Saevox's Gauntlet: Team 1 (Inactive)

Game Master The Rising Phoenix

ROUND 20 Tuesday 06/26/2018 10:00PM EDT.
Current Map


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How does this come into effect: Warded Against Nature (Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.) ?


Spiders are vermin, not animals, so it would not apply here.


https://www.d20pfsrd.com/bestiary/monster-listings/vermin/

Quote:
A vermin-like creature with an Intelligence score is usually either an animal or a magical beast, depending on its other abilities.

So do spiders then count as animals?


No, they are vermin, as listed in their profile. That statement is misleading. It is saying that a vermin-like creature with an intelligence score would show up under the Animal or Magical Beast types - such as aaranea, which is described as being an intelligent spider.
But, most spiders and insect-like creatures will fall under vermin, not animal.

Edit: An appropriate Knowledge check (Nature in this case) will tell you what Type of creature you are facing.


[ooc]Worth a shot! Not much Inarus can do against swarms. No magic and couldn’t afford swarmbane brooch. I’ll hold off for now to see what the party can do about this.”[/b]

Perception: 1d20 + 10 ⇒ (17) + 10 = 27

Seeing the spiders swarming, Inarus stared in fear. He managed to yell out ”Channel them! If we don’t stop them we are going to fall!”


Gnoll Oracle 4 | HP: 42/43 | Fort +5, Ref +1, Will +4| AC 22, F 22, T 10 | Init +0 | Perc +0 | Spells: 1: 7/7 ;2: 4/4 | Channel 2d6+1 : 9/10 | CL Wand : 40/50

"That's not how mine works Inarus!" Graiel yells as he quickly realizes that climbing out of this cage is his best option. He run over to the opening to the cage and attempts to climb on top and then to the chain.

Climb: 1d20 + 1 - 4 ⇒ (3) + 1 - 4 = 0

well then...this should be interesting..


TG1 | FF

The oracle tries to climb the bars of the cage, but there are too many spiders and he can't find a safe place to grasp the bars. He doesn't even move up move than six inches before he loses his grip and inadvertently takes the fast route to the ground below.

Slipping from sight of the spider infested cage, he falls backwards down the elevator shaft towards a fast approaching stone floor below. Landing with a loud THUD that temporarily knocks the wind out of him Graiel takes 14 damage from falling.

Once the falling gnoll disappears from sight the overseer looks down and asks, "I will answer one final question."

I've updated the map and moved you to your new location Graiel. You've only used one move action for your climb so far, so you still have a standard/move left. You are laying prone on the ground at the bottom of the elevator shaft. The rickety cage is 40' above you and descending.

R1: Festram, Inarus, Graiel, Sruigryth, Spider Swarm
Bolded players still have actions this round.

Graiel falling damage: 4d6 ⇒ (2, 4, 4, 4) = 14


| HP: 30/39 | Init +8, Per +10, SM +10 | AC/T/FF/CMD 18/12/16/18 (+2 AC/FF/CMD w/ Mut.) | F+4 R+6 W+5 (+2 vs. Illusion) | Inspiration (4/5) | Extracts: 1st (4/4), 2nd (2/2) | Mutagen (1/1) |

As Sruigryth is pulled back up on to the cage he grasps at the belt around his waist and pulls out an alchemists fire, launching it into the most bunched up spiders as far from his friends as possible.

Alchemists Fire: 1d20 + 5 ⇒ (19) + 5 = 24
Damage?: 1d6 ⇒ 4


Gnoll Oracle 4 | HP: 42/43 | Fort +5, Ref +1, Will +4| AC 22, F 22, T 10 | Init +0 | Perc +0 | Spells: 1: 7/7 ;2: 4/4 | Channel 2d6+1 : 9/10 | CL Wand : 40/50

Graiel groans as he reaches for and draws his wand of cure light wounds.


Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2)

Swatting away spiders, Festram likes Graiel's idea and leaps off the chain towards the ground below. He will then stand up.

Acrobatics: 1d20 + 3 ⇒ (18) + 3 = 21


One more question? Bracing himself Inarus shouted ”What guards the treasure?!”


TG1 | FF

[REMINDER] We are now nearly halfway through Round 2. It began Wednesday 04/25/18 @ 9:30 AM EST and will end Friday 04/27/18 @ 9:30 AM EST. The next round begins immediately when this round ends if all players from all teams have completed their actions that round. If any player has not completed their actions, a single 24 hour extension period will be granted to this round.


Festram leaps off the top and unlike Graiel, scores a perfect 10 to no one as he crashes into the ground and falls prone next to Graiel. Festram takes 10 damage and 1 NL from falling damage.
Sruigryth's flask breaks apart on the swarm, you see many of the spiders whither and die in the fire. A little splashes on Inarus and Sruigryth. Inarus and Sruigryth each take 1 damage. While the swarm seems weakened, it still stands.

Inarus' question will be answered in the next round

The swarm stands it's ground as they engulf Inarus and Sruigryth, biting madly. Inarus and Sruigryth feel an odd sensation flowing from the bite marks! Sruigryth seems to shrug off the feeling, but Inarus falls ill and becomes nauseated. Both take 4 damage, Inarus takes 2 STR damage.

Festram falling damage: 2d6 ⇒ (4, 6) = 10, 1d6 ⇒ 1

GM screen:

Damage: 1d6 ⇒ 4
Poison,STR: 1d2 ⇒ 2

End of Round 2:
Festram -10 HP, -1 NL
Inarus -5 HP, -2 STR, Nauseated
Graiel -14 HP
Sruigryth -5 HP
Spider Swarm -6 HP


| HP: 30/39 | Init +8, Per +10, SM +10 | AC/T/FF/CMD 18/12/16/18 (+2 AC/FF/CMD w/ Mut.) | F+4 R+6 W+5 (+2 vs. Illusion) | Inspiration (4/5) | Extracts: 1st (4/4), 2nd (2/2) | Mutagen (1/1) |

"Let's get the hell off this ride brother!" Sruigryth yells as he leaps for the cage door again, bracing for the inevitable fall.


Round 3:

The metallic chains supporting the swaying cage above protest one final time before several links snap and releasing it below. The cage quickly plummets the remaining thirty feet to the stone floor below before crashing to the ground in a loud cacophony that echoes up the elevator shaft. The elevator flies to the ground with Inarus, Sruigryth and the spiders and falls toward Festram and Graeil, who just pulled out a wand. Festram and Graeil attempt to scramble out of the way, but were unable to get their footing as the cage smashes into them! The spiders are dispersed from the shock of the fall and flying debris. Everyone takes 9 points of damage and is prone.


Round 3:
Festram -19 HP, -1 NL
Inarus -14 HP, -2 STR, Nauseated
Graiel -23 HP
Sruigryth -14 HP
Spider Swarm -15 HP, FLATTENED! RIP.

GM screen:

Cage/Falling: 3d6 ⇒ (3, 4, 2) = 9

GM Room 3:

PERCEPTION
Perception Inarus: 1d20 + 2 ⇒ (14) + 2 = 16
Perception Graeil: 1d20 + 0 ⇒ (13) + 0 = 13
Perception Festram: 1d20 + 8 ⇒ (12) + 8 = 20
Perception Sruigryth: 1d20 + 10 ⇒ (10) + 10 = 20
Perception 5: 1d20 + 0 ⇒ (1) + 0 = 1
INITIATIVE
Init Inarus: 1d20 + 3 ⇒ (15) + 3 = 18
Init Graeil: 1d20 + 0 ⇒ (16) + 0 = 16
Init Festram: 1d20 + 8 ⇒ (14) + 8 = 22
Init Sruigryth: 1d20 + 8 ⇒ (10) + 8 = 18
Init Baddie 1: 1d20 + 0 ⇒ (2) + 0 = 2
Init Baddie 2: 1d20 + 0 ⇒ (6) + 0 = 6
Init Baddie 3: 1d20 + 0 ⇒ (14) + 0 = 14
Init Baddie 4: 1d20 + 0 ⇒ (17) + 0 = 17

WILL SAVES
Will Inarus: 1d20 + 7 ⇒ (10) + 7 = 17
Will Graeil: 1d20 + 4 ⇒ (7) + 4 = 11
Will Festram: 1d20 + 8 ⇒ (3) + 8 = 11
Will Sruigryth: 1d20 + 5 ⇒ (15) + 5 = 20 +2 vs. Illusion
Will 5: 1d20 + 0 ⇒ (10) + 0 = 10

FORT SAVES
Fort Inarus: 1d20 + 7 ⇒ (3) + 7 = 10
Fort Graeil: 1d20 + 5 ⇒ (20) + 5 = 25
Fort Festram: 1d20 + 4 ⇒ (1) + 4 = 5
Fort Sruigryth: 1d20 + 8 ⇒ (15) + 8 = 23
Reflex 5: 1d20 + 0 ⇒ (7) + 0 = 7

REFLEX SAVES
Reflex Inarus: 1d20 + 7 ⇒ (7) + 7 = 14
Reflex Graeil: 1d20 + 1 ⇒ (3) + 1 = 4
Reflex Festram: 1d20 + 4 ⇒ (1) + 4 = 5
Reflex Sruigryth: 1d20 + 6 ⇒ (7) + 6 = 13
Reflex 5: 1d20 + 0 ⇒ (14) + 0 = 14

Drawbacks:
Graeil - Overprotective: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Inarus - Warded Against Nature (Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.)
Sruigryth - Meticulous: You take a –2 penalty on skill checks for skills with which you’re untrained.
Festram - Haunted: You take a –2 penalty on saves against spells with the evil descriptor.


Round 3:

The wreckage of the elevator is scattered among the stone floor of this large rectangular room. Two metallic doors lead from the room on opposite sides, each with a metal plaque above it with words etched in an ancient tongue. Beside each door is a circular pillar with a light blue glow emanating from it, what the overseer called an activation stone. Four wooden doors line the back wall of the room.

A five foot circular golden platform shimmers from the light of two lit braziers which flank it. A brass etched plate is located on the wall behind the platform and another three foot high circular stone pillar emitting a soft blue light sits in front of the circular platform, similar to the one that you used in the courtyard above.

The overseer drops from above, landing in a crouch near the elevator. Standing, it moves over and stands in the corner and continues to observe you. The overseer also cryptically answers, "There are paths you choose to gauge your might."

Metal plate above door #1 (Thassilonian):

Easy is the way to fewer gains

Metal plate above door #2 (Thassilonian):

The more difficult the challenge, the faster the pace, the better the reward

Metal plate behind golden platform(Thassilonian):

Recovery

You can help decipher the purpose of the golden platform with a Spellcraft, UMD or K:Arcana check. Each successful check from the three types will grant a specific piece of information, with up to three pieces of information being provided when all three categories have been met successfully.


Round 3:
Festram -19 HP, -1 NL
Inarus -14 HP, -2 STR, Nauseated
Graiel -23 HP
Sruigryth -14 HP


What is the -2 Str from?

Groaning, Inarus weakly pulled himself up and proceeded to vomit all over the floor.

Wiping his mouth, he proceeded to translate the doors. ”...I. Could use some recovery...”


Gnoll Oracle 4 | HP: 42/43 | Fort +5, Ref +1, Will +4| AC 22, F 22, T 10 | Init +0 | Perc +0 | Spells: 1: 7/7 ;2: 4/4 | Channel 2d6+1 : 9/10 | CL Wand : 40/50

At the beginning of "my turn" everyone heals 5 and I take 15. Moments after the impact, the other Gnolls immediately feel their wounds closing while the wounds on Graiel worsen significantly. Grunting, he activates the wand he is holding and a small wave of healing washes over him.

Cure Light: 1d8 + 1 + 2 + 1 ⇒ (4) + 1 + 2 + 1 = 8


I'm sorry, I didn't make it clear, the spider swarm had a poison, and we prerolled everyone's saves at the beginning of the round and you failed your save, also didn't make the save for this round.

Inarus feels his strength fade again, then feels better as the poison has made it out of his body. Inarus takes 2 strength damage

Inarus:
If you don't have K. Arcana, or UMD, you may ask your teammates to do those rolls since you've translated the Thassalonian

GM Screen:

STR damage: 1d2 ⇒ 2

Round 3:
Festram -14 HP
Inarus -9 HP, -4 STR
Graiel -30 HP
Sruigryth -9 HP


Feeling his strength fade, Inarus sagged to the ground. ”I feel as weak as an elf.” Feeling miserable he sprawled out on the floor. ”Someone who knows magic look at the doors.”

-2 Hit, -3 damage. Ouch. Plus as a gnoll I see him as being loud in victory and equally loud when hurt/sick


Gnoll Oracle 4 | HP: 42/43 | Fort +5, Ref +1, Will +4| AC 22, F 22, T 10 | Init +0 | Perc +0 | Spells: 1: 7/7 ;2: 4/4 | Channel 2d6+1 : 9/10 | CL Wand : 40/50

At the beginning of "my turn" everyone heals 5 and I take 15. As many of their wounds become mere scratches, Graiel's wounds still seem excessive. Graiel looks like he is about to fall unconscious when his favorite shawl looks to discharge some magic.

Shawl of life-keeping, which I assume he charges each night, heals him for 10. There are no dice or spells cast, so I believe none of his bonus healings get triggered.

Grail takes a noticeable gasp of air as his consciousness flitters. He much more enthusiastically activates the wand again.

Cure light: 1d8 + 1 + 2 + 1 ⇒ (1) + 1 + 2 + 1 = 5


I can use my wand on him to, right? As it is on my class’s spell list?

Inarus rolled over and tapped Graiel as well.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4


Graiel, we're still resolving that previous turn, but let me know if you still wish to life link on the new turn when it rolls around.

A reminder that your fellow players, their characters do not know what you're thinking, so you will need to point out information to each other.


Gnoll Oracle 4 | HP: 42/43 | Fort +5, Ref +1, Will +4| AC 22, F 22, T 10 | Init +0 | Perc +0 | Spells: 1: 7/7 ;2: 4/4 | Channel 2d6+1 : 9/10 | CL Wand : 40/50

Oh, my apologies for jumping the gun. I will absolutely maintain lifelink.


”Can anyone use magic devices? Or knows anything about Arcana? We should figure out which door to go through before more spiders come.”


Graiel Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
Graiel UMD: 1d20 + 8 ⇒ (7) + 8 = 15
Sruigryth K Arcana: 1d20 + 8 ⇒ (10) + 8 = 18
Sruigryth UMD: 1d20 + 10 ⇒ (17) + 10 = 27
Sruigryth Spellcraft: 1d20 + 7 ⇒ (9) + 7 = 16
Festram K Arcana: 1d20 + 5 ⇒ (3) + 5 = 8
Sruigryth UMD: 1d20 + 10 ⇒ (12) + 10 = 22
Sruigryth Spellcraft: 1d20 + 7 ⇒ (13) + 7 = 20

Inarus recognizes this device as an ancient Thassilonian artifact known as a restoration platform. These magical devices were known to restore exhausted resources to whoever uses it.

Mechanics:
A character may use the adjacent activation stone while standing on the restoration platform to choose one of the six possible restoration effects which are applied immediately. Using the activation stone consume a move action. You may read the Mechanics spoiler.

Spellcraft: Restore 1 exhausted/spent spell OR cast Raise Dead on a deceased party member.
K:Arcana: Restore 1 exhausted Class/Special ability OR remove 1 negative affliction (Poison/Disease).
UMD: Restore HP: (Either 2d8 to a single person or +1d6 channel to all in room) OR remove 2 points of ability damage.


Inarus looked at his companions, and explained what it did. [b]"...Graiel, cast lessor restoration on me. If that doesn't remove this poison from me, I'll use the restoration platform to finish the job.

Looking over the past posts...why did Inarus take 4 points of strength damage? He only failed 1 fort save. From what I saw, he didn't get his first fort save...


Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2)

They rolled the first saves off screen.

Festram and will stand once again and draw his wand. He will then peer at the plaque for both doors and say "We should take that door, although it will likely lead to greater danger."

If we are not in initiative, then I will use my wand on myself.

Cure Light Wounds, if possible: 1d8 + 1 ⇒ (8) + 1 = 9


TG1 | FF

@Inarus - Each time a group enters a new location the GM will roll a passive block of rolls (Perception, Initiative, Saves) to use should the need arise. This helps us all stay coordinated an on the same page as well as try to keep things as speedy as possible. Looking back it looks like you had an 8 for your first fort and a 10 for your second, both of which fail.


With the turn ending...

Inarus crawled onto the restoration platform, to recover his lost strength.


TG1 | FF

Inarus makes on to the restoration platform, praying for it to heal his wounds and bring strength back to his body. As he crawls on top of it, a bloody smear on the white stone leads up to his body which lay atop the golden metallic device. Figuring it will recover him at any moment, he waits but nothing happens.

Perhaps something else needs to happen? Inarus is out of actions for this round, but read GM Huggles spoiler on mechanics above. There are three of those round activation stones you attuned yourselves too in this room. One beside each of the metallic doors on the side of the room as well as one directly in front of the restoration platform.

Round 3 Actions: It looks like everyone is done here except Sruigryth Khe, he still has a full turn of actions remaining.


| HP: 30/39 | Init +8, Per +10, SM +10 | AC/T/FF/CMD 18/12/16/18 (+2 AC/FF/CMD w/ Mut.) | F+4 R+6 W+5 (+2 vs. Illusion) | Inspiration (4/5) | Extracts: 1st (4/4), 2nd (2/2) | Mutagen (1/1) |

Sruigryth stands as he surveys the room, and attempts to activate the Restoration stone on which Inarus is kneeling, poking and prodding at it and the surrounding rock and muttering under his breath.

UMD: 1d20 + 10 ⇒ (10) + 10 = 20


Inarus feels a wave of energy flow through him, restoring some of his lost strength! +2 str back to Inarus from Sruigryth activating the stone.


ROUND 3: Team 3 (Troq) still have actions remaining for the current round and a 24 hour extension period for this round has begun. During this time any player from these teams may submit actions for characters that not yet submitted actions for this round. The current round will end either when all actions have been submitted for all missing characters or 24 hours from now, Sunday 4/29 7:00 PM EST, whichever comes first.


TG1 | FF

ROUND 4


Gnoll Oracle 4 | HP: 42/43 | Fort +5, Ref +1, Will +4| AC 22, F 22, T 10 | Init +0 | Perc +0 | Spells: 1: 7/7 ;2: 4/4 | Channel 2d6+1 : 9/10 | CL Wand : 40/50

At the beginning of "my turn" everyone heals 5 and I take 15. Graiel grunts again and activates his wand again, sighing his relief as the healing magic rolls over him again.

Cure Light: 1d8 + 1 + 2 + 1 ⇒ (1) + 1 + 2 + 1 = 5


”Activate it again! I’ll come heal you Graiel.”

Please heal the last 2 Str damage with a UMD roll. Then I’ll...

CLW: 1d8 + 1 ⇒ (4) + 1 = 5


Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2)

Seeing the group busy with the restoration item, Festram will make a decision for them: He will move to the door he previously indicated and begin examining it for traps. As he does so, he will draw his crossbow and then pull the lever to load it.

I add +10 to perception to look for traps. I do not have trapfinding.


| HP: 30/39 | Init +8, Per +10, SM +10 | AC/T/FF/CMD 18/12/16/18 (+2 AC/FF/CMD w/ Mut.) | F+4 R+6 W+5 (+2 vs. Illusion) | Inspiration (4/5) | Extracts: 1st (4/4), 2nd (2/2) | Mutagen (1/1) |

Sruigryth attempts to activate the stone again -

UMD: 1d20 + 10 ⇒ (3) + 10 = 13

- then heads over to help look for traps.

Perception: 1d20 + 12 ⇒ (6) + 12 = 18 With trapfinding.


TG1 | FF

[REMINDER] We are now halfway through Round 4 which will end Tuesday 05/01/18 @ 7:00 PM EST. The next round begins immediately when this round ends if all players from all teams have completed their actions that round. If any player has not completed their actions, a single 24 hour extension period will be granted for this round.


Surigryth attempts to reactivate the stone, but this time the stone is dull, as if the light has gone out of it. Nothing happens unfortunately.

There are six doors. Four wooden on the back wall and one metallic on each side. There are text or symbols on 5/6 of the doors. The two on the sides have activation stones next to them.


”Woe! I am now as weak as a pink skinned human! Ah...the shame. The suffering!” Overdramatically he got to his feet, and weakly raised his blade. ”I will soldier on, of course...”

National Guard stuff for next week. Should have internet, but if not, I give permission to bot me as needed


Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2)

Sorry, I realized my last post wasn't clear. I was examining Metal Door #2.

Hearing one of the group's suggestion, Festram will cast Detect Magic while checking the door.


TG1 | FF

A minor retcon for something that should have happened when Sruigryth activated the restoration platform the first time.

When Sruigryth activated the restoration platform and Inarus is healed, a single chime echoes throughout the room. The overseer seems to take note of the chime, but doesn't speak aloud of it.

Festram - From where are you positioned when you are detecting magic? The origination location impacts the answer. It doesn't appear any of you have moved your tokens since you've entered the room, so I need to know if your current location on the map is accurate.


Gnoll Oracle 4 | HP: 42/43 | Fort +5, Ref +1, Will +4| AC 22, F 22, T 10 | Init +0 | Perc +0 | Spells: 1: 7/7 ;2: 4/4 | Channel 2d6+1 : 9/10 | CL Wand : 40/50

Correct, Aside from standing up Graiel has not moved


TG1 | FF

ROUND 4: Teams 1,2 and 3 still have actions remaining for the current round and a 24 hour extension period for this round has begun. During this time any player from these teams may submit actions for characters that not yet submitted actions for this round. The current round will end either when all actions have been submitted for all missing characters or 24 hours from now, 7:00 PM EST Wednesday 5/2, whichever comes first.


Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2)

I forgot we had a map. I went ahead and moved myself to the location I would have gone to.


TG1 | FF

ROUND 5


Gnoll Oracle 4 | HP: 42/43 | Fort +5, Ref +1, Will +4| AC 22, F 22, T 10 | Init +0 | Perc +0 | Spells: 1: 7/7 ;2: 4/4 | Channel 2d6+1 : 9/10 | CL Wand : 40/50

Graiel sighs and continues activating his wand.
CLW: 1d8 + 1 + 2 + 1 ⇒ (5) + 1 + 2 + 1 = 9

This is my lot in life.


Lol I like that Graiel

Reminder to get all your actions/movement in for this round by today @ 7PM If you decide to open any doors, move through doors or anything.

Thanks!

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