JCServant's Council of Thieves (Inactive)

Game Master JCServant


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Male Human Fighter 5 HP 45/49 | AC 22 (t13 f20) | F+6 R+5 W+5(+6vs Fear) | Perc +10 | Longsword +11, 1d8+6; Greatsword +12, 2d6+8

If he has an opportunity, Beppo will see if there is a way to release his companions from the Beast, preferably without injuring anyone or dumping acid on the crowd.

I may be out of pocket some, so I will go ahead and make a couple of rolls just in case:

know(eng): 1d20 + 7 ⇒ (2) + 7 = 9
perform: 1d20 + 5 ⇒ (16) + 5 = 21

Grand Lodge

Calseinica walks up to you all. She looks a little concerned. So, umm...we're going to get out right? Of the acid? They told me that the beast in the play is basically a tub of acid we have have to go into. Robahl told me not to worry though; that you all have done this sort of thing before, right?


Tiefling M Monk 1(Sohei/MoMS)

"The point is not that we've done this thing before. The point is that we do a lot of things that we've never done before.", Devil says calmly. Hoping to leave his companions more time for their own preparation, he tries to comfort Calseinica with diligent, intelligent preparation.

"Firstly, remove, your stockings, sleeves, anything absorbent and tight to the skin. A sandal may be a bare foot, but it is not a foot in a jar..."

Sense Motive +9 1d20 + 9 ⇒ (16) + 9 = 25
Diplomacy -1 1d20 - 1 ⇒ (11) - 1 = 10

Grand Lodge

She's clearly worried about the next event.

But they told me that these high heel shoes are part of my costume...

In the back you swear you hear laughter.

DC 22 Perception:
...and it is clearly the Visbaronetess.

Grand Lodge

Millech rushes from the storage room in the back. You better hurry up. Curtain raises in a couple of minutes.

2 Minutes


Tiefling M Monk 1(Sohei/MoMS)

Perc +9 1d20 + 9 ⇒ (11) + 9 = 20

"So is a complete set of toes to fill them. Fine, keep them. But when the curtain falls, be rid of all that is acid-sodden. And remember, you are a daughter of Fire; Rage and Passion burn in your heart. You need not fear the beast, it needs fear you."

Grand Lodge

She laughs. I certainly hope so. Though, to be truthful, I've always feared feral creatures of all types. I hope whatever they have prepared doesn't look too realistic. Sometimes the illusionists create monsters so real, I feel like I could pass out from fear!


(RETIRED) Human Alchemist 6 | HP 57 | AC 18 FF 16 T13 | Saves +7/+7/+6 (+4 disease, +2 poison) | Init + 2 | Percep +10

When your inside that thing you'd best hope you don't pass out from the fumes, acid in that quantity is as noxious as anything and if you slip into unconsciousness they'll never find a trace of you let alone your shoes.

He suddenly sees the dawning horror on her face at his completely inappropriate, though sound, summary of events.

So, you know... hold your breath. Ahem... you'll be fine I'm sure.


Tiefling M Monk 1(Sohei/MoMS)

Bemused at this insensitivity, Devil returns to detailing plans as a calming meditation. "Calseinica.", he summons her attention, "If you mean to hold your breath after, rage loudly before, breathe deeply before, rant to the beast, you are not a stone in its gizzard, you are a bone in its throat, a hook in its mouth... you are its poison!" He meets her eyes. "And breathe deeply, between."

Grand Lodge

Let's go!

You go out and perform the fourth act as written.

Performance checks by everyone.

Near the end of this act, a huge and curious sculpture of iron, polished wood, and green glass is wheeled onto the stage from behind the back curtain. The sculpture is that of a vast serpent, it’s mouth large enough for a Medium creature to slip inside, its belly made of transparent but very thick glass. The “Beast’s” tail is raised high and its head kept low so that a person on the stage can climb in easily.

I need to know what order you all climb into it. Only one person can fit in per round.


Tiefling M Monk 1(Sohei/MoMS)

Perform -1 1d20 - 1 ⇒ (5) - 1 = 4

The dwarf trips over his bagpipe, his crimson wig falling from his head, skittering beyond arm's reach. As one or another move to help him up, he pretends to be belting up his kilt, and whispers, "Strongest on the bottom; strongest in first", under his crimson beard.

Silver Crusade

Male Human Priest Lvl 5; 32 HP; AC:17 [14F/15T]; P+6; [+5F+5R+8W]; [S1:3-S2:4-S3:1-1C-4L]

Kyle makes busy as an extra in the play. Performing as well as a priest can thrown in a surprise production. He stands ready to help the others when needed. When the beast is brought out he can't stop staring at the contraption.

Perform: 1d20 + 2 ⇒ (8) + 2 = 10


Apologies, got caught in an unexpected meeting and could not post at all... Can I retcon simply for Tessai to remove her armor?


Perform: 1d20 - 2 ⇒ (18) - 2 = 16

Tessai steps forward, again assuming the arrogance and aggressiveness of her character at least decently as she approaches the others with a wicked smile - "I go in first... It is my turn to step up..."


(RETIRED) Human Alchemist 6 | HP 57 | AC 18 FF 16 T13 | Saves +7/+7/+6 (+4 disease, +2 poison) | Init + 2 | Percep +10

perform: 1d20 ⇒ 7

Brandon cavorts around stage half heartedly, his eye constantly drawn back to the imposing metal contraption.

Someone is going to pay for putting us through this.

Edmond:
That's the spirit, Brandon. But for now, best steel yourself for what's about to come. My advice would be to let all the rest climb in first but I know you won't stand for that. Misguided sense of honour and all that.

True enough, Brandon whispers to Correllon when he is able. I'm going in. Wish me luck.


Male Chelaxian-Human Ranger 4 | HP 44 | AC 18 FF 15 T13 | Saves +6/+8/+3 | Init + 4 | Percep +10

Perform: 1d20 + 3 ⇒ (17) + 3 = 20

Aemon jumping about the stage upping the excitement for the beast that has just entered, takes his final steps towards its mouth and steps in third.

"The jaws of a beast we make our selfs, I've been here before...

Grand Lodge

Tessai took off her armor before the performance.

So, Tessai goes in first, then Brandon, Aemon, Corellon and Calseinca.

The glass belly is half filled with acid—As you expected as you clamber into the Beast’s maw and slide down into its transparent belly,

Once all five actors are in the belly, stagehands dressed as lemures lumber out and tug on the sculpture’s head and tail, which wheel about on a set of rollers around the transparent belly so that the tail hangs low and the head rears high.

Out first is to resolve the situation of our brave heroes as they went into the belly. Tessai went in first, and has been waiting the longest. It takes one round for the lemur's to position the head and tail. That means that so far, each hero has spent the following amount of time in the acid.

Tessai: 6 rounds
Brandon: 5 rounds
Aemon: 4 rounds
Corellon: 3 rounds
Calseinca: 2 rounds.

For each round, each of you must make a DC 12 Fort Save first. If you fail, you are sickened for the rest of the act and do not make further fort saves. Sickened characters takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Furthermore, each round, the acid in the creature’s belly inflicts 1d6 points of acid damage—a DC 15 Reflex save is enough to scramble and avoid acid damage for 1 round. Please use a format similar to below to show your rolls. Again, once you fail a fort save, you no longer do them. Please summarize your condition at the bottom.

Calseinca's Rolls wrote:

Calseinca Fort Save for 1st Round: 1d20 + 1 ⇒ (13) + 1 = 14

Calseinca Reflex Save for 1st Round/Dmg: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 81d6 ⇒ 3

Calseinca Reflex Save for 2nd Round/Dmg: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 201d6 ⇒ 3Woot!

Calseinca is sickened. She took 3 points of damage total. (10/13 Left)

After you've posted that, post your suggestions for how to get out of this beast. You can post OOC discussion in the discussion tab. A round will pass at 12 noon EST or when all actors have posted, whichever happens first (oh, and if I happen to be at the keyboard!)


Male Chelaxian-Human Ranger 4 | HP 44 | AC 18 FF 15 T13 | Saves +6/+8/+3 | Init + 4 | Percep +10

Fort Save 1st Round: 1d20 + 5 ⇒ (15) + 5 = 20

Reflex Save 1st Round: 1d20 + 7 ⇒ (8) + 7 = 151d6 ⇒ 6

Fort Save 2nd Round: 1d20 + 5 ⇒ (10) + 5 = 15

Reflex Save 2nd Round: 1d20 + 7 ⇒ (7) + 7 = 141d6 ⇒ 1

Fort Save 3rd Round: 1d20 + 5 ⇒ (5) + 5 = 10

Reflex Save 3rd Round: 1d20 + 7 ⇒ (12) + 7 = 191d6 ⇒ 1

Reflex Save 4th Round: 1d20 + 5 ⇒ (2) + 5 = 71d6 ⇒ 4

Aemon is sickened. He took 5 points of damage total. (17/28 Left)

Aemon moving about in the belly of the beast dodges the acid but get's caught out when he becomes sickened from the acid and get burnt.


Half-Elven Rogue Lvl 2 HP 15/15 INIT+6 AC 16 CMB+3 CMD+17 Rapier/S. Sword (+6/+3 Dual +5,+1) 1d6+2/18-20x2, 1d6+2/19-20x2 Short Bow (+5) 1d6+2/x3 (F:0 R:6 W:0)

Fort 1: 1d20 + 1 ⇒ (15) + 1 = 16
Ref 1: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 ⇒ 5

Fort 2: 1d20 + 1 ⇒ (5) + 1 = 6
Ref 2: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Damage: 1d6 ⇒ 6

Ref 3: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Damage: 1d6 ⇒ 6

sorry about no RP, in a meeting.


Fort Save 1st Round: 1d20 + 4 ⇒ (20) + 4 = 24
Reflex Save 1st Round/Damage: 1d20 + 4 ⇒ (1) + 4 = 51d6 ⇒ 3

Fort Save 2nd Round: 1d20 + 4 ⇒ (18) + 4 = 22
Reflex Save 2nd Round/Damage: 1d20 + 4 ⇒ (4) + 4 = 81d6 ⇒ 5

Fort Save 3rd Round: 1d20 + 4 ⇒ (20) + 4 = 24
Reflex Save 3rd Round/Damage: 1d20 + 4 ⇒ (1) + 4 = 51d6 ⇒ 2

Fort Save 4th Round: 1d20 + 4 ⇒ (16) + 4 = 20
Reflex Save 4th Round/Damage: 1d20 + 4 ⇒ (11) + 4 = 151d6 ⇒ 5

Fort Save 5th Round: 1d20 + 4 ⇒ (2) + 4 = 6
Reflex Save 5th Round/Damage: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 101d6 ⇒ 5

Reflex Save 6th Round/Damage: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 101d6 ⇒ 2

Tessai feels claustrophobic and trapped inside the gigantic contraption - she tries to avoid the acid as best as possible while she patiently waits for the others to leave the thrice damned hell hole... But she isn't very successful at her attempts.

As she spews out from the monster's "mouth" she looks haggard and burned in many places, flesh exposed here and there, her eyes gleaming with a mix of pain and anger.

Perform: 1d20 - 2 ⇒ (10) - 2 = 8

She has no will nor disposition to perform for their audience, wanting simply to tilt the construction over to bathe their blood lusting audience in the acid that has just assaulted her body.

Lucky me, managed the Fort saves, but missed almost all the Reflexes, even without the Sickened penalty - bah...

Spoiler:

Tessai takes 17 points of acid damage > 9 hp left?

Silver Crusade

Male Human Priest Lvl 5; 32 HP; AC:17 [14F/15T]; P+6; [+5F+5R+8W]; [S1:3-S2:4-S3:1-1C-4L]

Could the actors outside help? Could they try to throw a rope down the beasts throat, maybe climb on the beasts head to try to tilt it forward?


Tiefling M Monk 1(Sohei/MoMS)

Ah, Tess? I don't think you're out. I think you've only just got everyone in

The clownfish dwarf, his wig reclaimed, capers about the stage, worrying in the fashion of a mime, with wringing hands and overdone expression, the latter hidden by his costume beard. Finding himself among the lemures, he struggles with cowardice and woe, and no small fear of the ghostly minders of the great beast.

Set up for maximal adjacent AoO on rope-holders. When someone starts working on tipping the thing back down, and the lemures work to prevent it, we'll try another Dragon's Tail like with the archers.

Grand Lodge

Please put the summary of what happened at the bottom. Thank you.

As the head locks into a position about 10 feet above the floor, and you hear a solid click. A number of small gears whirl about as it does so.

Without sufficient engineering knowledge, you are unsure what will happen if you substantially damage or apply substantial force against the contraption. Remember, it has a vat of acid large enough to have 5 medium creatures swimming in it, and the orchestra pit is only a dozen feet away.


Male Human Fighter 5 HP 45/49 | AC 22 (t13 f20) | F+6 R+5 W+5(+6vs Fear) | Perc +10 | Longsword +11, 1d8+6; Greatsword +12, 2d6+8

As the others climb in, Beppo stands to stage left, looking like a frightened gypsy prince, perform(act): 1d20 + 5 ⇒ (13) + 5 = 18, and examines the "beast" carefully.

Take 10 on engineering check as the group climbs in, for a 17 total. Hey, can I add a hero point to that as well, for a 21?


(RETIRED) Human Alchemist 6 | HP 57 | AC 18 FF 16 T13 | Saves +7/+7/+6 (+4 disease, +2 poison) | Init + 2 | Percep +10

Fort R1: 1d20 + 5 ⇒ (19) + 5 = 24
Ref R1: 1d20 + 5 ⇒ (8) + 5 = 13
damage R1: 1d6 ⇒ 1

Fort R2: 1d20 + 5 ⇒ (19) + 5 = 24
Ref R2: 1d20 + 5 ⇒ (14) + 5 = 19

Fort R3: 1d20 + 5 ⇒ (13) + 5 = 18
Ref R3: 1d20 + 5 ⇒ (6) + 5 = 11
damage R3: 1d6 ⇒ 2

Fort R4: 1d20 + 5 ⇒ (6) + 5 = 11
Ref R4: 1d20 + 3 ⇒ (12) + 3 = 15

Ref R5: 1d20 + 3 ⇒ (17) + 3 = 20

Brandon takes a gasp of the foul acid-filled air and starts heaving but despite this remains nimble enough to dodge most of the acid.

HP=27/30

Climb Aid Another: 1d20 + 3 ⇒ (8) + 3 = 11

He tries to give a boost to whoever is climbing out of the beast first.


Tiefling M Monk 1(Sohei/MoMS)

Owing this perform check:
perform -1 1d20 - 1 ⇒ (8) - 1 = 7
...at least the spotlight is on the bellyfulls

Grand Lodge

Engineering:
With the beast being made mostly of a combo of both steel and hard wood, hacking at it with a sword would take some time. Ironically enough, a strong enough acid could eat through the steal beams that provide the bulk of the structural support. Though you don't believe so, enough fire damage may possibly destroy enough of the wooden supports enough to fell the 'creature' but at the risk of catching the entire house on fire.

The belly seems to be made out of very thick, hardened glass. Even a full swing with a blunt weapon would have a hard time with it. If it were to break, you believe there is a decent chance most of it could end up in the pit. It definitely has enough acid to cause major issues for the orchestra, and perhaps other issues you do not foresee.

Finally, the thing is very large, and very heavy. Topping it over does not seem viable.

Grand Lodge

Performance is now 402

Status
Beppo (31/31 ),
Corellon (18/18 Larazod, 2 CON dmg (3 hps), Sickened),
B Devil (25/25 ),
Kyle (20/20 ),
Aemon (23/28 Drovalid, Sickened),
Edmond (27/30 Tybsin),
Tessai (9/26 Dentris, Sickened),
zCal (Perfect, Sickened, ),

As the beast locks into it's upright positions, you see that the way out, the throat is smooth and impossible to climb, save for a series of tiny hooks that hang from the sides—these allow a Climb check (DC 20) to escape (one person at a time). Failure by less than 5 indicates that the climber makes no progress—failure by 5 or more indicates the climber takes 1d6 points of slashing damage from the spikes. A character at either end (perched in the Beast’s mouth or still within its belly) can aid another character climbing in the throat by making DC 10 Climb checks. There’s only room for one person in the Beast’s mouth at a time, though, and as a character clambers up into the mouth, anyone already there must either slide down into the throat or drop to the ground 10 feet below (1d6 points of falling damage; DC 15 Acrobatics check negates).

As one of you suggested, you may also balance on another's shoulders to reach the maw. To form such a tower, each one in the tower must make an Acrobatics check (DC 15); the failure of any check results in that character falling, taking anyone above him down as well. (Thankfully, it should only take two). You all can lift up to twice their maximum load (a character with 10 Str can therefore lift 200 pounds); however, a Strength check (DC 10) is required to keep hold in the sweaty and damp acidic conditions.

To summarize, each player inside has three choices.

If you wish to climb out on the hooks, it's a DC 20 Acrobatics. If you roll a 15 or less, you fall back into the acid and take d6 of damage. If you succeed, you must roll another DC 15 to land outside, otherwise you take another d6. Only one person can get out per turn.

If you wish to be the base of the pyramid, You roll a DC 15 acrobatics AND DC 10 Strength. If you fail, you've simply wasted your turn (and spend more time in the acid).

Assuming someone succeeded in being the pyramid base, and you wish to climb on someone to get out, It's a DC 15 check. Failure means you take 1d6 of damage. Success means you got out. Remember, only one person can get out per turn.

If you are outside and you want to aid another
Someone has to declare (and succeed the checks) to be the base of the pyramid. The 2nd person must climb on him/her (DC15 Acrobatics or take 1d6 falling) and then make a DC 10 Climb to aid the people inside trying to get out (giving them a +2 on their succeeding rolls).

So, please post what you wish to attempt to do. If you want to be the base of a pyramid (either inside or outside to help them get out), you must roll an acrobatics 15 and str check 10. Once someone is established as the pyramid bottom (either inside or outside), the next person can get to the 'top' with an acrobatics 15. If you fail it, you fall (1d6 damage).


Male Human Fighter 5 HP 45/49 | AC 22 (t13 f20) | F+6 R+5 W+5(+6vs Fear) | Perc +10 | Longsword +11, 1d8+6; Greatsword +12, 2d6+8

Next time, remind me to get some acid flasks...

Re: Engineering:
How about how the thing operates? Can we see how to reset the beast? What about the click?

Grand Lodge

Click!:
Once the stage hands move it to an upright position, several mechanisms locked into place to insure that the head could not easily move back down (and the tail back up). If there's an easy way to release all those mechanisms to allow the beast to reset back into a head down position, you can't see it from here.


Tiefling M Monk 1(Sohei/MoMS)

Devil's got poor STR, great Acro, +5 Climb... Do I read correctly that Beppo, say, needs a DC15 Acrobatics check to hold still while Devil climbs on him? Can we who are not taking Acid damage Take 10? That would make it work so Kyle could Tk10(for15) to be base, Devil could Tk10(19) on top of him, and Tk10(15) to Aid another with Climb.

Grand Lodge

Good questions. "When your character is not in immediate danger or distracted, you may choose to take 10".... so outside the beast, that's an option for the base person only. However, since the person climbing to the top is in immediate danger of falling and taking a d6 of falling damage, he must roll. As far as the aid another, Take 10 is never an option for that.

Skill Rules wrote:
You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.)

For those of you inside the beast, unless your character has immunity to the acid damage, you are distracted so you cannot take 10 to be the base, unfortunately. As far as the acrobatics check, BD, I guess it's a DC 15 acrobatics to hold still because it can be hard to remain balanced with all that weight on top of you.


Male Human Fighter 5 HP 45/49 | AC 22 (t13 f20) | F+6 R+5 W+5(+6vs Fear) | Perc +10 | Longsword +11, 1d8+6; Greatsword +12, 2d6+8

Beppo moves toward the beast, hollering Egads! The beast will eat anything, but not himself! He turns to the crowd: Discuss.

Beppo takes a closer look at the locking mechanisms as he approaches the beast. Engineering, if needed: 1d20 + 7 ⇒ (3) + 7 = 10 He hesitates momentarily to see what Devil and Kyle are going to do.

Beppo has good Str (+3), lame Acro (+2), and good climb (+7). He will climb on Kyle if Kyle wants to be the base; otherwise, he will take the big fighter role of base, even though his acro skill sucks.


Half-Elven Rogue Lvl 2 HP 15/15 INIT+6 AC 16 CMB+3 CMD+17 Rapier/S. Sword (+6/+3 Dual +5,+1) 1d6+2/18-20x2, 1d6+2/19-20x2 Short Bow (+5) 1d6+2/x3 (F:0 R:6 W:0)

Acro +8, Climb +6, Str +2 why don't I be the base? Or go on top.


Tiefling M Monk 1(Sohei/MoMS)

Alright, Devil will climb on Kyle or Beppo if offered. Or if not, will support either as a base. Devil's Acro:+9, Climb:+5.

GM:
Please do review whether Kyle's shoulders are 10' up, inflict 1d6 falling, and thus prevent Take 10; one less die roll (especially when it costs us a round getting back to our station) might keep us from the 'nobody died' threshold.


Half-Elven Rogue Lvl 2 HP 15/15 INIT+6 AC 16 CMB+3 CMD+17 Rapier/S. Sword (+6/+3 Dual +5,+1) 1d6+2/18-20x2, 1d6+2/19-20x2 Short Bow (+5) 1d6+2/x3 (F:0 R:6 W:0)

Acro +8, Climb +6, Str +2 why don't I be the base? Or go on top.

Gotta run back in - here are some rolls just in case

GM Only so as not to meta too much:

STR: 1d20 + 2 ⇒ (1) + 2 = 3
Acro: 1d20 + 8 ⇒ (15) + 8 = 23
Climb: 1d20 + 6 ⇒ (18) + 6 = 24


Tiefling M Monk 1(Sohei/MoMS)
Beppo van Drotske wrote:

Beppo moves toward the beast, hollering Egads! The beast will eat anything, but not himself! He turns to the crowd: Discuss.

Beppo has good Str (+3), lame Acro (+2), and good climb (+7). He will climb on Kyle if Kyle wants to be the base; otherwise, he will take the big fighter role of base, even though his acro skill sucks.

Discuss: LOL

STR not important for us outside. I think our best shot is Kyle under Devil, and maybe with you 'adjacent' to Devil, you can Aid his Acro or Climb check? (which is just Aiding Another, but still...) Acro failures really cost us, we'll need another round to set up again. So maybe you have to stand by ready to jump up if Devil falls, and vice versa?

This is assuming we have the full support of the church. :)

Grand Lodge

BD:
I believe the 10 ft rule is an approximation. If you fall a a few feet more or less, you still take the damage. A lot of PF is arbitrary abstraction, but IMHO, If you fall off someone's shoulders clumsily, its going to hurt. A GM might rule it's a d4 instead of a d6 or non lethal instead of lethal, but, regardless, I would still rule it's not a walk in the park.

One final thought, you're basically STANDING on their shoulders too...in order to get high enough to where you can actually reach in and pull someone else up. Wow...just thinking about it...there's so many ways for that to go wrong! Ouch.

Grand Lodge

"The base" on the outside can take 10 on both STR and Acro, if that helps.

Silver Crusade

Male Human Priest Lvl 5; 32 HP; AC:17 [14F/15T]; P+6; [+5F+5R+8W]; [S1:3-S2:4-S3:1-1C-4L]

Kyle will try to act as the base.

acrobatics: 1d20 + 4 ⇒ (2) + 4 = 6
Strength = 10 (take ten)

He falls over getting into position.


Male Human Fighter 5 HP 45/49 | AC 22 (t13 f20) | F+6 R+5 W+5(+6vs Fear) | Perc +10 | Longsword +11, 1d8+6; Greatsword +12, 2d6+8

Beppo stands in as the base.

acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9
Beppo can and will take 10 on any Str or Climb check

oof.

Grand Lodge

Hmm...a reminder here (not that I think it would help in this round)...if Beppo or Devil is willing to 'aid another' here, they can give you a +2 on one or both those rolls (Basically helping to stablize and support you). After all, you only need one of you to climb on top...

I just need to know what the people inside the beast are doing now.

Status
Beppo (31/31 ),
Corellon (18/18 Larazod, 2 CON dmg (3 hps), Sickened),
B Devil (25/25 ),
Kyle (20/20 ),
Aemon (23/28 Drovalid, Sickened),
Edmond (27/30 Tybsin),
Tessai (9/26 Dentris, Sickened),
Calseinica (Perfect, Sickened, ),


Tiefling M Monk 1(Sohei/MoMS)

Kyle's profile says his Acro total is +5. Take 10 would get you 15. Kyle is a perfectly stable base, if he doesn't roll for it.

Rushing from all about the beast room, the three uneaten supporters of Larazod all collide in the finest tradition of Stoogish Slapstick.

:)

Say... next round, Kyle act as base, Devil can be at the maw, and Beppo can catch the pretty girl, saying something appropriately Gypsy.


(RETIRED) Human Alchemist 6 | HP 57 | AC 18 FF 16 T13 | Saves +7/+7/+6 (+4 disease, +2 poison) | Init + 2 | Percep +10

This could really suck. Waiting to see who is climbing out first, hero points most definitely going to be used here.

Grand Lodge

Err, wait a minute...a STR check is not needed for the people OUTSIDE the beast...only inside because of the conditions.

He had to roll, BD, because his armor is still on, imposing a -1 penalty to Acro check (For a 14 on take 10). And if the person going on him still had their armor on, they may be too heavy for his 11 STR.

Grand Lodge

On the inside, you have about 2 more hours to tell me what you want to do. And if you're inside, you should first roll your Reflex (Dc 15) and d6 damage as appropriate, as the damage happens at the beginning of the round.

Silver Crusade

Male Human Priest Lvl 5; 32 HP; AC:17 [14F/15T]; P+6; [+5F+5R+8W]; [S1:3-S2:4-S3:1-1C-4L]

Next round Beppo can help me take ten. I should be able to support BD. The two of us acting as base.


(RETIRED) Human Alchemist 6 | HP 57 | AC 18 FF 16 T13 | Saves +7/+7/+6 (+4 disease, +2 poison) | Init + 2 | Percep +10

reflex: 1d20 + 3 ⇒ (17) + 3 = 20

Brandon continues to avoid the acid and, seeing how badly burnt Tessai is, hands her an extract of CLW.

Drink it! Or you won't live long enough to climb out of here!

1d10+3

Aemon, make a base. Help everyone out!


Male Chelaxian-Human Ranger 4 | HP 44 | AC 18 FF 15 T13 | Saves +6/+8/+3 | Init + 4 | Percep +10

reflex: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15 1d6 ⇒ 4

Aemon keeping out of the acid attempts to get him self in position for people to climb out over him.

"I'm going to form a base for people to climb out, lets move!"

acrobatics: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
strength: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19

i'd like to use my last hero point to re roll the acrobatics

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