Up From Darkness, a horror themed game (Inactive)

Game Master baldwin the merciful


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AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Let's save that kind of talk for when we get out of here and get married... Focus, woman!


Evil GM

Masumi they don't have eyes. It has senses through its tongue so it knows your are there.


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Thought it was only aware of adjacent squares. Last line said something about not seeing and "directional sense" allowing them to move. But if you wanna rob Masumi of an EPIC move... You're the boss.


Evil GM

It senses every living life force within 30 ft.


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Also immune vs. Crit/Sneak unless Ghost Touch. 2 dmg IF magical.. Yay!


AC 22 (FF 20, T 12) | HP 20/67 | Perc +10 | F+3 / R+6/ W+5 | Init +1

I'm assuming that it is attacking our touch AC so I take 17 damage correct?

Takeo winces at the claws ripping his skin through his armor. He stumbles a moment before gaining his footing for a counter attack.

claw1: 1d20 + 10 ⇒ (14) + 10 = 24
claw2: 1d20 + 10 ⇒ (3) + 10 = 13

damage claw1: 1d4 + 3 ⇒ (3) + 3 = 6 DC 16 fort or +1damage
damage claw1: 1d4 + 3 ⇒ (1) + 3 = 4 DC 16 fort or +1damage


Evil GM

Correct touch AC

Takeo hit the shadow with a claw and the negative infusion hurts.

fort: 1d20 + 4 ⇒ (4) + 4 = 8


Evil GM

RD 1: Kichiro

Kichiro steps up to L 0 to attack

claw1: 1d20 + 10 ⇒ (11) + 10 = 21;damage: 1d4 + 3 ⇒ (1) + 3 = 4
claw2: 1d20 + 10 ⇒ (6) + 10 = 16;damage: 1d4 + 3 ⇒ (3) + 3 = 6

plus DC16 for for +1damage

fort save: 1d20 + 4 ⇒ (4) + 4 = 8
fort save: 1d20 + 4 ⇒ (19) + 4 = 23

One of the claws slashes the undead shadow ghoul.


Evil GM

MAP

RD 1:

Hajime -missed TA
Shadow ghoul - hit Takeo
Masumi - hit with magical dagger
Akio _*
Takeo - hit with claw
Kichiro - hit with claw

*Akio still has his Rd 1 action

----

Rd 2

Hajime
Shadow ghoul
Masumi
Akio
Takeo
Kichiro


Male Fighter 7 AC 21 (FF 20, T 21) | HP 34/57 | Perc +2 | F+5 / R+3/ W+2 (+2 vs. Fear) | Init +5

Sorry for the late post

Akio, realizing that he cannot wound the creature with his weapon, stands out of the way, keeping his eyes on the knife, making sure that Takeo doesn't end up with it.


Evil GM
Akio wrote:

Sorry for the late post

No problem. That is why i do the summaries so everyone knows where we are in the round.


(HP=67/67) (AC=15/FF=14/T=11) (Saves--F=4/R=3/W=5)

Hajime is quite visibly upset that Masumi picked up the knife, but for the moment is willing to focus her attacks upon the goal. Trying to keep an eye on Masumi, she throws another disrupt spell at the ghoul.

ranged touch 1d20 + 6 ⇒ (12) + 6 = 18
damage 1d6 ⇒ 4


Evil GM

hajime's disruption hits the creature. it is still fighting.


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

The puppetmaster turns us against each other... Similar paranoid visions. Mind games.


Evil GM

The shadow ghoul will attack: 1 kichiro, 2 Takeo
1d2 ⇒ 2

claw1: 1d20 + 7 ⇒ (14) + 7 = 21;damage: 1d6 + 2 ⇒ (1) + 2 = 3
claw2: 1d20 + 7 ⇒ (19) + 7 = 26;damage: 1d6 + 2 ⇒ (3) + 2 = 5
bite: 1d20 + 7 ⇒ (5) + 7 = 12;damage: 1d6 + 2 ⇒ (5) + 2 = 7

Takeo's flesh torn from the claws.


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Come, brother... Let's dance!

Gloriously, Masumi comes to life... His movements, arachnid as he gains the altar and somersaults through the shadow-ghoul, landing near the thrown knife.

He lands on all fours, head askance as he takes up the fated knife once more.

Acrobatics, jump table, somersault through shadow to knife: 1d20 + 12 - 1 ⇒ (17) + 12 - 1 = 28


Evil GM

You can get to the knife that is laying on the ground. The theatrics of the move sold me.


Evil GM

Rd 2 update

Hajime - TA for 4 HP
Shadow ghoul - hit Takeo
Masumi - tumbles through the shadow to get to his knife, picks it up.
Akio
Takeo
Kichiro


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Just getting into it... Also, Masumi provokes an AoO. You're discretion. But I figured a fair price for lookin awesome.


Evil GM

I didn't take the AoO even though you moved through the threatened square because your roll was so high, granted I gave you an extra 5ft of distance. Besides you beat its CMD +5


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Thanks!

@Takeo - I think you only got hit once. Your new armor gives +2 dodge in dim light, which I think we're in.


Male Fighter 7 AC 21 (FF 20, T 21) | HP 34/57 | Perc +2 | F+5 / R+3/ W+2 (+2 vs. Fear) | Init +5

Not seeing an opening that he could maneuver into, even if it weren't nearly as well as Masumi, Akio continues to stand to the side, eyeing Takeo warily.


AC 22 (FF 20, T 12) | HP 20/67 | Perc +10 | F+3 / R+6/ W+5 | Init +1

It does provide the +2 dodge bonus, but it went before me so I was flat footed. The bite this attack did miss though.

Takeo feels the cold claws rip again at his skin, tearing away at his life. He will take a 5' step to gain the flank with Kichiro before attacking.

claw 1: 1d20 + 12 ⇒ (18) + 12 = 30
claw 2: 1d20 + 12 ⇒ (12) + 12 = 24

damage claw 1: 1d4 + 3 ⇒ (2) + 3 = 5 +1 damage DC 16Fort
damage claw 2: 1d4 + 3 ⇒ (2) + 3 = 5 +1 damage DC 16Fort


Evil GM

The creature is raked by the claws.

fort: 1d20 + 4 ⇒ (1) + 4 = 5
fort: 1d20 + 4 ⇒ (2) + 4 = 6

The shadow is destroyed.


Evil GM

With the destroyed shadow in the alter room you each receive the following snippet:

You remember a great eyeless shadow gloating at you as you usher a row of bound men past his domain.


Evil GM

Which way are you heading now?


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Almost to himself, Why would I be ushering bound men...

Returning to the present, Hajime! You want it? Take it... Masumi places the knife back on the altar.

Then, he begins searching the walls themselves. Is there some cosmic rule that a room behind a secreted door cannot itself have a secret door to elsewhere? Help me look.

Perception, Secret Door: 1d20 + 10 ⇒ (9) + 10 = 19


AC 22 (FF 20, T 12) | HP 20/67 | Perc +10 | F+3 / R+6/ W+5 | Init +1

Well there should be one more door, but I don't think its in here Masumi, but I will help

perception: 1d20 + 10 ⇒ (20) + 10 = 30

We should move and checke the south wall, it may be the weaponry we are looking for


Evil GM

You find no secret doors within the altar room. The symbol on the one wall is the symbol for the Shogun. The symbol painted upon the another wall is the symbol for a death sacrifice. The symbol painted upon the wall opposite the symbol of for a death sacrifice is the symbol for birth.


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Moving along outer wall to where southern secret door "should" be. If no one has taken the knife, Masumi will keep it.

Perception, traps: 1d20 + 13 ⇒ (14) + 13 = 27


Evil GM

Mausmi are you walking along the exterior wall the entire way to where you think the secret door should be in area T16/17.


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Yes, Sir. You'd asked to send a perception roll for movement. Do you need another one top spot the door or find traps at the door? Gonna be away from PC for several hours... feel free to roll for me, if I'm holding you up. +10 Perception, +13 Traps, +14 Disable.


Evil GM

masumi make two more perception/traps checks if you can.


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Perception 1, +3 if traps: 1d20 + 10 ⇒ (14) + 10 = 24, 27 if traps
Perception 2, +3 if traps: 1d20 + 10 ⇒ (14) + 10 = 24, 27 if traps


Evil GM

Mausmi when you get to S7 you find a wall scythe trap. A nasty one at that.


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Raising his hand... Stop. There's something here, quite nasty. Perhaps to force you to move around... into something else.

I need some time.

Disable Device, trap: 1d20 + 14 ⇒ (2) + 14 = 16

Assuming Taking 20 for a 34 is not an option. Oopsie!


Evil GM

Nope...not an option.

Your hands tremble slightly but you did not spring it (close but you did not fail by 5).


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

I need my Trapsmith!

Beads of sweat form on Masumi's brow... Dammit! I almost botched it. More time.

I think I can get it. Gently... steady...

Disable Device 2, trap: 1d20 + 14 ⇒ (6) + 14 = 20


Evil GM

Masumi manages to disable the trap the second time. His heart pounding in his chest as he contemplates what life would have been like without a limb.


(HP=67/67) (AC=15/FF=14/T=11) (Saves--F=4/R=3/W=5)

Though Hajime looks a bit nervous as Masumi keeps the knife, she chooses not to prevent him since he hadn't attacked her with it and agrees that the visions they had may have been a way to turn them against each other.

As Masumi works on the trap, Hajime carefully watches around in case something tries to jump at them while they are stopped.

perception 1d20 ⇒ 2


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Masumi inspects the blade to see if it is removable and would make as good weapon.


Evil GM

The blade is removable and it acts as +1 keen dagger.

---
Hajime you don't perceive anything unusual.


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Masumi approaches Akio. Here, this could prove useful until we find something better.

Masumi passes the trap-blade.


Evil GM

You do locate a secret door. You are able to open the door with your fingers.

The walls of this room are lined with weapons, of all varieties, though they are not well organized, nor do all appear fully functional. The weapons cover every available space on the wall and are stacked one on top of another.

Every looking for a specific weapon needs to make a perception check.

MAP 1

MAP 2


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Masumi stands still, scanning the room. Hajime, any weapons in here... more worth taking?

So many ways to die.

Perception, find traps: 1d20 + 13 ⇒ (17) + 13 = 30


(HP=67/67) (AC=15/FF=14/T=11) (Saves--F=4/R=3/W=5)

"I will check Masumi."

Hajime carefully looks over the weapons after casting Detect Magic and will recast the spell as needed to finish looking over the weapons.


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

I wouldn't move...

If she does move, Masumi walks with her. His eyes, senses, entire body alert.

Additional Rolls, as needed:

Perception 2: 1d20 + 13 ⇒ (9) + 13 = 22
Perception 3: 1d20 + 13 ⇒ (16) + 13 = 29


(HP=67/67) (AC=15/FF=14/T=11) (Saves--F=4/R=3/W=5)

Hajime will stand still as she looks over the weapons and will not touch any without having Masumi check them over first.


Male Fighter 7 AC 21 (FF 20, T 21) | HP 34/57 | Perc +2 | F+5 / R+3/ W+2 (+2 vs. Fear) | Init +5

Perception: 1d20 + 2 ⇒ (17) + 2 = 19

Akio searches for any usable katanas or naginatas, and looks to Hajime for confirmation that he has chosen well.

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