Post Apocthulhu Pathfinder RAW

Game Master Michael Johnson 66

The PCs are survivors in a version of modern Earth ravaged by Cthulhu and his minions.


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Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

Grimm will grab the ibuprofen to take back to the lab. He then scans carefully for anything else. Perception: 1d20 + 6 ⇒ (10) + 6 = 16


M Human unchained monk 8/paladin 6
Dr. Hugo Grimm wrote:

Grimm will grab the ibuprofen to take back to the lab. He then scans carefully for anything else. [dice=Perception]1d20+6

There is a key box on the wall in the corner behind the desk near the safe. It is slightly open. Opening it further reveals dozens of room keys on pegs within, a vestige of a time before magnetized card keys replaced traditional metal keys.


F Halfling

Come oooonn, nat 20

Perception: 1d20 + 4 ⇒ (11) + 4 = 15

"We should give the Carlton a wide berth, looks like they a lot better organized than the other lot of cannibals. Perhaps a diplomatic approach?"


M Human unchained monk 8/paladin 6
Prue Silversmith wrote:

Come oooonn, nat 20

[dice=Perception]1d20+4

"We should give the Carlton a wide berth, looks like they a lot better organized than the other lot of cannibals. Perhaps a diplomatic approach?"

Prue does not notice any movement or lookouts at the Carlton.


M Human unchained monk 8/paladin 6

The pontoon continues north along the coast, passing another high-rise hotel, not quite so high as the Carlton, called the Helmsley Sandcastle.

Perception checks from the marine team again please, vs Stealth check 1d20 + 10 ⇒ (20) + 10 = 30 modified for distance.....


M Human unchained monk 8/paladin 6

After thoroughly searching the office and lobby of the Sarasota Sands Resort, the land team exits and stands for a moment in the parking lot. The three-story hotel proper has thirty units, ten on each floor, with entrance doors on the north side and balconies with sliding glass doors on the south side (or patios on the ground floor). A stairway and elevator connect the three floors on this end (and probably the far end as well).

A tennis court stands nearby on the south side, and beyond that (nearer the beach) lies a swimming pool.

Perception checks from the land team please, vs DC 15.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

[Rad cannot make the DC of the check]

"It's kindve creepy you know? I know it's probably not the case, but there could be a whole hotel full of those creeps. I don't feel like I'll ever have enough bullets."


Male Grippli (bioengineered) Ranger 9

"Ya, I wouldn't be surprised if we're being watched from at least a dozen different windows right now..."


M Human unchained monk 8/paladin 6

The pontoon continues along the coast, passing a smaller two-story hotel, a shop selling toys, another high-rise called the Lime Tree Beach Resort, another two-story called Coquina on the Beach, another two-story, and another, all potentially inhabited by crazed cannibals like those who attacked Team Lido in the park.


Male Kitsune Mysterious Stranger/Pistolero 3

perception: 1d20 + 5 ⇒ (1) + 5 = 6


M Human unchained monk 8/paladin 6
Kinyama Urai wrote:
[dice=perception]1d20+5

Kinyama scans the windows, balconies, rooftops and beachfronts passing by ashore, but sees no sign of life aside from seabirds.


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

DM, world question. Is all of society pretty much considered abandoned at this point? For example, is finding a bunch of people inhabiting a downtown area a rare exception or the norm? If we shored up here and checked say, the toy shop, is it considered finders keepers on anything we take out of it or would we be expected to find someone to pay for what we take?


M Human unchained monk 8/paladin 6
Radsworth wrote:
DM, world question. Is all of society pretty much considered abandoned at this point? For example, is finding a bunch of people inhabiting a downtown area a rare exception or the norm? If we shored up here and checked say, the toy shop, is it considered finders keepers on anything we take out of it or would we be expected to find someone to pay for what we take?

It is not unusual to find bands of survivors in downtown areas, but society has been reduced to the point of total anarchy, might makes right. There are no proper authorities, and most buildings are abandoned, or inhabited by otherworldly horrors.


F Halfling

I should probably clarify, when you said the Carlton had turrets I assumed you meant gun turrets. She didn't see anyone manning those?
Perception: 1d20 + 4 ⇒ (8) + 4 = 12


M Human unchained monk 8/paladin 6
Prue Silversmith wrote:

I should probably clarify, when you said the Carlton had turrets I assumed you meant gun turrets. She didn't see anyone manning those?

[dice=Perception]1d20+4]

I'm sorry, I might have misused the term turrets, they are peaked tower-like architecture at the four corners of the roof, which would serve well as gun turrets, but Prue sees no one manning them at the moment.


F Halfling

Heh, yeah I considered that, but the weaponry meaning seemed to make more sense until you added that she couldn't see anyone. Oh well :p


M Human unchained monk 8/paladin 6

The pontoon rides the gentle swells of green water, past Lido Beach, where a few wooden lifeguard towers rise above white powdery sand, and the surf crashes against the shell-encrusted shore.

A monstrous lobster-like horror lies in the sun where the surf is breaking, the size of a horse, with great lobsterine claws, slimy tentacles reflecting the sun, mottled chitinous armor wet and shiny, and a tangle of arthropodic legs suddenly coiling beneath its mass as it perceives the pontoon motoring by!


Male Grippli (bioengineered) Ranger 9

What the f+!& is that f!*!ing thing on the beach!? ..... Oh s@@~, it's moving......
Kermit points a skinny green arm at the Lido Beach Horror, frog like mouth agape with awe and disgust.


Male Kitsune Mysterious Stranger/Pistolero 3

How far away is it?


M Human unchained monk 8/paladin 6
Kinyama Urai wrote:
How far away is it?

About 300 ft. It remains motionless, but poised, as if considering whether or not it can catch the pontoon.....


Chuul Aberration 7

Mmmmmmm.......

Sustenance...... But can it be caught?

Is it too swift for me?

I think not.....

I shall pace it and see.....


M Human unchained monk 8/paladin 6

Initiative from marine team please.


Male Grippli (bioengineered) Ranger 9

Initiative roll 1d20 + 10 ⇒ (9) + 10 = 19


Chuul Aberration 7

Initiative 1d20 + 7 ⇒ (16) + 7 = 23


Male Kitsune Mysterious Stranger/Pistolero 3

initiative: 1d20 + 4 ⇒ (6) + 4 = 10


M Human unchained monk 8/paladin 6

The stubborn Derrik is in on this combat, as he has cautiously stalked the Lido Beach Horror to its favorite haunt--Lido Beach. He has been moving in on it slowly, watching it as it suns on the beach, when he hears the growing sound of a marine motor out on the Gulf.


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)

Derrik, hearing the pontoon is both surprised at possible survivors and simultaneously afraid for their safety.. yet his constant reminder of deranged individuals makes him skeptical.. He Readies himself for possible combat from his hiding spot.. Bolt secured. He was prepared to Kill it for all the innocent lives taken yet he needed to probe more knowledge on the creature first... he would not want their deaths to go in vain.

Initiative:: 1d20 + 4 ⇒ (9) + 4 = 13


Still need initiative Prue, Lakra, Rad!
Eeek! Eeek!


M Human unchained monk 8/paladin 6

The land team--Koran, Grimm, Mephos, and Kate--make Perception checks please, vs DC 20.


Female Human Cleric 6

Perception check 1d20 + 4 ⇒ (7) + 4 = 11

Well, boys? Where to now? It seems pretty quiet to me....

Should we look for a maintenance shed? Might find some useful tools, batteries, fuel, think of all the maintenance jobs that could come up at a hotel, and the tools you'd need to fix them....


Male Tiefling Tattooed Sorcerer 5

Perception: 1d20 + 1 ⇒ (9) + 1 = 10


Male Tiefling Wild Rager 8

perception: 1d20 + 5 ⇒ (9) + 5 = 14


F Halfling

Initiative: 1d20 + 4 ⇒ (8) + 4 = 12

Prue shivers from nerves and revulsion as she spies the creature, quickly spinning her gun around to track the creature. She looks for a seam or other weak spot on it's seeming chitinous shell, but while it remains immobile she doesn't fire.


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

Sounds good, Kate. Also, let's try and pick up some beer for Kermy, he's probably having a really rough time tooling around on his boat tour. Where might we find vegetables? Seems pretty hard if folks around here are eating each other. If we had some seeds though we could grow some back at the Box.


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

How are we supposed to carry all of this stuff once we find it. Hopefully we'll find a wheelbarrow first.


Female Human Cleric 6
Dr. Hugo Grimm wrote:

How are we supposed to carry all of this stuff once we find it. Hopefully we'll find a wheelbarrow first.

Maybe there is a handcart or dolly in the maintenance shed, or a luggage cart-thingy?


M Human unchained monk 8/paladin 6

No one hears or sees anything alarming....


M Human unchained monk 8/paladin 6

The land team proceeds to search for a maintenance shed, and they soon find it, tucked in between the lobby and the nearest ground floor room. The door has obviously been broken down and then repaired, perhaps more than once. It is closed.


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

Disable device: 1d20 + 4 ⇒ (16) + 4 = 20


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

Grimm attempts to pick the lock.


Male Tiefling Wild Rager 8

If that 20 doesn't work for some reason. Then here is a damage roll (hardness 5 10 HP) damage: 3d6 + 8 ⇒ (2, 6, 6) + 8 = 22


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

awesome! Hopefully there is a cannibal behind the door!


M Human unchained monk 8/paladin 6
Dr. Hugo Grimm wrote:
Grimm attempts to pick the lock.

He succeeds, and the door opens outward, revealing a small work room within, complete with a work table, pegs on the wall hung with a wide variety of tools, a water heater, a bathroom with a toilet, sink, and shower, and a closet filled with cardboard boxes marked with such designations as: X-mas decorations, or 2009 guest records, or light bulbs, etc.

Of especial interest are two red plastic gas cans and a metal oil can sitting on the work table, and seventeen rolls of toilet paper stacked in the bathroom closet.

There is also a handcart to haul loot away with.


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

Grimm looks around for any means to carry this stuff. A bag, cart and cord. Etc.


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

Grimm begins to figure out how to secure the tp and fuel to the handcart. He will also look for a first aid kit and some gardening tools.


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

Ya know, the world will probably run out of toilet paper before this crisis is resolved. Grimm thinks aloud.


Human Male Alchemist Beastmorph 18 Trickster 8 AC 28/19/21; HP 122/122; INIT +25; Per +24; FORT 10/REF 14/ WILL 9; CMB +14;CMD 33

Grimm will also take any wrenches and screwdrivers.


Lido Beach Horror
Cpt Kermit
Derrik
Prue
Kinyama

Radsworth TBD
Lakra TBD

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