Team Rock and Roll (Inactive)

Game Master GM_Solspiral

Team Rock and Roll runs their path thru Kingmaker/Reign of Winter in conjunction with Team Love at times.


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Climb Schub: 1d20 + 15 ⇒ (13) + 15 = 28

Climb Spot: 1d20 + 5 ⇒ (18) + 5 = 23

Both Spot and Schub climb up with ease. They take up defensive positions, looking out for any patrols and/or sentries.

Grand Lodge

Male Lizardfolk Fighter 1/ Expert 1

Climb: 1d20 + 19 ⇒ (9) + 19 = 28

Thrick makes it up with relative ease and keeps an eye out for any other bandits walking around.

Liberty's Edge

Female Orphidian Herbalist 1

Sahisysha creeps up to a cabin.

RPG Superstar Season 9 Top 32

Sahisysha Tree-Singer wrote:
Sahisysha creeps up to a cabin.

Stealth check if you're creeping off by yourself.


Male Skink
VITALS:
AC: 19, T: 15, FF: 15; HP: 17/17; F:4, R:7, W:2 (+2 vs poison); CMB +0; CMD 14; Init: +4; Perc: +7
Vivisectionist 2
SKILLS:
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4

im ahead of group. So will roll too
Sneaky Spidey: 1d20 + 13 ⇒ (20) + 13 = 33

-Posted with Wayfinder

Liberty's Edge

Female Orphidian Herbalist 1

stealth: 1d20 + 5 ⇒ (8) + 5 = 13 Sneaky spidey indeed.


Male Human Sentry, Wounds: 8/13 Fate: 3/3 Special 1/1 WS:26; BS:42; S:42; T:40; Agi:30; Int:54; Per:41; WP:38; Fel:34

Climb: 1d20 + 14 ⇒ (14) + 14 = 28

Liam heaves himself over and stands back to back with Thrick, hammer at the ready.
I'll hold back here, stealth is not really my thing, so I'll wait to see if the proverbial faecal matter with hit the wall...


Is there a map? Are there 1 or more sentries active?

Perception Schub: 1d20 + 7 ⇒ (6) + 7 = 13

RPG Superstar Season 9 Top 32

There is a map but it will be a few hours before I can scan and upload it.

There's a 2 story lodge type building made from brick and soem sort of treated wood. It's windows are barred and the bars have spikes and there are a total of two doors. The back door doesn't appear to have a sentry or light. Front door has a slide window and it's leaking some light fromt hat and under the cracks presumably someone is awake and on the other side of THAT door.

Windows are all dark. Since the fairies glow a light blue you can see that there's 3 on the far side of the bridge and there's one on the near side. The bridge drops off to some water. From having been ambushed by them previously you know that the fairies are being super obvious and don't need to be.


Male Skink
VITALS:
AC: 19, T: 15, FF: 15; HP: 17/17; F:4, R:7, W:2 (+2 vs poison); CMB +0; CMD 14; Init: +4; Perc: +7
Vivisectionist 2
SKILLS:
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4

Beads will check of the door is locked,the one with no centry. If it is, perhaps its where the woman is kept prisoner, and will then promptly try to unlock it. As quietly as possible
Perc: 1d20 + 5 ⇒ (4) + 5 = 9
DD: 1d20 + 12 ⇒ (7) + 12 = 19

-Posted with Wayfinder


Moving towards the back door.

Stealth Schub: 1d20 + 13 ⇒ (8) + 13 = 21 Stealth Spot: 1d20 + 9 ⇒ (19) + 9 = 28

Checking to see if the back door is locked. If not I open it and look inside.


Male Skink
VITALS:
AC: 19, T: 15, FF: 15; HP: 17/17; F:4, R:7, W:2 (+2 vs poison); CMB +0; CMD 14; Init: +4; Perc: +7
Vivisectionist 2
SKILLS:
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4

glad to have backup //^^\\

-Posted with Wayfinder

RPG Superstar Season 9 Top 32

Ok so beads and Schub are going at the back door?

Will Saves DC 13

(sorry missed that perception check)


Will: 1d20 + 4 ⇒ (7) + 4 = 11


HP 15/15 | AC/T/FF 14/14/10 | Initiative +3 | Perception +7 | Fort +1 / Refl+3 / Will+7 | Defensive Casting +10 | Spell Penetration +1 | Grit 4/4

Climb: 1d20 + 8 ⇒ (17) + 8 = 25
Stealth: 1d20 + 7 ⇒ (4) + 7 = 11

Jarx is happy to have it easy due to Thrick carrying him but soon the need to climb up plus sneaking around is kinda annoying him. Thinking what to do as he sees others pushing forward Jarx sighs and follows others from behind

Liberty's Edge

Female Orphidian Herbalist 1

I did say I was going towards the building, well cabin but apparently those aren't here


Male Skink
VITALS:
AC: 19, T: 15, FF: 15; HP: 17/17; F:4, R:7, W:2 (+2 vs poison); CMB +0; CMD 14; Init: +4; Perc: +7
Vivisectionist 2
SKILLS:
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4

WS: 1d20 + 1 ⇒ (5) + 1 = 6

-Posted with Wayfinder

RPG Superstar Season 9 Top 32

Ouch that's a cause fear for Beads and Schub you two will flee that door for #of rounds: 1d4 ⇒ 3 rounds.

To Sahi:
"I did say I was going towards the building, well cabin but apparently those aren't here"

Then I asked for a stealth check you also did not specify you were opening a door or taking a perception check so I'm not sure what you're looking for here with that statement.

Tough part with written word is I don't have tone so I'm not sure if you're pointing that out to helpfully remind me that you could be in an AOE or if you're complaining about a perception of being ignored. I'm not ignoring you, your action didn't trigger anything yet. I rolled perception again for the fairies but apparently they are doing lines of sugar or something because it was a 1.

I'd do perception checks again but it's just a resetting fear ward, doesn't make sound or light (might be something on the other side of the door for that.) Also the penalties of perception are pretty steep so this is my hand waiving.

The question is do any of you try to stop them from fleeing or do you let them gather themselves before resuming?

Liberty's Edge

Female Orphidian Herbalist 1

Sahi moves towards the back door, steeling herself for whatever caused her new friends to flee. Will Save: 1d20 + 7 ⇒ (11) + 7 = 18


Male Skink
VITALS:
AC: 19, T: 15, FF: 15; HP: 17/17; F:4, R:7, W:2 (+2 vs poison); CMB +0; CMD 14; Init: +4; Perc: +7
Vivisectionist 2
SKILLS:
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4

well thats in convenient... //==\\

-Posted with Wayfinder

RPG Superstar Season 9 Top 32

Ok perception check DC16 to notice the trap


Male Skink
VITALS:
AC: 19, T: 15, FF: 15; HP: 17/17; F:4, R:7, W:2 (+2 vs poison); CMB +0; CMD 14; Init: +4; Perc: +7
Vivisectionist 2
SKILLS:
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4

Trap look: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17

-Posted with Wayfinder

RPG Superstar Season 9 Top 32

ah for when you come back you'll spot it this time... wanna try and disable it :D

Grand Lodge

Male Lizardfolk Fighter 1/ Expert 1

Thrick would do his best to grab up the two fleeing friends. There will be no running from the glory of battle to come!


Male Skink
VITALS:
AC: 19, T: 15, FF: 15; HP: 17/17; F:4, R:7, W:2 (+2 vs poison); CMB +0; CMD 14; Init: +4; Perc: +7
Vivisectionist 2
SKILLS:
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4
GM_Solspiral wrote:
ah for when you come back you'll spot it this time... wanna try and disable it :D

DD: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15


Feeling the fear take over I run away from the door. No. It's a ambush. Rival house attacking.

The fear triggered a memory from the attack where his amnesia kicked in.


Male Human Sentry, Wounds: 8/13 Fate: 3/3 Special 1/1 WS:26; BS:42; S:42; T:40; Agi:30; Int:54; Per:41; WP:38; Fel:34

Liam follows after Thrick, a little slower, possibly as a consequence of him needing to remind himself NOT to call out "wait for me" and ruin the stealth bit of the plan.


Male Skink
VITALS:
AC: 19, T: 15, FF: 15; HP: 17/17; F:4, R:7, W:2 (+2 vs poison); CMB +0; CMD 14; Init: +4; Perc: +7
Vivisectionist 2
SKILLS:
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4

just to rp the bit...

Intense fear envelopes the spider. The mana wastes were not a kind place. And what he saw... well. Best get away and hide. Best. Yes. Get.away.and.hide

-Posted with Wayfinder

RPG Superstar Season 9 Top 32

:D

DC was 15 just like the spot do you have someone aiding another or casting guidance or mw tools you forgot about? If not WILL Save

DM delight:
lololololololololololololololololololololololol

ok done now


HP 15/15 | AC/T/FF 14/14/10 | Initiative +3 | Perception +7 | Fort +1 / Refl+3 / Will+7 | Defensive Casting +10 | Spell Penetration +1 | Grit 4/4

Jarx stays most of the time behind Thricks back as he just throw mean words and sentences, mostly just looking menacing

Liberty's Edge

Female Orphidian Herbalist 1

I am very confused.


Male Skink
VITALS:
AC: 19, T: 15, FF: 15; HP: 17/17; F:4, R:7, W:2 (+2 vs poison); CMB +0; CMD 14; Init: +4; Perc: +7
Vivisectionist 2
SKILLS:
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4

i did get 15. So if the dc was 15 i do unlock it

-Posted with Wayfinder

RPG Superstar Season 9 Top 32

Sahisysha Tree-Singer wrote:
I am very confused.

I get the confusion because people are reacting to different posts after other things have happened so we'll recap and move on.

You guys climbed up the back side and were trying to be stealthy. Distance and sleep basically have aided your endeavors.

There's two doors on the main lodge and a bridge off at a distance.

The lodge back door was locked and trapped with a ward that basically resets itself and hits folks with cause fear. Beads and Schub got hit with that and started to flee the scene. Thrick tried to stop them and after a little time (3 rounds =18 seconds) they recomposed themselves and Beads went back found and disarmed the trap (BTW what modifier did you forget Beads because I could have sworn yesterday that said 13...)

Pretty much I'm assuming you're all gathered at the back door and Beads is now going to try the DC 18 lock to enter. Also bear in mind you can and should try for another perception check before opening that sucker.

I presume if you are successful a bout of coup de grace on the bandits and noble lady rescuing is in order.


Male Skink
VITALS:
AC: 19, T: 15, FF: 15; HP: 17/17; F:4, R:7, W:2 (+2 vs poison); CMB +0; CMD 14; Init: +4; Perc: +7
Vivisectionist 2
SKILLS:
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4

Nope. Rolled a 2, my DD modifier is 12, and i get +1 to disable traps, including magical ones

Noticing that the door is locked, Beads attempts to open the lock

Perception: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
DD: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22

RPG Superstar Season 9 Top 32

Beads heads the satisfying click of the door unlocking. It's too dark to use the keyhole or see anything and listening you hear nothing on the other side of the door.


Male Skink
VITALS:
AC: 19, T: 15, FF: 15; HP: 17/17; F:4, R:7, W:2 (+2 vs poison); CMB +0; CMD 14; Init: +4; Perc: +7
Vivisectionist 2
SKILLS:
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4

I do have DV?

-Posted with Wayfinder

RPG Superstar Season 9 Top 32

yep just being descriptive, am I to assume you're opening the door?


Male Skink
VITALS:
AC: 19, T: 15, FF: 15; HP: 17/17; F:4, R:7, W:2 (+2 vs poison); CMB +0; CMD 14; Init: +4; Perc: +7
Vivisectionist 2
SKILLS:
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4

yup! //^^\\

-Posted with Wayfinder

RPG Superstar Season 9 Top 32

Reflex save then... a small explosion goes off. Sorry you missed the perception check, it's also going to be quite loud but waking up and arming themselves means that likely you all have a round or 2 before the majority of the bandits are in the fight and most fo them won't be in armor.

That said in 1 round the awake bandit waiting at the door is coming intot he fight so in addition everyone roll for Initiative!


Male Skink
VITALS:
AC: 19, T: 15, FF: 15; HP: 17/17; F:4, R:7, W:2 (+2 vs poison); CMB +0; CMD 14; Init: +4; Perc: +7
Vivisectionist 2
SKILLS:
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4

Initiative : 1d20 + 11 ⇒ (15) + 11 = 26
Atleast he can try SA 1 before their round comes up

-Posted with Wayfinder

Liberty's Edge

Female Orphidian Herbalist 1

Init: 1d20 + 6 ⇒ (10) + 6 = 16

RPG Superstar Season 9 Top 32

Beads wrote:

[dice=Initiative ]1d20+11

Atleast he can try SA 1 before their round comes up

-Posted with Wayfinder

Awesome, Reflex save though...


Male Skink
VITALS:
AC: 19, T: 15, FF: 15; HP: 17/17; F:4, R:7, W:2 (+2 vs poison); CMB +0; CMD 14; Init: +4; Perc: +7
Vivisectionist 2
SKILLS:
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4

missed the reflex. My rs would have been 22 with that roll. Will roll initiative now then
Initiative: 1d20 + 11 ⇒ (5) + 11 = 16

-Posted with Wayfinder


Male Human Sentry, Wounds: 8/13 Fate: 3/3 Special 1/1 WS:26; BS:42; S:42; T:40; Agi:30; Int:54; Per:41; WP:38; Fel:34

Initiative: 1d20 + 1 ⇒ (7) + 1 = 8

"Heh, looks like we'll be doing this the hard way after all.
Good effort thought."


HP 15/15 | AC/T/FF 14/14/10 | Initiative +3 | Perception +7 | Fort +1 / Refl+3 / Will+7 | Defensive Casting +10 | Spell Penetration +1 | Grit 4/4

Initiative: 1d20 + 3 ⇒ (4) + 3 = 7

"I guess its about time that we see, what happened to that noble woman. Time to get some magic on" speaking as Jarx smacks his lips with a happy expression, waiting for the fight to begin

RPG Superstar Season 9 Top 32

Beads flys back and away from the small explosion mitigating some of the damage which make more than enough noise to wake the lodge...

Explosion damage: 2d6 ⇒ (6, 4) = 10 Save for half = 5

Ice mephit Init: 1d20 + 6 ⇒ (4) + 6 = 10 Comes in the round on 10

Other bandits rolling out of bed: 1d20 ⇒ 20 enters in 2 rounds will reintit for bandits when they do.

Sahi and Beads you're up

If someone who hasn't rolled yet gets a higher roll than 10 go on ahead and act. I'll give this a few hours


Male Skink
VITALS:
AC: 19, T: 15, FF: 15; HP: 17/17; F:4, R:7, W:2 (+2 vs poison); CMB +0; CMD 14; Init: +4; Perc: +7
Vivisectionist 2
SKILLS:
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4

The spider rushes into the door. His small sword stabbing at the closest bandit, just before he can get up!
Stab!: 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23
Surprise!: 1d4 + 1d6 ⇒ (4) + (1) = 5

-Posted with Wayfinder

Liberty's Edge

Female Orphidian Herbalist 1

Sahi finally remembers to requip her scythe then proceeds to rub rub hemlock on it. accidental poisoning: 1d100 ⇒ 61 -1 Con damage per round, No maximum duration, Cure: 2 consecutive fort saves DC 14 Single saves negate damage for that round

Grand Lodge

Male Lizardfolk Fighter 1/ Expert 1

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

well.....i'll react eventually.


Initiative: 1d20 + 5 ⇒ (2) + 5 = 7

Waiting for my turn.

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