Rise of the Red Tunics: Shattered Shackles of the Crimson Regent-Gameplay (Inactive)

Game Master Vuvu

The Red Tunics always die when they go out...right?


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Male Goblin Alchemist Expert 1 / Trickster 1 | HP 6/17 | AC 18/13/16, Fort +3, Ref +6, Will +1 | Init +3, Darkvision 60 ft.; Perception -2

Blamo fails to climb out of the pit and growls. He finds a rope offered to him and grabs onto it, yelling, "Blamo want food!" A pause. "And Blamo want vengeance!"


Unnamed

Between the two of them Spes and Crimson yoink Blamo out of the pit. They turn and see the next obstacle.

They look just to see the group in front of them stumble out of a circular muddy pit about 30 feet across. It would seem to be a simple task, perhaps the group prior broke the obstacle. As soon as our hero there is a flash of light in the middled of the pit and a small glowing bug appears. It hops into the air and makes a small circle and then heads straight for the heroes.

Nature 11:

This is a fire beetle. It glows, it flies and it has a bite that is not very nice.

1d20 + 3 ⇒ (11) + 3 = 14 William

1d20 + 3 ⇒ (18) + 3 = 21 Blamo

1d20 + 1 ⇒ (9) + 1 = 10 Spes

1d20 + 3 ⇒ (8) + 3 = 11 Buzzy Critter

Can you all put, where it can be seen when you post your basic info. Saves, Initiative, AC, and HP. Spes-like we do in the other campaign. Also We will be doing an average of our heroes and our bad guys initiative and the entire group gets to go, then the other entire group, it makes things faster.

The critter is 10 feet in front of the three of you in the air. Our heroes get to go first!


Male Gripplis Adept/1 Priest/1 AC(12/12/11) HP 15/15 Fort +1, Ref +1, Will +7

Nature: 1d20 - 1 ⇒ (7) - 1 = 6
Spes, looks at the beetle clearly concerned about it being almost as big as he is. What kind of bug gets that big? you would think someone would have eaten it by now


Male Goblin Alchemist Expert 1 / Trickster 1 | HP 6/17 | AC 18/13/16, Fort +3, Ref +6, Will +1 | Init +3, Darkvision 60 ft.; Perception -2

Update to basic info done!

"Blamo thanks tasty friends," he says when he's pulled from the pit. He is then distracted by the glowing bug. "Ooooh. Shiny!"

Blamo approaches the bug to grab it with both hands.

Five-foot step forward, Combat Maneuver: Grapple which Provokes Attack of Opportunity from Buzzy Critter!

Grapple 1d20 ⇒ 19 - [damage from critter if hit]


Unnamed

The beetle attempts to bite Blamo's hands at it snatches it out of the air. After charging recklessly towards it.

Bite1d20 + 1 ⇒ (7) + 1 = 8

Amazingly Blamo snatches it by the legs making the bite miss. Now the Beetle continues to try to fly and bite, the ends result is that Blamo is rooted in place leaning back, trying to gnaw on it and spinning like a top.


Male Human Gestalt: Warrior 1/Bard 0. AC 17/13/14 Init: +3, Fort: 5, Ref: 3, Will: -1 HP 7/13

"Ha ha!" William barks a laugh and snatches his axe from his belt with a flourish. Jumping forward, he takes a deft swing.

1d20 + 4 ⇒ (6) + 4 = 10

Blamo's bouncing grab makes the bug bob in the air, and Will, concentrating too hard on making sure the attack was artful, goes high. He gives the little thing a reproachful look, as if it was it's fault he didn't connect.


Unnamed

As William follows through on his swing, the beetle spins around again and collides with his ax.

1d6 ⇒ 4

No one is more amazed than Crimson, when the beetle stops buzzing and falls to the ground, and disappears.


Unnamed

Slogging on through the mud our heroes come to the next challenge, and perhaps the last.

Before them is a 50 ft high wall. The wall is perfectly smooth 2 successful DC 20 Climb In front of the wall going up at an angle is a cargo net. The net is wet and slick and the going is very slow. As the party looks they see other teams getting tangled contantly. 10 DC 12 Climb checks Each time you fail you must succeed at a DC 5 Escape Artist check to continue. Describe how you work as a team and perhaps there is a reward.

At the top of the is a slide down to the finish line. In front of the path is a large panel designed to slide upwards, covered in grease and spikes. DC 20 STR check you may assist each other

dont forget blamo and spes are still sickened


Male Goblin Alchemist Expert 1 / Trickster 1 | HP 6/17 | AC 18/13/16, Fort +3, Ref +6, Will +1 | Init +3, Darkvision 60 ft.; Perception -2

"Aww. Blamo wanted shiny," Blamo says sadly as the beetle disappears.

When they arrive at the last obstacle, the goblin gets a dangerous gleam in his eye. "Friends want to win? Blamo has plan."

Blamo's Plan (Summarized!):

Everyone drops most of their gear so they're encumbrance-free. They shouldn't drop their weapons or armor and Spes should still carry the rope. Blamo lifts Spes', which he should be able to do, and their combined weight at that point should be around 80 lbs., which Crimson can easily lift.

Crimson lifts them and throws them as near to the top of the wall as he can. Considering Crimson is already at a relatively considerable height, Blamo and Spes should be thrown at least halfway up the wall by then. Blamo then throws Spes high which should get him, if not to the top, then near the top which Spes can easily climb. That saves us some time and gets us ahead of the others. Spes drops the rope to Blamo and Crimson.

Blamo climbs up as soon as possible (should take significantly less a DC than going up the cargo net) and gets on top with Spes. Crimson should then carry all the gear (should take him to Heavy encumbrance) and start climbing up steadily with Spes assisting from the other end of the rope. At this point, Blamo is running around punching climbers in the face. That is to say, delaying the other recruits and protecting Spes and the rope.

They should get to the top first in this manner and their gear re-distributed. To further incapacitate the other recruits, Blamo starts working on cutting the cargo net off from the wall. He shouldn't do this before because it leaves the other recruits free to attack Crimson.

If, at any point, Blamo is unable to protect the Spes and the rope or someone is getting dangerously close to the top and Blamo is otherwise distracted and can't stop them, Spes should cast Sleep and target those near the top but at the same time including as many recruits as possible. In the same manner, those who are targeting Crimson while Blamo and Spes are at the top should be incapacitated. (Blamo suggests tasty frog avoid making Blamo sleep this time.)

(Blamo has no plan on what to do next because he doesn't know what's at the top. But either we all go down together assisting each other (somewhat risky) or Crimson throws Spes (or both of us if possible) to the finish line (without anyone removing gear) and then handing the rope back to make traversing the path easier.)

Complicated and crazy? Yes, that's Blamo for you!

And Blamo won't notice this but since Crimson and Spes' are disgustingly filthy at this point (and Crimson is mud-splattered), so Spes' should clean them up with Create Water or clean themselves up with their carried waterskins. I don't think Crimson would want to get his hands anywhere near both of them unless they're cleaned up first.

Need to get rid of the sickened condition anyway.

Also imagine Blamo relating his plan wildly and quickly with appropriate flailing gestures and insults on the other recruits' and the organizers' heritage when they are referred to.

I have something today so I'll be away for around 12 or more hours. If you get a posting spree on, just assume Blamo is following the plan.


Male Gripplis Adept/1 Priest/1 AC(12/12/11) HP 15/15 Fort +1, Ref +1, Will +7

Spes's eyes grow big as he sees just how high he has to climb. Gift as he is at climbing, he can see clearly that this wall is more than he can take with both his and Crimsons pack. Either of you er, have ropes? Spes looks down as though embarrassed to speak up. I think I can climb up alot faster than the other teams. Then I'll throw the ropes down for you to climb.
So, I can travel about 4 times as fast (go accelerated 10+9-5=14 Climb) the other teams up the rope just by taking 10 if I only have a light load (37 lbs). I'll just race to the top. I can only lift one of you at a time (I can lift 112.5 lbs (I assume at my speed of 15 ft vs everyone elses 7.5). But once I get one of you up, We can use both the ropes to pull up the packs and the other person at the same time.)


Unnamed

blamo drops his pack and rummages, tossing things out until he uncoils his rope. He is disappointed at the simplicity of this plan. bot for him since he is gone :)


Male Gripplis Adept/1 Priest/1 AC(12/12/11) HP 15/15 Fort +1, Ref +1, Will +7

Yeah, but If Blamo REALLY wants to stop the others, once we get up, I can burning hands the rope. Especially since it wouldnt take much pressure to get Spes to do it (he's used to being bossed around)


Male Goblin Alchemist Expert 1 / Trickster 1 | HP 6/17 | AC 18/13/16, Fort +3, Ref +6, Will +1 | Init +3, Darkvision 60 ft.; Perception -2

Blamo does not like Simple Plan(s). Blamo likes complicated plans that involve improvisational use of things that weren't meant to be used that way with dramatic flair. But mostly Complicated but Dumb (High Int, Low Wisdom!). Blamo is totally not just making up several plans that make things way more complicated than they need to be just for fun. (Blamo is a fan of fun.)

Also, if there is any burning going on, Blamo would be first in line. (He has like, three torches and a lot of flammable material in his pouch.) :P He just wants to punch people in the face! It's vengeance! And do you really want Blamo to know he can boss you around? Because he will do that. A lot. Mostly to get you to help out in said Plans. And also because fun. (I imagine Will would boss you around too.)

Blamo is very disappointed but gives Spes his rope. "Blamo liked his plan better," he sulks but then gets distracted by a shiny thing he tossed out of his backpack and puts everything back in there again.

Blamo is still in need of vengeance and looks to see if there are any recruits nearing the top of the wall.


Unnamed

It currently looks as if 2 teams are about halfway up another group has split, with one trying to climb the wall and the others trying the net.

Come on guys this has to be the last thing!...That is what they want us to think!...Who cares I'm hungry!


Male Oread Student of Stone Flowing Monk/4 Lore Warden 2 (AC 22/21/18, HP 53/53, Fort +9, Ref +8, Will +7)

Spes, with 2 ropes wrapped around him, scurries up the slick ropes. having toes and fingers as long as Spes really comes in handy. Also, Blamo may get to whack people anyways, I can pretty much haul him and his pack up while he is climbing so it may almost look like he is running up the wall. (I can lift 112.5 lbs up the rope)


Unnamed

As Spes races up the wall those on the netting start to shout.

Stop them!

Suddenly above Spes gallons of water appear and pour down on him

Reflex 10 or fall to the bottom from halfway up

Another tangled climber begins to pull random items from his pack and throw them. At which point others decide that is a good idea.

1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6

1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11

1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6


Male Goblin Alchemist Expert 1 / Trickster 1 | HP 6/17 | AC 18/13/16, Fort +3, Ref +6, Will +1 | Init +3, Darkvision 60 ft.; Perception -2

Blamo decides to join in on the fun and looks for things on the ground to throw.


Unnamed

lots of rocks in the mud


Male Goblin Alchemist Expert 1 / Trickster 1 | HP 6/17 | AC 18/13/16, Fort +3, Ref +6, Will +1 | Init +3, Darkvision 60 ft.; Perception -2

Blamo picks rocks up and starts throwing them at the other recruits.

Throw Rock 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1 (1d20 + dex - improv penalty)

Yow, natural one. This can only mean fun!


Unnamed

luckily for you, I do not have the critical fumble deck, or I would use it.


Male Gripplis Adept/1 Priest/1 AC(12/12/11) HP 15/15 Fort +1, Ref +1, Will +7

Reflex 1d20 + 1 ⇒ (16) + 1 = 17
Spes, frog-like as he is, remains unfazed as the water pours down around him. To avoid the brunt of the force from the water, Spes weaves in and out of the netting like a little contortionist racing up the wall as fast as his little legs will take him. All the while boots, string, and even a pot or two rain down around him. I don't you if you will rule this way, but every team that threw something is pretty much hosed because they aren't allowed to leave stuff behind. Also, unlike every other climber, I keep my dex because of my climb speed yay for being a frog! OWWWW!! Cut that out. I didnt do anything to you! Spes shouts wow he lost his cool accusingly as some of the smaller items wiz past him. Question, do I know who shot me with water, I'll have to thank them for cleaning me up


Unnamed

Spes is happy to see some of the chunks on him wash away, though much to his dismay he still smells. Reduce sickened penalty to -1

As to losing stuff :)

Spes reaches the top of the wall. Peering around the lifting wall he sees a slide that leads down to a tangle brambles, with bells attached to them at various places. Just beyond them is what appears to be breakfast being set up, though there are many guards blocking the path.


Male Gripplis Adept/1 Priest/1 AC(12/12/11) HP 15/15 Fort +1, Ref +1, Will +7

Spes throws down one end of one of the ropes to his comrades at the bottom, trying his best to wave it in front of Blamo who seems to be chucking rocks into the wall. Blamo! Rope! Spes yells in his tiny voice. Trying to get the attention of the Goblin. Is there anything I can tie the second rope to besides what is holding the net down (unless or course the tie downs are farther over than the net)? Sorry Will, I cant very well hold the rope for you with all of your gear.


Unnamed

sure tie it onto something.


Male Gripplis Adept/1 Priest/1 AC(12/12/11) HP 15/15 Fort +1, Ref +1, Will +7

Spes, seeing few objects to tie his rope to, decides to risk getting it close to the other angry red shirts and ties one of the ropes to the pitons holding up the net (All I can say is climb up fast). So I'll be holding one rope, I can pull up 112 lbs and someone else can climbe the other rope. (if you both wanted to, you could probably both climb the one rope as I haul up most of the gear)


Male Human Gestalt: Warrior 1/Bard 0. AC 17/13/14 Init: +3, Fort: 5, Ref: 3, Will: -1 HP 7/13

Crimson mutters to himself, and grabs ahold of the rope nearest him. He wraps one end around his hands and starts trying to walk his way up the wall, using the rope as a guide.

As he begins, he shouts over to his goblin 'ally'. "Blam! Spes says you can throw things at the ones on top of the wall if you let him pull you up!"

1d20 + 3 ⇒ (7) + 3 = 10 Climb

[ooc]That's probably enough, with the rope to brace myself?[/b]


Unnamed

Crimson quickly makes his way halfway up the wall.


Male Goblin Alchemist Expert 1 / Trickster 1 | HP 6/17 | AC 18/13/16, Fort +3, Ref +6, Will +1 | Init +3, Darkvision 60 ft.; Perception -2

"Rope?" Blamo looks around for the rope he finds it and looks at it. Then he hears William shout at him and starts clambering up "VENGEAAAANCE!"

Climb 1d20 + 1 ⇒ (18) + 1 = 19


Unnamed

Blamo also makes it halfway up the rope


Unnamed

Climb for Crimson 1d20 + 3 ⇒ (13) + 3 = 16

Climb for Blamo 1d20 + 1 ⇒ (19) + 1 = 20

Both Blamo and Crimson make it to the top of the rope. In front of them is the heavy wall to lift. DC 20 STR Just as they get to the top it slams down, as a group passes through

Behind them a couple more groups are close to the top.

Every so often you hear a bell ding, followed by a cry of pain from the brambles.

Once through the wall our Heroes can slide down to the, truly last, challenge. It is a bunch of brambles basically with Bells attached all over them. Either 4 Stealth Checks of DC 15, or 4 Escape Artist Checks of DC 15

Perception 15:

Every time the 3 moving through the brambles bumps a bell, they cry out in pain

Everytime you fail a Stealth or Escape Artist:

You take a minor electric Shock, take d2 nonlethal damage


Male Goblin Alchemist Expert 1 / Trickster 1 | HP 6/17 | AC 18/13/16, Fort +3, Ref +6, Will +1 | Init +3, Darkvision 60 ft.; Perception -2

Blamo helps Crimson lift the wall, pushing at it while yammering something about pimple-faced walls.

Aid Another -> Strength! Because Blamo is small and Crimson can lift better. Also I keep forgetting to add the sickened penalty.
1d20 + 1 - 2 ⇒ (4) + 1 - 2 = 3


Male Gripplis Adept/1 Priest/1 AC(12/12/11) HP 15/15 Fort +1, Ref +1, Will +7

Well this should be interesting, A wall that we need to lift, Blamo and I can squeeze through with a 1 ft high gap; and probably can't lift higher than 3 ft. Looks like either Crimson will be flexing some muscles or we wait and get help from some of the other groups.


Male Gripplis Adept/1 Priest/1 AC(12/12/11) HP 15/15 Fort +1, Ref +1, Will +7

wow, thats funny I do have the highest strength


Male Gripplis Adept/1 Priest/1 AC(12/12/11) HP 15/15 Fort +1, Ref +1, Will +7

Strength Check: 1d20 + 1 ⇒ (15) + 1 = 16(+2 per helper)


Unnamed

Our three heroes are able to lift the wall, and skitter under it, tumbling down to the bramble patch. In the center of the patch is another team.


Male Human Gestalt: Warrior 1/Bard 0. AC 17/13/14 Init: +3, Fort: 5, Ref: 3, Will: -1 HP 7/13

Will curses, and picks himself up, vainly attempting to brush some of the accumulated filth off his tunic. With a glance at his much smaller companions, he mutters something about cheaters and starts to make his way into the thicket.

1d20 + 2 ⇒ (2) + 2 = 4 Escape Artist roll 1
1d20 + 2 ⇒ (11) + 2 = 13 Escape Artist roll 2
1d20 + 2 ⇒ (12) + 2 = 14 Escape Artist roll 3
1d20 + 2 ⇒ (20) + 2 = 22 Escape Artist roll 4


Unnamed

Crimson promptly tries to make his way across the thicket, he hits the first bell 3 times before moving past it to the second one. Each time he feels a jolt of pain.

3d2 ⇒ (2, 1, 2) = 5 of non lethal

He needs to make 3 more successful checks, shortly beyoond him is another team, they are stuck at the second check. This is where you can be creative.


Male Goblin Alchemist Expert 1 / Trickster 1 | HP 6/17 | AC 18/13/16, Fort +3, Ref +6, Will +1 | Init +3, Darkvision 60 ft.; Perception -2

Blamo squeezes through the wall. He scowls because now he can't get his vengeance at the people below him. He watches Crimson run ahead and spots a team in front of them and begins picking up rocks and throwing them at the other team.

Throw Rock 1d20 + 2 - 4 ⇒ (15) + 2 - 4 = 13 (1d20 + dex - improv penalty)

Throw Rock 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1 (1d20 + dex - improv penalty)


Unnamed

one of blamos rocks hits the bell next to another team drawing a cry of pain. The other flies wide, missing the thicket completely.


Male Gripplis Adept/1 Priest/1 AC(12/12/11) HP 15/15 Fort +1, Ref +1, Will +7

1d20 + 5 ⇒ (19) + 5 = 24
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 5 ⇒ (2) + 5 = 7
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (17) + 5 = 22
wow, 4 fails before I get through the first 2. As soon as I feel like I cant take the nonlethal damage anymore (after taking 7 damage) I'll cure light wounds myself.
Spes, bounces back and forth between a bell and the bramble that blocks his way. It is almost a comical sight to see the poor frog jumping forward from the shock, only to jump backward as he is pricked by the thorns ahead.
CLW1d8 + 1 ⇒ (5) + 1 = 6


Male Goblin Alchemist Expert 1 / Trickster 1 | HP 6/17 | AC 18/13/16, Fort +3, Ref +6, Will +1 | Init +3, Darkvision 60 ft.; Perception -2

Blamo gets impatient and follows Spes into the thicket.

Stealth 1d20 + 16 - 2 ⇒ (2) + 16 - 2 = 16
Stealth 1d20 + 16 - 2 ⇒ (1) + 16 - 2 = 15

He scurries through it with ease. When he arrives at the middle, he starts punching a member of the other team. In the face. While yelling, "Vengeance!" interrupted by wild cackling.

Unarmed Strike 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19 Damage if hit: 1d2 + 1 ⇒ (1) + 1 = 2 (non-lethal)


Unnamed

Blamo actually drops one of the other team members, though not before she gets her own punch off
1d20 ⇒ 6

Yep Blamo just knocked out a girl.


Unnamed

1d20 + 2 ⇒ (14) + 2 = 16

William Also at last makes it to the center. All three of are heroes are there with Blamo in fisticuffs with a girl, who has just collapsed. A second of the other team is alraedy out due to the shocks.


Male Human Gestalt: Warrior 1/Bard 0. AC 17/13/14 Init: +3, Fort: 5, Ref: 3, Will: -1 HP 7/13

Will desperately holds up a hand, as best he can in the cramped and dangerous space. "Whoah there, folks!" He grabs ahold of Blamo's arm, and tries to reason with the combatants.

"No need to beat one another senseless. We can all make it through here just fine." But, behind his back, he subtly flips his axe around to the blunt side...

1d20 + 4 ⇒ (8) + 4 = 12 Bluff (further +1 if on anyone who finds him attractive)


Unnamed

1d100 ⇒ 13

1d20 + 2 ⇒ (6) + 2 = 8

The last man standing holds his punch. And looks at William


Unnamed

I see where this is going

As soon as the man relaxes his stance, William slams him in the nose with the back of his ax.

1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14 vs FF for 1d6 ⇒ 3 of nonlethal

He staggers back into a bell, and takes a shock and collapses, snoring.

There is a peal of laughter from the observers.

Our heroes now stand alone in the middle of the thicket. Some of them stinky, all of them wet.


Male Goblin Alchemist Expert 1 / Trickster 1 | HP 6/17 | AC 18/13/16, Fort +3, Ref +6, Will +1 | Init +3, Darkvision 60 ft.; Perception -2

"Hey!" Blamo yells when Will stops him. He flails his arm out of Will's grip. "Why you—"

Sense Motive 1d20 - 2 + 1 ⇒ (13) - 2 + 1 = 12 (-2 dex, +1 survivor)

He notices Will's axe behind him. "Ohhhh." He relaxes then giggles madly when Will hits the man.

"Blamo like you," he says to Will, grinning wide.


Male Human Gestalt: Warrior 1/Bard 0. AC 17/13/14 Init: +3, Fort: 5, Ref: 3, Will: -1 HP 7/13

"Brilliant. Let's get a move on, then." Will flashes a fierce, genuine smile at the mad little goblin, then starts to forge his way on through the blasted thicket.

1d20 + 3 ⇒ (12) + 3 = 15 Acrobatics
1d20 + 3 ⇒ (6) + 3 = 9 Acrobatics

EDIT Whoops, escape artist. -1 to both of those. And here's some more.

1d20 + 2 ⇒ (18) + 2 = 20 Escape Artist
1d20 + 2 ⇒ (2) + 2 = 4 Escape Artist


Unnamed

William makes it to just one level of brambles to freedom and food before taking another shock

1d2 ⇒ 1


Male Gripplis Adept/1 Priest/1 AC(12/12/11) HP 15/15 Fort +1, Ref +1, Will +7

As Will and Blamo press on, Spes looks with mouth agape down at the unconscious group, up and Will and Blamo and back to the group. Well, it could be worse Spes shrugs his shoulders and hurries along after his two mischievous teammates.

Stealth: 1d20 + 5 ⇒ (18) + 5 = 23
Stealth: 1d20 + 5 ⇒ (20) + 5 = 25

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