Of Gears and Greed (Inactive)

Game Master Nevynxxx

A slightly steampunked up Rise of the Runelords. I've stayed close to the text for this first part, but plan to move away from it as we progress....


651 to 700 of 1,829 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

"Well, gents. I believe we now have their attention. Perhaps a strategy is in order?"

Wits will aim his crossbow at the one attempting to climb the rickety structure and fire.

Attack:1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

At what point in this story did we level to 2? I may have recharged my bomb capacity without realizing it...


Wits Fizzlewick wrote:

"Well, gents. I believe we now have their attention. Perhaps a strategy is in order?"

Wits will aim his crossbow at the one attempting to climb the rickety structure and fire.

Attack:1d20+5
Damage: 1d6+1

Witz's Bolt slams into the Creature, causing a silent cry of pain.

Wits Fizzlewick wrote:


At what point in this story did we level to 2? I may have recharged my bomb capacity without realizing it...

According to my chart of XP from my live group, it would be right after fighting Tsuto, but I think they may have had an encounter you didn't, which may make it after the first Sinspawn in the guard cave. Either way, it was minutes before entering this ancient complex. You haven't slept since levelling, if that matters....

Round Two


<cough>


Male Human Gunslinger (Pistolero) 1/Rogue 1

I don't see the monsters on your map. Hard to plan combat and figure out flanking (essential for rogue) if I don't know their tactical positions.


Luc Dantés wrote:
I don't see the monsters on your map. Hard to plan combat and figure out flanking (essential for rogue) if I don't know their tactical positions.

Well then just ask!

As far as it goes though, One is at the base of the steps to the West, and one is clambering up in front of you. You wouldn't be able to get into a flanking position without an acrobatics check to move through their squares, or taking an AOO.


Loads tumbling bolt and fires at the one climbing the steps.

Attack 1d20 + 5 ⇒ (1) + 5 = 6
Damage [1d4+3[/dice]


Wits reloads and fires again at the monster climbing the platform!

Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

CRIT!

Confirm: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Male Human Ranger 2

Racheting another bolt into place Reynard lets fly at one of the oncoming beasts.

1d20 + 4 ⇒ (12) + 4 = 16
1d10 ⇒ 5


Character Init
Dean: 25
Luc: 24
Reynard: 10
Wits: 4
Monster: 3

Just waiting for Luc's action.


Male Human Gunslinger (Pistolero) 1/Rogue 1

Draw and throw another dagger!

Attack:1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d4 + 2 ⇒ (4) + 2 = 6


I'm assuming Reynard and Dean are closest to the front.

Dean's bolt clatters to the floor, even as Luc's dagger embeds itself into the beast climbing the structure. By now both creatures have mounted and are on the platform with you, they move forward to attack,

Beast 1 attacking Reynard 1d20 + 2 ⇒ (5) + 2 = 7, Dmg1d4 + 1 ⇒ (1) + 1 = 2
Beast 2 attacking Dean 1d20 + 2 ⇒ (18) + 2 = 20, Dmg1d4 + 1 ⇒ (4) + 1 = 5 threat,...crit?1d20 + 2 ⇒ (13) + 2 = 15, Dmg1d4 + 1 ⇒ (3) + 1 = 4

Reynard's bolt strikes the create just as it closes, while Wit's ripped through flesh in an impressive way.

The wounds begin to heal though, even as you watch.

Yes, I know, the creatures should really have stopped Reynard and Dean from acting, or got AoO's or *something*, I'm playing a little fast and loose with init, so I don't have to retcon your actions.... :)

Also, Luc, you could get behind the thing by now, you'd hav to jump down, move around (under?) and climb back up, but it's possible without taking an AoO, an Acrobatics check will help though ;)

Round 3

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Anyone waiting for anything?


Dean holsters and draws his crossbow and smacks at the beast with his cane.

Attack 1d20 + 4 ⇒ (8) + 4 = 12
Damage 1d6 + 1 ⇒ (3) + 1 = 4


Wits reloads and fires again at the creature attacking Dean!

Attack: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


Male Human Gunslinger (Pistolero) 1/Rogue 1

Luc will try to flank the creature!

Acrobatics check: 1d20 + 8 ⇒ (12) + 8 = 20
If he gets an attack with flanking:
1d20 + 7 ⇒ (19) + 7 = 26
1d6 + 2 + 1d6 ⇒ (6) + 2 + (4) = 12 damage
Confirmation roll on possible critical: 1d20 + 7 ⇒ (1) + 7 = 8

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Just waiting for Reynards action..

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Bump. I'll post an action for Reynard if he doesn't post by tonight UK time...


Dean's blow glances off the thing's thick hide, while Luc manoeuvres under the wooden platform to attack the other beast from the rear, causing it to silent-screem in as his dagger rips into it. The beast crumbles to the floor, twitching.

Reynard lets fly with another bolt...

1d20 + 4 ⇒ (14) + 4 = 18
1d10 ⇒ 10

Wit's bolt flies high into the air, crashing into the wall opposite with a ping.

The remaining beast swipes again to Dean, this time with two wild claws, and a savage jaw...

Claw1d20 + 2 ⇒ (18) + 2 = 20 1d4 + 1 ⇒ (4) + 1 = 5
Claw1d20 + 2 ⇒ (7) + 2 = 9 1d4 + 1 ⇒ (4) + 1 = 5
bite 1d20 + 2 ⇒ (19) + 2 = 21 1d6 + 1 ⇒ (4) + 1 = 5

Could Dean also make a DC12 Wisdom save please...

The other creatures wounds still appear to be closing, and it isn't losing blood any longer....


"Aach"

Will 1d20 + 6 ⇒ (18) + 6 = 24

Dean stumbles five feet back from the creature and casts CLW on himself: 1d8 + 2 ⇒ (8) + 2 = 10


Luc, Reynard, Witz?....


Male Human Ranger 2

Sorry will post later.


Wits will reload and fire again!

Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Confirm:
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Male Human Gunslinger (Pistolero) 1/Rogue 1

Luc will coup de grace the creature on the floor.

Damage: 2d6 + 4 + 1d6 ⇒ (2, 2) + 4 + (1) = 9; DC 19 Fort Save or die!


Wits Fizzlewick wrote:

Wits will reload and fire again!

Attack: 1d20+5
Damage: 1d6+1

Confirm:
Attack: 1d20+5
Damage: 1d6+1

Witzs bols shreds through the creature's flesh, causing it to fall back unconscious.

Luc Dantés wrote:

Luc will coup de grace the creature on the floor.

Damage: 2d6+4+1d6; DC 19 Fort Save or die!

Luc severs the creatures head, and is covered in a gorey blue ichor. It soon stops pumping though, leaving a cold dead mass on the floor.


Male Human Ranger 2

Anything still alive?


That would require a heal check to know on the second that went down. You haven't seen anything else in the room.


Male Human Ranger 2

Heal1d20 + 1 ⇒ (16) + 1 = 17

Reynard's eyes scanthe room, taking the time to study the creatures for any lingering signs of life.


Male Human Gunslinger (Pistolero) 1/Rogue 1

Luc retrieves his thrown dagger and tries to clean the blue ichor off himself with his waterskin.


Wits lowers his crossbow and then eagerly heads over to one of the fallen creatures. He uses his knife to carve chunks of flesh from the beast and place them into a vial he stoppers. He begins to do an autopsy, noting in a clinical mutter the placement of vital organs. "Fascinating!"


Reynard:
The creature is still "living", and it's wounds still appear to be healing. At this rate, another couple of minutes, and it will be awake again.

Luc's attempts to remove the gore are remarkably unsuccessful, the smell is also quite potent.

Wits slowly gets himself covered in more gore, but in his case, appears to enjoy the process.

This large chamber was obviously once a prison, as testified by the nearly two dozen cells that line the room’s perimeter. A rickety wooden platform overlooks the room, with two flights of stairs descending to the prison floor ten feet below. A five-foot-wide wooden walkway runs from the northern edge of the platform to a passageway to the east.

As its appearance suggests, this room was indeed used to keep prisoners. Skeletons lie in most of the cells, prisoners who starved to death ages ago. Although the walkway above the room looks rickety, it’s actually quite stable.


Male Human Ranger 2

"That one's still alive...amd it's healing. We'd better finish it off rather than deal with it again on the way out."

Reynard gestures toward the non dissected carcass.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

I'm off to London with the Mrs for the rest of the week, so posting will be intermittent. If I get chance, I'll set up the next scene, but for now, any exploring you want to do in here?


Please see the discussion thread, or you may get confused :)

Reynard walks over and using his rapier, pins the beast to the floorboards until it's life-force is completely spent.

A quick search of the room shows this to be a long disused prison. The straw of the cells contains nothing of any worth.

Following the planking into the off-shooting corridor, leads to a room, 20 by 15 ft.

The room contains several ancient relics of what appear to be torture implements, although their function and style seem strange and archaic. In one corner sits a spherical cage with spikes protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden frame, its surface studded with hooks. And in the center of the room is a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel.

There are two doors, one leading south, and one continuing east.

What do you do?


M Human Antipaladin 1/Warpriest 1

Emmanuel looks around the torture chamber wondering about the horrific events that must have taken place here. "Man. This place hurts." Turning back to the group, "Well, which way? There ain't nothing good down here, so just point me in any direction and let's see if we can't put some more of our own hurt on whatever else is down here." He pauses a moment then continues, "Then maybe we can get down to eating some real food. Rations suck."


Male Human (Varisian) Inquisitor 2

"Hmmm," Dean considers, as he examines the antique devices. "These are old enough to be worth a bit of coin to the right collector." He smiles wryly at the group. "You'd be amazed the number of professors who enjoy decorating their offices with such ... conversation pieces. They find they provide the right ambience for nervous students waiting to see them."


"I say. This place certainly affects a certain demeanor of pain and agony, does it not? I would however like to study the tools at some point in order to compare notations on interrogation methods. The results may be academic to my studies on pain receptors in certain alchemical reagents. At any rate, I say we head east first. Might as well see what's there."


M Human Antipaladin 1/Warpriest 1

Listening to Dean and Wits, Emmanuel just stares at the two in silence and thinks to himself...Freaks!. "East is fine with me. Any objections?"


The Eastern door opens as silently and easily as the other internal doors have done.

Through the door, stairs lead down into darkness.

Perception, stealth (if you are being at all quiet) and init rolls would be nice now please?


Male Human (Varisian) Inquisitor 2

Perception 1d20 + 8 ⇒ (11) + 8 = 19
Stealth 1d20 + 8 ⇒ (1) + 8 = 9
Initiative 1d20 + 6 ⇒ (14) + 6 = 20

Dean is ready as a cat and alert as an owl, but his cane rattles against the stairs before he moves to silence it.


Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Stealth: 1d20 + 6 ⇒ (3) + 6 = 9
Init: 1d20 + 2 ⇒ (3) + 2 = 5

While being somewhat aware, Wits' collection of glassware and tools rattle too terribly to be stealthy. Distracted by this, he is not as ready as he should be...


M Human Antipaladin 1/Warpriest 1

Perception 1d20 + 1 ⇒ (6) + 1 = 7
Stealth 1d20 + 1 ⇒ (15) + 1 = 16
Init 1d20 + 1 ⇒ (4) + 1 = 5

"I can't see a thing." Emmanuel whispers to the others while being unnaturally quiet.


Male Human Ranger 2

Perception1d20 + 5 ⇒ (16) + 5 = 21
Stealth1d20 + 7 ⇒ (6) + 7 = 13.


Rolling for Luc to keep things moving, sorry if I got your Perception wrong! Perception: 1d20+2=11, Stealth: 1d20+8=16, Init: 1d20+4=18

And for Reynard, for Init: 1d20+3=9

Character init
Dean 20
Luc 18
IT 12
Reynard 9
Wits 6
Emanual 5

Making some assumptions here: 1) It's dark, and many of you can't see, I'm assuming you've lit a light source. 2) Your marching order is the same as your init roll...

As you descend the stairs, you enter a much larger chamber, 25ft North-South and 45ft to the far side (A-I accross the top, 1-5 along the vertical) the room was unlit before you entered, cold, and smelling faintly damp. There is a low moning sound as though someone were in the next room sleeping, but having nightmares. It seems to come from the room itself though.

Map

As Dean enters, he is covered in a spray of foul smelling acid (originating in A1, doing 7 points of Acid Damage, Reflex save DC13 for half damage, also you need to make a DC 13 Fortitude save or be nauseated for 1 round)

Place yourselves! Dean is up.


Male Human (Varisian) Inquisitor 2

Reflex 1d20 + 3 ⇒ (17) + 3 = 20
Fortitude 1d20 + 4 ⇒ (15) + 4 = 19

Dean instinctively shields himself with his cape. "Cayden's tankard! Something's spitting at me from the corner," he calls back to the rest of the group.

What are all those things in the room on the map? Crates or something? If they are, he'll take a step forward to B3 and crouch down to take cover from whatever's in the corner. Dean doesn't have any light sources in his equipment, so I'll have to assume someone else is carrying it, unless they gave it to him.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
'Dean' Ninian Beard wrote:

Reflex 1d20+3

Fortitude 1d20+4

Dean instinctively shields himself with his cape. "Cayden's tankard! Something's spitting at me from the corner," he calls back to the rest of the group.

What are all those things in the room on the map? Crates or something? If they are, he'll take a step forward to B3 and crouch down to take cover from whatever's in the corner. Dean doesn't have any light sources in his equipment, so I'll have to assume someone else is carrying it, unless they gave it to him.

Sorry, should have mentioned that. They are wooden slats, probably covering something in the floor, but you don't have time to look too closely, unless you want to spend an action, and a perception check. They won't provide cover.

The light source assumption is good, unless everyone else hides in the corridor like scared kittens...
Did I mention this is a full round, not a surprise one? Just in case it matters.

Luc


Male Human Gunslinger (Pistolero) 1/Rogue 1

I'm a little confused. Was the acid spray a trap or some creature's ability? Luc will try to look for its source and if mechanical, will try and disable it.
Perception: 1d20 + 11 ⇒ (3) + 11 = 14...add +1 for traps
Disable Device: 1d20 + 12 ⇒ (13) + 12 = 25


M Human Antipaladin 1/Warpriest 1

I noticed I have a sunrod I can strike. I could use that. That is, if no one has anything else they wanna use.

Edit: Haven't looked to see if anyone actually has anything, so if we're already using something, then disregard previous post. (But I have two of them, so we can use them if need be.)


Luc Dantés wrote:

I'm a little confused. Was the acid spray a trap or some creature's ability? Luc will try to look for its source and if mechanical, will try and disable it.

Perception: 1d20+11...add +1 for traps
Disable Device: 1d20+12

Stood in A1 is a distorted beast that may once have been a goblin. Now, it has 4 arms, and carries a longsword, hand axe, and silver dagger in three of them. The fourth is currently being used to wipe acid from it's lips.

(The creature noticed your approach, and acted in the surprise round, hence no one seeing it...)

You'd notice all that on entry (and I should have posted when Dean entered), so feel free to tweak your action Luc.


Male Human Ranger 2

Reynard whips his loaded crossbow up and sends a bolt streaking towards the monstrosity with an oath.

1d20 + 7 ⇒ (9) + 7 = 16
1d10 + 2 ⇒ (1) + 2 = 3


"I say! I would very much like to examine this creature at length! It seems to have been mutated by some external factor previous unknown. My thesis on mutagens is almost completed and would surely benefit from the vivisection of this horrible freak. Do try to take him alive if at all possible!"

Wits will load and fire his crossbow at the beast-man.

Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

651 to 700 of 1,829 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Of Gears and Greed All Messageboards

Want to post a reply? Sign in.