Thirst - A Ravenloft PbP

Game Master Celestial Healer

Set in the land of Ravenloft, a band of intrepid heroes searches for a way home, but their fate may be inextricably tied to a vain, power-hungry madman. Uses the Pathfinder ruleset.


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Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

So Hand 1 is down right? In that case ...

Nathaniel leaps up onto the table, dashes past Res and jumps back down to the floor, to stand next to Urdrin, and once again hacks at the golem with his axe.

Move to L15, attack golem. Axe: 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d8 + 3 ⇒ (1) + 3 = 4


female Human Rogue 4

Frustrated, Angalia glares at the golem.

"How hard can it be to unpick your stiching?" she asks rhetorically.


Nathaniel dashes into the fray, but his attack misses.

Sorry, the update is going to have to come a little later...


The swarm of tiny oozes slides away from the table to where there are more targets.

1 damage to the golem, Urdrin, and Nathaniel. Urdrin and Nathaniel need to make DC 13 Reflex saves. If those fail, I need DC 13 fort saves as well (poison effect). The golem is already under the entangled effect, and is immune to poison, so no more saves are needed on its part.

The golem lashes out with its lanky arms at Urdrin. 1d20 + 4 ⇒ (17) + 4 = 21, 1d20 + 4 ⇒ (9) + 4 = 13. The globules of ooze that have latched onto the monstrosity confound it, and it flails about ineffectually.

MAP

Urdrin
Angalia
Eliva
Erfan
Res
Nathaniel
Ooze
Golem (entangled)


female Human Rogue 4

1d20 + 8 ⇒ (3) + 8 = 11
For goodness sake ...

Angalia again hacks ineffectually at the golem's stitching.


Male Dwarf Fighter 3

Reflex: 1d20 + 1 ⇒ (17) + 1 = 18
Fort: 1d20 + 7 ⇒ (10) + 7 = 17
Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d10 + 3 ⇒ (6) + 3 = 9

*Urdrin looks in disgust on the ooze swarming him, and swings his axe at the golem in the hopes of taking it down, so he can deal with one problem at a time*


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

Reflex: 1d20 + 6 ⇒ (13) + 6 = 19

The hundreds of tiny oozes swarm towards Nathaniel and partway up his legs, stinging him. The nimble ranger steps and kicks, making sure not to become mired in the jelly-like mass.


Urdrin hacks away at the golem, cleaving it in half with his axe. The stitched bits of human anatomy collapse into a quivering heap.

The oozes continue to bubble and cavort.

Angalia: Since the golem is destroyed by your turn, you can post a different action if you like.

All: You are now faced with an ooze swarm. If you are short on alchemical supplies, bear in mind that you are in an alchemical laboratory. Perception and Knowledge (Arcane) would be appropriate.

MAP

Angalia
Eliva
Erfan
Res
Nathaniel
Ooze
Urdrin


Male Dwarf Fighter 3

"That be one less abominable creature plaguing the world. Now what do we do about this ooze."

Knowledge(Dungeoneering) 1d20 + 5 ⇒ (6) + 5 = 11


female Human Rogue 4

Thanks. She'll take a look around the lab instead.

Trying to keep her feet clear of the ooze, Angalia looks around the lab for something to help.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

“You can’t fight something like this with weapons!” yells Nathaniel, dancing away from the advancing tide of ooze and looking wildly about the room. “I have some Alchemist’s fire in my pack, will that help?”


Urdrin's knowledge is enough to know that area attacks will be most effective against a swarm of tiny oozes. You know general ooze and swarm traits, but not much else with that check.

Angalia can identify some clearly labelled bottles of Alchemist's Fire, Liquid Ice, and Acid, as well as a thunderstone, a tanglefoot bag, and a little flash powder.


female Human Rogue 4

"Back to the door and throw stuff from there!"

Angalia tries to grab as much useful stuff as she can from the benches, trusting to her relexes to keep her clear of the ooze.

Or will do on her next turn. Don't know what sort of rolls you'd like.


Female Half Orc Inquisitor 5 {HP:28/30}

weird, my post looking for information disappeared.

Eliva looks desperately around the lab for something to help with the oozes.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge (arcana): 1d20 + 9 ⇒ (17) + 9 = 26


Male Human Cleric/6 {HP:49/49, AC 16 (11 touch)

Res heeds Angalia's warning and moves away from the ooze. He briefly considers jumping pass Nathaniel over the ooze, but instead takes a more round about route around the far table and then towards the door that the woman originally in the room escaped through.

Res first moves down to M18, up to N17, and then straight up to N13. Double move.


Unseen, the gnome searches for alchemical weapons to use against the swarm.

Perception: 1d20 + 1 ⇒ (7) + 1 = 8. Invisibility ends at the beginning of my next turn.


Male Dwarf Fighter 3

*Urdrin moves away from the ooze as soon as possible*


Angalia: You can move over to the shelves of alchemical products and retrieve them, but that's two actions, so you end your turn there.

Eliva: Your knowledge of the arcane reveals that these oozes are composed of the sanguine humours. If they entered one's system, they would cause giddiness and euphoria. They have an affinity to fire and heat, so cold attacks may be more effective.

Eliva and Erfan - you have more actions available. Based on the information above, do you want to do anything different?


female Human Rogue 4

Angalia scans the shelves, looking for whatever seems most useful and casting a questioning glance at Eliva.

"This is your department - what do we need?"


Female Half Orc Inquisitor 5 {HP:28/30}

Eliva looks around the room, too distracted by her consideration of the oozes to take in her surroundings with effectiveness.

"They're weak against cold, and prefer fire and heat. Maybe if we can create some ice it would slow, weaken or kill them? I would avoid fire, I think."

Eliva fishes through her pack for her acid flasks, deciding the alchemists' fire might be a bad idea for the moment.

Sorry guys, still trying to get internet sorted out at the new house, so connectivity is very spotty!


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6
Celestial GM wrote:


Angalia can identify some clearly labelled bottles of Alchemist's Fire, Liquid Ice, and Acid, as well as a thunderstone, a tanglefoot bag, and a little flash powder.


female Human Rogue 4

That's what she's going to pull out. But she didn't know ic and had to ask Eliva :)


Are you all going to wait for Angalia to toss the liquid ice, or does somebody else have another action in the meantime?


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6
Celestial GM wrote:
Are you all going to wait for Angalia to toss the liquid ice, or does somebody else have another action in the meantime?

Waiting for Angalia to say 'Weak against cold? Hey, there's some liquid ice over here!' ;-)

Fatespinner's place got flooded a few days ago, I'm not sure if he's 100% back on board as yet.


female Human Rogue 4

"Liquid ice. Grab and go."

:D - sorry, wasn't sure if you were waiting for me or not.


Having the liquid ice pointed out to him, the invisible Erfan snatches one of the bottles off the table and hurls it at the oozes. Assuming I have enough actions for that...

Throwing: 1d20 + 4 ⇒ (10) + 4 = 14 to hit touch AC. I... don't know what the damage on this stuff is.

The gnome shimmers into view as the projectile leaves his hand, smirking mischievously.


1d6 ⇒ 6

The vial of cold fluid has an immediate effect on the ooze, which shudders and dissolves into a puddle.

At last, all of the horrors of the chamber lie still, enabling you a better look at your surroundings. Grisly stains and scratchings mar the walls and furniture. Instruments of pain hang from pegs with sinister casualness. The contents of a few jars still squirm and twitch, while dreadful apparatuses await new victims.

Out of combat.


female Human Rogue 4

"This is beyond disgusting."

Angalia looks around.

"Isn't there something we can do to stop them wriggling?"


Male Human Cleric/6 {HP:49/49, AC 16 (11 touch)

"There was a woman in here when we entered. She tipped over the vat of ooze then she escaped through that door. I'm fairly certain she has gone to warn the surgeon. Are we well enough to pursue? We will have to rely on our steel to vanquished the surgeon as I believe what little magic we have is almost depleted. We can at least gather up what useful alchemical agents we can find to help us." Res looks around the instruments of torture around the room and shakes his head. "The depravity of this man is unspeakable."


female Human Rogue 4

Angalia belatedly realises she is wounded.

"We should go on at once, but a bandage wouldn't hurt. And I'm all for raiding this room for anything useful. That tanglefoot bag for one thing, and there's a thunderstone and some flash powder as well as Alchemist's fire. I really, really like the thought of using them on whoever did this to these poor creatures."


Male Dwarf Fighter 3

"Aye lass I would certainly like to bring such a person to justice."
*Urdrin stares at the pile of carrion on the floor, the disembodied hands, the bloody table, and the various horrors in jars around the "Whoever done this gots to be stopped."


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

“Grab anything useful,” agrees Nathaniel shortly. “Just don’t look too closely at the rest of the things here … I think I shall have nightmares for week. How could anyone ...” He trails off and shudders. “And we’d best be off quickly – I’m well enough to continue if the rest of you are. Angalia, are you alright?”


female Human Rogue 4

Angalia is on 7/13hp and while she can probably go another fight, if she gets hit again, she's likely down.


To keep track, you can salvage the following from the lab:

Alchemists Fire (2)
Liquid Ice (1 [there were 2, but you used one])
Acid (3)
Tanglefoot Bag (1)
Flash Powder (2)
Some fine alchemical tools worth 150 gp

The layout is thus: You have the northern door, where the woman in the lab coat escaped, and a western door, in addition to the southern door from which you entered.


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

Nathaniel heads towards the door that the alchemist (lab-coat woman) exited via, keeping an eye and ear out for danger from that quarter.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Someone should grab the alchemical equipment - maybe not the tools at this stage - and we can distribute them later.


female Human Rogue 4

Magpie eyed and always interested in new gadgets, Angalia swiftly pockets as much as she can carry.

Looking thoughtful, she keeps her dagger in one hand and holds a flask of acid in the other.

i.e. probably all of it.


Female Half Orc Inquisitor 5 {HP:28/30}

Eliva looks at Angalia's wound worriedly, then looks over at Res.Is anyone else injured?

"I have a little more magic blessed to me from Erastil today...but then I will be unable to assist anyone else until I may pray at dawn for more." Eliva turns to Res. "Are you injured from that hand? Does Gorum have blessings for you that will permit us to battle on?"


In fact, could you all track your current HP somewhere visible (in your profile, or wherever your character sheet is stored)? That would be very helpful.


Male Human Cleric/6 {HP:49/49, AC 16 (11 touch)

Res answers Eliva. "I have only two more channels left in me today, but I I have one spell left that I can convert to a spell of cure light wounds if necessary. I too was slightly injured in this last fight. I will use one more channel now to help us continue. I do not think we have the luxury of waiting in this god forsaken dungeon. Oh Gorum, send us your healing power so that we may continue to fight on against this fiend."

Res holds up Gorum's holy symbol, a powerful healing burst emanates within a 30 foot circle of the symbol and heals all of Res's allies. Channel Positive Energy (healing): 1d6 ⇒ 2

Res only feeling slightly better, looks puzzled. "Gorum's power seems weak in this dungeon. It must have a difficult time permeating through the intense evil in this foul place. This healing burst was not much, however I think I should save my remaining channel and spell for a more dire emergency. Angalia, I will stay near you in case your condition worsens. Shall we continue?"

Current HP, available resources and spells used can be found on Res's profile.


female Human Rogue 4

"Thank you, Res. Anything you and Gorum can do to keep us on our feet long enough to remove that ... "

She pauses.

"... I can't think of a word bad enough for what he'd done here. He and Gilbraith seem like twin souls."

Looking at the gash in her ribs, she shrugs slightly. "It'll heal and I'll just try and stay back a bit next time."


Male Dwarf Fighter 3

"Alrighty lass if y'sure you can continue, we will do our best to be out of this place as soon as possible. And don't be ashamed to duck behind ol' Urdrin thats what all this armor be for. I'll do me best to keep the enemy distracted on me rather than picking on a wee lass."
Urdrin is also currently at full after that last channel


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

“Urdrin’s right Angalia, don’t put yourself in a position to be hurt.”

I’m usually pretty good at updating current hit points etc. With that channel, Nathaniel is now on full.


That last channel patched me up to full as well.

Erfan nods to Angalia and moves to follow Nathaniel's lead.

Since there's not much I can contribute combat-wise yet, I'll load up on alchemy if Angalia will relinquish a few flasks to me.


North door, then? Who is opening it?


Male Dwarf Fighter 3

"If no one minds I'll do the honors. My dear lass mind checkin' fer traps 'for I open the door?"

Urdrin waits for Angalia to check for traps then opens it if given the all clear


female Human Rogue 4

"Erfan - can you hang onto these."

Angalia hands over a variety of flasks, keeping hold of one of the acid flasks for herself and scans the door.

Percepting for traps on door: 1d20 + 8 ⇒ (14) + 8 = 22

"Not sure . . . but if there's anything there, I should be able to find it."

Satisfied she's done all she can, she ducks back behind Urdin.

"I *can* take advice sometimes," she smiles.


No traps, but a brief inspection reveals that the door is locked.


female Human Rogue 4

Disable Device: 1d20 + 11 ⇒ (11) + 11 = 22

"Hold on."

As quietly as possible, Angalia twists the lock and listens for a clunk as the bolt pulls out.

"Try now."

She moves back behind Urdin, relinquishing the door handle to him.


Angalia is confident in her work. You should be good to go.


Male Dwarf Fighter 3

*Urdrin opens the door weapon ready for what comes next*

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