Risen from the Sands with GM Deadly Secret - Table 1 (Inactive)

Game Master Deadly secret


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M Half-Orc Magus(Eldritch Archer) 3

Dakoa turns to the newcomer. "Do you have any experience with traps? Normally I wouldn't consider a pyramid like that to be dangerous, but then again, I didn't expect the floor to be either and that caved in half the passageway.


Human Asmodean Advocate 7 | HP: 52/52 | AC: 26 (17 T, 22 FF) | CMD: 20 | Fort: +8, Ref: +7, Will: +12 | Init: +4 | Perception +13
Active buffs:
Magic Vestment, Air Walk, Protection from Chaos, Brightest Night, Shield of Faith

"Oh, I think I do. I am kind of a professional. Researcher. Not grave robber. This ain’t my first rodeo, so to say. By the way, Garidan Hemlock is the name." He reached out his hand.


M Half-Orc Magus(Eldritch Archer) 3

"Dakoa Lightbridge. Good to have you." He grasps Garidan's hand in a firm handshake. "I'll follow your lead then. My skills lie elsewhere."


Human Asmodean Advocate 7 | HP: 52/52 | AC: 26 (17 T, 22 FF) | CMD: 20 | Fort: +8, Ref: +7, Will: +12 | Init: +4 | Perception +13
Active buffs:
Magic Vestment, Air Walk, Protection from Chaos, Brightest Night, Shield of Faith

Garidan asks the group to halt. "A weird place to put a statue. That pyramide blocks everything. How were people supposed to use this causeway properly? Not usually the ancient Osirians' style..." Garidan focuses his eyes and looks at the suspicous structure.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22 +1 if it is a trap

Knowledge-wise I only have Engineering in case that could be relevant.
Would it be possible to climb over the pyramide?


You do not suspect a trap. You think you might be able to climb over the pyramid. If I don't call for a knowledge, you're welcome to roll any you feel relevant on your own.


Human Asmodean Advocate 7 | HP: 52/52 | AC: 26 (17 T, 22 FF) | CMD: 20 | Fort: +8, Ref: +7, Will: +12 | Init: +4 | Perception +13
Active buffs:
Magic Vestment, Air Walk, Protection from Chaos, Brightest Night, Shield of Faith

Garidan is quite the hobby architect. He is trying to figure out, whether the small model pyramide up front has any resemblence with the one they are trying to enter or any other style feature he might recognize.
Knowledge (Engineering): 1d20 + 7 ⇒ (1) + 7 = 8

"Well, I ain't seeing no trap mechanisms. Doesn't mean there aren't any, though. Let's be careful."
Garidan moved on slowly with his shield strapped.


M Half-Orc Magus(Eldritch Archer) 3

Dakoa follows Garridan, staying about ten feet back.


(Dead Character)

Ready to move forward. Eyes forward. Looking at the pyramid.

Knowledge: 1d20 + 4 ⇒ (4) + 4 = 8
Use Recall again
Knowledge: 1d20 + 4 + 4 ⇒ (10) + 4 + 4 = 18 Same roll for dungeoning, Acrana, Engineering, History, and religion. Not sure if I can do a general roll for all of those, or if I have to guess.


Garidan finds this unusual architecture for a causeway. You move forward.

Unfortunately Khonn, you’re not able to determine what is going on here. This is a rather unique situation.

As soon as you approach within 40 feet, the pyramid animates and charges, speeding forward on stone rollers. It then tramples over all of you and ends up on the other side. Normally you can take an attack of opportunity with a –4 penalty but you are all flat-footed. If you have any class feature or feat that lets you act go ahead and roll and state the feature. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage.

Everyone roll a Reflex save.
trample: 1d8 + 9 ⇒ (8) + 9 = 17 bludgeoning damage

Knowledge (Aracana)
I already considered Khonn's knowledge but it was not enough.

Initiative
Khonn Sarks 1d20 + 4 ⇒ (9) + 4 = 13
Dakoa Lightbridge 1d20 + 2 ⇒ (4) + 2 = 6
Orin Sarock 1d20 + 4 ⇒ (12) + 4 = 16
Enjilo Svar 1d20 + 4 ⇒ (17) + 4 = 21
Garidan Hemlock' 1d20 + 2 ⇒ (6) + 2 = 8
Rolling Pyramid 1d20 ⇒ 4

Combat Tracker:

Round 1
══════════════
Party Buffs:
══════════════

21.04 - Enjilo Svar

16.04 - Orin Sarock

13.04 - Khonn Sarks

08.02 - Garidan Hemlock'

06.02 - Dakoa Lightbridge

04.00 - Rolling Pyramid

---Round End---

══════════════

Up first, Enjilo!


Human Asmodean Advocate 7 | HP: 52/52 | AC: 26 (17 T, 22 FF) | CMD: 20 | Fort: +8, Ref: +7, Will: +12 | Init: +4 | Perception +13
Active buffs:
Magic Vestment, Air Walk, Protection from Chaos, Brightest Night, Shield of Faith

I'll wait with my post till it's my turn, but I have two questions. How far did it roll? And is their now a free, straight way in front of us?


60 ft. Yes it is now behind you and you can see closed double doors in front of you. Slide 1


HP: 28/28 | AC: 19; T: 15; FF: 15 | Fort: +5; Ref: +9; Will: +5 | CMB: +4; CMD: 29 | Init: +4 | Perc: +8 | Speed: 30ft ||| Important Abilities: elemental aspect (minor: 6 min./day), track +1, woodland stride ||| Melee scimitar power attack +6 (1d6+6/18-20) | Melee scimitar +7 (1d6+4/18-20) | (use a swift action to add 1d6 fire for elemental strike) ||| Skills: Acrobatics +1 (-3 to jump), Fly +7, Knowledge (nature) +6, Knowledge (planes) +3, Linguistics +2, Lore (Elementals) +5, Perception +8, Perform (dance) +1, Stealth +5 ||| Languages: Common, Ignan, Terran

Sorry for being out of commission for the last week or so. Got laid off and decided basically on a whim to take the time off to travel a little bit away from home. I'm back now.

As the pyramid surges forward, Enjilo only has time for one thought to pass through his head: Son of a b**ch. before his reflexes takes over. Reflex save: 1d20 + 9 ⇒ (14) + 9 = 23 Enjilo is able to vault up the side of the pyramid as it passes over where he was just standing, but it still catches Enjilo's foot and sends him sprawling painfully to the ground, although Enjilo was able to turn it into a roll, negating most of the potential damage. Making a quick decision, Enjilo charges straight up the hallway towards the now-visible double doors in front of them and attempts to push through them and out of the hallway. Charge Bull Rush: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23 (The +4 from CMB, the +2 from charge)


Human Asmodean Advocate 7 | HP: 52/52 | AC: 26 (17 T, 22 FF) | CMD: 20 | Fort: +8, Ref: +7, Will: +12 | Init: +4 | Perception +13
Active buffs:
Magic Vestment, Air Walk, Protection from Chaos, Brightest Night, Shield of Faith

do we need to post in order of initiative? That'd mean we will take 5 days per round, while it should be 1 round per day
Reflex: 1d20 + 6 ⇒ (8) + 6 = 14 just in case


You can post out of initiative but your turn will happen on initiative. So if your decisions are based on others then you can wait or post early.

Enjilo, you're able to get out of the way and take half damage.

Gardian, you're not able to get out of the way and take full damage.

Enjilo, you race forward to bullrush the doors but the closer you get to them the more you realize it's not gonna work. A pair of heavy stone doors carved with images of rampant sphinxes stand at the terminus of the long causeway. Enjilo smashes into them.

Up next, Orin! (don't forget to save)


Human Asmodean Advocate 7 | HP: 52/52 | AC: 26 (17 T, 22 FF) | CMD: 20 | Fort: +8, Ref: +7, Will: +12 | Init: +4 | Perception +13
Active buffs:
Magic Vestment, Air Walk, Protection from Chaos, Brightest Night, Shield of Faith

Garidan was fully surprised. He was ready for a lot but not for being attacked by the pyramide. He double moves towards the doors as well, preparing to take out his tools, in case they are locked. "RUN!"


Up next, Orin! (don't forget to save)


Orin double moves.

Up next, Khonn!


(Dead Character)

Reflex: 1d20 + 3 ⇒ (1) + 3 = 4 yeah thats a fail..

"Oww! What is this thing?"

Rhonn runs down the hall then a wave of energy bursts out of him, splashing over everyone.

Channel: 2d6 + 2 ⇒ (3, 6) + 2 = 11 Should heal everyone. Dakoa should be in range.


Khonn moves and channels.

Garidan double moves.

Up next, Dakoa!


M Half-Orc Magus(Eldritch Archer) 3

Reflex: 1d20 + 7 ⇒ (6) + 7 = 13
Dakoa attempts to leap out of the way. Caught off balance, he quickly recovers, firing a shot with his bow as he continues to move further down the hallway away from the small pyramid.

Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 2d6 + 1 ⇒ (4, 4) + 1 = 9


Dakoa hits and notices that the hardness of this pyramid prevented most of your damage from going through.

The pyramid stops and returns
Dakoa & Khonn roll a Reflex save.
trample: 1d8 + 9 ⇒ (4) + 9 = 13 bludgeoning damage
Players can take AoO at -4 penalty or Reflex DC 18 for half damage

Round 2

Up next, Enjilo!


HP: 28/28 | AC: 19; T: 15; FF: 15 | Fort: +5; Ref: +9; Will: +5 | CMB: +4; CMD: 29 | Init: +4 | Perc: +8 | Speed: 30ft ||| Important Abilities: elemental aspect (minor: 6 min./day), track +1, woodland stride ||| Melee scimitar power attack +6 (1d6+6/18-20) | Melee scimitar +7 (1d6+4/18-20) | (use a swift action to add 1d6 fire for elemental strike) ||| Skills: Acrobatics +1 (-3 to jump), Fly +7, Knowledge (nature) +6, Knowledge (planes) +3, Linguistics +2, Lore (Elementals) +5, Perception +8, Perform (dance) +1, Stealth +5 ||| Languages: Common, Ignan, Terran

How far back towards the doors does the pyramid roll? Are we squished between them now or is there room for all of us? If there is room, how much?


If you look on the map, the pyrmaid is where it is on the map


Up next, Enjilo!


HP: 28/28 | AC: 19; T: 15; FF: 15 | Fort: +5; Ref: +9; Will: +5 | CMB: +4; CMD: 29 | Init: +4 | Perc: +8 | Speed: 30ft ||| Important Abilities: elemental aspect (minor: 6 min./day), track +1, woodland stride ||| Melee scimitar power attack +6 (1d6+6/18-20) | Melee scimitar +7 (1d6+4/18-20) | (use a swift action to add 1d6 fire for elemental strike) ||| Skills: Acrobatics +1 (-3 to jump), Fly +7, Knowledge (nature) +6, Knowledge (planes) +3, Linguistics +2, Lore (Elementals) +5, Perception +8, Perform (dance) +1, Stealth +5 ||| Languages: Common, Ignan, Terran

My bad, I apparently checked yesterday right before you responded.

Seeing the pyramid come to a stop a short distance away, and Garidan seeming to be more prepared to pick or break the doors open if required, Enjilo steps away looking specifically for rails or anything else that would indicate limits to the pyramid's movement, or a way to block/stop it from moving in the first place. Perception: 1d20 + 8 ⇒ (7) + 8 = 15

If nothing obvious is revealed by the search, Enjilo runs to and attempts to hop onto the pyramid in order to prevent himself from being bowled over the next time it moves.


Perceptions in battle is a move equivalent. In order to hop onto the pyramid, you'll need to make a CMB to see if you can grab on and stay on... aka grapple but you won't be able to do that since you used both your move actions.

Enjilo looks around, then moves up to the pyramid.

Up next, Orin!


HP: 28/28 | AC: 19; T: 15; FF: 15 | Fort: +5; Ref: +9; Will: +5 | CMB: +4; CMD: 29 | Init: +4 | Perc: +8 | Speed: 30ft ||| Important Abilities: elemental aspect (minor: 6 min./day), track +1, woodland stride ||| Melee scimitar power attack +6 (1d6+6/18-20) | Melee scimitar +7 (1d6+4/18-20) | (use a swift action to add 1d6 fire for elemental strike) ||| Skills: Acrobatics +1 (-3 to jump), Fly +7, Knowledge (nature) +6, Knowledge (planes) +3, Linguistics +2, Lore (Elementals) +5, Perception +8, Perform (dance) +1, Stealth +5 ||| Languages: Common, Ignan, Terran

Do I take that as not seeing anything that would help the situation?


Oh sorry, was intending on adding that in. Your perception does not reveal anything for you to help the situation.


Up next, Khonn!

I'm taking Orin out and recruiting a new player.


(Dead Character)

Reflex Save: 1d20 + 3 ⇒ (14) + 3 = 17 Fail - full damage

"AAAhhh.. Not doing good.. We need to break this thing!

Another wave of energy flashes outward from Khonn hitting everyone.
Channel Healing: 2d6 + 2 ⇒ (1, 2) + 2 = 5

Khonn then runs back down the hall.


Human Asmodean Advocate 7 | HP: 52/52 | AC: 26 (17 T, 22 FF) | CMD: 20 | Fort: +8, Ref: +7, Will: +12 | Init: +4 | Perception +13
Active buffs:
Magic Vestment, Air Walk, Protection from Chaos, Brightest Night, Shield of Faith

Independently of what the others do, Garidan retrieved his mw thieves tools and began working at the lock. But not after checking, whether it was actually locked.


Khonn channels and moves.

Garidan starts working on this ancient lock at these double stone doors. It will take you 1d4 ⇒ 1 rounds, then you may make your disable device check on the last round.

Up next, Dakoa!

Grand Lodge

F Half Orc Sorcerer 3
stats:
Init +8/ HP 13/23/ AC: 12/T:12/FF:10 - Percep: +4// F +4/R +5/W +3 /CMB +3 - CMD 15

Dotting.


Up next, Dakoa!


Dakoa curses, firing another shot towards the pyramid as he moves once more towards the door.

Reflex: 1d20 + 7 ⇒ (14) + 7 = 21
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 2d6 + 1 ⇒ (6, 5) + 1 = 12


Dakoa hits and notices that most of the damage was reduced by the pyramids stone hardness. But some of it chips away.

The pyramid will roll back over Dakoa & Khonn. This will provoke from Enjilo if you choose to take it.
trample: 1d8 + 9 ⇒ (2) + 9 = 11 bludgeoning damage
DC 18; player can take AoO at -4 penalty or Reflex for half damage

Round 3

Up next, Enjilo!


Human Asmodean Advocate 7 | HP: 52/52 | AC: 26 (17 T, 22 FF) | CMD: 20 | Fort: +8, Ref: +7, Will: +12 | Init: +4 | Perception +13
Active buffs:
Magic Vestment, Air Walk, Protection from Chaos, Brightest Night, Shield of Faith
Dakoa Lightbridge wrote:


Dakoa attempts to leap out of the way. Caught off balance, he quickly recovers, firing a shot with his bow as he continues to move further down the hallway away from the small pyramid.

Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 2d6 + 1 ⇒ (4, 4) + 1 = 9

Did we overlook this potential critical hit?

It's not my turn yet, but I'll roll the check anyways. So you can go on, in case I miss my spot.
Garidan quickly found a flaw in the ancient lock, probably wear.
Disable Device with mw tools: 1d20 + 12 ⇒ (16) + 12 = 28


HP: 28/28 | AC: 19; T: 15; FF: 15 | Fort: +5; Ref: +9; Will: +5 | CMB: +4; CMD: 29 | Init: +4 | Perc: +8 | Speed: 30ft ||| Important Abilities: elemental aspect (minor: 6 min./day), track +1, woodland stride ||| Melee scimitar power attack +6 (1d6+6/18-20) | Melee scimitar +7 (1d6+4/18-20) | (use a swift action to add 1d6 fire for elemental strike) ||| Skills: Acrobatics +1 (-3 to jump), Fly +7, Knowledge (nature) +6, Knowledge (planes) +3, Linguistics +2, Lore (Elementals) +5, Perception +8, Perform (dance) +1, Stealth +5 ||| Languages: Common, Ignan, Terran

Enjilo twitches briefly, preparing to jump out of the way as the pyramid rumbles again, signalling its movement, but as the pyramid inches away from Enjilo, he relaxes minutely and lets the pyramid gather up its speed and roll away. After judging the distance to be approximately the same as it moved in both previous instances, Enjilo holds his ground and waits for the pyramid to return to its spot in front of him, hoping that his hunch - that the limits to the pyramids movement prevent it from going any further than immediately in front of him - pay off and he can just wait for the construct to return to its position. "Everyone get between me and the doors. Call it a hunch, but I don't think it can move past this point."

I delay my action this turn until either the pyramid forces me to dodge (at which point Reflex: 1d20 + 9 ⇒ (11) + 9 = 20 and CMB to climb onto/grapple the pyramid: 1d20 + 4 ⇒ (12) + 4 = 16), or Garidan gets the doors open.


HP: 24/28 | AC: 22, T: 14, FF: 19 | F:+6, R:+7, W:+5 | Init: +6, Perception +5 (120ft Darkvision

Krixus hears the loud grinding of stone and the screams of pain and sounds of combat echoing down the corridor. He speeds up hustling down to find the situation. An arrow ready in his bow he takes aim at the animated pyramid.

I assume coming up from the south or bottom of the map?

Intit: 1d20 + 6 ⇒ (8) + 6 = 14


Nope I have not over looked anything. If he didn't crit, none of the damage would go through.

Quote:
Dakoa hits and notices that the hardness of this pyramid prevented most of your damage from going through.

Enjilo delays his turn.

Yes Krixus, from the south end. I'll add your tokens in a bit. Go ahead and fill out slide 3 for me.

Up next, Khonn!


(Dead Character)

Reflex: 1d20 + 3 ⇒ (6) + 3 = 9 Fail

Khonn drops to the floor. Dying.

Stabilization Check - DC 10: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8 Fail. Lose another HP


HP: 24/28 | AC: 22, T: 14, FF: 19 | F:+6, R:+7, W:+5 | Init: +6, Perception +5 (120ft Darkvision

Done

Grand Lodge

F Half Orc Sorcerer 3
stats:
Init +8/ HP 13/23/ AC: 12/T:12/FF:10 - Percep: +4// F +4/R +5/W +3 /CMB +3 - CMD 15

initiative: 1d20 + 4 ⇒ (4) + 4 = 8


Edit: Up next, Krixus!

Then.....

Khonn falls unconscious and is bleeding.

Edit: Also up next, Flori!

Garidan thinks he might have the lock. Go ahead and roll a disable device DC 15 as this lock seems of an older but simple design.

Grand Lodge

F Half Orc Sorcerer 3
stats:
Init +8/ HP 13/23/ AC: 12/T:12/FF:10 - Percep: +4// F +4/R +5/W +3 /CMB +3 - CMD 15

Startled by the sound of battle, Flori rushes after her friend Krixus, and, seeing that he's ready to fire his bow, touches him, giving him a +1 to hit, damage, and will saves.

Touch of Rage:
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

What is going on? she asks.

percep: 1d20 + 4 ⇒ (11) + 4 = 15


You hear humanoids on the other side of the pyramid blocking your way to them. You hear it moving around on stone rollers.


HP: 24/28 | AC: 22, T: 14, FF: 19 | F:+6, R:+7, W:+5 | Init: +6, Perception +5 (120ft Darkvision

"Not sure seems that animated statue thing is rolling over these people."

Filled with rage and inspiration from his ally Krixus takes aim and lets loose a couple arrows.

Rapid Shot: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Rapid Shot: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18

Damage Arrow 1: 2d6 + 4 + 1 ⇒ (6, 5) + 4 + 1 = 16
Damage Arrow 2: 2d6 + 4 + 1 ⇒ (1, 5) + 4 + 1 = 11


HP: 28/28 | AC: 19; T: 15; FF: 15 | Fort: +5; Ref: +9; Will: +5 | CMB: +4; CMD: 29 | Init: +4 | Perc: +8 | Speed: 30ft ||| Important Abilities: elemental aspect (minor: 6 min./day), track +1, woodland stride ||| Melee scimitar power attack +6 (1d6+6/18-20) | Melee scimitar +7 (1d6+4/18-20) | (use a swift action to add 1d6 fire for elemental strike) ||| Skills: Acrobatics +1 (-3 to jump), Fly +7, Knowledge (nature) +6, Knowledge (planes) +3, Linguistics +2, Lore (Elementals) +5, Perception +8, Perform (dance) +1, Stealth +5 ||| Languages: Common, Ignan, Terran

Does it matter that Dakoa made is disable device check on his last turn since it only took him 1 round to make it through?


Human Asmodean Advocate 7 | HP: 52/52 | AC: 26 (17 T, 22 FF) | CMD: 20 | Fort: +8, Ref: +7, Will: +12 | Init: +4 | Perception +13
Active buffs:
Magic Vestment, Air Walk, Protection from Chaos, Brightest Night, Shield of Faith

Indeed, I already rolled the check, in order to speed things up.


ok I see. I will have update later today.

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