One Step Beyond

Game Master Lemmy Z

Welcome to Blue Shell Island - The Land of New Beginnings! Now try to make sure it doesn't bring your end as well... At least, not too soon.

Initiative for Current Combat:

Eitylen
Frederick
Dwarf Priest
Elf Archer
Stone Demon
Staff Orc
Jaazkara
Stone Warrior
Brother Cyrus
Scimitar Human

Round: 7
Current Turn: Eitylen & Frederick

Combat Rules:

Keep in mind that if you're next to each other in Initiative count, you can switch attack order if you want. If you post more or less simultaneously, I'll follow the "official" Initiative order and allow whoever goes second to change his action if something relevant happens (e.g.: the first guy kills the second guy's target).

Additionally, remember that you have 24h before I allow other players to control your character and 48h before I simply skip your turn. Similarly, if I don't post a creature's actions for 48h, you are allowed to consider I skipped its turn.

Last, but not least.. If I have to allow others to control your character or skip your turn twice in a row, I'll start allowing other players to decide your character's actions as soon as your turn comes up for the rest of the combat. I'll still wait 48h before skipping your turn, though.


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HP: 31/36 AC: 17 (21 w/Mage Armor) FF: 16 Touch: 16 CMD: 17 |Init: +4|Fort +8, Ref +8, Will +10| Sense Motive +12, Perception +10: Darkvision

Leng will keep running after the creature.

Any skill necessary?

Any Applicable Skill Check: 1d20 ⇒ 14


Game Master 20

An Acrobatics check. To jump to the next rooftop (like Eitylen did). The DC is 25 because the alley is 25ft wide, but ruling the same way I did for Eitylen, for each 5 you fall short of the DC, you reach the wall 5ft from the rooftop. That means you are ft from the top. You can make a Climb (DC 10) to reach the top, although you can't move after that since unlike Eitylen, Tai Leng doesn't have Run (who new that feat would come to use! I bet that's why Nicos decided to chase the guy!)

Shadowy figure's turn...

The creature act with greater haste as it sees Eitylen close enough to throw a bomb and Tai Leng soon to catch up. It takes a quick look at the surrounding area and leaps once again, but this time, not to the next rooftop as it did before, but to streets below.

It seems to fall much slower than expected, and barely bothers to soften its impact on the floor. As soon as it lands, it tries it best to find another alley to hide...

Kn(Local): 1d20 + 7 ⇒ (16) + 7 = 23 (This is its Obstacle check)
Stealth: 1d20 + 12 ⇒ (11) + 12 = 23 This is it simply trying to hide... Anyone who reaches the same card as him can make a Perception check.

EDIT: Strike that... It wouldn't have time to make the Stealth check in this round.

Jumping down from the rooftops takes no check (other than the usual Acrobatics check to reduce fall damage) and therefore, takes no time, allowing you to basically skip this card's obstacle and go on to the next one (which is what yout fugitive did). Using a Climb (DC 14) or Acrobatics (DC 22) check allows you to climb down with no problem.

Anyone who reaches the streets (or who is already there) can see the creature. Finding its trail can be done in a multitude of ways, here are some suggestions:

- Kn(Local) (DC 14)to find the most likely escape route.
- Survival (DC 14) to find signs of its passages.
- Perception (DC 18) to see it before it vanishes from sight
- Diplomacy or Intimidate (DC 18) to ask the very few people on the street if they saw him.
- Sense Motive (DC 22) to try to intuit its path.
- Handle Animals (DC 22) to read the behavior of the nearby animals and see which ones react to the presence of an (most likely unnatural) creature running in haste.

Detect Magic, low-light vision and darkvision gives you a +2 (each) on the Perception check. Scent gives you a +4 on both the Perception and Survival checks.

I accept other suggestions as well, if you can come up with something that makes sense. The streets are mostly empty, save for a few people, rabid-looking dogs and the countless owls flying around)

Anyone who has an speed greater than 30ft (or the run Feat) gains a +4 on these checks, either because the speed helps the task itself or because the character reaches the "card" quicker, giving him more time to finish overcome the obstacle. If the speed is equal or greater than 60ft (or if you have the Run feat), you also get the added benefit of trying to move 2 cards at once. If you have a truly extraordinary means of movement (such as flight or teleport) you get a +10.

To make the chase not-endless, let's say that if you succeed on a check with a of +8 or greater result over the obstacle's DC, you can try to move a second card.

BTW, right now is Brother Cyrus' turn (he's in card 1). Since he's down the streets, the skill checks are the same as the ones I suggested, but with a +4 to DC due to the time past between the creature's and Brother Cyrus presence. (the creature is at card 4).

If Cyrus reaches card 3 in this turn, he can target the enemy with his spell.


Male Human 69/69 HP AC 22[24] (tch 14; ff 20); CMD 25; Fort +12, Ref +10, Will +12;Low-light Vision; Perception +7; Sense Motive +1; Init +8

Brother Cyrus inquires for the assailant with the locals.

"You there my good man! A murderer stalks these alleys, what say you of his presence!?"

Diplomacy: 1d20 + 16 ⇒ (12) + 16 = 28
+4 for greater speed and +2 for Detect Magic

The dice gods have finally favored me.


Game Master 20

Detect Magic only applies to the Perception check, not Diplomacy. Doesn't matter, though, as a 26 is more than enough to to move you to card 2. Sadly, it's not enough to give you the chance to advance two cards.

Eitylen's turn. Then I'll describe the scene to Kandir, and he can join the chase.

(Also, Tai Leng still needs that DC 10 Climb check (or, say, DC 14 Acrobatics)


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Climb: 1d20 + 7 ⇒ (1) + 7 = 8

GG


Game Master 20

. . .

Rynjin's dice truly are cursed in this campaign...

Tai Leng makes his best attempt to climb the wall, but the moss prevents limits him to making sure he doesn't lose his grasp.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Set me up a temple to Norebo and I'll be good to go.


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]
GM Lemmy wrote:

(who new that feat would come to use! I bet that's why Nicos decided to chase the guy!)

Of course ^^, I have to use it now before we reach the level when if youa re not teleporting/flyign you are doing it wrong


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

Acrobatics for the falling damage thing: 1d20 + 10 ⇒ (20) + 10 = 30
Perception: 1d20 + 4 + 2 + 4 ⇒ (14) + 4 + 2 + 4 = 24

With his bad luck at trowing bombs, Eitylen concentrates in running.


Game Master 20

Kadir is walking down the streets of Blue Shell, looking for the his niece's house, when he hears the some commotion a couple blocks away.

As he reflexively turns to see what's going on, he sees a cloaked figure, no taller than a dwarf, falling down from the skies. It barely seems to notice the impact and soon starts running towards a darker alley.

Seconds later, an elf gracefully lands very close to where the shadowy figure did. He expertly rolls to avoid most of the landing impact and starts chasing the cloaked creature without wasting even a moment.

Before Kandir can react, a man who appears to be some sort of priest warns him of the presence of a criminal and asks if he saw something. Kadir answers honestly and points at the alley where the elf chased the shadowy figure into.

Kadir's turn. Same possibilities of skill checks... Or anything else you can come up with.


Male Human HP:34/34 AC:14(17 w/Mage armor) FF:10 Touch:13 CMD:13 Init:+4 |Fort:+4|Ref:+6|Will:+4 Perception:+6 Sense Motive:+0

I'm on my conjured steed from my mount spell since it lasts 6 hours, Kadir almost always has his mount summoned. I also mentioned it in my first post as my conjured steed.

Now criminals stalk the streets! If I can't find her at least I can clean the town of its vermin!, Kadir concludes, rearing his horse and turning it about before spurring it on into the alley. "In the name of justice stop criminal!" Also I hope there's a big reward for you I'm getting kind of hungry

Ride: 1d20 + 10 ⇒ (20) + 10 = 30

[dice=Perception] 1d20+6+4 [dice=Perception]

My mount has the RUN feat


Male Human HP:34/34 AC:14(17 w/Mage armor) FF:10 Touch:13 CMD:13 Init:+4 |Fort:+4|Ref:+6|Will:+4 Perception:+6 Sense Motive:+0

Woops Perception: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Kadir: "STOP RIGHT THERE CRIMINAL SCUM!"


Game Master 20

Kadir reaches the 3rd "card"

Next time, though. Just edit your roll, rahter than making a different post.

Tai Leng's turn.


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

Come on Rinjyn :(


HP: 31/36 AC: 17 (21 w/Mage Armor) FF: 16 Touch: 16 CMD: 17 |Init: +4|Fort +8, Ref +8, Will +10| Sense Motive +12, Perception +10: Darkvision

Leng keeps running after him.

Climb: 1d20 + 7 ⇒ (6) + 7 = 13

Acrobatics: 1d20 + 8 ⇒ (6) + 8 = 14


Game Master 20

Tai Leng finishes Climbing the wall, only too see both Eitylen and the fugitive jumping down back to the streets... However, he doesn't let that discourage him and follows them down.

Meanwhile, in the back alleys where Eitylen followed the cloaked creature, the elf is targeted by yet another poisonous dart.

Dart: 1d20 + 6 ⇒ (6) + 6 = 12 ¬¬'

Seeing its projectile being easily evaded, the creature decides to resume its escape by jumping over a nearby wall.

Acrobatics: 1d20 + 10 ⇒ (19) + 10 = 29

Since it stopped to do something else, the creature moved "half a card", which means it's still at "card 4", but can move up to the next card even if it fails its next obstacle check (as long as it doesn't fail by 8 or more). That means Eitylen is currently at the same "card" as it and can target it in any way he wants.

Also, Eitylen can make a Perception check here to find out more about the creature.

Brother Cyrus' turn!


Male Human 69/69 HP AC 22[24] (tch 14; ff 20); CMD 25; Fort +12, Ref +10, Will +12;Low-light Vision; Perception +7; Sense Motive +1; Init +8

Brother Cyrus continues to call upon the citizenry of Blue Shell for aid, though this time adds a rather spooky, "The Seven Hells await those who aid criminals!"

Intimidate: 1d20 + 13 ⇒ (9) + 13 = 22


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

Eityelen try to trip the guy (provoing in case he have a weapon at hand)

Trip: 1d20 + 10 ⇒ (3) + 10 = 13

This campaing thread needs an exorcism


Game Master 20

Hey! Most of the rolls in this page were higher than 10!

Hmmm... Let's see...

Lemmy's Majestic Collection of House Rules wrote:
Combat Maneuvers do not provoke...

Aha! Good news!

Lemmy's Majestic Collection of House Rules wrote:
...unless the attacker misses.

Oh...

AoO (Clawed Gauntlet): 1d20 + 5 ⇒ (6) + 5 = 11 Of course this would happen in the same post where I said rolls haven't been all that bad... ¬¬'

Eitylen aims for the creature's ankles, but it notices the elf's motion and leaps to avoid the attack, spinning around mid-air to counter-attack. However, Eitylen's reflexes are just as good, and the elf quickly ducks out of the way of a metallic gauntlet with sharp claws at its fingertips.

Kadir's turn.


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

What the guy used to attack?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Given he's a weird creature of some sort, probably claws or a bite.


Game Master 20

Oops... My bad. EDITed the post to indicate the weapon.

BTW, Eitylen can make a Perception check to learn more about the creature now.


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

Perception: 1d20 + 4 ⇒ (19) + 4 = 23


Game Master 20

As the enemy turns to counter-attack, its face is finally clearly seen by Eitylen's sharp eyes. Its still face and continuous smile are now revealed to be part of a mask made of what seems to be black clay.

The mask displays a disturbing smile and tiny eye-holes, through which Eitylen can see a small portion of two bright yellow irises. The creature's thick mane is composed of long and wild strands of hair, all of them of a blue shade so light that it's almost white. The gnarled edges of small round ears can momentarily be seem amid its hair.

Its neck is the only portion of flesh not covered by cloak, hair or mask. Its skin is as pale as an albino man's, save for a few visible veins of purple color that go down the right side of its neck.

Still Kadir's turn, BTW. ;)


Male Human HP:34/34 AC:14(17 w/Mage armor) FF:10 Touch:13 CMD:13 Init:+4 |Fort:+4|Ref:+6|Will:+4 Perception:+6 Sense Motive:+0

Kadir grits his teeth and spurs on his horse, kicking his heels into his steed's sides and pulls up on the reigns to jump the wall.

Ride: 1d20 + 10 ⇒ (15) + 10 = 25


Game Master 20

Kadir spurts his horse with intent, and soon catches up to the elf and cloaked figure he saw jumping from a roof.

He sees the two of them engage in a moment of combat before the cloaked creature resumes running and jumps over a nearby wall.

Kadir reached Eitylen and can target either of them with an attack/spell/whatever next turn.

Tai Leng's turn.


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

Hey, Running away provokes


HP: 31/36 AC: 17 (21 w/Mage Armor) FF: 16 Touch: 16 CMD: 17 |Init: +4|Fort +8, Ref +8, Will +10| Sense Motive +12, Perception +10: Darkvision

Leng runs after the creature, burning his booze fueled Ki power to give himself a burst of speed.

+20 ft. speed for a round.


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]
Eitylen wrote:
Hey, Running away provokes

AoO: 1d20 + 5 ⇒ (3) + 5 = 81d4 + 2 ⇒ (3) + 2 = 5

Sneak damage: 2d8 ⇒ (6, 2) = 8 -(IN case he is "running" because he lose his dex bonus to AC)


Game Master 20

It's only moving since it had to spend a standard action to throw a dart at you... In any case, whenever your roll + attack bonus ends up lower than 10, it's pretty safe to assume that you missed. :P

Acrobatics: 1d20 + 10 ⇒ (11) + 10 = 21

The creature leaps over the wooden wall, momentarily getting out of sight... A long whistle can be heard in that moment, but as its pursuers follow, the creature can be seen at the end of a long alley... Waiting.

Brother Cyrus' turn.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

That would have been an awesome place to attempt a Trip. =)


Game Master 20

Added a token for Kadir in Roll20. Can use any other if you prefer... Just send me the image and I'll make it a token.


Male Human HP:34/34 AC:14(17 w/Mage armor) FF:10 Touch:13 CMD:13 Init:+4 |Fort:+4|Ref:+6|Will:+4 Perception:+6 Sense Motive:+0

That one will do just fine.


Game Master 20

Hmmm... I think in this turn everyone reaches the same "card". Do you mind if I keep the Initiative order? (Well, I suppose you can not enter combat, but... C'mon! I know you want to kill/capture it...

Brother Cyrus' turn, BTW.


Male Human 69/69 HP AC 22[24] (tch 14; ff 20); CMD 25; Fort +12, Ref +10, Will +12;Low-light Vision; Perception +7; Sense Motive +1; Init +8

Let's try....Diplomancy again!

Brother Cyrus continues to make his way after the assailent by rousing the townsfolk to help him along the way.

Diplomacy: 1d20 + 14 ⇒ (20) + 14 = 34

Will attempt to summon a Giant Frog to grapple the creature if I can get within sight.


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

Perception: 1d20 + 4 ⇒ (10) + 4 = 14

So, you want to lure me intro a trap, very clever

Bomb: 1d20 + 5 ⇒ (7) + 5 = 122d6 + 3 ⇒ (2, 3) + 3 = 8


Game Master 20

Hmmm... I think Tai Leng didn't roll his last "obstacle check". We can use the same checks we used for everyone on street level. In any case, all he needs to do is not fail by 8 or more.

While the creature shows no reaction to his words, Eitylen's senses tell him that there is something wrong with this alley, but he can't pinpoint what exactly...

Kadir's turn.


HP: 31/36 AC: 17 (21 w/Mage Armor) FF: 16 Touch: 16 CMD: 17 |Init: +4|Fort +8, Ref +8, Will +10| Sense Motive +12, Perception +10: Darkvision

Didn't realize there were any obstacles at ground level.

Leng looks around for a faster route to get to the creature as well.

Perception: 1d20 + 9 ⇒ (1) + 9 = 10


Game Master 20

...

Of course you had to get a 10...

GM Lemmy wrote:
In any case, all he needs to do is not fail by 8 or more.
GM Lemmy wrote:

- Perception (DC 18) to see it before it vanishes from sight

Fortunately...

GM Lemmy wrote:
Detect Magic, low-light vision and darkvision gives you a +2 (each) on the Perception check. Scent gives you a +4 on both the Perception and Survival checks.

BTW, add any special senses you have on your class/level tab, right after your Perception bonus. This way I won't accidentally cheat against you.


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]
GM Lemmy wrote:


While the creature shows no reaction to his words, Eitylen's senses tell him that there is something wrong with this alley, but he can't pinpoint what exactly...

More interested in what were the creature reaction to the bomb...And for that I mean if he creature took splash damage :(


Game Master 20

Ah, right! There is splash damage. My bad.

The flames of Eitylen's bomb catch the creature's flank, causing visible burns to its cloak and the skin it covers. The creature hisses angrily as the pain takes hold, but doesn't display any major reaction.

Kadir's turn.


Male Human HP:34/34 AC:14(17 w/Mage armor) FF:10 Touch:13 CMD:13 Init:+4 |Fort:+4|Ref:+6|Will:+4 Perception:+6 Sense Motive:+0

Ride: 1d20 + 10 ⇒ (17) + 10 = 27
Kadir makes one final leap on his horse and slows his mount, coming upon the confrontation. "Tired of running. I understand. You can't hide from justice!" taking out his musket and training the sights on the cloaked figure. "Put your hands up and come quietly."


Game Master 20

I don't remember what were the initiative rolls, so I just put Initiative from 1 to 5, following character order. :P

I also added Kadir's horse and alternate tokens for everyone in Roll20. You can use whichever you prefer.

Eitylen is closer to the creature because he's the only one who managed to keep up with it at all times.

Tai Leng's turn.

BTW, if you move when I'm not in Roll20, draw the trail of your movement.


HP: 31/36 AC: 17 (21 w/Mage Armor) FF: 16 Touch: 16 CMD: 17 |Init: +4|Fort +8, Ref +8, Will +10| Sense Motive +12, Perception +10: Darkvision

Does my extra 20 feet of movement make up for the flubbed check?

Leng tries to predict where the creature will go next by concentrating on its body language.

"I feel like I could run a marathon today! You won't get away!"

Sense Motive: 1d20 + 11 ⇒ (10) + 11 = 21


Game Master 20

It doesn't need to. Since you only had to move half a card to reach card 4 (so all you had to do was not fail by 8 or more... Which you did, but the +2 oorm Darkvision to Perception rolls raised your total roll to 12. That's why Tai Leng's already at card 4.

Well... Unless I made some mistake in tracking who is at what card, but I'm not going back and checking roll b roll now... I'm too lazy for that.

Anyway, I'll post the creature's turn later when I wake up. Marvel vs Capcom is fun, but it can only keep me awake for so long... And my friends gave up, those cowards...


Game Master 20

To make things quicker, I'll roll Perception for you guys, okay?

(In this particular stance, I'll assume you rolled a 10 if you roll lower than that)

Brother Cyrus: 1d20 + 4 ⇒ (12) + 4 = 16
Eitylen: 1d20 + 4 ⇒ (2) + 4 = 6
Kadir: 1d20 + 6 ⇒ (20) + 6 = 26
Tai Leng: 1d20 + 9 ⇒ (13) + 9 = 22

Kadir and Tai Leng notice a few things moving in unnatural ways... They detect the presence of at least 2 invisible creatures, although they aren't sure of where they stand or if they are the only ones nearby.

- - -

Kadir: Add your Perception and Sense Motive bonuses to your character/class tab in your profile.

Tai Leng: Add darkvision to your character/class tab in your profile.


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

D:


Game Master 20

Oops... Just realized I didn't actually post the creature's turn. My bad.

The creature pulls a syringe from its cloak, and proceeds to stab the right side of its own neck, releasing a grunt of relief as a dark liquid slowly flows into its body...

Its arm elongate to bizarre lengths and more purple veins appear on its neck.

Brother Cyrus' turn.


HP: 31/36 AC: 17 (21 w/Mage Armor) FF: 16 Touch: 16 CMD: 17 |Init: +4|Fort +8, Ref +8, Will +10| Sense Motive +12, Perception +10: Darkvision

"There are invisible creatures here. Be wary."

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