Shisumo's Red Redoubt (Inactive)

Game Master Shisumo


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Male Human (Keleshite) Gunslinger (Pistolero) 1

Perception 1d20 + 6 ⇒ (9) + 6 = 15


Male Human (Keleshite) Gunslinger (Pistolero) 1

Asim also notes the signs of battle, then quickly searches the gear for anything that might be useful.


The personal effects appear to mostly be clothes and trinkets or little or no real value.

Asim, can I get a straight Intelligence roll, please?


Male Human (Keleshite) Gunslinger (Pistolero) 1
DM Shisumo wrote:

The personal effects appear to mostly be clothes and trinkets or little or no real value.

Asim, can I get a straight Intelligence roll, please?

Uh oh, that doesn't sound good :-)

1d20 ⇒ 4


So what now?


Male Human (Keleshite) Gunslinger (Pistolero) 1
DM Shisumo wrote:
So what now?

Did my Int check do anything? If not I'm going to go back to the two doors and open one at random.


Female Gnome Bard (Archivist) 1

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

Mala also heads into the room to have a look around. Trinkets are of esspecial interest to her, and she'll even pocket one (worthless I'm sure) that catches her eye. As the party moves on she is likely the last to leave the room, hurrying to get back to the front again if she can.


No, the 4 gets you nuthin'.

The next door Asim opens reveals a small room, no more than 10 feet long and maybe half that wide, devoid of any loose contents. Built into the far wall, however, is a djezteel shelf beneath a set of what look like small cages, perhaps a foot wide and twice that high, that hang open. Small hooks mark the walls within each cage.


Macawi returns to the hallway when Asim and Mala move to the next door. He will let the others do the exploration and watch for strangers. If need be, he will also activate the light on his wayfinder.

Perception 1d20 + 7 ⇒ (6) + 7 = 13


Female Elf Wizard (Conjurer) 1

Perception:1d20 + 2 ⇒ (18) + 2 = 20


Female Gnome Bard (Archivist) 1

Mala moves in cautiously, but heading directly to the small cages to take a closer look.

Perception on the room in general: 1d20 + 7 ⇒ (6) + 7 = 13

Perception: (Taking 20 on one of the cages) 27


Male Human (Taldan) Fighter (Unarmed) 1

Garrick will also stand guard with Macawi

perception if needed:

1d20 + 1 ⇒ (3) + 1 = 4

Get on with the searchin already. I wanna fight more of those half-robots


Your efforts turn up nothing of significance in the small room. Mala believes that the cages used to be secured from the outside, or at least could have been, but there is no trace of what they might have contained.


Male Human (Keleshite) Gunslinger (Pistolero) 1

Asim goes to the remaining door and opens it cautiously.


The door does not move right away - it appears to be actually stuck. It is also warm to the touch.

A Strength roll will be required to open it; given the available space, only one Aid check can be made to help whoever makes the attempt.


Male Human (Taldan) Fighter (Unarmed) 1

Stretch, get over here and gimme a hand with this door. Outta the way, Slim.

Garrick brushes past Asim and grabs the door, waiting for Macawi to come over.

given macawi has the highest strength, im thinking we should have him do the roll, and garrick do the aid another


Nodding, Macawi sheathes his sword and leans his shield against the wall of the hall. He places his big hands flat against the door (I'm picturing a flat sliding panel, is that correct?) and leans into it.

Looking at the grappler, he says, "On three? One, two, three."
Strength check 1d20 + 3 ⇒ (1) + 3 = 4

If necessary, a second attempt: 1d20 + 3 ⇒ (6) + 3 = 9

LOL, nice.

The half-giant growls in frustration as his footing fails him and then his sweat-slick hands slide across the door.

Drying his hands on his trousers, he tries a third time.

1d20 + 3 ⇒ (16) + 3 = 19


Male Human (Taldan) Fighter (Unarmed) 1

heres my assists:

assist 1
1d20 + 2 ⇒ (5) + 2 = 7

assist 2
1d20 + 2 ⇒ (20) + 2 = 22

assist 3
1d20 + 2 ⇒ (4) + 2 = 6


After three attempts, the door has still refused to budge.


Male Human (Taldan) Fighter (Unarmed) 1

eff it. Garrick is sick of trying to help Macawi, and frustrated that the door wont open.

You're just gettin in the way you big lug. Move over!

1d20 + 2 ⇒ (20) + 2 = 22


Male Human (Taldan) Fighter (Unarmed) 1

woot!


The big man moves aside to give Garrick the better position, but tries to help him.

Aid Another 1d20 + 3 ⇒ (20) + 3 = 23

Nice roll, Garrick! Can NOT believe I matched it.


Female Elf Wizard (Conjurer) 1

Despite the repeated grunting and failed attempts by the men, Sylvalia ignores them completely, turning her elven senses to the door itself and what may lie beyond. Her eyes grow large and deep and she leans forward ever so slightly in anticipation, readying herself for whatever scenario posits beyond the door.

Perception1d20 + 2 ⇒ (4) + 2 = 6


Male Human (Taldan) Fighter (Unarmed) 1
Macawi Farstrider wrote:

The big man moves aside to give Garrick the better position, but tries to help him.

Aid Another 1d20 + 3

Nice roll, Garrick! Can NOT believe I matched it.

wow, lol. If that doesn't open it, we need to either smash it down or go a different way. :).


Sylvalia's elven senses are filled with the sound of two men grunting and straining right next to her, and little else. As a result, she is as surprised as anyone when the door finally slams open with the screech of scraping metal.

The room beyond is fairly large, perhaps twenty feet wide and four times that long. It stretches away to the right, turning sharply as the corridor does, and several small holes in the ceiling let in daylight. The walls, floor and ceiling are all blackened and sootstained, as though an inferno had recently raged within it; it seems likely that there were people involved in the conflagration as well, since directly opposite the door as soon as it opens are four animated skeletons, each carrying a falchion and wrapped in a haze of flickering flame.

The nearest one lashes out at Garrick as soon as the door opens, burning blade searing the air. Readied falchion attack: 1d20 + 2 ⇒ (9) + 2 = 11, damage 2d4 + 3 ⇒ (3, 2) + 3 = 8 plus 1d6 ⇒ 3 fire. Waves of heat roll off of the skeletons, threatening to blacken flesh as though you were putting your hand into an oven.

Initiatives, please! Battle map is on the campaign info page - the door between the corridor and the room with the skeletons in it is between I12 and J12. (Because of your previously described actions, I went ahead and placed everyone this time. Note that starting your turn adjacent to one of the burning skeletons deals 1d6 points of fire damage, no save.)

Perception, DC 15:
The skeletons have rather large and squared-off jaws, with prominent tusks. They are likely half-orc skeletons, and probably have bite attacks.


Perception 1d20 + 7 ⇒ (16) + 7 = 23

"Tusks! Watch for bite!"

Initiative 1d20 + 1 ⇒ (2) + 1 = 3


Male Human (Keleshite) Gunslinger (Pistolero) 1

Perception 1d20 + 6 ⇒ (19) + 6 = 25

Initiative 1d20 + 4 ⇒ (18) + 4 = 22

And woo hoo for skeletons! Hopefully I can regain some grit by killing some of these dudes


Skellington initiative: 1d20 + 6 ⇒ (3) + 6 = 9


Male Human Druid 1

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Initiative: 1d20 + 2 ⇒ (4) + 2 = 6


Female Elf Wizard (Conjurer) 1

Perception1d20 + 2 ⇒ (10) + 2 = 12

Initiative: 1d20 + 2 ⇒ (8) + 2 = 10


Male Human (Keleshite) Gunslinger (Pistolero) 1
Sylvalia Tesseril wrote:

Perception1d20+2

Initiative: 1d20+2

I'll be PBS shooting the flatfooted one in the back row, then reloading. I'll roll the dice when I get home


Male Human (Keleshite) Gunslinger (Pistolero) 1

Hope you guys don't mind if I take my turn, even though a couple people haven't rolled init yet.

Flat-footed, ranged touch on S3 1d20 + 6 ⇒ (7) + 6 = 13

Bludgeoning and piercing damage, so it should be good1d8 + 1 ⇒ (8) + 1 = 9

Then I'll reload


Male Human (Taldan) Fighter (Unarmed) 1

Perception:

1d20 + 1 ⇒ (1) + 1 = 2

Initiative:

1d20 + 4 ⇒ (2) + 4 = 6


Male Human (Taldan) Fighter (Unarmed) 1

ruh roh. Flat-footed full attack, plus auto d6 no save, means im dead meat unless someone drags me away from the door. :(


Asim and Sylvalia go before the skeletons, Macawi, Garrick and Sparky go after. Still waiting on Mala's init. Also, to clarify, the skeletons are not flat-footed (hence the readied attack on Garrick) because of how long it took you to get the door open. That does not change the efficacy of Asim's attack, however.

Asim's bullet shatters the skull of one of the skeletons furthest from the door. The skeleton does not collapse immediately, however - instead, the dark energies animating it actually explode outward in a wave of heat that washes over the nearby skeletons without effect. Only then do the remaining bones clatter to the ground.

Sylvalia gets an action, as (potentially) does Mala.


Female Elf Wizard (Conjurer) 1

This is scary.

Fire damage: 1d6 ⇒ 2

Acid dart at skeleton behind the one Asim shot (if that one's gone)1d20 + 2 ⇒ (20) + 2 = 22
Confirmation roll: 1d20 + 2 ⇒ (1) + 2 = 3
Damage 1d6 ⇒ 2
crit 1d6 ⇒ 6
Then move away from the heat. I'm on a phone right now, so I can't say which skeleton is opposite me. That's the one I'm attacking, unless the one Asim ahot at is still up. Then move 5-foot if I'm at risk of aoo, or about 10 or 15 feetup the corridor if it's safe.


Sylvalia has cover from the skeleton due to being around the corner from it, and thus is protected from AoOs. Which is a good thing, because the acid dart attack (as a ranged attack) would have provoked one even if the movement didn't. Also, S4 is the only skeleton you could be targeting with your attack, so I'll stick with that.

Sylvalia's acid burns the bones of the nearest skeleton, causing it to bubble and exude a wave of fumes that mix with its burning aura to produce a horrific stench. Though several of the bones crumble or snap under the caustic assault, the skeleton remains upright.

I have gone ahead and moved Sylvalia on the map, per your description.


We seem to have misplaced Mala for the moment. Would someone roll for her, please?


As you wish...

Mala's Initiative 1d20 + 3 ⇒ (15) + 3 = 18

I see two possibilities - she can cast grease under the skeletons or she can use a bardic performance to provide all of us with defensive bonuses. Thoughts?


Male Human (mostly) Ex-cleric and Grumpy Cat

The bardic performance sounds like a good idea.


Male Human (Keleshite) Gunslinger (Pistolero) 1

I think Grease would help most, IMO.


Male Human (Taldan) Fighter (Unarmed) 1

I agree with the grease suggestion, personally


I'm indifferent, but I think we've waited long enough, so I will proceed even though Sylvalia has not had a chance to cast a vote.

Mala moves (indicated on the map) to where she can see all of the skeletons and casts a spell to make the floor under them slick.

Reflex DC 14 (I think, looking at her character sheet)


The skeletons suddenly shift and slide, their footing uneven.

S1 Ref save: 1d20 + 2 ⇒ (1) + 2 = 3
S2 Ref save: 1d20 + 2 ⇒ (3) + 2 = 5
S4 Ref save: 1d20 + 2 ⇒ (12) + 2 = 14

The two furthest from the door fall down entirely, but the one in front of Garrick remains standing. While the other two clamber back to their feet, the one still upright unleashes a burning assault on the grappler. Full attack. Falchion attack: 1d20 + 2 ⇒ (13) + 2 = 15, damage 2d4 + 3 ⇒ (3, 4) + 3 = 10 plus 1d6 ⇒ 3 fire. As that drops Garrick, the skeleton steps over him and attacks Macawi. Bite attack: 1d20 - 3 ⇒ (13) - 3 = 10, damage 1d4 + 1 ⇒ (4) + 1 = 5 plus 1d6 ⇒ 2 fire.

Garrick is at -1 and is about to take 1d6 fire damage, for those keeping score at home. You guys are up.


Male Human (Keleshite) Gunslinger (Pistolero) 1
DM Shisumo wrote:

The skeletons suddenly shift and slide, their footing uneven.

S1 Ref save: 1d20 + 2
S2 Ref save: 1d20 + 2
S4 Ref save: 1d20 + 2

The two furthest from the door fall down entirely, but the one in front of Garrick remains standing. While the other two clamber back to their feet, the one still upright unleashes a burning assault on the grappler. Full attack. Falchion attack: 1d20 + 2, damage 2d4 + 3 plus 1d6 fire. As that drops Garrick, the skeleton steps over him and attacks Macawi. Bite attack: 1d20 - 3, damage 1d4 + 1 plus 1d6 fire.

Garrick is at -1 and is about to take 1d6 fire damage, for those keeping score at home. You guys are up.

Can I drag Garrick as part of a move action?


Male Human (Keleshite) Gunslinger (Pistolero) 1

Also, not to be "That Guy" or anything, but shouldn't we get a save for half damage from their aura? The skellies' fire aura is damaging us as though WE are on fire (d6 each round no save). I'm sure it's a hot fire, be we aren't actually immolated, right?


Since Macawi has not had time to draw his sword or retrieve his shield, I think it makes sense for him to be grabbing the unconscious grappler. If he does, what sort of action will that be? Move action to grab him, move action to move with him, maybe?


Male Human Druid 1

Assuming that the guys somehow manage to drag the unconscious Garrick to a point where I can heal him without suffering an AoO, Sparky will cast Cure Light Wounds on the fallen hero.

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


Asim Chigaru wrote:
Can I drag Garrick as part of a move action?

Yep.

Macawi Farstrider wrote:
Move action to grab him, move action to move with him, maybe?

That is how I would handle it, yes.

Asim Chigaru wrote:
Also, not to be "That Guy" or anything, but shouldn't we get a save for half damage from their aura? The skellies' fire aura is damaging us as though WE are on fire (d6 each round no save). I'm sure it's a hot fire, be we aren't actually immolated, right?

Other than the tusks (for a bite attack) and swapping in the falchion instead of the broken short sword, for reasons you will likely eventually discover, these are bog-standard burning skeletons, straight from the PRD. There's no save on their fiery aura ability.


Macawi will, to the best of his ability, try to drag Garrick back 15' without incurring an AoO. That will use his whole turn, I believe.

Just for reference, can I draw a sword as a free action during the movement associated with a charge?

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