I think.


Town Map

I'm going to assume you guys wanted the door i labeled 4.

Updated map.

The walls of this chamber are pocked with skull-sized cubbyholes, each containing a single brass or clay urn—some long since shattered or dented, others still intact. A lightly colored stone statue depicting a burning chariot wheel occupies the northwest corner of the room. Two iron doors on the eastern wall allow egress from the room.

DC 17 religion:
This is a statue of Jingh a celestial emissary of Iomadae

GM:

ror percept: 1d20 + 11 ⇒ (14) + 11 = 25
rurik percept: 1d20 + 5 ⇒ (13) + 5 = 18

As you enter the room roll a perception check.


Inactive

Perception: 1d20 + 4 ⇒ (4) + 4 = 8. Malthu enters the room oblivious.


Town Map

Should have also asked, where in the room you?


Inactive

Malthu stays toward the front of the marching order as they go in, in case someone or something attacks.


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

Roo Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Toorg Perception: 1d20 + 1 ⇒ (18) + 1 = 19

Roosevelt sees nothing as he enters. Toorg apparently sees all of the cosmos unfolding in front of his eyes.


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

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Fenn moves into the room and takes the room in quickly, his eyes darting from crevasse to shadow alike.

Fenn will be just left of the inside of the door looking further into the room. As Malthu moves forward, so does Fennrick.


Town Map

Fenn you notice some common metal objects floating in the air in the middle of the room. Would Fenn pipe up before your compatriots walk near to objects?


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

"Hold up. What are those things?" Fenn points out the objects to Malthu and tries to think if he's read about or felt with anything like this in the past.

He will try to identify these objects. Not sure which knowledge skill it would apply for?


Inactive

Malthu halts, then enters into a defensive stance. "Strange magics. Be ready."


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

Hearing Fenn's warning, Rormar peeks around the threshold of the door to look at the objects.

"I really don't like the look of this. This door has a knob that is now not-unturned, I say we head on to the next."


Inactive

"Fennrick, what do your magic senses tell ya?"


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 detects magic on the objects.


Town Map

The objects are just common stone and metal objects you would find in a croft/reliquary. There is nothing magical about them or in this room.

Rormar as you enter the room and look around you pick up on something weird about the wall behind the statue. It maybe a doorway as well, a secret one.


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

The description of the room has those objects floating. They are not magical?


Inactive

Malthu takes one of his (non-metal) torches and tosses it into the pile of floating objects to see how it will react. He does the same with a metal crowbar.


Town Map

Apologies, thought i would have more time over the holiday to post.

But no the floating objects are not magical. As Malthu throws in the wooden torch a slight splunk is heard and then the torch begins to breakdown. The metal crowbar also produces a splunk but is unharmed. Suddenly the objects move towards you Malthu. You all now notice the jelly like creature surrounding the objects you saw floating.

initRormar: 1d20 + 2 ⇒ (12) + 2 = 14
initRurik: 1d20 + 1 ⇒ (5) + 1 = 6
initMalthu: 1d20 + 2 ⇒ (9) + 2 = 11
initFenn: 1d20 + 3 ⇒ (13) + 3 = 16
init Cube: 1d20 - 5 ⇒ (18) - 5 = 13
initRoosevelt: 1d20 + 2 ⇒ (4) + 2 = 6

Turn order
Fenn
Rormar
Cube
Malthu
Roo
Rurik


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 shit. Close the door close the door!!!!!

Kn:dungeoneering: 1d20 + 6 ⇒ (5) + 6 = 11

Not knowing or quite understanding this strange "creature"? in front of him, he steps back into the doorway and beckons anyone else in the room to hurry out so that he can shut the door.


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

"Wait! it looks like there's a secret door in the back there though!"


Inactive

Damn, that is one fast gelatinous cube - crushed us on initiative rolls with a -5 modifier!


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

Well, it did have a couple of things thrown at it first, so I think it deserves it


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
Rormar the Red wrote:
"Wait! it looks like there's a secret door in the back there though!"

"Mate, you are more than welcome to try it. I'm gonna go the other way though."


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 looks longingly toward the secret door before deciding to follow Fenn through the door.


Town Map

DM:
1d4 ⇒ 3

The cube moves up to Rurik and seems to morph shape to stretch itself upward and slam into the dwarf

hit: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 2d6 ⇒ (3, 5) = 8 3 bludgeoning and 5 acid

Rurik Fort Save: 1d20 + 6 ⇒ (6) + 6 = 12
Rurik fails the fort save and is paralyzed for paralysis time: 3d6 ⇒ (1, 1, 2) = 4 rounds


Inactive

What kind of knowledge check to learn more about the monster?

-Posted with Wayfinder


Town Map

dungeoneering Sorry, Fenn's roll lets him knows its a gelatinous cube, but not much beyond that, just that it is dangerous.


Inactive

It is VERY dangerous!

"Cowards!" cries Malthu to his fleeing companions. "The thing's got Rurik. Get up here and fight it!" Enraged, Malthu grabs his earthbreaker and smacks the creature as hard as he can.

Earthbreaker, Rage: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15; Damage: 2d6 + 9 + 3 ⇒ (6, 3) + 9 + 3 = 21

4 of 8 rounds of Rage used.


Town Map

Malthu your earthbreaker sloughs off a large chunk of the creature. The piece splats against the wall and stays there.


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

"...Huh. Guess it's not that scary after all. Toorg, go get him!"

Roosevelt lays his hand on Toorg's side and casts Mage Armor on him. +4 AC to Toorg, and I believe I am out of spells now.

Toorg, bolstered by Malthu's courage, lumbers in and swings at the ooze.

Power Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 5 ⇒ (3) + 5 = 8


Town Map

Toorg smasg another chunch off of the cube, but you all her a slight sizzling as the tree takes acid damage: 1d6 ⇒ 6. 6 acid damage from touching the cube.

Toorg Fort Save: 1d20 + 4 ⇒ (16) + 4 = 20 and saves from the paralysis.

Rurik is paralyzed so he can only take mental actions. So Fenn what do you do?

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