The Devil's Gorge (and Beyond)!

Game Master Rynjin


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Half-Orc Zweihander Sentinel 8; Hp: 95/105; AC 27 (FF 25, touch, 13), Saves +14, +8, +11; Init +1, Perc +6

I will deal with the worms, you make sure to find any more traps ahead

Scattergun vs one of those things: 1d20 + 10 ⇒ (16) + 10 = 263d4 + 1 ⇒ (3, 3, 1) + 1 = 8


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Quick heads up, traps can be REactivated.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Ugash, are you heading back over to the pit to take aim at the worms? That'd put you a bit behind the others.


If this is what everyone wants to do, Dorla and Chirrup go ahead a little bit to look for more traps. Then by this plan, Thetsu, Donovan and Chirrup go past the disabled trap, into the safe area. Chirrup is temporarily going with Donovan for safety, if Donovan is willing. Dorla waits by the disabled trap to turn it back on after Ugash comes if he needs to flee, or if he changes his mind about attacking.

Dorla detecting traps: 1d20 + 13 ⇒ (16) + 13 = 29
Chirrup looking for traps: 1d20 + 14 ⇒ (5) + 14 = 19

edited for clarity


Half-Orc Zweihander Sentinel 8; Hp: 95/105; AC 27 (FF 25, touch, 13), Saves +14, +8, +11; Init +1, Perc +6

I better wait to see if the monster climb the pit and approach to us


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

Let's just rearm the trap behind us and move on. They'll be squished if they follow us.


I'm OK either with everyone just rearming the trap and then going on or with my above plan of looking for traps then waiting for Ugash before rearmin the trap.


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11
Dorla wrote:
I'm OK either with everyone just rearming the trap and then going on or with my above plan of looking for traps then waiting for Ugash before rearmin the trap.

Well.. yeah, we should definitely wait for Ugash and everyone else to cross the area affected by the trap before rearming it. I was hoping that went without saying. XD


In one of the two plans, Ugash would be right with us, so no one would need to wait for him.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

So the plan is move on? Thetsu or Ugash has the deciding vote.


Half-Orc Zweihander Sentinel 8; Hp: 95/105; AC 27 (FF 25, touch, 13), Saves +14, +8, +11; Init +1, Perc +6

Lets continue.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

You move past, and reactivate the trap, then keep going.

1d20 ⇒ 7

About half a minute later, you hear a loud *THWUMP*, and then a *SQUORCH*.

There are no further traps as you travel along for a minute. You reach a fork in the tunnel, three paths leading to three different places.


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

Donovan takes a look at each of the tunnels to check if he can see or hear anything that might influence the party's decision on what path to follow.

Perception: 1d20 + 16 ⇒ (18) + 16 = 34


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

From the left tunnel comes a faint bubbling noise, from the right tunnel an air current, and the middle tunnel a crunching noise.


Male Vanara Unchained Monk 9 HP: 94/94| AC: 29[31] FF: 25[27] Touch: 23[25]|Init: +4|Fort +12[+14], Ref +13(Imp. Evasion), Will +13[+15](+2 vs Enchantment)| Sense Motive +13, Perception +17(Scent)

"Hmmm. They all sound dangerous! Eenie, meanie, minie...MO. Let's go!"

Picking cave from left to right: 1d3 ⇒ 2


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

How fast, Stealth yes or no?


Male Vanara Unchained Monk 9 HP: 94/94| AC: 29[31] FF: 25[27] Touch: 23[25]|Init: +4|Fort +12[+14], Ref +13(Imp. Evasion), Will +13[+15](+2 vs Enchantment)| Sense Motive +13, Perception +17(Scent)

Stealth: 1d20 + 15 ⇒ (8) + 15 = 23


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

"I'd prefer to follow the smell of fresh air, since being burrowed alive tends to be unpleasant... But okay."

Stealth: 1d20 + 17 ⇒ (7) + 17 = 24

:P


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Anybody feel like rolling higher?


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

This is not a good day for me to roll virtual dice... :(


I'm not sure what we're rolling stealth for. Should I roll just for Dorla, or also for Chirrup?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I just wanted to know if you guys were sneaking down the tunnel where the loud crunching noises were coming from, oor brazenly walking in.

Thetsu and Donovan opted for stealth, but you can choose not to if you wish. If you do, Chirrup needs to make a Stealth check too, unless you put him inside your clothes or something for now. If he makes one, remember the bonu to Stealth for Tiny sized creatures. +8 I believe.


Dorla's stealth bonus is only +5. Will either making an infusion of blur or invisibility help? Is everyone willing to wait a minute or two for Dorla to make an infusion?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Invisibility yes, Blur no.


Dorla spends a short time mixing stuff together.

She makes fly and invisibility. infusions used today: 1 level 1, 2 level 2 for cures and invis, 3 level 3 for fly. Remaining are 5/3/1

Anybody want anything while I'm mixing?

Assuming nobody wants any mixtures, Dorla drinks invisibility. I assume her mutagen is still working. Chirrup climbs back into her backpack.

Am I reading correctly that invisibility gives +20 to stealth?

stealth: 1d20 + 25 ⇒ (9) + 25 = 34

I assume we go forward at half the slowest party member's speed so that we don't take a penalty to stealth.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Yep. +40 if you're not moving.

If Nicos doesn't post in the next hour or two I'll roll for him.


Anything going on?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Been busy this weekend, sorry.

Ugash Stealth: 1d20 - 5 ⇒ (7) - 5 = 2

The rest of the crew cruises along, silent as a mouse.

*CLANK CLANK CLANK* goes Ugash *CLANK CLANK* echoing down the tunnel and back to you.

You head further down, Ugash *CLANK*-ing all the way, 100 feet further, sloping further downward (those with Dunegoeneering can tell you're abut 50 feet below ground at this point, from ground level). Afte ra bit, the tunnel widens out int a very large chamber, 40 feet by 40 feet, roughly, and circular.

Inside is a Huge creature, a fleshly, slug looking thing with two odd, calloused pseudopods. The stone sizzles underneath it a sit moves toward you.

4d20 ⇒ (5, 14, 4, 11) = 34

1d20 ⇒ 13

Initiative Order:

Dorla (21)
Slug (20)
Donovan (14)
Ugash (12)
Thetsu (8)

Dorla is up. Dungeoneering to identify.


I believe earlier in the cave I said that I was just going to take ten on knowledge dungeoneering to identify all enemies in this cave. 10+19=29


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

You can't Take 10 in combat.


Oh OK, I guess in my mind I would have had time to take ten and identify the thing before combat started.

1d20 + 19 ⇒ (3) + 19 = 22


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Due to Ugash's flubbed Stealth check, there was no Surprise round.

Edit: Well, I can roll its Perception and see. Not a huge difference either way.

Perception: 1d20 + 21 ⇒ (5) + 21 = 26

Nah, it saw everybody but you. No Surprise.

Dorla knows that this is a Delver, a Huge sized slug-like Aberration. They are most well known for the potent acid covering their bodies, which burns flesh, but is more effective against metal and massively effective against stone. Anything striking or being struck by this creature is unlikely to escape unscathed.


OK. Dorla drinks fly and throws a bomb. I assume that mutagen is still in effect.

attack roll with bomb: 1d20 + 14 ⇒ (13) + 14 = 27
damage: 4d6 + 7 ⇒ (4, 2, 2, 4) + 7 = 19

Edit: Forgot to say that Dorla also tells others what she knows about the slug.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Dorla nails it with the Bomb, and it gets PISSED.

Anyone speak Aklo, Undercommon, or Terran.

It five foot squishes in on Dorla, and Slams at her with all its might.

Attack: 1d20 + 13 ⇒ (9) + 13 = 22
Attack: 1d20 + 13 ⇒ (4) + 13 = 17

Unfortunately, in its zeal it misses the flying Alchemist.

Everyone else.


Half-Orc Zweihander Sentinel 8; Hp: 95/105; AC 27 (FF 25, touch, 13), Saves +14, +8, +11; Init +1, Perc +6

That's not good... - Ugas moves and attack - I have reach of 10 ft in case that helps

vital strike - Hammer: 1d20 + 15 ⇒ (6) + 15 = 218d6 + 19 ⇒ (4, 1, 4, 6, 6, 2, 5, 5) + 19 = 52

Everyone standing at 20 ft from Ugash gain a +2 morale bonus to AC

Ugash stance work as an enlarge person for hte damage dice of the weapon but two categories instead of one, I think that means 1d12 becomes 4d6, but not sure


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

4d6 is right. By the by, why don't you ever use any of your Maneuvers? For example, when you're making a Standard, Furious Primal Wrath for a flat extra 35 damage is probably better than the 4d6 (average 14 damage, max 24) from Vital Strike a lot of the time. Or, hell, Raging Hunter Pounce.

Remember, Maneuvers recover between combats for free, and you can get them back by spending a Full Round Action in a pinch as well. They're not like spells, where you need to conserve them for the "important" fights if you don't have many.

Aywho.

Ugash swings at the huge creature, but the slime on its flesh deflects the blow, and it deals no harm.

A miss.


Half-Orc Zweihander Sentinel 8; Hp: 95/105; AC 27 (FF 25, touch, 13), Saves +14, +8, +11; Init +1, Perc +6

Basically for two reasons, first because I have a crap ton of new abilities that I don't remember what some of they do, and second because I have a low attack bonus with no boosters, the second attack of pounce would be at +7, I mostly prepared maneuvers for counterattacks.


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

"Man... These are my nice clothes... *sigh*"

Donovan leaps into melee combat with the oversized vermin. A short curved blade phases into his grip.

Wakizashi: 1d20 + 16 ⇒ (12) + 16 = 28 damage: 1d6 + 11 ⇒ (2) + 11 = 13


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Donovan slashes the slug creature!

And now he needs to make a DC 22 Reflex save.


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

Reflex: 1d20 + 12 ⇒ (2) + 12 = 14

D:


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

4d8 ⇒ (8, 1, 7, 4) = 20

Donovan's sword melts down to the hilt, becoming a useless metal nub.

Thetsu?


Half-Orc Zweihander Sentinel 8; Hp: 95/105; AC 27 (FF 25, touch, 13), Saves +14, +8, +11; Init +1, Perc +6

That sucks dude


Dorla calls out to Donovan to make sure he is uninjured.

Yeah, I know he didn't get hurt, but Dorla wouldn't, considering his sword just melted.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Note for Ugash, if your weapon strikes the creature you need to make the same save. If you guys have back-up weapons not made of Stone or Metal (like a club or Quarterstaff), or ones with a large amount of Hardness, this would be a good time to use them.


Male Vanara Unchained Monk 9 HP: 94/94| AC: 29[31] FF: 25[27] Touch: 23[25]|Init: +4|Fort +12[+14], Ref +13(Imp. Evasion), Will +13[+15](+2 vs Enchantment)| Sense Motive +13, Perception +17(Scent)

"...S!~@. That looks dangerous...to hell with it!"

Thetsu runs into a flying kick against the beast, bellowing loudly.

Ki Attack: 1d20 + 14 ⇒ (15) + 14 = 29
Damage 1: 1d10 + 19 ⇒ (2) + 19 = 21

Flurry: 1d20 + 14 ⇒ (18) + 14 = 32
Damage 2: 1d10 + 16 ⇒ (2) + 16 = 18

Attack 1: 1d20 + 14 ⇒ (11) + 14 = 25
Damage 3: 1d10 + 16 ⇒ (3) + 16 = 19

Attack 2: 1d20 + 9 ⇒ (6) + 9 = 15
Damage 4: 1d10 + 16 ⇒ (10) + 16 = 26

Reflex Saves: 4d20 ⇒ (7, 14, 8, 1) = 30


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Thetsu Acid Damage: 6d6 ⇒ (3, 1, 6, 5, 5, 3) = 23

Thetsu pounds the creature three times, burning his hands on each blow. On the last, the pain proves too much, disrupting his flow and sending the attack wide.

What's worse, the creature seems to absorb a large portion of the force of each blow, its gelatinous body disperisng the budgeoning force of Thetsu's fists.

Thetsu take 17 Acid damage.

Damage Dealt: 41 (total between you and Donovan)

Dorla again.


Male Vanara Unchained Monk 9 HP: 94/94| AC: 29[31] FF: 25[27] Touch: 23[25]|Init: +4|Fort +12[+14], Ref +13(Imp. Evasion), Will +13[+15](+2 vs Enchantment)| Sense Motive +13, Perception +17(Scent)

Forgot to mention I went into my Red Haze. Just as a heads up, it was added into my rolls already.

Thetsu's instincts switch gears as the pain courses through his body.


Dorla is worried about Thetsu, but doesn't want to get in the way of his haze.

Dorla first adjusts her position by flying to be about 10 feet away from the delver, and then throws another bomb at the verminous thing.

1d20 + 14 ⇒ (4) + 14 = 18
I know Ugash's 21 didn't hit, but since I'm against touch AC I'll roll for damage just in case that hits.
4d6 + 7 ⇒ (2, 3, 1, 4) + 7 = 17

If that misses, my apologies to anyone it accidentally lands on.

edit: The reason to be about 10 feet from the monster is that's my best throwing range, but makes it harder to attack me.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Unless you roll a , you can't miss this thing's Touch AC.

Are you sure you want to move closer? That would provoke an attack of opportunity and put you in attack range, for no real advantage. Either way:

The creature shrieks in pain as it is engulfed in fire again!

Awaiting my action based on your response.


I thought I was needing to move away slightly, because I thought I was 5 feet away because the thing attacked me last turn. However, I was misreading my character sheet. It's for other thrown weapons that the range increment is 10 feet. My range increment for bombs is 20 feet. I'm also assuming that I move slightly every turn so that I don't need a fly check.

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