MiniGM's Council of Thieves

Game Master Vuvu

Council of Thieves Map


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M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9

C'mon Exxor, we're going to take a big hit. Of course with a 10 Con, too many grubs could kill you. But you made that first save!!


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Male Half-elf Expert 8 / HP:39|40 / AC:20 T:14 FF:16 / F+3 R+9 W+8 / Init +8 / CMB+4 CMD 17 /

Exxor gives in to peer pressure....

In spite of his misgivings, Exxor lets the grub burrow in more. Apparently the crowd mistakes his pain for pleasure as more blood is splattered upon the stage....

Perform (Act): 1d20 + 1 ⇒ (20) + 1 = 21
Fort Save: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d6 ⇒ 5


Unnamed

So 10 damage we will add the two d6 together since it is 2damage dice for you

Can't recall if you take con damage w that save I'll chexk

Waiting in hippa


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vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

Trial by Pleasure: Hippa
Round 1
At what point do I say No? This is dangerously decadent. But, OH! So delicious! Pulling up her garish sleeve she dangles the rot grub from the two-tined fork, smiles enticingly at the others… Then changes her mind as she instead hikes up her skirt showing quite a bit of thigh as drops the grub onto her brown flesh.
Perform 1d20 + 2 + 3 + 5 ⇒ (18) + 2 + 3 + 5 = 28
Dropping to the floor in the heat of the moment, OOOOOOooooo Yes! She brandishes her own blade and chases the little booger, slicing away until she finds it, pierces it and holds the bloody reward for the audience’s voyeurism.
Fort save 1d20 + 2 ⇒ (14) + 2 = 16 vs DC17
Dmg 1d6 ⇒ 6
Heal check1d20 + 8 + 6 ⇒ (5) + 8 + 6 = 19 vs DC20


Unnamed

The grub burrows deeper

1d20 + 2 ⇒ (7) + 2 = 9 fort
1d20 + 8 + 6 ⇒ (14) + 8 + 6 = 28 heal
2d6 ⇒ (4, 2) = 6 damage

Hippa pull she grub out, after taking 4 con


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vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

Trial by Pleasure: Hippa
Round 2
Feeling the blood loss so soon, she screams out in a multitude of tongues, naming gods and goddesses, Tis not the Grub I hold aloft! OH Sweet Sweet ecstasy! She once again plunges the knife within, this time to cut ahead of the grub.
Fort damage -2 round one, Con12-2
-6hp
Dmg 2d6 ⇒ (2, 1) = 3
Heal check1d20 + 8 + 6 ⇒ (20) + 8 + 6 = 34 vs DC20


Unnamed

The crowd goes wild.

+20 popularity


vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

Ya ninja'd me by less than a minute. Well played good sir.


Male Half-elf Expert 8 / HP:39|40 / AC:20 T:14 FF:16 / F+3 R+9 W+8 / Init +8 / CMB+4 CMD 17 /

I took the Con damamge from the failed save... I noted it in my section. I have no Con bonus, so I actually adjusted my HP by -4 to account for the current penalty.

Well played Hippa, ninja'ed or not!!


Unnamed

just set it correctly on the map Exxor and we are good to go


Unnamed

EVERYONE READ THE FOLLOWING FOR THE NEXT ACT OR YOU WILL CERTAINLY DIE

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. The glass belly is half filled with acid—the actors
must clamber into the Beast’s maw and slide down into its
transparent belly, one per round. 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. Once this is done, the
PCs within must climb up the beast’s throat and out of its
upraised maw before the acid kills them.
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 PC at a time). A PC
may also balance on another PC’s shoulders to reach the
maw. To form such a tower, each PC 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. PCs 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.

Torment—Acid One PC may enter the Beast per round, and
it takes 1 round to reconfigure it into its “escape” position,
at which point the PCs may each attempt to clamber up
the slippery throat to freedom. Each round, the acid in the
creature’s belly inflicts 1d4 points of acid damage—a DC 15
Reflex save is enough to scramble and avoid acid damage for 1
round. The fumes in the belly are acrid as well, and each round
a creature spends inside the belly it must also make a DC 12
Fortitude save or be sickened for the remainder of this act.

Torment—Escape The otherwise smooth inside of the snake’s
throat is lined with small spikes that provide razor-sharp handand
footholds that spring into position once its head and tail
switch position. It’s a DC 20 Climb check to clamber up from
the Beast’s belly, but the throat is narrow enough that only one
character per round may attempt the check. Failure by less than
5 indicates that the climber makes no progress—failure by 5 or
more indicates the climber takes 1d4 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

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

O.o Going to have to read that a few times to make sense of it

Liberty's Edge

Male Half-orc Warrior 4/Expert 1
Combat:
Throwing Axe Melee +10 (1d6+4) | Throwing Axe Ranged +8 (1d6+5) | Morning Star +9 (1d8+4)
skills:
Climb +8, Disable Device +5, Escape Artist +5, Intimidate +10, Knowledge (dungeoneering) +6, Knowledge (local) +11, Knowledge (nobility) +6, Perception +7, Sleight of Hand +5, Stealth +8, Swim +8
Vitals:
HP 47/47 | AC:17, T:11, F:14 | CMD:19, CMB:+8 | Save (F+6, R+2, W+3) | Init:+1 | Perc: +7 | Shirona (Pygmy Hippo)

Yikes! This could be painful.


Male Half-elf Expert 8 / HP:39|40 / AC:20 T:14 FF:16 / F+3 R+9 W+8 / Init +8 / CMB+4 CMD 17 /

If I read and understand this correctly...Mini will you confirm:

Round 1 = PC1 enters.
Round 2 = PC2 enters. PC 1 rolls saves-Ref(15/1d4 acid)/Fort(12/Sickened) Sickened = -2 attack, damage, saves, skill and ability checks.
Round 3 = PC3 enters. PC 1+2 roll saves as above.
Round 4 = PC4 enters. PCs 1,2,3 roll saves as above.
Round 5 = PC5 enters. PCs 1-4 roll saves as above.
Round 6 = Lemurs reconfigure the serpent. All PCs roll saves as above.
And now we finally have to try to get out - which at BEST is another 5 rounds. Assuming we all climb-acrobatics without cutting ourselves on the hooks.
Then fall to the floor and take another 1d6.

Based on hit points, I think Hippa should be PC5 and Exxor PC4 for entry... need to think about how to get us all out without killing one or all of us!!


Unnamed

that is correct, but each person only has to make the save once against the sickened effect. You will also note that I lowered the damage from d6's to d4's so you are welcome!

There is a short break between acts, with musical interludes this time. [ooc] IE time to take scrolls and potions, talk to people if you want to see if they have a supply you don't have etc. Ask for anything you want, but I am going to limit each player to 2 requests

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

so the break is between the deathtrap and the action? well go big or go home any chance for a

requests:
1). potion of aid and/or 2.)potion of resist energy acid the ten one would be fine, anything to get a round or 2 extra int the tube
i imagine Brannock or I would be first,followed by i guess Audi, exxor then miss Hippa, same order out? man this is gonna hurt >.> Remind me to give that pathfinder woman a good glare!


Unnamed

Tramtirs only:

no reporting on how this goes until everyone has a chance to make their requests

Tram quickly chats with his friends, while the device is being set up

1d100 ⇒ 88 Tram is handed a potion of aid but is told. Now look here, I was saving that so you are going to owe me big time if you take it. I don't want any money, I just want a favor, I wont ask you to kill anyone, but you won't be able to say no. Got it? Millech the hump says. He is a misshapen dwarf that runs back stage

1d100 ⇒ 65 Tram also finds a stage hand that worked in an alchemy shop for a bit, and for 20 gold he offers Tram a salve. Mostly various fats, but I found when I was working in that shop that it kept me from getting scarred up when spills happened. I might even be willing to sell you the recipe if you make it out alive. [ooc] if you buy it I will tell yo what it does.

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

MINIGM:

He contemplates what the mishapen dwarf said only frowning slightly. Here was hoping he didnt have to date the dwarfs sister or the like. I can promise I will do what I can for your favor. If its in my power to give I will certainly do so.
taken literally right before they go on stage prerolled it in case its all a secret?
aid!: 1d8 + 1 ⇒ (8) + 1 = 9

At this point he trusts the stage hand at his word. If it works very well Im sure I might find a few more coins to pass your way my good man, this play certainly has went off relatively well so far, i would like to keep it that way.

Yeah I'll purchase it I figured the potion of resist energy might have been too easy a win *lawls* Heres to hoping it doenst backfire eh?


Unnamed

Tram:
You pay the man, and grease yourself up. You smell TERRIBLE -2 to any CHA checks you make with someone within 10 feet of you. So no big deal with your performing but if you tried a dipole check on a guard or whatever you would get the minus.

It will last for 1d8 ⇒ 4 minutes before it wears off. You have Acid Resist 3 for that time.

EVERYONE NOTE THAT YOU ARE MAKING YOUR REQUESTS LITERALLY AT THE SAME TIME SO NO ONE KNOWS WHAT THE OTHERS ARE TRYING TO GET AND NO ONE GETS TO READ WHAT THE OTHERS GET

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

MINIGM:
Oh joy! no wonder im the ladies man... err wait, I fail at that too *lawls*


M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9

MiniGM:

Audi takes advantage of the break in the action to mingle with the crowd. He looks with mock horror at the contraption wheeled out for the next act and confides, "I fear your hero might not make it through the next act without a bit of aid." He makes sure his whip scars and the grub hole are clearly visible to garner sympathy. "My friends, this is your chance to seize a vital role in tonight's play. Would any of you be able to help poor Lazarod with the next act. A potion of bear's endurance or potion of spider climb would be most welcome and I shall be sure to work you into the next act or entertain you at the afterparty if publicity is not your thing."
Diplomacy: 1d20 + 17 ⇒ (20) + 17 = 37


Unnamed

2d100 ⇒ (77, 66) = 143

audi:
Well I don't have any of those, but I can let you borrow these and you can have this potion

Potion of aid and some sticky gloves, used for working with pipes which will give you +3 to climb


M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9

MiniGM:

"Well those will certainly help and you'll certainly still be on the edge of your seat to see if Lazarod survives too! Thank you very much!"

Liberty's Edge

Male Half-orc Warrior 4/Expert 1
Combat:
Throwing Axe Melee +10 (1d6+4) | Throwing Axe Ranged +8 (1d6+5) | Morning Star +9 (1d8+4)
skills:
Climb +8, Disable Device +5, Escape Artist +5, Intimidate +10, Knowledge (dungeoneering) +6, Knowledge (local) +11, Knowledge (nobility) +6, Perception +7, Sleight of Hand +5, Stealth +8, Swim +8
Vitals:
HP 47/47 | AC:17, T:11, F:14 | CMD:19, CMB:+8 | Save (F+6, R+2, W+3) | Init:+1 | Perc: +7 | Shirona (Pygmy Hippo)

Brannock's Request:
I will ask for a potion/scroll of acid resistance and a potion/scroll of spider climb


Male Half-elf Expert 8 / HP:39|40 / AC:20 T:14 FF:16 / F+3 R+9 W+8 / Init +8 / CMB+4 CMD 17 /

Exxor Request:
Exxor will ask for a potion of levitate. He is also going to request a 10' length of chain, or at least rope.


Unnamed

ah shoot, these didnt show up, I was just coming to give you guys a hard time, I will just wait for hippa to be recovered


Unnamed

Brannock:

2d100 ⇒ (24, 73) = 97

Branch asks for some supplies in his gruff angry way and scares the first stageahnd away, the second one frowns and pulls off his gloves.

I want these back but they should help you climb a bit

You have a masterwork climbing tool

Ex:

2d100 ⇒ (8, 1) = 9 Exxon asks for the potion of levitate, and the laughter that ensues drowns out his other request.

the dice say you get nothing!


Male Half-elf Expert 8 / HP:39|40 / AC:20 T:14 FF:16 / F+3 R+9 W+8 / Init +8 / CMB+4 CMD 17 /

Mini:
Damn dice! (Oh, well...)


vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

Mini:
Hippa asks for tub of pig grease and leather gloves, as much as she can pocket(failing that she grab rags). She'll adjust one of her fashion accessories as a scarf to cover her lower face. The scarf may not be effective but the effort is there. The pig grease will be liberally lubbed on her body before costume attire is put on. It may protect her a round or two. The leather gloves, well, that is self-explanatory.


vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

Hippa will check the health of all concerned. She will heal those that need it via spell or if enough need it a healing burst from the one of the gods.
Hippa's rapid-fire gnomespeak is much slowed and she takes pains to make sure each and every word is enunciated.
"Many eyes are upon us, including a few others," she jingles her fetish bracelet, "This is a deathtrap and the potential rewards may not be worth it. However, a couple of these," she points to one and then another, "do enjoy our suffering and derive satisfaction from it. Enough to extend it for what THAT is worth. If you find yourself weakening, I'll not bother questioning it and beg the gods' healing for all of us. I'll know not what they gift but be willing to give thanks regardless.


Unnamed

Hippa:

2d100 ⇒ (28, 70) = 98

Hippa is given a pair of gloves, that will give her a +1 to climb and she does get some pipe grease, it will give her Acid Res 1 for 1d3 ⇒ 1 rounds

ok guys you have the rules for how to do this thing, what is your order going to be?


M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9

Audi has 1 point of non-lethal damage and 2 points of Con damage. That means he sits at 18 hps with 1 hp of non-lethal. If there is anything we can do to heal the Con damage (which others are also suffering from), we should. However, I don't think any of us have means to do so.


vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

No. Not yet.


M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9

Ok, putting it out there (minor mods to Exxor's plan):
Round 1: Brannock enters
Round 2: Tram enters. Brannock rolls Ref (15/1d4 acid) and Fort(12/Sickened)
Round 3: Audi enters. Brannock and Tram roll Ref (15/1d4 acid) and Fort(12/Sickened)
Round 4: Exxor enters. Brannock, Tram, and Audi roll Ref (15/1d4 acid) and Fort(12/Sickened)
Round 5: Hippa enters. Brannock, Tram, Audi, and Exxor roll Ref (15/1d4 acid) and Fort(12/Sickened)
Round 6: Lemurs reconfigure the serpent. Brannock, Tram, Audi, Exxor, and Hippa roll Ref (15/1d4 acid) and Fort(12/Sickened)
Round 7: Whoever is in worst shape (remaining hp) tries to climb out, everyone else (4 people) aids. Everyone still in the belly rolls Ref (15/1d4 acid) and Fort(12/Sickened)
Round 8: Next worse shape tries to climb out. Everyone in belly (3 people) and person in mouth aid (still total of 4 potential aids), then person in mouth drops to floor (Reflex save or 1d6). Ideally we have one person all the way out, one in the mouth, and three in the belly still making saves.
Round 9: At this point we probably have to start watching Climb scores in addition to remaining hp. This round will only have a maximum of 3 aids. If I have this correctly (ignoring sickened which will probably be in effect for all of us by this point), adjusted Climb scores will be Exxor +0, Hippa +1, Tram +3, Audi +4, Brannock +10. So, unless someone is getting desperate on hp, we need to focus on getting Exxor and Hippa out (if they aren't already). If all goes well, after this round, we will have 2 on the floor, 1 in the mouth, and 2 in the belly.
Round 10: Maximum of 2 aids. Unless they have had to go for hit points, this should ideally be Audi, Tram and Brannock. If we pull it off, we'll have 3 on the floor, 1 in the mouth, one in the belly.
Round 11: Maximum of 1 aid. Ideally this is the last round, but we probably won't be that lucky.
Sound like a plan?

Audi returns to the stage and suggests a few small adjustments to the plan outlined by Exxor, then asks "Is everyone ready to get going? Brannock, looks like you'll be up first." Audi stows his gloves in a place where they'll be protected from the acid. Once Brannock climbs in, he drinks the potion of aid.
Aid: 1d8 + 3 ⇒ (7) + 3 = 10


Male Half-elf Expert 8 / HP:39|40 / AC:20 T:14 FF:16 / F+3 R+9 W+8 / Init +8 / CMB+4 CMD 17 /

Exxor concurs with Audi's plan, and will prepare to follow Audi into the belly of the beast!
"Well my friends, we are quite literally walking into the maw of the beast! Take care of each other and we shall emerge little worse for wear. And on the plus side, we don't have to exit the by the rear of the serpent!"


Unnamed

OK Brannock

roll your saves and your damage as needed please!


M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9

Audi waits for Brannock and Tram to crawl into the Beast, protesting to the audience about his innocence and how this will surely prove it if he survives such a dastardly ploy. When it is his turn, he climbs in and almost immediately falls victim to the choking fumes. For a brief while, he is able to evade the poison, but when the lemurs reconfigure the Beast, he is caught by a nasty splash.
Audi (Round 4 Reflex): 1d20 + 1 ⇒ (8) + 1 = 9 Fails: Acid: 1d4 ⇒ 1
Audi (Round 4 Fort): 1d20 + 1 ⇒ (5) + 1 = 6 Fails: Sickened
Audi (Round 5 Reflex): 1d20 + 1 - 2 ⇒ (13) + 1 - 2 = 12 Fails: Acid: 1d4 ⇒ 1
Audi (Round 6 Reflex): 1d20 + 1 - 2 ⇒ (12) + 1 - 2 = 11 Fails: Acid: 1d4 ⇒ 4


Male Half-elf Expert 8 / HP:39|40 / AC:20 T:14 FF:16 / F+3 R+9 W+8 / Init +8 / CMB+4 CMD 17 /

Exxor follows Audi into the serpent. He holds his breath for the first moment, but it seemes the lemurs are particulalry rough with the transition. He slides into the acid. The caustic liquid burns into his flesh and he gasps as the fumes tear at his lungs. Tears well up in his eyes....

Exxor (Round 5 Reflex): 1d20 + 6 ⇒ (6) + 6 = 12 Fails Acid Dam: 1d4 ⇒ 4
Exxor (Round 5 Fort): 1d20 + 1 ⇒ (20) + 1 = 21 Success!

Exxor (Round 6 Reflex): 1d20 + 6 ⇒ (5) + 6 = 11 Fails Acid Dam: 1d4 ⇒ 3
Exxor (Round 6 Fort): 1d20 + 1 ⇒ (1) + 1 = 2 Fails = Sickened

Exxor is Sickened = -2 attack, damage, saves, skill and ability checks.

Exxor is at 1 HP... Do we have a plan for pulling unconscous party memebers out?


Unnamed

i assume Hippa was going to heal you prior to entering.


Male Half-elf Expert 8 / HP:39|40 / AC:20 T:14 FF:16 / F+3 R+9 W+8 / Init +8 / CMB+4 CMD 17 /

That would be grand - Just let me know what the healing source is/the hp to adjust, and I will modify as instructed


Unnamed

Hippa will roll before we dive into this mess. I will also point out that no one asked for a lesser restoration potion or scroll, shocking really!!

Liberty's Edge

Male Half-orc Warrior 4/Expert 1
Combat:
Throwing Axe Melee +10 (1d6+4) | Throwing Axe Ranged +8 (1d6+5) | Morning Star +9 (1d8+4)
skills:
Climb +8, Disable Device +5, Escape Artist +5, Intimidate +10, Knowledge (dungeoneering) +6, Knowledge (local) +11, Knowledge (nobility) +6, Perception +7, Sleight of Hand +5, Stealth +8, Swim +8
Vitals:
HP 47/47 | AC:17, T:11, F:14 | CMD:19, CMB:+8 | Save (F+6, R+2, W+3) | Init:+1 | Perc: +7 | Shirona (Pygmy Hippo)

Reflex Save: 1d20 + 2 ⇒ (16) + 2 = 18
Fortitude Save: 1d20 + 6 ⇒ (4) + 6 = 10
SICKENED

Reflex Save: 1d20 + 2 ⇒ (15) + 2 = 17
Fortitude Save: 1d20 + 6 ⇒ (7) + 6 = 13

Reflex Save: 1d20 + 2 ⇒ (14) + 2 = 16
Fortitude Save: 1d20 + 6 ⇒ (11) + 6 = 17

Reflex Save: 1d20 + 2 ⇒ (1) + 2 = 3
Fortitude Save: 1d20 + 6 ⇒ (2) + 6 = 8
Acid Damage: 1d4 ⇒ 4
SICKENED

Reflex Save: 1d20 + 2 ⇒ (4) + 2 = 6
Fortitude Save: 1d20 + 6 ⇒ (16) + 6 = 22
Acid Damage: 1d4 ⇒ 3


vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

Behind the stage curtains, Hippa takes stock of her fellow actors health. 1 CMW, 3 CLW. For Exxor, Cure Moderate Wounds 2d8 + 4 ⇒ (7, 2) + 4 = 13. For herself, Cure Light wound 1d8 + 4 ⇒ (5) + 4 = 9, 1d8 + 4 ⇒ (2) + 4 = 6

Hippa has one CLW left. Any takers?


Unnamed

Looks like we just need Tram and Hippa to dive in. Make your rolls and lets see if you die then you can make your rolls to climb out

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

I would take a cure light hippa


Unnamed

1d8 + 4 ⇒ (7) + 4 = 11 for Tram

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

He too drank a potion after slathering himself up with this grease that smelled... terrible from one of the stage hands, he crawled up and in after Brannock. of aid, rolled in the spoiler for 9 hp

round 2
reflex: 1d20 + 2 ⇒ (12) + 2 = 14
damage: 1d4 ⇒ 1
no damage from the acid resist that smelly balm gave him
fort save: 1d20 + 3 ⇒ (18) + 3 = 21

round 3
reflex: 1d20 + 2 ⇒ (11) + 2 = 13
damage: 1d4 ⇒ 2
fort: 1d20 + 3 ⇒ (16) + 3 = 19
again no damage yay for that balm eh?

round 4
reflex: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d4 ⇒ 4
fort: 1d20 + 3 ⇒ (11) + 3 = 14
37/39 temp hp
Waiting on Exxor and Hippa some of the acid managed to drip on a missed spot of the smelly balm causing a bit of pain!

round 5
reflex: 1d20 + 2 ⇒ (7) + 2 = 9
damage: 1d4 ⇒ 4
fortsave: 1d20 + 3 ⇒ (11) + 3 = 14

Moving slightly over for Exxor more acid finds a weak spot in his defenses causing more discomfort and pain!
36/39 temp hp

Round 6 Lemur movement of device
reflex: 1d20 + 2 ⇒ (3) + 2 = 5
damage: 1d4 ⇒ 3
fort: 1d20 + 3 ⇒ (10) + 3 = 13

Thankfully the acid splatters on a well coated spot along his arm this time. He motions for the first person to start the climb the moment the device stops.


Male Half-elf Expert 8 / HP:39|40 / AC:20 T:14 FF:16 / F+3 R+9 W+8 / Init +8 / CMB+4 CMD 17 /

"Thank you Hippa, I appreciate the care. My friend Brannock's boasting of your skills was well earned!"

Exxor will have 14 hp at the end of round six. I beleive Hippa is still the first to exit, with our help.


Unnamed

make those climb checks and all that when ready


M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9

Ok, I think its safe to say that I will not be the first one out since Exxor has fewer hp at this point. The only question is whether I will be trying to assist Exxor or Hippa.
Round 7
Grimacing slightly from the pain of the acid, Audi sees that both Hippa and Exxor are doing worse than he is. Knowing the audience will not be able to her him in the strange glass contraption, he makes an exaggerated gesture toward the throat and then gives his wounded companion a boost, trying to get them up to the throat and their escape. Managing to clamber partway up the wall, Audi temporarily gets himself above the acid, managing to help the climber and avoid further damage himself.
Climb to assist: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19 Success: +2 to Exxor or Hippa. Remember your bonus!
Audi Round 7 Reflex: 1d20 + 1 - 2 ⇒ (20) + 1 - 2 = 19 Success!
Note that Audi is at: Permanent hp 18/18 (due to Con damage); Temp hp: 4/10; Non-lethal damage: 1 hp

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