Gob Smash One

Game Master Tacticslion

They be goblins, you be food... why are they so weird, dude?

That's what the W.D.G.F.F. (Western Duchy Goblin Fighting Force) first Reconnaissance and Strike Crew, aka "Gob Smash One" (that's you) have been sent to find out, in the barren mana wastes beyond the edge of the Duchy near the border of Geb in an ancient abandoned outpost called Hightower...


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Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny helps ease the armored figure to the ground... Then leans back and stretches,

'She be heavy..." Sunny glances towards the buzzing Flerin and frowns a little, then glances to where Shaedo is sprinkling caltrops seemingly making a mental note of where the sharp and pointy thing are.
She n=leans over and looks at/inspects the new comer to their midst.

"Whut d'ye think give her a bonkin' ta' put her out?" Sunny asks, reaching out and gently poking the armored figure.


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

Shaedo ties her two sets of poisoned caltrops into pouches and fastens them to her belt. I'll save these for later.

"This door looks to be locked. Shall we try to open it, or explore the door on the right that Dijiron already opened?"
Shaedo asks aloud, but quietly, to Ceru. She then switches back to telepathy.
Maybe best let any folks or beasties past them have their privacy till we decide to come this way- maybe leave a little surprise for them if they should dare peak out their doors and try to follow us.
Shaedo delicately pats one of the pouches fastened to her belt that has the caltrops in it.

Awaiting a response from her companions, Shaedo shares her drifting thoughts and checks to see if she can be helpful in other tasks.
Removing our dragon's armor is a good way to start, Sunny- that way we'll be able to see how bad her wounds are. Let me know if you need help with that. I too have some tricks for fixing up peoples! Though it seems you and the others have plenty as well.

After a moment's pause, contemplating doors a bit further...
This tower is older than Nex or Geb, but it was one of them- I think- who built these doors. I've heard many stories, that even before the Mana Wastes, bad things happened to whoever stayed in this place...

To Dijiron, though heard by all:
Shaedo, so often maintaining multiple trains of thought, listens to Dijiron's pondering on his ray of frost with initially unspoken interest.
Then,
Is your magic still behaving strangely, Dijiron?

...Earlier you mentioned being connected to a gob, as I was- to myself. You mentioned- a warren of ratfolk, yes? Slaves! The storm blew many other thoughts away at the time- ratfolk slaves in the Wastes- that would be terrible! Do you think they could be somewhere in here? How much did you learn?


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

(^_^)

Sunny smiles in reply to Shaedo's comments and with such encouragement kneels down and begins to fiddle with the bindings on the person's armor. Gently attempting to loosen/remove it with out damage to the equipment, nor more damage to the person inside.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Beylinda having nimble fingers will assist sunny in removing the heavy armor


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

Layla, having accepted healing from Eris, (Let me know how much, Eris! Thanks!) mentally replies to Shaedo and all,
"Yes, let's keep those other doors closed 'till we're ready to face whatever beasties may be behind 'em."
Layla approaches Sunny and Beylinda (and Eris ready to use her wand on the unconscious person?), and makes another heal attempt on the person while looking to see who he/she is.
Heal: 1d20 + 6 ⇒ (5) + 6 = 11
plus if there's any bonus from Ceru's kit
Anyone else with heal skill want to aid on that, or vice versa?


Layla, you've healed 6 damage and 6 nonlethal damage (which heals in equal measure the the damage you've healed), if I read Eris' post properly.

As you remove the armor, you reveal a lovely Vudran woman who has been badly harmed. You don't particularly recognize the face, though, Shaedo, you notice that she bears a striking resemblance (though not an exact likeness) to the Narahari-minted coins you'd seen in passing through Katapesh. You also reveal a strange amount of slush that tumbles out of the helm.

Although he face and head seems fine, it's pretty clear that she's spit up a lot of blood... her lungs have clearly been damaged. Getting the rest of her suit off is much slower, though the helping hands make the job quicker. Still, you quickly realize that waiting to stabilize her would be fatal.

Layla acts quickly to ensure the woman doesn't bleed out.


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

Well, I must say that a Ray of Frost I fired acting like a familiar is quite peculiar. My other spell didn't seem to act any different though.

And yes, the goblin mentioned something about slaves after seeing me. From what he said, there were more than one Ratfolk being kept in bondage sadly. I'm sure we'll be able to rescue them when we defeat these monsters.

Though I do have to wonder what drove a warren here? They couldn't have come from the jungle so they sailed here on purpose. They either came to Alkenstar, Nex, or Geb. Considering the war between them and the limited trading opportunities, it seems so unlikely. Perhaps someone captured a Ratfolk vessel and sold them on these lands where they somehow came to the goblins? Seems even more unlikely.

We must find out these answers.


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

Shaedo studies the door a moment further while waiting for word from the others, listening to Sunny and Beylinda work on the armor of the fallen dragon lady.

"HMMM... who made you door?"
Engineering: 1d20 + 3 ⇒ (17) + 3 = 20 Is the door of recognizable construction (Nexian, Gebbite), or is it singular structure, or even alien?
In any case, she gives up the notion of picking the lock as Layla implies that the group is not yet ready to move on.

Shaedo's ears perk up as she hears the first of the armor clatter to the floor. She glides over and and takes a look at the Vudran woman beneath the helm.

"Don't know if it's the cap, though I've seen that face before, on coins in Katapesh. She is definitely a Narahari."

Shaedo gasps and blanches a little as she notices all the blood. She is bleeding... on the inside? Shaedo uses her wand of cure light to heal the bleeding woman.
CLW: 1d8 + 3 ⇒ (4) + 3 = 7
"Anyone else need a little zap of life? (Tehehe)"

More to Dijiron:
Shaedo's ears perk up again, and she cocks her head slightly as she listens to Dijiron's thoughts.

So it sounds like you have a pet frost snake. Luucky! Oh, are you going to name it? You should give it a name!

HMM... I agree that it is strange that a warren would be here of all places. Maybe they were here before Nex and Geb started fighting over it. They may have been one of the bandit or merc groups- or just a local warren. It would make sense that whoever held this place would want to make use of a group with local knowledge. Do you know how long ratfolk have been in the region?

I suppose we'll find our answers when we rescue them!


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

"EEEK! She's all leakin' an stuff!" Sunny exclaims, her voice showing the first signs of panic.

"Quick! How does we keep everything inside?" Sunny asks, beginning to desperately look around for things to help contain the blood loss...

Absolutely NO healing skills for poor Sunny. :( Does she have to make a Will or Fort save against fainting at the sight of all the blood? :(


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Kn Local: 1d20 + 5 ⇒ (16) + 5 = 21 to recognize the woman

Beylinda will act swiftly and cast a CLW: 1d8 + 3 ⇒ (5) + 3 = 8 on the wounded woman on top of the one that was providied


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

As Layla works to help the wounded woman, she checks to see if there's anything else in Ceru's kit to help with the bleeding, or anything else that seems appropriate.

She also considers the woman's armor. Is it the same as that worn by Amita Narahari in their training? And does she have any other interesting items on her?

If the woman becomes conscious at the magical healing from Shaedo and Beylinda, Lalya would say,
"Stay still. You're wounded. You defeated that big skull demon thing and we got you inside out of the mana storm."

Heal: 1d20 + 6 ⇒ (12) + 6 = 18
Knowledge (local): 1d20 + 7 ⇒ (13) + 7 = 20
Perception: 1d20 + 8 ⇒ (1) + 8 = 9

Hmm... Layla would do a good job of healing her and knowing about her armor and such, but she wouldn't notice much of anything else!


Male Goblin Ranger 3 | HP 36/36 | Init +6 | Fort +5| Ref +7| Will +3| Perception +8| Darkvision 60ft|

Ooze looks to the discarded armor that the lady from the storm had been striped of, while everyone else tended to the stupid humie's wounds, he sat and began to attempt and devour the hide. Hide comes from animals right?


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

On the road so can't post substatanively but contents of Cerus chirurgeons kit is on her profile and includes a mW healer's kit and I think bloodblock.


When the healing magic us administered, Layla can tell that the woman doesn't respond at all - she's just as wounded as she was before the healing. Further, those nearby notice the strangest thing: much of her blood seems to freeze and and turn into bloody slush (a kind of wet half-melted snow), as it comes out of her, and sometimes as it's still in her; in a strange sort of way, this helps Layla staunch the wounds, too Still, as Layla compresses the side wounds, she sees the woman's eyes flutter for a moment, and look confused as Layla tells her to remain calm and settle down.

She reaches for something, can't find it, then casts a spell, causing her to sputter and cough up more bloody slush and flecks. The vial that was magically levitated fro. Her pouch clatters to the ground. It looks startlingly familiar... you all drank (and had massaged into you) something exceedingly similar during your original training for the W.G.F.F.

Her hands stretch, but it's beyond her grasp, and she seems unable to move enough to grasp it.

As Ooze gnaws on her armor, he finds that it's really hard. Tastes similar to his own, though heavier.

It is similar in style to Narahari's (possibly the same) back in camp.

Also, Layla, the kit provides a +2 to Heal checks, and the weird slush-blood effect granted an extra +2 to staunch only.


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

"Yii!" Shaedo makes a swift fox dive for the vial, catches hold of it and picks it up gingerly. She raises it to the woman's lips.

"Do you need to drink this?" Shaedo asks gently, as she offers the vial to the woman.

If the woman gives an affirmative response Shaedo uncorks the vial and carefully pours some into the woman's mouth. If the woman gives no response, she gently places the vial into her hand.

Shaedo is careful to make sure the woman can drink the liquid. She avoids pouring all at once in case it is spat onto the ground. Likewise, should she place the vial in the opened hand, she is careful not to let it fall to the ground again.

Shaedo looks to the others for further guidance. "Did we help her at all?" She asks to whoever may have an answer.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Sure, something awful might be behind these doors, but if that's the case, better to know NOW than in the night when it breaks down the doors and eats us in our sleep. And if it's not something awful, it might be something amazing, and it's always annoying to go all the way down the one hallway to realize the thing you were looking for was down the OTHER, and you have to track all the way back... but of course leaving a trap for the unwary behind whatever we don't explore first is always wise.

Determining there are no traps on either door, Ceru pulls out her lockpicks and tries to unlock them.

Disable Device, Door #1: 1d20 + 11 ⇒ (20) + 11 = 31

Disable Device, Door #2: 1d20 + 11 ⇒ (19) + 11 = 30


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

Layla would respond to Shaedo,
"For whatever reason, it seems that the wand healing didn't actually help her, but, here, lemme gently rub some of that glowing blue vial stuff onto her exterior wounds as well."
Having previously noticed that Vitreous was guarding the open door, Layla would now be entirely focused on healing this woman. She probably wouldn't even notice that Ceru was attempting (and probably succeeding ... Nice rolls!) at opening the other doors.


Male Gnome Experimental Gunsmith 3 | AC 21 T 16 FF 16 | HP 28/28 |F 5 R 7 W 2 | Init +7

Vitreous, agreeing with Ceru, Can't leave things unchecked now can we? I've got your back! Can't be having the best cook in these parts getting hurt while exploring passages.
Vitreous stays within a couple of feet of Ceru to provide backup if anything interesting happens when she works with the doors.

Specifically staying close within trap range if some were to go off. He is very excited to see what's behind the doors, now that the immediacy of combat is over. The perception check is obviously hampered by the excitement of opening a door! This of course leaves the open door currently unguarded.

To Layla:
Assistant Squad Leader Layla, we are beginning a reconnaissance of the immediate area. We'll have a full report in a moment. How's the new recruit? She seems a bit tall...

Rolls:

Perception: 1d20 + 5 ⇒ (4) + 5 = 9 to keep an out


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny wiggles back a small way and lets those who have a better grasp of healing have more room. She watches nervously then her eyes widen,

"Oh!" She exclaims, before bouncing to her feet and scampering over to where the mules are placidly waiting and going through her packs.

After a few moments she come back with a small pouch. Flipping open the top/flap she reveals a collection of vials.

"Here! Maybe some of me soothin' stuff from home can help?" She offers up a vial of golden, syrupy liquid.

Okeys. Here's tha' plan. Sunny's medicine (Along with her more 'nomral' Troll Styptic) is alchemical and hence not magical (Ya, a weird technicality, but hey, lets work with what we got) SO! Bein' alchemical, it should help heal tha' lass.

Gently placing the first vial to the woman's mouth and administering the elixr, Sunny eventually sits up and watches for the effects.

Assuming it does its job, the lass will receive,

Rounds Active:2d4 ⇒ (1, 2) = 3

Three rounds of 2 HP per round for a total of 6 HP restored. Plus, it's 'Fast healing' so internal damage and no scarring should also ensue.

(^_^)


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

Instead of either of her previously conceived courses of action, Shaedo, giggling somewhat nervously, gladly hands the vial over to Layla, who seems to know what she is doing with all this healing with the hands business.

She steps back and watches hopefully as Lalya applies the ointment to the dragon lady. The wand usually mends them right up! At least a little...

"HMM... So magic didn't help? That's a mean trick!" Shaedo geckers in frustration.

Her mood suddenly brightens when she hears Ceru's telepathic communication. Yiyi! Exploration!

OOoh... you're opening the doors? She telepaths excitedly for all to hear.


Ceru opens the door on the left: she and Vitreous see a long, dark passage curving the same direction as the Tor looms in front of everyone.

Ceru opens the door straight ahead: she and Vitreous see a long, straight dark passage looms, sloping downward.

Though the woman tries to accept the vial, it would fall from her grasp, and she lacks the strength to sit besides.

Layla relatively effectively stops the bleeding with the kit and the slush itself, as the woman weakly indicates something akin to a 'yes' or 'correct' at both Shaedo and Layla.

She drinks Sunny's first... then seems surprised when it's styptic and alcohol - you can see her making mental notes, despite her woozy dying state on how to mimic this new formula. It... seems not to help at all, to Layla.

As she drinks some of the blue liquid-paste when offered, and then her back arches in pain. The blood melts the slush back into thick warm liquid flowing from her side, far too rapidly again. She seems... healthier for this sudden downturn, however. As Layla rubs more into the wound, it sticks both to Layla's hands and the wounded woman's exposed side beneath the partially opened armor, sealing up the worst of the injuries.

Her body shudders as the thick but flowing paste sticks to it, and... Layla feels the pain she's in, as the alchemically concentrated mana haze paste creates a highly painful link between the two of them.

1d100 ⇒ 70
1d100 ⇒ 89
1d100 ⇒ 74
1d100 ⇒ 76
1d100 ⇒ 50

Time suddenly seems to stop around Layla and Narahari - for Layla realizes that this is who she is... at least insomuch as it matters to the group - and Layla furiously begins working towards fixing the woman. The styptic seems to have kicked in, somewhat (now that time is stopped) and successfully aids in her healing.

The pain Narahari is going through is enormous... Layla can feel only a fraction of it, but she is still almost overwhelmed. Both are nearly driven insensate, though Layla learns much I their strange, temporary mental bond. Most of it goes by in a haze - it's far too much, too powerful, too alien, too intelligent for the Halfling to understand... there's simply too much that Layla has no reference for.

But the gist is carried across: only that paste, or something similar, can heal her; she was dying, but the death-curses are fortunately <something> by <something> and <the paste>; there is little time, but Gob Smash One absolutely must, imperatively, unquestionably <something>, <something>, <something>, <something>, with extreme importance and emphasis placed on <something>; the most important thing, though, is to stop "her" before she can conquer the wastes, and thus most of two worlds, by <something about goblins> though, so be careful; you are her finest 'creations', as it were, even if she didn't "create" you, exactly, and she's sorry for <something> <something>, though it is necessary for your own ability to be trained that quickly, your sanity, and <something>.

The green haze shouldn't kill you: you've got enough blue to survive it, but beware the yellow and undiluted blue. Sorry she won't be awake until you can fix her more later.

You might need to take her along with you, for which she apologizes - you're not likely to be coming back this way after you defeat the knight.

After what feels like an eternity, Layla finishes treating her most deadly wounds, closing up the worst injuries, and the woman collapses from the pain.

Everyone else sees a blurry haze of golden-green-blue light (from outside inward) around the Halfling and woman; there's an aura of activity for about six seconds (one round).

And then Layla is thrown back into "normal" time and it hurts like nobody's business. The aura vanishes.

Layla Takes Nonlethal Damage: 1d20 + 1d10 + 5 ⇒ (9) + (5) + 5 = 19

Narahari is entirely unconscious and the vial is empty, though she seems to be breathing steadily; she's like she won't be waking up for a while.

The world returns to "normal" - well, for a given value of "normal", that is. You may continue to debate what to do.


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

"Whoa. Ouch."
Layla, having just lost 19 of her 20hp, having just experienced this weird time warp effect, having just heard something vitally important that she can't quite understand, and vaguely remembering some mental messages about doors, collapses backwards onto the ground, catching herself on her elbows.
She sits up, holding her head.
She checks to make sure Amita Narahari is stable, and breathes a sigh of relief upon seeing that she is.


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Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

"Um, okay, hey, everyone, listen up!
This here is indeed Amita Narahari, and fortunately she's stable now, and as healed as we can get her, but she won't be waking up anytime soon, so if someone could gently put her on Handy and secure her there with ropes, that would be good.
Also, she said we have to do something to save the world, but I'm not quite sure what it is, so lemme try to clear my head for a minute and think. Maybe healing wand stuff would help me?
"


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

During the bizarre aura:
Shaedo springs back with a start into a low crouch.

"AYIII!" Ears lowered to sides of her head, and tails wrapped round her waist, she waits till it ends.

Once it does, she steps forward tentatively. "Layla?" She calls, "Layla, are you in one piece after... whatever that was?"

Relieved to see that Layla is up and still speaking- or telepathing, Shaedo gives her a little spark of healy wand goodness.

CLW: 1d8 + 3 ⇒ (3) + 3 = 6

Once the healing is delivered, Shaedo asks, What did you... see in all that blue-green-gold, shiny, light stuff?


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Suny offers a second vial to Layla,

Rounds of effect:2d4 ⇒ (3, 1) = 4

So that's 8 HP back.

Though she frowns and wonders why her stuff din't work.....

"Here...You rest up a bit an' let tha' soothin' work." Sunny helps Layla into a more comfortable sitting position as her potion does its thing.

She glances over to where the others are investigating the doors.

"Here?! May-hap we should be seein' ta' tha' lass who be hurt? Her bein' tha' important person,like?" Sunny asks those that are surging ahead.

Wishin' every one all'a tha' very bestest! (^_^)


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

"Sunny, your golden potion thing helped her. So did the blue glowing vial.
She said we hafta defeat a knight an' we won't likely be comin' back this way.
She said the green haze shouldn't kill us but the yellow or blue might.
We gotta do somethin' really quickly before some woman (or female creature or someone) can conquer the waste and the world, or maybe worlds. I think it has to do with destroying the goblins.
Also, we're her best trainees and she's sorry for stuff that was necessary for our survival and sanity.
"


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

Layla nods in thanks at Sunny and Shaedo. She is now only missing 5/20 hp.
"Thanks. In the haze, it was like all you guys froze out here for quite a while, and I was healing her, and she was talking to me, and I got to feel some of her pain an' it hurt somethin' fierce!"


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

hey all catching up here LOTS to figure out


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny gives her friend a comforting hug in solace to the pain she's endured.

"That's all okeys then." (^_^) She exclaims brightly, "Well...if she be in a stable way, lets get her on board one'a our four footed friends an' get on with business, hey?" She asks happily.

Sunny helps first Layla to her feet and then begins maneuvering things so as to help pick up and carry the woman.

"Here? Should we be gettin' tha' rest of her heavy stuff off'n her? We can spread tha' load over more'a tha' horses, like?" Sunny asks.


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

"Thanks, Sunny. Yeah, we should probably get the rest of her armor off so she can rest more comfortably. Let's tie her on our extra donkey, Handy. Oh, and let's be super careful with her stuff!"
Layla looks to see what else is in Amita's pack.


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

trying to figure out the best way here.

can we all stop everything and help me out I have been completely lost since this whole thing started. first lets start with who everyone is, what is going on and why we are here. GM I PM'd you already and the amount of stuff going on is far too chaotic for me to figure out. some people are posting stuff and as i read it I wonder if we are all playing the same adventure?

I feel that this is way to much for me, so either we stop and get me straightened out or I am just gonna have to drop out. the best thing for me is to go step by step since we left "boot camp" I still haven't sorted that out. and I don't think I have even met everyone yet.

either that or DM can you run Lulu a solo adventure as she went off exploring so when she comes back then Lulu can just as clueless as I am right now.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Ok so we storm this tower kill everything in sight that is not us, find this one knight who might be here along with this One woman and save not one but two world? Ok lets get too it, i think some of us got the door opened so lets get ready to move inside? she says checking up on NEMO he donkey


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Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Seeing Lulu's distress, Sunny pads over and kneels down to offer a hug to the lass.

'Here...maybe we should, y'know, slow down jus' a tad as we get our selfs a lil' more sorted? Tha' storm did pound some of us good...." Sunny suggests.

Maybe a tad more interpersonal Role Playing between folks? Jus', like, a idea...

Also, here's to hoping the DM can PM poor Lulu with all she needs to straighten things out for her. I'm...kind of used to just 'winging' things as the Sunny character. Though I do empathize with Lulu's player as I too have been in whirl wind games and fully understand/have been just as over whelmed by avalanches of posts. Thank fully, so far, GM Tacticslion has been far more awesome, forgiving, understanding, exceptional and generally helpful in trying to keep people both in the loop, up to date and pleasantly 'Botted'. (^_^)


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Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

"HMMM... It's like a riddle!
Act you did, though the world was frozen,
talk you did, though not a word was spoken.
What happened?"

Shaedo seems genuinely stumped for a moment. "That's a good one."

"Oh! Maybe you were connected to her somehow! Lots a weird stuff happened with our spells out in the storm. When I turned invisible, Ramsy made a loud, rude noise at me, and then I could hear my own thoughts- knew my own mind better than I ever did before!"
As if it were written on a character sheet or something!
Switching to telepathy to include the others... And Dijiron mentioned being similarly linked to a gobby he struck with his new pet ray of frost!

Wonder how much that's going on may be something bigger than just a Mana Storm... something she has been involved with. And now we have a knight, mists, and some woman who may not be a woman who is going to conquer everything by conquering a narrow strip of land...

Riddles within riddles, plots within plots! What's a young fox to do!

Shaedo's hair shifts from its usual mix of blonde and silver to a rich jade green. "This should help us remember the safe color of the mist at least!" Shaedo cries, as she offers her aid in stowing Narahari's things on donkey back.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Well how about choosing the path we are going to take further inside this complex? The longer we delay the better prepared will be the goblins


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

If Layla is still hurt, Ceru pulls out her wand and attempts to activate it.

Use Magic Device: 1d20 + 8 ⇒ (16) + 8 = 24

Fortunately, she manages to get the spell trigger off right.

1d8 + 1 ⇒ (5) + 1 = 6

Her mind immediately goes back to the doors. Well, the left door goes through the main tor. Which would be our main objective. The middle goes underground maybe and the last seems more dusty? But wasn't locked. If it wasn't locked, it's probably the least important.... underground would secure us even more safety if the storm is still going on... while door number one would probably give us the best direction for our mission...


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

I think I got a grasp on the big picture, but if there is a detail that I missed and I bring up something stupid that was already brought up please forgive me

also, Shaedo: when I read your posts, that is why I get confused, it reads like you are in a totally different game (but you are not) it just reads that way at times.

While the brunt of the action was going on in the main room Pix flew off to see what was going on in the "least" used corridor. Lulu had chased after him, but they did not go to far.

Grand Lodge

Female Human Sorceress (Arcane) 2 | AC 15 T 12 FF 13 | HP 12/12 | F +0 R +4 W +4 | Init +2

Resting in her quiet corner, Eris observes her squadmates: some explore the vast room and its unusual doors, others attempt to lend aid to the mysterious dragon woman, and one...attempts to gnaw on some pieces of armor.

The storm and its dangers brought us together, Eris thinks to herself, but in the 'safety' of the tower, the squad feels more comfortable splitting up. Which is ironic, because the tower likely conceals more dangerous threats.

After several minutes of watching, Eris stands, brushes some dirt off her armored skirt, and begins a careful circuit of the room, taking a moment to speak to each squadmate, commending them for their efforts, and offering to use her healing wand where needed. (See healing rolls below.)

She listens to Layla describe her unusual time-stopped encounter with the mind of Narahari.

Spoiler:
"Goodness, Layla. I am glad you're alright--that sounded like a harrowing experience." Eris immediately begins using her wand, as best she can, to restore Layla to full health. "I suspect that Narahari may have bonded with you for a reason, Layla, and not one to be taken lightly. No doubt she saw in you the same qualities that our squad has benefited from: determination and cleverness. You've done an excellent job keeping the squad together and working."

She continues around the room, checking on Stone, chatting briefly with Sunny, sharing a few calming words with Lulu, and attempting to find Ooze something more edible before he turns his appetite onto the donkeys.

She stands with Shaedo for several moments, asking questions about what the kitsune knows of Hightower's history.

Spoiler:
"Nex and Geb? So on top of mystical oddness, and possibly deific interference in our situation, there are political ramifications as well. Oh, this is all so complex, darling! But I am still troubled by a nagging thought. I feel that I've seen that skull monster--the one Narahari was fighting--somewhere before, but I can't place it! Do you recall having seen any images or drawings similar to it?"

After speaking with Shaedo, Eris makes a point to spend a few minutes speaking with Dijiron.

Spoiler:
"I'm not happy with the idea of the goblins keeping slaves here. I believe the squad should make it a priority to free any such groups we may come across. I'd like you to keep an eye out for any clues that might lead us to them--signs scratched into the walls, hidden messages, that sort of thing. If we can liberate these slaves, they may likely turn out to be valuable allies."

Finally, Eris gathers Vitreous, Ceru, and Beylinda together, and invites any other squad members interested in scouting to join them. "Good job getting those doors unlocked, Ceru. But I don't want us heading off in all directions at once! I was hoping that you three would take charge of scouting behind the right hand door, the one with the stairs leading downward? Just head down far enough to get the lay of the land, so to speak, and let us know what you find. And I noticed there are some old tracks there--is there anyone in the squad who might be able to tell us anything about them?"

Use Magic Device Rolls:

I'm rolling several checks for Use Magic Device, for two reasons: 1) you can't take 10, and 2) if you roll a 1, you can't use that device again for 24 hours.

Use Magic Device vs. DC20: 1d20 + 7 ⇒ (14) + 7 = 21
Use Magic Device vs. DC20: 1d20 + 7 ⇒ (14) + 7 = 21
Use Magic Device vs. DC20: 1d20 + 7 ⇒ (2) + 7 = 9
Use Magic Device vs. DC20: 1d20 + 7 ⇒ (8) + 7 = 15
Use Magic Device vs. DC20: 1d20 + 7 ⇒ (17) + 7 = 24
Use Magic Device vs. DC20: 1d20 + 7 ⇒ (9) + 7 = 16
Use Magic Device vs. DC20: 1d20 + 7 ⇒ (17) + 7 = 24
Use Magic Device vs. DC20: 1d20 + 7 ⇒ (19) + 7 = 26
Use Magic Device vs. DC20: 1d20 + 7 ⇒ (10) + 7 = 17
Use Magic Device vs. DC20: 1d20 + 7 ⇒ (10) + 7 = 17
Use Magic Device vs. DC20: 1d20 + 7 ⇒ (4) + 7 = 11
Use Magic Device vs. DC20: 1d20 + 7 ⇒ (18) + 7 = 25
Use Magic Device vs. DC20: 1d20 + 7 ⇒ (20) + 7 = 27
Use Magic Device vs. DC20: 1d20 + 7 ⇒ (5) + 7 = 12
Use Magic Device vs. DC20: 1d20 + 7 ⇒ (20) + 7 = 27
Use Magic Device vs. DC20: 1d20 + 7 ⇒ (8) + 7 = 15

That's eight successful rolls, which should be more than enough.

Healing Rolls:

Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

And that should easily be more than enough healing for everyone, if I am recalling everything right. Layla will be back to full hit points and all those who took hail damage from the storm will be healed as well. I'll mark off the charges used on my character sheet.


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

When Eris asks her questions, Shaedo's ears perk up as she stands at attention. She nods reflectively. "The skull monster did seem familiar- and somehow- felt familiar. In a very wrong way..."

Shaedo jars her memory for every story or song she has heard of such a creature.

Bard-ic knowl-edge!:

Knowledge Arcana, if that's helpful: 1d20 + 3 ⇒ (9) + 3 = 12
Knowledge Religion, if that's it: 1d20 + 3 ⇒ (3) + 3 = 6
Knowledge planes, if that helps: 1d20 + 3 ⇒ (5) + 3 = 8
Knowledge history, if that offers any clues: 1d20 + 3 ⇒ (8) + 3 = 11

After telling Eris and the others anything she knows about the monster, Shaedo eagerly volunteers for the scouting mission, stealthy as she is.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Slitting our forces down different doors isn't a good idea. she says smiling.

I can see fine in the dark and i don't make much noise so if you have those skill you are welcome to follow me per Eris' instructions.

she waits to see if some answer her call and then starts heading down the right hand door.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

taking 10 on stealth if possible => 20


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

I have a question, though. If the general is a Dragon or can turn into one then why does she need us? I can understand the concept of disposable pawns but she saved us from the storm. Furthermore, it was my understanding that we were to scout this tower while the actual Alkenstar army did something else. If this mission is so critical then why waste time with us? It can't be for deniability; no one uses or cares about this tower anymore. I think our "beloved" general has some explaining to do.

Grand Lodge

Female Human Sorceress (Arcane) 2 | AC 15 T 12 FF 13 | HP 12/12 | F +0 R +4 W +4 | Init +2

To Dijiron:

Dijiron wrote:
I have a question, though. If the general is a Dragon or can turn into one then why does she need us? I can understand the concept of disposable pawns but she saved us from the storm.

"A very insightful question, Dijiron. I have no solid answers, but I suspect she is subject to different rules than the rest of us. Yes, she could transform into a dragon, but she couldn't be healed by simple magic. My best guess is that something about the tower either weakens her or negates her advantages, thus requiring 'pawns' assistance."

Eris seems to hesitate for a moment. "A wilder theory is that her power is tied to the Mana Storms, and the tower's resistance to the storms cuts her off from that power. Though I have little to support that besides a vague feeling."


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

Layla would be fully healed between Eris's initial 6, Shaedo, Sunny, and Ceru (Thanks!), so Eris's recently rolled wand charges can go to healing Beylinda, Stone, and anyone else who would have been injured. Also, GM, what's in Amita's pack?

Layla would scratch her head and start responding to stuff,
"Lulu, I totally get how you feel. We've all been in a haze for two weeks since we left the training camp, and this storm and everything was pretty wild, but the basic idea is pretty simple: Explore this tower, protect this unconscious woman a named Amita, defeat the nasties, and save the world. Got it?
Beylinda, just so you know, the knight we have to defeat may very well BE the woman who's trying to take over the worlds, or whatever. I mean, they might be two different people, but they might not.
Eris, hey, thanks, that's really sweet...but I kinda think Amita bonded with me just cuz I was the one touchin' her when she woke up, or whatever.
Dijiron, Amita's mind is so totally beyond mine, (I could tell when we were bonded), that I'm sure I couldn't understand all her reasons and magic even if I tried, so I'ma just gonna do the best I can with the mission she gave us, cuz I like the world an' I don't want it fallin' t the gobs or fallin' apart or whatever.
Now, did someone say there's some tracks that need checkin'?
"

I hearby take 10 or use the following rolls (whichever is better) cuz we're supposedly not in a stressful situation right now and I think GM Tac is cool with it...
Knowledge (Local): 1d20 + 7 ⇒ (11) + 7 = 18
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Profession (Hunter, esp. of Gobs & other local vermin): 1d20 + 6 ⇒ (13) + 6 = 19
Stealth: 1d20 + 12 ⇒ (20) + 12 = 32
Survival: 1d20 + 6 ⇒ (16) + 6 = 22 (+1 to track) (+2 to avoid getting lost)
Well, whaddya know? They're all better than ten. Sweet!


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

just before departing trough the door Beylinda will briefly reply

Well it doesn't really matter if the knight and the woman are one and the same if she tries to take over the world then she should be stopped


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4
Eris Kaddren wrote:
(Re What Dijiron said)** spoiler omitted **

She is also probably detectable in a way we are not. That is important. If you don't want to work for someone who clearly put her life on the line for us, though, Dijiron, why are you here? Well, besides being trapped in the storm, I mean. You were hired here, you agreed to service, yourself. If you don't trust your employer, you shouldn't work for them.

Ceru waits for results of the track checking.


Shaedo:
While you may be convinced you've seen it before, you're coming up blank, regrettably. You've no idea.

Layla:
After some moments of studying, there are a number of tracks down the right hand passage. At a guess, they're old, but not ancient: weeks, not years. Though there's a layer of dust over them besides, it's easy to see: clearly creatures walked down that direction dragging something with them. Most of the footprints are obscured, but it seems that at least some of the are goblin prints: both normal and the stranger ones you've seen recently.

The door on the left has even fewer, older prints. A husky rotting smell (faint, if distinct) comes from that direction The tail is pretty clear to Layla: six pairs of the strange goblin feet went in and only four came out... and they did so in a hurry.

The middle hall has by far the most and most recent traffic. Much like the great room you're currently in, most of the the dust is far too disturbed to make out detail, though you can clearly see goblin-style defacing down the corridor, and a few goblin prints in the less-disturbed dust near the edges. You can also see that, weirdly, it appears that a few weeks ago a large number of rat-feet (most the size of ordinary rodents, though you mark about three sets dire rat feet) moved in an orderly fashion down on side of the corridor. Doing some quick mental math, you'd guess that it'd be about equal to the swarm you'd briefly seen outside plus the dire rats there (that Lulu handily dispatched).

Ceru would be able to check and confirm that both the outer door and the left door were locked from this side - from this room -, while the middle door was locked from the other side: the hallway beyond.

Beylinda walks down the large fifteen-by-twenty hallway (almost like it were made for giants!) and sees the equally large stairs at the end. They clearly spiral downward, though at a slow rate, again as if built to accommodate large-sized creatures walking as well as medium-sized creatures.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Beylinda will cast a message spell so that she can communicate with those that stayed behind and she will continue to move forward.


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

Lulu was looking (err...chasing Pix) down the not so often used corridor.

or am I Layla, should I change my name to be more Ipad friendly?


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

Beylinda, I hope our mental communication thingie would work even when you go ahead, so I don't think you need that spell right now.

Layla mentals to the group,
"Hey, Beylinda, I can be really sneaky, but I can't see in the dark, so if you want to scout ahead a bit, that's fine. Be careful though!
Now, as for the tracks, here's my guess...
I think a whole bunch o' gobs and weird gobs moved in here some months back and six went down that left passage, but two got eaten by some beastie, so the surviving four came runnin' back this way an locked the door behind 'em, so I suggest we re-lock the door if we can, 'til we're ready to go that way, if we think we ever should face whatever beastie it was.
Then, a few weeks ago, some gobs dragged some big dead somethin' maybe down this right passageway an' left it down there, but otherwise haven't been back.
Then recently that rat swarm came out this main central passage and took up position near the front to guard.
An' all along, tons o' gobs and weird gobs and such have been comin' in an' out this center way.
So... If we wanna explore everything, goin' right an' left first sounds good, but if we wanna get quickly to the heart o' the problem, we may wanna go straight first.
"


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

a back up method of communication doesn't hurt :)

that is the whole point of being sneaky no light , no trace. I'll be fine she whispers back trough her message spell

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