The Trials of Ascension

Game Master bbangerter


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Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

Sindri will think about how to solve this puzzle.
We must need to place something heavy there. Wait don't we have spare gear?

"Everyone look for large stones, we have some spare armour and a weapon I believe we can use it to keep the pressure plates down."


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

"Maybe we could fill a sack with some sand, I've seen that method attempted in the past."


Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

Sindri will be looking inside the crypt and outside to find supplies they could use to defeat this trap.

Perception: 1d20 + 13 ⇒ (19) + 13 = 32


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

"Suggestion: If weight is a factor here, perhaps I can stand within the sarcophagus. My body is quick and resilient. Once the items are collected I can attempt to leap off before the trap triggers. If I should fail, my body is capable of self repair."


As the group begins to consider how they might avoid the trap, Sindri looks around for something to replace the weight of the plate mail.

There are stones back near the waterfall, but that is a good hike to carry the stone. There are also the large mushroom trees, though figuring out the weight of a cut off piece of mushroom compared to the weight of the armor may prove tricky.

You are of course welcome to try either option.


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

"If Sig is game for that, it seems to be the easier option. I can lift the armor clear from a distance, though there's no telling what distance is safe. "


Just waiting for a definitive course of action.


Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

Sorry I've been hold us back, just adjusting to new work. So my apologies.

Sindri scurries out the room, making his way to the large mushroom tree.
Looking up at it, he rubs his hand and begins to free climb it.
Climb: 1d20 + 10 ⇒ (13) + 10 = 23

Once up the tree, he takes out his blade and begins to hack at the fungus growth, trying to fell a large piece of the mushroom.


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

"Worth a try..." Silas says as he catches on to Sindri's plan.


GM Rolls:

1d20 ⇒ 13
1d20 ⇒ 7
1d20 ⇒ 8
1d20 ⇒ 1
1d20 ⇒ 3

Sindri easily scales one of the many large mushroom trees. He begins hacking away at the spongy material, causing the entire thing to sway slightly. He is able to lop off several large chunks while Silas watches from below.

Suddenly something slams into Silas from behind. A sharp claw tearing several rips into his clothing, but failing to pierce his skin.
Attack: 1d20 + 8 ⇒ (3) + 8 = 11

Four more of the creatures can be seen moving swiftly, but silently through the columns of mushrooms. Though small in size, they stand on two legs with wickedly sharp claws, and two short clawed arms protrude from their torsos. A mouth of razor sharp teeth also threatens to tear at any nearby flesh.

Kn Nature DC 12:

These are Velociraptors, though unlike any you have seen or heard of before, there skin is a pale sickly color, matching that of the mushroom forest.

That was a surprise round.
Monster Init: 1d20 + 7 ⇒ (7) + 7 = 14
Anyone beating that number may take a full round action.

Map


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

init: 1d20 + 4 ⇒ (5) + 4 = 9


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

initiative: 1d20 + 6 ⇒ (20) + 6 = 26

knowledge(nature): 1d20 + 9 ⇒ (9) + 9 = 18

"Dinosaurs!"

Silas steps 5' back and casts mirror image.

images: 1d4 + 1 ⇒ (2) + 1 = 3


Sig Init: 1d20 + 10 ⇒ (12) + 10 = 22
Sindri Init: 1d20 + 5 ⇒ (17) + 5 = 22

Both Sig and Sindri are up


Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

Sindri is shocked by the appearance of dinosaurs. He draws his bow and fires a pair of arrows at the dinosaurs behind Silas.

flurry of bows: 1d20 + 11 ⇒ (7) + 11 = 18 Damage: 1d6 + 3 ⇒ (2) + 3 = 5
flurry of bows: 1d20 + 11 ⇒ (1) + 11 = 12 Damage: 1d6 + 3 ⇒ (3) + 3 = 6


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

Sig was quick to change from his mindset of solving this conundrum to defeating the sudden appearance of the predators. While they posed no real threat to him as he had nothing for them to eat on him, he couldn't allow the beasts to kill his friends for food. Charging the nearest enemy, he'd quick draw his weapon and chop downward at its midsection.

Charge: 1d20 + 10 ⇒ (14) + 10 = 241d8 + 10 ⇒ (2) + 10 = 12


Sindri strikes the lead dinosaur with one arrow, and Sig follows up on it with an overhand chop, severing its head from its body.

The remaining four close in on Silas and Sig, the closest leaping into the air and coming down on Sig with its foot claws stretched forward.
Attack Sig: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Attack Silas: 1d20 + 6 ⇒ (3) + 6 = 9
Attack Silas: 1d20 + 6 ⇒ (20) + 6 = 26
Image: 1d4 ⇒ 2
Attack Silas from flank: 1d20 + 8 ⇒ (2) + 8 = 10

Sig is scratched, while one of Silas images vanishes.

Map

Party is up


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

Lucius will move up and chop at a dinosaur with his cutlas (the one on Silas).

power attack

to hit: 1d20 + 8 ⇒ (6) + 8 = 14 damage: 1d6 + 8 ⇒ (3) + 8 = 11


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

katana +5 (1d8+2/18-20)

Silas uses an arcane pool point to boost his Katana and engages in spell combat with the dino.

katana #1: 1d20 + 5 + 1 - 2 ⇒ (11) + 5 + 1 - 2 = 15 (spell combat, apool)

concentration: 1d20 + 9 ⇒ (13) + 9 = 22

Casting shocking grasp

katana #2: 1d20 + 5 + 1 - 2 ⇒ (4) + 5 + 1 - 2 = 8

katana #1 damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

katana #2 damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10


Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

Sindri draws to arrows, examining where they should land. He aims his bow at the dinosaur behind Sig, letting go of the drawstring, the arrows soar at with deadly intent.

flurry of bows,deadly aim: 1d20 + 10 ⇒ (12) + 10 = 22 Damage: 1d6 + 5 ⇒ (2) + 5 = 7
flurry of bows,deadly aim: 1d20 + 10 ⇒ (12) + 10 = 22 Damage: 1d6 + 5 ⇒ (3) + 5 = 8


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

Not reacting to the gash at his front armor plating, Sig would take a swing at one of the other creatures in the pack. He wouldn't worry about the minor damage to his carapace, focusing more on the enemies at hand.

Attacks: 1d20 + 8 ⇒ (6) + 8 = 141d8 + 10 ⇒ (5) + 10 = 15


Lucius rushes out to aid Silas with the one flanking him, just barely missing on the attack.

Silas has better luck though, scoring with both hits as lighting plays over the creatures skin. The beast drops to the ground unconscious.

Sindri lands two arrows in the creature next to Sig, and Sig finishes the creature off. It's leap attack was a charge, lowering its AC by 2, enough for Sig to hit.

The remaining two bite and claw at Silas.
Attack bite: 1d20 + 6 ⇒ (9) + 6 = 15
Attack claw: 1d20 + 6 ⇒ (18) + 6 = 24
Image: 1d3 ⇒ 3
Attack claw: 1d20 + 6 ⇒ (20) + 6 = 26
Image: 1d2 ⇒ 1
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Attack bite: 1d20 + 6 ⇒ (20) + 6 = 26
Image: 1d2 ⇒ 2
Attack claw: 1d20 + 6 ⇒ (13) + 6 = 19
Attack claw: 1d20 + 6 ⇒ (14) + 6 = 20

Silas get a minor scratch 3 damage total, but his defensive magics are spent.

Map

Party is up


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

Lucius will give another chop with the cutlas at a beast attacking Silas.

power attack
to hit: 1d20 + 8 ⇒ (15) + 8 = 23 damage: 1d6 + 8 ⇒ (1) + 8 = 9


Lucius shifts his position, then leaves a shallow cut down the side of the closest raptor.


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

Silas slashes.

katana: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17 (apool)

damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10


Silas adds a second wound to the creature, it remains standing, though a bit wobbly in its balance.


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

Continuing his assault and with his last enemy slain, Sig will only charge the final two creatures.

Charge: 1d20 + 10 ⇒ (11) + 10 = 211d8 + 10 ⇒ (1) + 10 = 11


Sig, there is still one standing next to you, and the other is blocked from being charged. So just converting to a normal attack.

Sig scores a hit on the unwounded raptor, causing it to let out a screech.

Sindri is up


Sindri GM PC'd

Sindri continues with his volley of arrows.
Attack: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

His arrows drop both of the wounded raptors.

Combat over.


Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

Sindri will put his bow over his shoulder, scaling down the shifting damaged mushroom.
climb: 1d20 + 10 ⇒ (16) + 10 = 26

once on the ground, he collects what arrows he can from the dead raptors. Making his way over to his comrades.

"This place is amazing isn't it? Reminds me of home. We now have weight for the trap. Let's drag these dinosaur corpses onto the pressure plate."


Who is making the swap? And where is everyone else standing?


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

Unless he is requested to do it via TK from range (and even then), he will be a good distance away. Either limit on TK range, or out of line of sight if he isn't doing it. Doubt he'd have the finesse to do it well with TK though.


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

Silas stands behind Lucius


Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

Sindri stands by the group,"Should I and our mechanical friend deal with the trap?" Shrugging his arms.


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

"Go ahead. I'm not sure I'm deft enough with my mind tricks. "


GM Rolls:

1d20 ⇒ 18
1d20 ⇒ 14
1d20 ⇒ 7

While Silas and Lucius wait outside, Sindri and Sig work to replace the weight of the plate mail with chopped up pieces of raptor and mushroom trees.

For a moment the balance is off, and the two circular impressions in the hallway begin to rotate, the walls turning with them, but they quickly adjust the balance and the walls begin to rotate back before having moved more than half a foot.

The blade of a greatsword slams through the crack on the east side, preventing the walls from completely closing in. And whatever is holding it on the other side jerks at it vigorously, trying to pry its way out.


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

"I think we have company. "


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

"So the trap opens a door?"


Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

"Everyone get ready for a fight."


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

With no spells left to call upon, Sig would only draw his weapon and ready his buckler in anticipation for whatever enemy would soon appear.


Its not getting out unless you let it out, so feel free to set up however you want, then trigger the trap on purpose if you wish.


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

"Seems stuck. Guess we gotta let it out. You folks ready?"


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

"If it's been in there a long time, I'm guessing it's undead."

"Probably best to deal with it."


Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

Sindri notches his arrows, holding his draw until he gets a clear shot.

"Ready when you are."


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

"So we just need to lift out some mushroom and trigger the trap to get the door to open?"


Lucius and Silas staying outside of the structure? Moving into the hallway to be in melee range? Other?

Everyone go ahead and roll init as well.
Init Unknown: 1d20 + 3 ⇒ (9) + 3 = 12


HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22

Lucius will close to near the spot he sees the sword poking out so he can quickly get into melee when it gets loose.


Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3

Silas is good outside. No need to crowd.

initiative: 1d20 + 6 ⇒ (4) + 6 = 10


Wyrwood Lv 3 Falcata Swashbuckler/Iron Crusader; Lawful Neutral; HP: 60/60; AC: 21(Tch: 15|Flat: (16); DR: 5; MP: 7/9; CMB: 4 CMD: 18; F:4 R:8 W:6; Init: +11; Perc: +8; Speed: 20; Active Condition: None

Initiative: 1d20 + 10 ⇒ (14) + 10 = 24


Male Svirfneblin Ninja and Zen archer Monk 3 | HP: 29/38 | AC: 23 T: 22 FF: 23 | Fort: +8, Ref: +8, Will: +11 | CMB: +0, CMD: 18 | Init: +5, Perception: +13 Senses: Darkvision 120ft, Lowlight vision, Stonecunning. Constant: nondetection3

Initiative: 1d20 + 5 ⇒ (18) + 5 = 23


Sig and Sindri spring the trap, and again the walls and floors begin to rotate. Silas finds himself separate from the others as the walls rotate and block the passage inside. On each side is a plated figure with a greatsword, from within the helm a cold blue light glows from the eye slots.

Init Lucius: 1d20 + 4 ⇒ (2) + 4 = 6

Sig and Sindri are up

I adjusted the map to align the central corrider with the grid.

Map

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