The Absalom Gambit (Inactive)

Game Master Vuvu

A sandbox campaign focused on Absalom and the sewers beneath it.


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Unnamed

perfect. Varin. I assume that you will rest here the night, and a bit longer as the catapult is built. Just give me a watch order, and tell me whete on the map each of you is.

Kracow quickly determines the word to open the puch. Then he is quickly able to determine that the small mirror inside is able to cast invisibility CL 15 twice per day.

once varin rolls his gear etc we will do some rolls for the catapulting of loot.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

2d8+Varin's level 7 now +4 because Gunser is weird...

2d8 + 7 + 4 ⇒ (4, 3) + 7 + 4 = 18


Male Goblin-man-born Rog 3/Wizard(spellslinger) 3 Arcane Trickster 1 (Mythic Sneak) | AC 25 (+1 size armor+5 Dex+7 NA+1 Pro+1) | T 20 | FF 18 | HP 69 F +7 | R +15 | W+8 | perc +11 | Int +15

Shifts are usually
1st = 8-12
2nd = 12-4
3rd = 4-8

Krac offers to take 3rd as he follwos a god of Dawns and prompts setup up a sleeping bed.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Boneyard will hop on that first shift and then (hopefully) get some sleep.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Gunser will set up around N11.

In theory, he doesn't need to sleep.

But last time, he still rolled like a '1' on his watch perception.

So he's not going to take a watch, exactly. He'll be up all night, counting on his Ring of Sustenance. But he'll be seconding one of you for each watch, NOT counting on his perception roll.

Here's one roll for each shift:

perc+9 1d20 + 9 ⇒ (7) + 9 = 16
perc+9 1d20 + 9 ⇒ (9) + 9 = 18
perc+9 1d20 + 9 ⇒ (6) + 9 = 15


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Here's Boneyard's rolls for each shift, adjusted for sleeping in 2 and 3.
Perception 1d20 + 15 ⇒ (14) + 15 = 29
Perception 1d20 + 15 - 10 ⇒ (5) + 15 - 10 = 10
Perception 1d20 + 15 - 10 ⇒ (12) + 15 - 10 = 17
I'm not trained in Survival, so not the best bet for the catapult check, but I can provide a +2 Inspire Competence.


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Mizaru takes first watch, aiding in the construction of the catapult if it needs some heavy lifting but generally resting though wary of staying in a dragon's cave.

Perception for 1st watch: 1d20 + 11 ⇒ (1) + 11 = 12
Survival for catapult: 1d20 + 5 ⇒ (4) + 5 = 9


Unnamed

well looks like we will be picking up coins all across the country side!


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Is there a metal detector in that cave somewhere? Good thing half-elves are long-lived, I feel bad for Kracow ;-)

Here's the HP roll for variety 1d8 ⇒ 7
Look there, a decent roll in the cave +2!


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

with regard to a trebuchet: Let's take 20 on the engineering (lots of math...). And we can get ALL the rope we need, about as fast as we could use it, anyway, from Gunser's Robe of Infinite Twine. We'll make monkey balls, a couple layers thick, coins inside. The trebuchet weight is coins in a fine net, in a course net, in a cable net... Dummy shots with empty monkey balls to target in the trebuchet, the filled ones will go further. So target in with empty balls, hit just short of the lake, switch to filled. :)

regarding HPs: were we supposed to roll first, and if that's less than half the die+1, take half the die+1? Or were we suppose dto choose one method or the other? Hate to leave HPs on the table, but too important to actually gamble on.


Unnamed

roll and take the better of the roll or the half +1

and dummy balls will give you a bonus on the survival, and let you do a reroll, that is a good idea


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"We can make as many as we need, until we get it right."

...so, take 20?


Unnamed

no take 20 on the survival. It is far enough away that you cannot see where they are landing for sure. Remember it took hours of walking.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2
MiniGM wrote:
no take 20 on the survival. It is far enough away that you cannot see where they are landing for sure. Remember it took hours of walking.

Roger. So we're watching for a splash. I'll trade you a gem for a telescope? As a mariner, feeling a bit naked without a bit of the old sliding-in-and-out. :)


Unnamed

hmm, I will do you one better. If Boneyard wants to do another take 20 you can make a telescope with some leather and a gem. Amazingly enough the gem should cost 1d6 ⇒ 6x100 so 600, and it will add a further +3 on the survival.


Unnamed

It takes a full day to build that catapult, and a lot of lifting. While that goes on Gunser guides the creation of money balls and string balls to test and launch.

Night falls and the watch is taken again. Roll perceptions again for the night


Unnamed

1d100 ⇒ 50


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Survival +3, +3 with gem-o-scope 1d20 + 6 ⇒ (17) + 6 = 23

reroll:
Survival +3, +3 with gem-o-scope 1d20 + 6 ⇒ (16) + 6 = 22

Perception:
Perc+9 1d20 + 9 ⇒ (12) + 9 = 21


Unnamed

Taking the liberty of saying that Boneyard takes the time to help Gunser construct the gemoscope (though it happens on day two bcause he used it day one for the catapult)

however there just might be somethign that happens during the night! So i will give the others a chance to get their perceptions on


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Perception: 1d20 + 11 ⇒ (3) + 11 = 14
Survival: 1d20 + 5 ⇒ (20) + 5 = 25 (without gem-o-scope)

Oh, hello sweet, sweet, dice.


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Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"Someday, you'll have to explain how a Vanara knows so much about seige weaponry..."

[/Firefly]


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

"Perhaps, if I am able to explain it." Mizaru looks to struggle with thinking of how to say what he means before shaking his head, clearly giving up for now.

"I am no good with words. I do not use them much, myself."

[/Firefly]


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Definitely ok with taking the 20 on Day 2 for the telescope.
Perception 1d20 + 15 ⇒ (6) + 15 = 21
Survival 1d20 ⇒ 5
Boneyard seems to know everything about the making of them and nothing about the aiming of them :) And when do I get my 20s?!?


Male Goblin-man-born Rog 3/Wizard(spellslinger) 3 Arcane Trickster 1 (Mythic Sneak) | AC 25 (+1 size armor+5 Dex+7 NA+1 Pro+1) | T 20 | FF 18 | HP 69 F +7 | R +15 | W+8 | perc +11 | Int +15

Same watch
Perception 1d20 + 10 ⇒ (20) + 10 = 30

Krac is now becoming more and more suspicious of this idea of tossing gold coins across the countryside.

As he is becoming more comfortable with being a Goblin, he realize that he is more akin to their greedy ways than he thought before.

Why again are we tossing away his gold? I mean its perfectly good gold we have here.

He continues peppering players with questions and coming up with schemes and plans on how to keep the gold

"I got a crew who hasn't been paid in months, parts fallin' off that need repairin' and, oh, a mighty burning need to eat."

[/Firefly]


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

As all this is going on Varin tends to the wounds if the party on the first and second days.

3d8 + 7 ⇒ (4, 8, 4) + 7 = 23
3d8 + 7 ⇒ (1, 1, 7) + 7 = 16
2d8 + 7 ⇒ (7, 6) + 7 = 20
2d8 + 7 ⇒ (6, 1) + 7 = 14
2d8 + 7 ⇒ (3, 5) + 7 = 15
1d8 + 5 ⇒ (2) + 5 = 7
1d8 + 5 ⇒ (7) + 5 = 12
1d8 + 5 ⇒ (3) + 5 = 8

first the warrior who is Mizaru then anyone else can have what's left. Should have my lvl up done in an hour or so took a bit to pick spells and a feat...


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"Kracow, Pike made a deal with the spitter down the hill. How it gets bindin' on any of us is for each man to decide for himself. For myself, I've never learned greed, I don't think I could manage the guardin' of great riches. Sounds boring."


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Yes but think of all the good we could do for the who suffer in Absalom.... And I do not think that he will let us go with just giving him the gold anyways. We should be prepared for a trap...

Begins craving up the dragons body and taking fluid samples for his research. Of particular interest is the heart. He also makes dragon stew for dinner using his grandmothers recipes.

Let me know what rolls you need mini


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"I'll be tryin' to walk an honorable path. Mister Pyle's promise binds him, and I'll ride along. But I'll not be spat upon again, parley or no parley."


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

That's my point. Dragons are not to be trusted. They are more than ones such as you and I and they know it. So they believe this gices them the right to act as they will as if they were the gods who tend the Yggdrassil themselves. Instead they are like nidhogger nibbling pon its roots


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"Mister Pyke, he's got an oath to keep. He'll have my support. But that done, or kept from being done... Well, he'll have my support then, too.", Gunser grins, hefting his oar.


Unnamed

oooo this is going to be a twisted pairing :)


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"We don't need to see the dragon again if we send the gold his way with the catapult. But, I am bound by geas and my ghosts. I need to provide it to him."


Male Goblin-man-born Rog 3/Wizard(spellslinger) 3 Arcane Trickster 1 (Mythic Sneak) | AC 25 (+1 size armor+5 Dex+7 NA+1 Pro+1) | T 20 | FF 18 | HP 69 F +7 | R +15 | W+8 | perc +11 | Int +15

Wait so if we lob it over, you will still need to deliver all gold? What if we miss and it scatters gold all about the place?

Krac turns this over in his mischievous mind.

How would you know if all the gold is delivered?


Unnamed

Some Rolls:
1d20 ⇒ 16 1d20 ⇒ 13 1d20 ⇒ 19 1d20 ⇒ 10 1d20 ⇒ 9 1d20 ⇒ 5

"Night" falls though darkness never comes. Gunser grumps around all night while the others sleep, though he does take a quick two hours of sleep during the 1d3 ⇒ 3 watch.

I forget the order of the watch. but I will give you the best order for the Perceptions.

The first watch of Gunser and Mizaru passes peacefully.

The second watch of Gunser and Kracow also passes peacefully

Kracow:
You hear a light snap or a click from inside the cave

The third watch of Boneyard, Varin and 6 hours of Gunser passes peacefully


Unnamed

Why you make snap sound sea man? Kracow says to Gunser during their watch


Male Goblin-man-born Rog 3/Wizard(spellslinger) 3 Arcane Trickster 1 (Mythic Sneak) | AC 25 (+1 size armor+5 Dex+7 NA+1 Pro+1) | T 20 | FF 18 | HP 69 F +7 | R +15 | W+8 | perc +11 | Int +15

Sorry not sure I needed to respond to the sound.

Kracow searches around for the source of the sound without light.

perception
1d20 + 10 ⇒ (3) + 10 = 13


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2
MiniGM wrote:
Why you make snap sound sea man? Kracow says to Gunser during their watch

"Wasna' me.", Gunser hushes, from another direction than the sound Kracow heard. "Why you talk like goblin, man-born?" Gunser readies his oar, and, following Kracow's curious gaze, moves roughly in the direction of the sound he hadn't heard.


Unnamed

1d20 + 9 ⇒ (16) + 9 = 25

it is bright in the cave because it never gets dark. bGunser notices that Boneyard's haversack is open and a few things spilled out, as is Mizaru and Varin's

Kracow and Gunser post single round actions please


Male Goblin-man-born Rog 3/Wizard(spellslinger) 3 Arcane Trickster 1 (Mythic Sneak) | AC 25 (+1 size armor+5 Dex+7 NA+1 Pro+1) | T 20 | FF 18 | HP 69 F +7 | R +15 | W+8 | perc +11 | Int +15

Noting the rifled packs, Kracow whispers,
A pilfer. I know the signs.

Kracow casts his last See invisibility from a scroll.


Unnamed

Kracow:
Kracow casts his spell and sees two halflings in the room, one is 20 feet from the pack and the other is 1d4 ⇒ 3 by the entrance to the cave. Note you may only take a free action right now, and a move


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Spotting the opened bags, Gunser shouts, "On yer feet! We've got hands in yer bags!". His 'Staff of Storms' crackles as he wields it, whirling it once for the sound of thunder, as punctuation of his alarm, while he moves to the cavern entrance. The glimmer of the storm-gloaminged oar shines from his eyes as he says there:

"You! Show y'self to my fellows, and you'll have profit! Hide, and we'll hae trouble."

Free action to shout, Swift Action to Arcane Pool the Staff of Storms, Move action to get to the door, Standard Action to Touch of Glory (will be used for a +19 Intimidate check soon) on himself.


Male Goblin-man-born Rog 3/Wizard(spellslinger) 3 Arcane Trickster 1 (Mythic Sneak) | AC 25 (+1 size armor+5 Dex+7 NA+1 Pro+1) | T 20 | FF 18 | HP 69 F +7 | R +15 | W+8 | perc +11 | Int +15

Krac yells [/b]two Halflings thieves, heading out of the cave.[/b]

He then moves 30 feet towards the entrance, pulling his gun as he moves.


Unnamed

Init order. I am giving the init to the party, for logics sake, however Gunser and Kracow acted, and the others I am ruling their standard is to wake up, and I assume stand, though you are all welcome to stay on the ground if you wish.Also I am not posting a map yet since only Kracow can see them, and I do not think it will be needed.

Kracow:
You see that they appear to be twins, wearing robes, and each seems to be carrying a wand.

Suddenly from near Boneyard a sickening greenish ray flies at Gunser

1d20 + 8 ⇒ (17) + 8 = 25 vs FF and touch make a fort save of 16 to take half. of 1d6 + 3 ⇒ (4) + 3 = 7 of STR damage for 8 rds.

The ray strikes Gunser making him feel week as the strength is sapped from him.

Spellcraft for Kracow only 17:
Ray of Enfeeblement

Kracow:
You see the other one look your direction and mutter a spell.

Kracow Spellcraft 17:
Hold Person (yes it works on goblins! I checked after I cast it

DC 18 Will Save or you are paralyzed new save at the end of the round

Sleepers you awaken and hear casting sounds coming from around you, and see a greenish ray fly out from near boneyard and slam into Gunser


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Fort+7 1d20 + 7 ⇒ (8) + 7 = 15

"Aw... That was not the cleverest thing you might ha'e done..."


Unnamed

Does that make you encumbered?

Reminder only Kracow knows exactly where they are, everyone has a general idea where the one that fired the ray is.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

STR7, in Mithril Scalemail... probably yes.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Round 1

Boneyard wakes with a start and gets to his feet. His eyes dart to the origin of the green ray.

Round 2

"Sorry if this gets any of you." Boneyard casts glitterdust at the origin of the ray. A laugh from Cathlessra follows the sparkling dust. You're supposed to close your eyes, sweetie...here, let me wipe them off for you.
DC 17 Will save or blind. Here's my save. 1d20 + 9 ⇒ (3) + 9 = 12 Think I'll use Rally rather than be blind. 1d20 + 9 ⇒ (15) + 9 = 24


Unnamed

The burst of glitter only catches Boneyard, but there is now a small halfling outlined.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"There's one! Kracow, mind pointing out the other. Maybe by shooting him!"


Unnamed

Kracow Will 1d20 + 7 ⇒ (1) + 7 = 8

Kracow Stands completely still and frozen

Kracow Will 1d20 + 7 ⇒ (18) + 7 = 25End of Round save

Kracow can acto normally next round

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