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

Will 1d20 + 1 ⇒ (1) + 1 = 2
Fort 1d20 + 3 ⇒ (14) + 3 = 17

Ouch. That Will save doesn't bode well.


Unnamed

Blamo practically pins his eyelids back. He can keep them open for days if he has to. Unfortunately for him he gets distracted long before he wins the contest. He looks down at his leg and scratches...eyes still wide open.

When he finally looks back the mass of skittering beetles has moved. It is now only 15 feet away and still staring.

Now that it is closer Blamo can see that it is a small creature, though as before mentioned covered in beetles. IT might be beetles for all Blamo can tell.


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 will not be defeated by mere beetles. He stares really, really hard.

Will 1d20 + 1 ⇒ (5) + 1 = 6
Fort 1d20 + 3 ⇒ (14) + 3 = 17


Unnamed

Second Verse Same as the First.

This time when Blamo looks up the creature is 5 feet away.

Make a Will save DC 15

Made it:
Stupid Beetle Man!

Missed it:
AAAAHHHHHHH Run AWAY Blamo scared. Roll a d100 1-50 you drop your torch in panic


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

Will 1d20 + 1 ⇒ (2) + 1 = 3
Man, Blamo has really low willpower.

1d100 ⇒ 3
SERIOUSLY LOW

Blamo feels panicked! He runs away from stupid beetle man and rushes back to where he thinks camp is, dropping his torch on the way.


Unnamed

Blamo flees!

aaaarrrrrrrrrrgghhhhh...ow ow ow....aaaaaaaahhhhhhhhh...ow ow ow!

As Blamo flees out of the fire light he begins to get bitten. you flee one round in terror then a second round in terror. 2d6 ⇒ (6, 1) = 7 of damage. You are still covered in biting beetles. But now you can act normally.

Finally a particularly hard chomp on the bottom brings Blamo to his senses.

Need Fire! he exclaims. Blamo can see the fading fire of the camp site. Must be about 700 feet away.


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

I'm assuming I have my pouch with me.

Blamo yells in pain and sticks his hand into his pathfinder pouch, taking out a paper candle firework. He quickly lights the firework then drops it.

Hopefully that'll be enough to wake the others up!


Unnamed

1d100 ⇒ 89

Spes and Drewan you hear a pop in the sky and see light flashing from in the woods. Blamo is no where to be seen. The fire burns but lower than before. Only about 10 feet of light around it, and the chittering is almost deafening.


Unnamed

Blamo you have 1 round before the bugs return to that square.

Drewan and Spes you are prone and each have 1 action left before the bugs hit Blamo again.


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

Wooh! I knew that firework would come in handy.

A bit dazed from the loud explosion, Blamo sticks his hand into his pouch again to retrieve a candle. He lights this one as well then begins swearing at the beetles.

"Foul smirching scurry-insects! Blamo hate you! Blamo want you to burn, bothersome bugmuddles!"


Unnamed

a candle? Roll a d100. Roll high


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

The dice aren't really with me but: 1d100 ⇒ 7
Nope.


Male Catfolk Warrior Ninja 1 AC 16/13/13; HP 16/16; 0 non-lethal; Save F2/R5/W0; Init +5; Per +4, Low-light Vision

Drewan wakes with start. Seeing the fire burning low, he moves to stoke it. "Spes! Where is Sarge? Did they eat him?"

Until the fire is roaring again, he doesn't really look away except to locate more wood for the fire, so he wonders if there is a skeletonized goblin body just out of sight. Maybe over there. Or there.


Unnamed

Drewan quickly gets a flare up of the fire.

Blamo waves his candle which briefly held the bugs back then it promptly goes out, as he waves it too hard. The bugs close in.

1d6 ⇒ 3

Need some lasting fire here. Or there will be a dead goblin in the forest.


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

"Gaaaaah!"

Blamo flails and quickly reaches into his pouch for a bottle and some odd black reagent. He mixes the two with amazing speed and chugs.

Extracts lvl 1 (1/2): Cure Light Wounds 1d8 + 1 ⇒ (6) + 1 = 7
Mythic Power (6/7): Assured Drinker - swift action drink extract, no AoO

The goblin then takes out an oil flask from his pouch and drops it on the ground to shatter, the bites from the beetles already visibly healing.

"Burn, shellwastes!"

When the flask breaks, Blamo throws his arms into the air and yells, "BUUUUUUUURN!"

Spell-like ability (0/1): Spark ; target: lamp oil


Unnamed

lighting up your square? I applaud you if you do. In fact if you want to make yourself a flaming gobling and run to the camp I support that as well!


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

Yup. And yes to the flaming goblin and running to the camp. I was planning on that!


Unnamed

Blamo burns and runs! 1d3 ⇒ 1 damage to Blamo

will take you 3d2 ⇒ (2, 1, 1) = 4 rounds to get back. His current oil will burn out in 1d3 ⇒ 3 rounds. Also note that you will be doing damage to your gear!


Unnamed

note d3 damage each round of flaming goblin!


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 runs towards camp, cackling maniacally the whole way as his whole form burns.

I'll take my chances and run for the whole 4 rounds.


Unnamed

3d3 + 1d6 ⇒ (3, 3, 3) + (2) = 11


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 collapses into the campsite with one last mad cackle just as he falls unconscious. He smells burny.


Male Catfolk Warrior Ninja 1 AC 16/13/13; HP 16/16; 0 non-lethal; Save F2/R5/W0; Init +5; Per +4, Low-light Vision

Drewan will grab the flaming goblin and roll him around in the dirt vigorously to put out the flames.

A question - would I be able to use guardian's call in response to the damage from the fire to negate the damage and gain fire resistance 5?


Unnamed

his last d6 was from the beetles he was out by then. But I would say yes in the future


Male Catfolk Warrior Ninja 1 AC 16/13/13; HP 16/16; 0 non-lethal; Save F2/R5/W0; Init +5; Per +4, Low-light Vision

Good to know.

"Uh-oh, he's in a bad way, Spes. Can you bind his wounds?"

Drewan will haul the smoldering, bitten goblin closer to the fire and keep it stoked to keep the beetles back. He tries to assist the frogman, if necessary.

Heal Aid Another: 1d20 + 0 ⇒ (9) + 0 = 9 Untrained, low Wis, so close


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

sorry, been super busy today

Spes is clearly confuse by the crispy goblin, never the less, he places a large glob of spit in each hand and rubs it on the goblin. (using the healing domain for: 1d4 + 2 ⇒ (2) + 2 = 4)
What was he doing? Playing? With Fire? AGAIN!?!?!


Unnamed

Some of Blamo's wounds close, but he is still in a bad way.


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

Gasp well is he still below 0? If so I'll hit him with it again, otherwise, just go strait to the CLW he'll get anyways.
Domain heal: 1d4 + 2 ⇒ (3) + 2 = 5
CLW: 1d8 + 2 ⇒ (6) + 2 = 8


Unnamed

Assuming he had blames profile was accurate your spit put him at +3.

Also your baking score in the morning will give you a holy symbol that will give you +2 on all channels. The second day it will be a +1, then +0 on the third then -1 etc. Stale bread is just not as useful...


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 awakens. He sits up and blinks. Something smells burny. He sniffs a few times and discovers that it's him. "Blamo is burny!"


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

Hmm, so every 2 days I'll be making new bread and eating the old.
Spes looks at the still smokey Blamo.
yes Blamo is burny, but why!?!


Unnamed

ok remember you have to eat bread daily. Also, so you are warned. If you wind up with a crappy roll you will get a minus. Also remember it takes hours to make bread.


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

There's a pause as Blamo processes recent events and then he stands and yells, "Blubbering beetleman! Blamo will not forgive your offence! Blamo will have Blamo's vengeance!"

The goblin grabs his backpack and takes out a torch, lighting it at the fire and putting his backpack on before rushing into the forest where he last saw the shambling mound.


Unnamed

lol

Spes and Drewan are easily able to figure out what Blamo's plan is before he sets off. Will they go with him, or leave him to his fate?


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

Spes rolls his eyes and pulls out his own torch. We'd better go with him. He almost died once...


Male Catfolk Warrior Ninja 1 AC 16/13/13; HP 16/16; 0 non-lethal; Save F2/R5/W0; Init +5; Per +4, Low-light Vision

Drewan just nods, shoulders his pack, and takes up a torch. He'll follow Spes.


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

as he begins his walk, Spes stops at the edge or camps fire light Almost forgot... He hurrys back and picks up his pack and scampers back after the group.


Unnamed

Three bizarre creatures wander through the forest with torches, sending beetles scattering.

Blamo make me a survival check, no one else can because he went alone last time. This is to try to find your way back.

1d100 ⇒ 86


Unnamed

To be clearer, there is not obvious chittering like there was before to follow


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 races through the forest.

Survival 1d20 - 2 ⇒ (17) - 2 = 15


Unnamed

Before too long Blamo manages to locate the clearing. The moon is still high in the night sky, but the Beetle man is no where to be seen, though the ground is covered in beetles, outside the fire light.


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 growls. "Where are you, grubby beetleman?!" He waves his torch back and forth in an agitated manner. Not seeing him, the goblin instead looks for where he last saw him by attempting to find the torch he dropped.


Unnamed

blamo is able to find the torch. It is soaked


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 growls and looks for the beetleman, or any clues for where he went, one more time.

If needed: Survival 1d20 - 2 ⇒ (2) - 2 = 0


Unnamed

lol! Blamo starts to look for any kind of track and winds up going on a fairly lengthy search. He follows foot prints, getting more and more excited as he finds more. Eventually after 20 minutes he realizes he has been tracking himself.


Unnamed

All he can see are beetles and more beetles.


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

"Graaaaagh!" Blamo yells in frustration. "You escape this time, muddlehead!"

The goblin heads dejectedly back to camp.


Male Catfolk Warrior Ninja 1 AC 16/13/13; HP 16/16; 0 non-lethal; Save F2/R5/W0; Init +5; Per +4, Low-light Vision

Drewan (and Spes, I presume), get to the clearing to see Blamo shout at his adversary again, then start searching for something. Pretty soon, he is excitedly following tracks shouting about how he will find whoever it is he seeks and BURN HIM.

After following the tracks around for five, no, six. Make that seven times, Sarge screams out in frustration and returns to camp.

Drewan looks at Spes and shrugs his shoulders, then follows the goblin back to the campfire to stoke it back up.

Watching the mad goblin, he prepares to return to sleep, telling himself that he will need to wake periodically to make sure someone's really standing wa...ZZZZZZ


Unnamed

Blamo returns to his watch. It passes uneventfully. Time to wake Spes

1d100 ⇒ 76


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 crouches down near Spes and stares at him. He spends some time doing that before leaning closer. He sniffs. He sticks his tongue out and licks the frog in one smooth stripe before drawing back.

Grinning and seemingly pleased with himself, Blamo pokes Spes to wake him up.

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