Nightmarish Campaign Redux (Inactive)

Game Master DoubleGold


201 to 250 of 968 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

region map ;Lake Region M Midgard (Celestial) Dwarf
Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x
Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

Edrec takes the last watch as this will allow him to meditate/pray to his beliefs.

Kn: History check: 1d20 + 7 ⇒ (20) + 7 = 27
Kn: Religion check: 1d20 + 11 ⇒ (16) + 11 = 27

Wow nice rolls probably will hurt when combat comes cause of this paizo forums dice rolling script LOL


Male Android
Remaining:
Panache: 1/1 | Guile Pool: 2/2 | Nanite: 1/1 | Acrobatic Dodge: 7/8
HP 88/104 | AC 30 T 22 FF 19 | F 6 R 11 (evasion) W 5; +4 vs mind-affecting, paralysis, poison, stun | Perception 17 | Init 8
Imperius wrote:

Waking up for his turn at watch, Imperius relieves Scwartz, curiously studying the silver man.

"Who made you?" he asks in a quizzical tone. "Were you also made in a tube?"

"Less of a tube. More of a basement. Some group of nerds decided it would be a good idea to create an android and send it back in time to get revenge on some high school bullies. Apparently they got the idea from a recently finished a Terminator marathon. Something went wrong in their time travel calculations though; all their time portal did was give me the ability to manipulate time." He holds up a hand, creating a small temporal rift to demonstrate.

"When my creators found out, they decided to send me to work robbing for them. Said I 'owed' then for all the costs they had incurred making me. I was young and naive at that point, so I agreed and blindly did what they asked." He seems completely serious even though he's barely older now than he was then and is definitely still "young" by nearly all standards.

"But of course, they got greedy. They refused to listen to me when I said I needed some better equipment for a job. When I almost got caught, I decided it was time to stop being a slave to them and left the police clues implicating the group." He shrugs, clearly feeling no remorse for his actions.

He turns his unwavering green eyes back to Imperius. "How about you? Why were you made?"


(Alias: Nicholas Terren) Male Human Dragonrider 5/Bard 1 | AC 18, Touch 15, FF 13 | HP 47/47 | F +5, R +8, W +4 | Init +5 | Perc +8
Schwartz wrote:
Imperius wrote:

Waking up for his turn at watch, Imperius relieves Scwartz, curiously studying the silver man.

"Who made you?" he asks in a quizzical tone. "Were you also made in a tube?"

"Less of a tube. More of a basement. Some group of nerds decided it would be a good idea to create an android and send it back in time to get revenge on some high school bullies. Apparently they got the idea from a recently finished a Terminator marathon."

I'm dying right now.


region map ;Lake Region M Midgard (Celestial) Dwarf
Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x
Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

Yeah can't beat the entertainment value of a group of misfits who shouldn't even get along


M Human(god heritage) Warlord//Eldritch Godling//Cryptic 1
Quote:
He turns his unwavering green eyes back to Imperius. "How about you? Why were you made?"

Staring into the distance. "I'm...I'm not sure. Nothing is clear, from what I could hear from the men in coats, I don't think they expected me in the tube. They were experimenting with magic and I came into being. Perhaps it was the will of the voice. I'm not entirely sure." he fiddles his fingers around.

"The men in coats said I'm not "sane" whatever that means." he laughs akwardly. "At least you were made for a purpose, however human and selfish."he states.

FYI Imperius is the son of Nethys and human genetic material, he is "made" of magic."


region map ;Lake Region M Midgard (Celestial) Dwarf
Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x
Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

Probably did have a purpose Imperius and most likely it was to either be an elite assassin or an ultimate soldier


Male Android
Remaining:
Panache: 1/1 | Guile Pool: 2/2 | Nanite: 1/1 | Acrobatic Dodge: 7/8
HP 88/104 | AC 30 T 22 FF 19 | F 6 R 11 (evasion) W 5; +4 vs mind-affecting, paralysis, poison, stun | Perception 17 | Init 8

Schwartz nods his head. "Yes, I've heard that creating organics tends to be a lot...messier. And that if often occurs with no logical purpose. Although I've heard most organics enjoy doing it, which I can understand as it seems like it would be quite the interesting challenge. Sadly for you, it seems like your creators were rather incompetent."

He looks at their surroundings. His eyes linger for a moment on their organic vehicles. "It's too bad we wound up in such a primitive society. Otherwise you might be able to find someone to fix the defects in your hard drive." It's clear from his tone of voice he views this as a simple statement of fact rather than any kind of mean-spirited jibe.

At this point in time, Schwartz is pretty hazy on human biology and thinks it's mostly similar to his but with different materials used (Although why you'd want to use organic material rather than metal, he hasn't quite yet figured out). It goes along with his -2 Heal skill.

He returns his gaze back to Imperius. "I too was lost and without a purpose shortly after I broke free of my 'masters.' For a while I simply continued doing what I had before; it was all I knew. As I got better at what I did, I realized that I never wanted to be controlled by another again. And the only way to guarantee your freedom is to be more skilled and better equipped than any who might try to take it away from you."

He awkwardly places one hand on Imperius' shoulder. It's clear he's trying to imitate behavior that he has observed others engaging in, but the movement is surprisingly clumsy and awkward. "I would suggest that you think about something that you either want or do not want and take measures to get the outcome you desire. Let that be your purpose until you find something better."

His diplomacy is also rather lacking at this point.


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:15/74, Fort:8, Ref:6, Will:4 (+2 vs fear)
Imperius wrote:
Quote:
He turns his unwavering green eyes back to Imperius. "How about you? Why were you made?"

Staring into the distance. "I'm...I'm not sure. Nothing is clear, from what I could hear from the men in coats, I don't think they expected me in the tube. They were experimenting with magic and I came into being. Perhaps it was the will of the voice. I'm not entirely sure." he fiddles his fingers around.

"The men in coats said I'm not "sane" whatever that means." he laughs akwardly. "At least you were made for a purpose, however human and selfish."he states.

FYI Imperius is the son of Nethys and human genetic material, he is "made" of magic."

Does it matter if you were made for a purpose or not? You're born, you exist, you have life, be greatful.


EXP Current Map

Marked where you are on the map using a green circle.

Schwartz:

Perception: 1d20 + 12 ⇒ (18) + 12 = 30

You know that the language of the runes is dwarven and that there is a faint story that you can remember of a dwarf who's forging skill was so excellent that he was actually able to make agile constructs, and in rare cases intelligence. The runes seem to be the usual religious symbols that you believe mean something along the lines of Eternal Reward. As you are examining the runes you also find that there is a trap in the door that as soon as you try to open the door it will spring a scythe that will come out, and swing at the opener.

Edric:

You immediately recognize the runes as dwarven, and you can remember the story of a dwarf who's forging skill was so great he could create agile constructs, and in rare cases intelligent ones. You also know that the majority of the runes correspond to the symbols of mourning, and eternal reward in the afterlife for a job well done. The one thing that seems to stand out is that the runes for afterlife don't actually seem to say that the dwarf is in a different place. Almost as if he is spending his afterlife in here. Strange..


Male Android
Remaining:
Panache: 1/1 | Guile Pool: 2/2 | Nanite: 1/1 | Acrobatic Dodge: 7/8
HP 88/104 | AC 30 T 22 FF 19 | F 6 R 11 (evasion) W 5; +4 vs mind-affecting, paralysis, poison, stun | Perception 17 | Init 8

I'm not sure if you made the perception check were I could see it just because I passed it, but technically it's made secretly by the DM.

Schwartz's attention immediately picks up at the idea of possibly facing intelligent constructs.

"We might want to be careful about fighting inside. In the likely event of finding constructs, some of them might be intelligent, so we might be able to reason with them." Schwartz's voice contains a note of what might have been considered hope if it had been anybody else talking. "At the very least, it would be good to talk to them if we can."

He turns to his companions, "It should also be noted that these constructs likely won't be all the slow, clumsy, lumbering creations you might be expecting. It looks like their creator was skill enough to make them more like me. Perhaps Edrec could tell us more as the runes appear to be in dwarven, which I don't speak. Yet."

Sometime after Edrec's response. Also note that if anybody moves to enter/open the door, Schwartz will immediately stop them.

Before entering what will inevitably be a dark, dreary location, Schwartz takes a moment to savor the sun's warmth on his skin. He briefly takes his scimitar out and slows twirls it around in a smooth, flowing dance. The repetitive motions help clear his mind as he prepares for what lies ahead.

When he's done, he resheaths his sword, takes a slow, deep breath, and moves to the door. As he does so, he pulls out his tools and gets to work trying to disarm the trap placed on the door.

Disable Device: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22


EXP Current Map

Ah, I will do that next time then.

Edric fiddles with the trap, but he is unable to disable the device. Luckily he doesn't set the trap off either, so he can continue trying.


Male Android
Remaining:
Panache: 1/1 | Guile Pool: 2/2 | Nanite: 1/1 | Acrobatic Dodge: 7/8
HP 88/104 | AC 30 T 22 FF 19 | F 6 R 11 (evasion) W 5; +4 vs mind-affecting, paralysis, poison, stun | Perception 17 | Init 8

Disable take 2: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34
I'm guessing that will successfully disable it.

It takes a bit longer to disarm the trap than normal, but eventually he gets it.


EXP Current Map

With a masterful display of disabling skills Schwartz is able to disable the trap so that it becomes inert.


region map ;Lake Region M Midgard (Celestial) Dwarf
Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x
Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

The runes don't say much more than what shwartz has said already" Edrec says "Although it seems as if this may be his final resting place."

Edrec then states "To create a golem one needs a sacrifice if you don't want a mindless atomoton he may still be alive as a golem, expect the unexpected in here"


(Alias: Patrick) Male Red Dragon Bonded Dragon 5 | AC 20 (24), Touch 11, FF 18 | HP 51/51 | F +6, R +6, W +4 | Init +2 | Perc +7

Aurex's tail flicks at the entrance. "I can rarely fight well in little man caves." He walks up to the door, glancing at Nate. "I shall lead so I don't burn my bond's clan-mates."


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:15/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

forgot to mention what spells I had prepared, but here there are. I prepared magic missile twice and vanish once.

I will also make a perception check taking 10 to make sure nothing will get us while he disables a trap 10+9=19

I will then ready my pistol and load it.


region map ;Lake Region M Midgard (Celestial) Dwarf
Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x
Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

Smiles at the dragon and states "Your in luck good Aurex if this is indeed a Dwarven golem manufactory the halls may be wide enough for you to maybe even stretch your wings," he continues "And if not the halls the rooms most definitely will be."


Male Android
Remaining:
Panache: 1/1 | Guile Pool: 2/2 | Nanite: 1/1 | Acrobatic Dodge: 7/8
HP 88/104 | AC 30 T 22 FF 19 | F 6 R 11 (evasion) W 5; +4 vs mind-affecting, paralysis, poison, stun | Perception 17 | Init 8

"Actually, since I'm the most familiar with traps, I would suggest letting me go first. Don't worry though; I'm quite good at getting out of the way. And if you burn me, it's my fault for not getting out of the way faster."

Can I tell if the trap seems like the type that resets automatically? If it isn't, Schwartz mutters the following to himself.

"I wonder how those other folks managed to get in without setting off this trap. Or why they reset it after they passed through here. If they're skilled enough to get through, I'm not really sure why they'd need us to help them..."

After removing the trap, Schwartz carefully opens the door, pointing out the now harmless scythe to his companions in case one them might want it. He then peers into the dark corridor.

Perception: 1d20 + 10 ⇒ (4) + 10 = 14 + dark and lowlight vision
If he doesn't find anything noteworthy, he's going to proceed inwards until he reaches the first door, which he will search for traps.

Traps: 1d20 + 12 ⇒ (8) + 12 = 20


region map ;Lake Region M Midgard (Celestial) Dwarf
Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x
Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

Edrec says "If its a dwarven hall my dark vision may be of more use as its much better than most folks"

Edrec has 120' of dark vision in case your wondering

Sticks his head around the side of the wall to see what he can see past the entrace

Perception: 1d20 + 11 ⇒ (9) + 11 = 20


EXP Current Map

The trap doesn't reset automatically. Someone, or something must have reset the trap after they went through.

As you open the door the first thing you notice is that the entire place is lit up by strange globs on the wall. Each one of these globs gives off enough light that there are no shadows whatsoever. The second thing you see are the bodies. Lying on the floor are two mechanical creatures that appear to be made out of gears. K. arcana, or engineering to know more. Around these creatures are the bodies of five humanoids though the bodies are so decayed that it is hard to know what exactly they were in life. Neither the bodies nor the mechanical creatures have anything on them. They appear to have been stripped clean of everything.

The mechanical creatures are at [H,9], and [G,9], while two of the humanoid bodies share the same space, and the other three are located at [G, 10], [H, 10], and [I, 9]


region map ;Lake Region M Midgard (Celestial) Dwarf
Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x
Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

By sight attempts to id these as gear creatures
And if I can id them as what they are if I'll further attempt to id the type they are.

Kn. Arcana: 1d20 + 9 ⇒ (18) + 9 = 27.

And appears to be quite astonished at the globes which illuminate the hall, as they are atypical of your average dwarf dwelling.


region map ;Lake Region M Midgard (Celestial) Dwarf
Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x
Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

I whipped up a region map each square is about 7.5 miles(12 Km) link is below my name


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:15/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

Now that the trap is disabled, I suggest we grab the scythe as a trophy. I will try to grab scythe trying to take it with me, though I may have to cut the ropes holding it first, and I will do that if necessary. Of course though, I say that after walking into the door, so I can see what the trap was/is.

also, I make a heal check to determine how they died heal: 1 + 1d20 ⇒ 1 + (1) = 2


EXP Current Map

The scythe resists being pulled out for a bit but Shrec is able to pull it out and sling it over his shoulder.

Treat the scythe as a broken Medium scythe until you can get it repaired, or not.

Result of Edrec's k. Arcana check:

You recognize the two mechanical creatures a clockwork soldiers. They normally don't have any intelligence whatsoever, and they usually stay in one place hiding out as statues.

Result of Shrec's Heal check:

They died from something sharp. Very sharp.


region map ;Lake Region M Midgard (Celestial) Dwarf
Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x
Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

"As i thought common clockwork soldiers" Edrec says.

"Fairly cheap to assemble," He states then continues "Their creator must have been a moderately powerful spellcaster, or had someone who could cast the spells for him."

Finally says "Careful of any statues as they are probably these things in disquise, or worse!"


Male Android
Remaining:
Panache: 1/1 | Guile Pool: 2/2 | Nanite: 1/1 | Acrobatic Dodge: 7/8
HP 88/104 | AC 30 T 22 FF 19 | F 6 R 11 (evasion) W 5; +4 vs mind-affecting, paralysis, poison, stun | Perception 17 | Init 8

Do we see any doors yet? If not, Schwartz is going to continue onwards.


EXP Current Map

Been trying to create a door for almost an hour, so I think it might work better if I just describe it.

Everybody can see that there are three doors along the hallway two to your right, and one to your left.

Right ones are at [J,8-9] and [J,4-3]. The one of the left is at [G,7-8]

All of the doors look the same. They are large granite doorways without any decoration whatsoever.


region map ;Lake Region M Midgard (Celestial) Dwarf
Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x
Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

"Check the doors Mr. Schwartz" Edrec says.
"Hopefully this whole place is lit up as well as this entry hall is" Edrec states " if not then I have a little toy to help us along with some light"

Reaches into his rucksack for his ion torch just in case, but doesn't launch it till they all decide on a door


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:15/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

I vote Left. And everyone stand back while Mr. Schwartz checks for traps in case something goes wrong.


Male Android
Remaining:
Panache: 1/1 | Guile Pool: 2/2 | Nanite: 1/1 | Acrobatic Dodge: 7/8
HP 88/104 | AC 30 T 22 FF 19 | F 6 R 11 (evasion) W 5; +4 vs mind-affecting, paralysis, poison, stun | Perception 17 | Init 8

I already made a roll for whatever door I'm checking earlier. It was a 20 (unnatural).


region map ;Lake Region M Midgard (Celestial) Dwarf
Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x
Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

"Aye left is good but let us make sure to check every nook and cranny"


EXP Current Map

Results of Schwatz's perception check:

You do not find any traps on the door to the left.


Male Android
Remaining:
Panache: 1/1 | Guile Pool: 2/2 | Nanite: 1/1 | Acrobatic Dodge: 7/8
HP 88/104 | AC 30 T 22 FF 19 | F 6 R 11 (evasion) W 5; +4 vs mind-affecting, paralysis, poison, stun | Perception 17 | Init 8

Schwartz carefully opens the door on the left and looks in.


region map ;Lake Region M Midgard (Celestial) Dwarf
Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x
Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

um schwartz your character is in front of the bottom right door? is ok if thats the door you want though :)


Male Android
Remaining:
Panache: 1/1 | Guile Pool: 2/2 | Nanite: 1/1 | Acrobatic Dodge: 7/8
HP 88/104 | AC 30 T 22 FF 19 | F 6 R 11 (evasion) W 5; +4 vs mind-affecting, paralysis, poison, stun | Perception 17 | Init 8

That's because that's the door I was going to go through until everybody was like, "Let's go left!" I don't really care which one we go through though. Plus technically everybody else is still outside. :P


region map ;Lake Region M Midgard (Celestial) Dwarf
Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x
Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

Yep LOL like I said which ever


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:15/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

Shrec is just going to follow, he isn't going to be doing anything extra, or make any plans right now.
@the voice. This seems like a great quest and it might also take you longer to do it. If Sunday comes around and you aren't finished with the quest, don't worry about it. Eight days per DM session serves as a guideline. If you want, you have right to finish up the quest if it takes you more than eight. But try not to go too far past eight days


EXP Current Map

As Schwatrz opens the door he finds that the room to the left is filled with weapons and armor of every type. All of it seems very finely made, but a statue just like the two creatures you found in the other hallway is standing there without moving.

The statue is at [C,7], but I cannot create any pieces, so I would appreciate if someone else could move something clockwork like into that square.


(Alias: Nicholas Terren) Male Human Dragonrider 5/Bard 1 | AC 18, Touch 15, FF 13 | HP 47/47 | F +5, R +8, W +4 | Init +5 | Perc +8

My bad, you should be able to create pieces now. Drag them off your desktop.


Male Android
Remaining:
Panache: 1/1 | Guile Pool: 2/2 | Nanite: 1/1 | Acrobatic Dodge: 7/8
HP 88/104 | AC 30 T 22 FF 19 | F 6 R 11 (evasion) W 5; +4 vs mind-affecting, paralysis, poison, stun | Perception 17 | Init 8

Schwartz calls out to the statue in what he hopes is a friendly tone of voice, "Hello there friend! We know that you're not really a statue, so we were wondering if we might be able to have a little chat with you."

Without taking his eyes off of the statue, Schwartz mutters something to Edrec out of the corner of his mouth. "Don't suppose you know if these clockwork soldiers are intelligent enough to be reasoned with?"

Also, I've now added some tokens for the dead bodies/broken clockwork guys, the new statue, and doors.


M Human(god heritage) Warlord//Eldritch Godling//Cryptic 1

Inspecting the fallen clockwork soldiers with interest, Imperius tsks his tongue and follows behind the group muttering to himself.

Ready for whatever is next. FYI Tuesdays and Wednesdays are my slow posting days so sorry for my brief absence, I should be ready for whatever craziness the voice throws at us now.


EXP Current Map

The statue remains motionless not moving to attack, or speak to any of you.


Male Android
Remaining:
Panache: 1/1 | Guile Pool: 2/2 | Nanite: 1/1 | Acrobatic Dodge: 7/8
HP 88/104 | AC 30 T 22 FF 19 | F 6 R 11 (evasion) W 5; +4 vs mind-affecting, paralysis, poison, stun | Perception 17 | Init 8

Making sure not to make any sudden or threatening movements, Schwartz enters the room and begins slowly making his way to the other side, making sure to keep at least 5ft between himself and the statue at all times.

If he gets to the other side without the statue doing anything, he also takes a look around the room, especially paying attention to any scimitars or chainmail he sees.

Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Appraise: 1d20 + 2 ⇒ (6) + 2 = 8

If he doesn't see anything unusual and nothing happens, he carefully removes one nearby item with one hand while continuing to watch the statue.

"There, there now friend. I don't think you have any need for these things. They'd be more useful to an adventurer like me. So just let your old pal Schwartz take them," he murmurs quietly to the clockwork soldier.

In the probably unlikely event that still nothing happens, he's going to start looting the room. Still carefully.


region map ;Lake Region M Midgard (Celestial) Dwarf
Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x
Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

"Something will set it off" Edrec says.

"Clockwork stand down why have you killed people" Edrec says in dwarven, Knowing full well that the statue before him is a clockwork.

Kn. Arcana: 1d20 + 9 ⇒ (12) + 9 = 21 to confirm his suspicion

"They can be if their not set to defend something specific and you mess with said specific items." Edrec says in response to shwartz's question, "And its not a soldier or a maintenance bot like one which usually just follow orders"


EXP Current Map

Result's of Edrec's Knowledge Arcana check:

You are now 100% percent sure that these are clockwork creatures, and this one appears to be something like a clockwork solider. Usually they are unintelligent, and this one seems no different. It may have some orders regarding this room.

Result's of Schwatrz's Appraise and Perception check:

You find that everything here is obviously masterwork quality and that by the dust stains on it that it hasn't been touch in decades at least. You would estimate this entire hoard full of weapons and armor to go for around 7,500 gold if you could find enough people to buy it, and if you could carry it all back.

As Schwartz moves around the room the clockwork doesn't seem to move. Even as he picks up items and begins to take them no response s given from the clockwork. Even as Edrec's voice rings out at the clockwork no noticeable response comes from the clockwork.


region map ;Lake Region M Midgard (Celestial) Dwarf
Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x
Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

"Indeed these are clockwork's" Edrec says, obviously distressed as too the fact that they are here.

"Attacking it is most likely a good way of setting it off." he says before adding "But lets not."

Eyes the fine weapons

"Probably the storage room,"eyes the clockwork before saying finally "Everyone check the walls and floors for secret compartments or doors, its likely gaurding something."


Male Android
Remaining:
Panache: 1/1 | Guile Pool: 2/2 | Nanite: 1/1 | Acrobatic Dodge: 7/8
HP 88/104 | AC 30 T 22 FF 19 | F 6 R 11 (evasion) W 5; +4 vs mind-affecting, paralysis, poison, stun | Perception 17 | Init 8

Schwartz places up to 72.88lbs of stuff in his handy haversack. If there's more than that, he asks if Edrec would carry some (since he also has a handy haversack). If there's still more, he starts asking other people if they will help. I will assume that we can hash out the details of how much we can carry/who has what later.

Pleasantly surprised that he has not yet been attack, Schwartz makes his way carefully back to the door, again making sure to give the statue a good 5ft buffer. When he reaches the door, he bows slightly to the statue, "Thank you brother." He then exits the room, shutting the door behind the last person out.

He then makes his way to the bottom right door and proceeds to check that one for traps.
Perception: 1d20 + 12 ⇒ (11) + 12 = 23

Edit:
As he's about to leave, he hears Edrec's comment and pauses slightly. It had occurred to him that the statue might be guarding something. But now that he thinks more about it, if it's guarding something that isn't all this nice armor and weapons, then whatever it's guarding must really be valuable. He then goes and checks for secret compartments.
Perception: 1d20 + 10 ⇒ (16) + 10 = 26


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:15/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

I'm large sized, I can carry double the weight of a medium sized creature and all weapons here are medium sized. I could carry a great deal of weight before being affected
fixed my position, I'm large sized, so I take up four squares instead of 1, I'd be in the middle of 4 squares.

other than that, I'm not going to do anything else other than help carry the weight.


EXP Current Map

The entire hoard will be 700 lbs. to carry. Divide it up as you wish I'm not too concerned if you split a pound or two, but if you want all the gold then you will need all the weight.

Results of Schwatz's perception check:

You cannot seem to find any traps on that door, and when you come back into the room you cannot find anything secret compartments.


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:15/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

I can carry 108 lbs of that as my max light load and I do so.
Schwartz is carrying 72.88 lbs in his sack, so 180.88 out of 700. Though I'm willing to go medium load temporarily.

201 to 250 of 968 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Nightmarish Campaign Redux Discussion All Messageboards

Want to post a reply? Sign in.