Old School Plotless Dungeon Crawl Tower Climb

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INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Lash will carefully withdraw from combat, moving without attacking, but hopefully safe from the reach of the pit.

I am just going to withdraw to X16.


Calculating her options, Lash chooses to get to safety and put space between her and the Pit.

Round 3 Remaining
Turn Order
Kahli: (Delaying from Round 2)
Marcos
Sim
Yellow Musk Zombie 3
Yellow Musk Creeper
Slithering Pit

Updated Map


Male NG halfling fighter 21 | HP: 235/235 | AC: 55 (25 Tch, 46 Fl) | CMB: +25, CMD: 50 | F: +25, R: +33, W: +24* | Init: +19 | Perc: +33, SM +3 | Speed 20ft | Active conditions: None.

With the new threat revealed, Sim lowers his defenses just a bit in order to bring the offensive to the remaining zombie.

Standard Actio: Attack defensively (slashing)
Attack (gladius), defensively, IC, PA: 1d20 + 8 - 4 + 1 - 1 ⇒ (8) + 8 - 4 + 1 - 1 = 12
Damage: 1d4 + 1 + 1 + 2 ⇒ (2) + 1 + 1 + 2 = 6

On the slim chance of this attack finishing the zombie, Sim will move to Z17.


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Sorry for the delay.

Seeing the zombie move up to the bridge Kahli steps up beside Sim and attacks.

Move to AB16 and slash at the zombie on the bridge.

Attack with dagger: 1d20 + 3 ⇒ (18) + 3 = 21
damage if that hits: 1d4 + 1 ⇒ (2) + 1 = 3


Still ducking under Shiv's outstretched longspear, Sim waits for the right time to attack. As Shiv pulls back, Sim stands, slicing upward through the Zombie's midsection. It wavers for a second before falling backwards, vines and intestines spilling onto the floor in a tangled mess. (Zombie 3 is dead. You hit exactly its AC and exactly its remaining HP)

Sim quickly turns and moves to face the threat from the other side. (No AoO from the Pit as the corner of the doorway provides cover.)

Round 3 Remaining
Turn Order
Kahli
Marcos
Yellow Musk Creeper
Slithering Pit

Kahli: Since Sim posted just before you and killed the zombie, you can change your turn.


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Seeing the zombie fall just as she had been about to slash at it Kahli takes a quick glance around. Seeing threats from both sides she considers options. "Is that thing an ally of the Creeper? How fast can it move? I'm going after the creeper before it can knock someone out with the spores it is sending!"

Thanks. Change to double move toward the creeper, which I think puts me at AA10? Can't attack until next turn though....


Kahli lifts her dagger to slash at the zombie, but Sim kills it just before. Kahli quickly changes her plan and rushes ahead, vying to grab its attention. As she closes in on the Creeper, it writhes and a vine lashes out at her. (It has 10ft. reach)

GM Roll. Don't open :):
Yellow Musk Creeper Tendril (10ft): 1d20 + 5 ⇒ (12) + 5 = 171d4 + 4 ⇒ (4) + 4 = 8

Kahli is caught slightly off guard and the vine barely hits her, but catches her in the stomach, knocking the air of out her lungs for a second. Kahli: Take 8 damage


I'm going to bot Marcos to keep combat moving.

Marcos sees the Slithering Pit, identifies it, and runs for safety while shouting the important information (Reposting the information: It's an ooze, which comes with all the resistances (mind-affecting, criticals, flanking, sneak attack). It can also open the ground into a 10-foot pit, which it will try to pull you in to with it's 10-foot tentacles (reach).)

Marcos
Full Round Action: Withdraw to AD17
Free: Continue Inspire Courage

Kahli: I looked back and realized I didn't disclose that the Creeper has reach, which would have changed Kahli's turn, I'm sure, as she wouldn't have willingly provoked an Attack of Opportunity. So I'm going to move Kahli back to Z11, which is functionally the same as being at AA10 against a creature without reach (Technically, you're still going through threatened squares running across the bridge, but I'm not going to count that since I messed up). And I'm going to just use the rolls from AoO for its attack this turn. This will eliminate you getting unnecessarily attacked twice. I was also supposed to roll a Pull attempt, but I'll forego that as well.

The Creeper lashes out at Kahli just after she crosses the second bridge, smacking her in the stomach. (Kahli: You've taken 8 damage)

Yellow Musk Creeper
Standard: Tentacle at Kahli

Sim positions himself in front of the Slithering Pit, but that doesn't stop it from sliding across the floor and under his feet. It begins to bubble and shake before opening up into a 10-foot deep pit.

Sim: You can take an Attack of Opportunity against it and fall in, or forego the Attack of Opportunity and attempt a DC 15 Reflex save to avoid falling in (if you succeed, move to an adjacent space around the Slithering Pit).

Slithering Pit
Move: 5'-step to Z17
Standard: Open Pit

Map at the end of Round 3, going into Round 4

Round 4
(Sim still has his AoO or Reflex save from Round 3)
Turn Order
Shiv
Lash
Kahli
Marcos
Sim
Yellow Musk Creeper
Slithering Pit


AC 19 T 11 FF 18 | HP 19/21 Croc HP 9/11 Samsaran Druid (Nature's Fang) 3

"Does anyone know how to deal with this slime thing? Croc! Try to bit it!"

Free Action: Shout
Move Action:Study target on the pit
Standard Action: Cast Spiritual Weapon Spiritual Weapon: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 Force Damage: 1d8 ⇒ 3

Croc free: 5 ft step up
Croc Standard: Bite, Inspired: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16 Damage: 1d4 + 1 ⇒ (2) + 1 = 3


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

"I would say bash it with a club or hack it with your scythe! Anything you've got!" she answers Shiv.

She, however, will take aim at the creeper and take two shots.

Flurry Ranged: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Flurry Ranged: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli feels the tentacle slam into her stomach, and hurt really bad! She lets herself release the requisite "Owwch! That hurt you stupid plant!" She steps forward and slashes at the creature.

5' step to AA10
Dagger Slashing: 1d20 + 3 ⇒ (12) + 3 = 15
damage if that hits?: 1d4 + 1 ⇒ (2) + 1 = 3


Male NG halfling fighter 21 | HP: 235/235 | AC: 55 (25 Tch, 46 Fl) | CMB: +25, CMD: 50 | F: +25, R: +33, W: +24* | Init: +19 | Perc: +33, SM +3 | Speed 20ft | Active conditions: None.

Reflex: 1d20 + 4 ⇒ (8) + 4 = 12

As the ooze comes for him, Sim tries to jump away from it, but he is too slow...

Hope I'm not dead.


Sim tries to jump out of the way, but a tentacle barely grabs his foot and he falls into the pit.

Sim Fall Damage: 1d6 ⇒ 1

For Sim: The interior surface of the pit is as hard as rough stone. A creature inside can climb out with a successful DC 15 Climb check.

The Croc can't 5'-step because of difficult terrain and moving would provoke an AoO as it has reach. It could do an Acrobatics check to avoid. Also, Lash, your ranged attacks provoke. You could Acrobatics to the other side of the pit (one to avoid AoO, one to jump over). Technically, Shiv goes first, but if you want the AoO to go at Lash, Shiv can Delay. I've already rolled the AoO below, so figure it out and I'll apply it tonight. We'll also use all the attack rolls already rolled once it's sorted.

GM Roll. Don't open :):
Slithering Pit Tentacle (10ft) (pull): 1d20 + 5 ⇒ (18) + 5 = 231d4 + 4 ⇒ (3) + 4 = 7
Pull Attempt: 1d20 + 5 ⇒ (3) + 5 = 8

Kahli slides past the outstretched vines and slashes into the Creeper, green slimy water spraying onto the floor.


AC 19 T 11 FF 18 | HP 19/21 Croc HP 9/11 Samsaran Druid (Nature's Fang) 3

croc will move and provoke the attack- he can take at least one hit and be ok


Male NG halfling fighter 21 | HP: 235/235 | AC: 55 (25 Tch, 46 Fl) | CMB: +25, CMD: 50 | F: +25, R: +33, W: +24* | Init: +19 | Perc: +33, SM +3 | Speed 20ft | Active conditions: None.

The fall isn't as painful as he had expect, but the idea of remaining inside the creature was so disgusting that Sim tries to leave as fast as possible. He sheathes his gladius and puts his shield on his back, freeing his hands so he can climb free.

Climb: 1d20 + 2 ⇒ (17) + 2 = 19


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

"Kahli! Back away! If you go down, we can't help you! Come over here by me. You can help me shoot it. I have this small bow and some arrows!"

The undead woman who has helped her does not look well to her.


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Full Round 4 Recap!

Shiv orders his Croc to move in and attack. The Croc scrambles across the slippery floor, not moving fast enough to dodge the oozy tentacle lashing out at it. (Rolled a 23. Croc takes 6 points of damage) Fighting through the pain, the croc bites into the tentacle. (Croc deals 3 damage to Slithering Pit)

Shiv then calls forth his spiritual weapon, which slashes down into the ooze creature. (Spiritual Weapon deals 3 damage to the Slithering Pit)

Lash stands as far back as the ledge and wall will let her and lines up two rapid released arrows at the Creeper. The first arrow falls short, falling into the far pit, but the second strikes true. (Lash deals 4 damage to the Creeper)

(Already did Kahli's, but will repost here) Kahli slides past the outstretched vines and slashes into the Creeper, green slimy water spraying onto the floor. (Kahli deals 3 damage to the Creeper)

Sim, after falling into the extradimensional pit, quickly composes himself, sheathes with weapon and shield, and gracefully climbs back out to join the party. (Sim just needs to choose a square to land on)

(Waiting on Marcos and Sim, then I'll finish out Round 4!)


"Resist! We will take the thing down by sheer numbers!"

While trying to comfort his allies, Marcos takes a wild shot at the ooze.

Crossbow, IC: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Damage, IC: 1d8 + 1 ⇒ (6) + 1 = 7


Male NG halfling fighter 21 | HP: 235/235 | AC: 55 (25 Tch, 46 Fl) | CMB: +25, CMD: 50 | F: +25, R: +33, W: +24* | Init: +19 | Perc: +33, SM +3 | Speed 20ft | Active conditions: None.

Sim will move to Y16 in order to protect Lash.


Sim climbs out and positions himself between Lash and the ooze.

Marcos leans around Shiv and takes a shot at the ooze, flying over both the ooze and the Croc and sticking into the wooden door beside Lash.

The Creeper's vines slither around itself and it strikes out again at Kahli.

Yellow Musk Creeper
Standard: Tendril attack at Kahli

GM Roll. Don't open :):
Yellow Musk Creeper Tendril (10ft): 1d20 + 5 ⇒ (13) + 5 = 181d4 + 4 ⇒ (4) + 4 = 8

The vine finds its way to Kahli and slams against her. Rolled an 18, 8 damage

Seeing how easily the Halfling got out of its pit, the ooze sets its sight on a larger meal, and slides closer, reaching a tentacle out at Shiv.

Slithering Pit
Move:
5'-step to AA16
Standard: Tentacle attack at Shiv

GM Roll. Don't open :):
Slithering Pit Tentacle (10ft) (pull): 1d20 + 5 ⇒ (15) + 5 = 201d4 + 4 ⇒ (1) + 4 = 5
Pull Attempt: 1d20 + 5 ⇒ (9) + 5 = 14

The tentacle smacks against Shiv and attempts to pull him in, but Shiv outpowers the tentacle. Rolled a 20, 5 damage. Rolled a 14 on the Pull (fail)

Map at the end of 4 Round

Onto Top of Round 5!
Shiv
Lash
Kahli
Marcos
Sim
Yellow Musk Creeper
Slithering Pit


AC 19 T 11 FF 18 | HP 19/21 Croc HP 9/11 Samsaran Druid (Nature's Fang) 3

Round 5

"Get outta there croc!"

Croc full round action: withdraw back to X 17
Free: 5 ft step to AB17, drop longspear
Move:Draw scythe
Standard: Scythe, studied: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17 Damage: 2d4 + 4 + 1 ⇒ (2, 4) + 4 + 1 = 11
Spell: Spiritual Weapon: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10 Force Damage: 1d8 ⇒ 3 Spiritual weapon fades away after the second attack.


Shiv's longspear clangs off the floor as he steps forward to face the ooze, slicing through it, goop flying across the room. Shiv deals 11 damage to the Slithering Pit. He sees the tentacles drop slightly before raising back up, thinking it's badly hurt.

The Spiritual Weapon swings at the Pit, but the ooze compresses and dodges out of the way before the weapon dissipates. Meanwhile, the Croc moves back out of harms way.

Current Map after Shiv's Turn

Round 5 Remaining
Turn Order
Lash
Kahli
Marcos
Sim
Yellow Musk Creeper
Slithering Pit


Male NG halfling fighter 21 | HP: 235/235 | AC: 55 (25 Tch, 46 Fl) | CMB: +25, CMD: 50 | F: +25, R: +33, W: +24* | Init: +19 | Perc: +33, SM +3 | Speed 20ft | Active conditions: None.

Sim moves towards the pit and away from Lash's path so she can shoot. He then slashes with his gladius.

Move Action: Move to Z17
Standard Action: Attack with inspire courage and power attack

Attack (gladius), IC, PA: 1d20 + 8 + 1 - 1 ⇒ (3) + 8 + 1 - 1 = 11
Damage (gladius), IC, PA: 1d4 + 1 + 1 + 2 ⇒ (3) + 1 + 1 + 2 = 7


"...and never, and I mean it, never let yourselves be caught by the tentacle while you're casting a spell, otherwise..."

Inspire courage

Crossbow, IC: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Damage, IC: 1d8 + 1 ⇒ (6) + 1 = 7


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

"Thank you, Sim!" she calls out, grateful he has not provided cover for the creature.

Flurry Ranged Attack: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 I'm not sure if it is within 30ft. If it is, add +1 to attack and damage rolls for me :)
Damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Flurry Ranged Attack: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Target: Creeper
Free: Kneeling in case the thing shoots a shot of vapor at her. +2 AC vs ranged


Going in turn order...

Lash delays for Sim to move out of her way...

Sim steps off of the slippery moss and gets into range to take a swing at the flailing ooze, but the wriggling tentacles throw him off and his attack misses.

Marcos continues masterfully orating advice to his compatriots and attempts to fire a crossbow bolt at the ooze, but his foot slips on the moss and his shot goes wide left.

Lash sees her opening and fires two shots at the Creeper, attempting to help Kahli. Both arrows strike into the mass of crawling vines, cutting some of them off and sending them falling to the floor. (Lash deals 10 damage to the Creeper. You are 35 feet away. So close!)

Updated Map

Round 5 Remaining
Turn Order
Kahli
Yellow Musk Creeper
Slithering Pit


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli feels the vines slam her again, then blacks out and falls....

Sorry guys!

Stabilize?: 1d20 - 3 ⇒ (17) - 3 = 14 Unless the GM rolls that?


Players will roll to stabilize. I don't want that on my hands!

After falling unconscious, Kahli manages to stabilize, but lays there, helpless, as dozens of small, sharp tendrils wriggle out from the center mass of vines crawling around the Yellow Musk Creeper. At once, the tendrils pierce into Kahli's head, attempting to reach her brain.

GM Roll. Don't open :):
Tendril Bore Int Damage: 1d4 ⇒ 4

Yellow Musk Creeper
Full Round Action:
Bore tendrils

Kahli: Take 4 Intelligence damage

The Pit continues its attempt to eat Shiv and tries to move under him.

Shiv: Either make a DC 15 Reflex save or take an AoO against the Pit.
- If you succeed at the Reflex Save, move into AA16, AA17, AB16, AC16, or AC17
- If you take the AoO, it has AC 13 and 4hp. If you hit that and deal that damage, you kill it and don't fall in
- If you take the AoO and don't kill it, you fall into the Pit and take the following fall damage

Shiv, open this if you fall in:
Shiv fall damage: 1d6 ⇒ 6

Slithering Pit
Move & Attack:
Move to AB17, under Shiv

Onto Round 6!
Turn Order
Shiv
Kahli (unconscious, stable)
Marcos
Sim
Lash
Yellow Musk Creeper
Slithering Pit


Marcos witnesses how the creature tries to eat Kahli's head, so he runs to help the only way he can - distracting the enemy.

"Hold, and help your teammates in peril!"

He produces his rapier and tries a long thrust at the yellow creeper.

Maintain IC as free, move to AC 11, then attack.

Mwk Rapier, IC: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Damage, IC: 1d6 - 1 + 1 ⇒ (3) - 1 + 1 = 3


AC 19 T 11 FF 18 | HP 19/21 Croc HP 9/11 Samsaran Druid (Nature's Fang) 3

As the pit tries to move under him, Shiv swipes at it with his scythe!

Aoo:Scythe, Studied, IC: 1d20 + 5 + 1 + 1 ⇒ (7) + 5 + 1 + 1 = 14 Damage: 2d4 + 4 + 1 + 1 ⇒ (2, 2) + 4 + 1 + 1 = 10

Round 6

Full Action: Double move to AA 13


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

"I'm trying to help!" she replies to Marcos, whose words shake her. It's not easy seeing two people she cares about go down in not more than a few days. She tries to take aim with a couple of shots.

Flurry Ranged Attack: 1d20 + 4 ⇒ (1) + 4 = 5 These ones I tell ya
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Flurry Ranged Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 + 1 ⇒ (8) + 1 = 9


Shiv's AoO from last round:Seeing his opportunity to strike, Shiv swipes at the pit, and slices through its ooze-y body, cutting it in half. The pit condenses and collapses, and the ooze becomes motionless on the floor. Slithering Pit is dead

Round 6 Summary so far
Shiv sees Kahli in dire trouble and rushes in to help, carefully making his way across the moss and bridge, trying to reach the downed Cleric. Running along the pit's edge, he draws the attention of the Creeper, and a vine reaches out across the gap at Shiv.

GM Roll. Don't open :):
Yellow Musk Creeper Tendril (10ft): 1d20 + 5 ⇒ (19) + 5 = 241d4 + 4 ⇒ (4) + 4 = 8

Shiv might not have been expecting it, and the vine catches him in the chin, leaving a slimy residue and taste. Rolled a 24. Shiv, take 8 damage.

Marcos, showing some surprising spryness, races past Shiv and makes it all the way to the Creeper, hoping to draw its attention. With the vine attack already taken, Marcos safely is standing face-to-"face" with the Creeper.

Lash's emotions get the best of her and both her arrows fly wide of their target, landing harmlessly on the far side of the room.

Sim won't be able to reach the Creeper, so I'll post the Creeper's turn now. If Sim can do something to change it, I'll retcon.

The Creeper's attention turns to Shiv again and the now familiar ball of pollen builds up and launches at Shiv.

GM Roll. Don't open :):
Yellow Musk Creeper Pollen Spray (30ft; DC 14 Will): 1d20 + 4 ⇒ (17) + 4 = 21

The pollen splashes across Shiv's chest and he can feel the spores entering his nose.

Shiv'Raston Will: 1d20 + 4 ⇒ (2) + 4 = 6

Shiv, still recoiling from the vine hit, can't resist the spores and his mind becomes fogged and feels like he's losing control of his limbs.

Shiv: You are entranced. From the description: "An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper’s reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain." Since you're within reach, I'll say you can stay standing there.

Yellow Musk Creeper
Standard: Pollen Spray at Shiv

Map for Round 6 without Sim's turn

Round 6 Remaining
Sim


Male NG halfling fighter 21 | HP: 235/235 | AC: 55 (25 Tch, 46 Fl) | CMB: +25, CMD: 50 | F: +25, R: +33, W: +24* | Init: +19 | Perc: +33, SM +3 | Speed 20ft | Active conditions: None.

Seeing the danger Khali is in, Sim jumps over the pit and rushes to her side.

Move Action: Move to Z13 (jumping)
Standard Action: Move to AA10 (on top of Khali)

Acrobatics: 1d20 + 1 ⇒ (12) + 1 = 13 I believe it is a DC 10 to jump 5ft without a 10ft running distance.


Marcos notices the strange look in Shiv's eyes, as if he was cooked. He suddenly stops talking about what he was talking.

"TA-DAAAA!"

Immediate action: Saving Finale! You can reroll that Saving Throw. Inspire Courage has stopped functioning until Marcos can resume it during his turn.


AC 19 T 11 FF 18 | HP 19/21 Croc HP 9/11 Samsaran Druid (Nature's Fang) 3

Rerolled Will: 1d20 + 3 ⇒ (7) + 3 = 10


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Nothing I can do about constant bad rolls, sorry :p


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli starts to drool....


Sim takes two steps then leaps across the gap, landing safely, if not a little too close for comfort, and rushes to stand guard over Kahli.

The Creeper's action will stay with spraying Shiv
Map at start of Round 7

Round 7! Remember: No Inspire Courage until Marcos can restart it
Turn Order
Shiv: (Entranced)
Kahli: (unconscious, stable)
Marcos
Sim
Lash
Yellow Musk Creeper


With only one enemy left, Marcos goes all in and leaves the talking behind, pushing for some thrusting instead.

Mwk Rapier: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 - 1 ⇒ (3) - 1 = 2

Seems talking is more his thing.


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Lash realizes she is fumbling over herself. For some reason, Marcos's words no longer inspire her to aim as true, yet she musters her will and refocuses.

"I will not miss" she whispers to herself.

Flurry Ranged Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Flurry Ranged Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d8 + 1 ⇒ (1) + 1 = 2


Lash lets out a long, slow exhale and steadies herself before loosing two arrows. The second one flies wide, but it doesn't matter because the first arrow lodges deep into the mess of vines. The vines shudder for a second before retracting back into the pile, the tendrils pulling out of Kahli's head, blood beginning to trickle out onto the floor. (Flavor blood. No damage or anything)

Out of Combat! (It had exactly 5hp left)


AC 19 T 11 FF 18 | HP 19/21 Croc HP 9/11 Samsaran Druid (Nature's Fang) 3

"Wow. . . that was a strange feeling, that plant. . . I hope there are not too many more surprises before we have a chance to rest again- both croc and myself are feeling rather unwell."

1/14 and 2/8 for us, so we're on the knife's edge on HP here presently


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

A loud exasperated sigh is released from Lash as well as a nervous laugh of joy as the arrow knocks the beast to the ground dead. Quickly, she rushes to her companions.

"Oh my goodness, oh my goodness...I thought we were going to die. I kept missing..."

Heal: 1d20 + 4 ⇒ (20) + 4 = 24

Her eyes then fall to Kahli and she drops to her side. "Is she breathing?"

"We can't heal her, can we? It will only hurt her?"

She will make sure she is alright and bandaged up in any areas she is bleeding before moving over to the vine creature and lethally punching it a few more times to make sure it's dead.

She will begin to look through Kahli's equipment for something they could use with negative energy to heal her.


Marcos helps Lash attend to Kahli's wounds, giving his opinion on the matter.

Heal: 1d20 + 7 ⇒ (11) + 7 = 18

"Sadly, other than what you already did, I think we can only wait."


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

In her equipment you do find her wand. While it would kill her it could be used (UMD?) to help any of the rest of the team?


AC 19 T 11 FF 18 | HP 19/21 Croc HP 9/11 Samsaran Druid (Nature's Fang) 3

Either Marcus or myself can use a wand of CLW without UMD; I don't know that there's anything I can do for undead though


Quote:

Treat Deadly Wounds (DC 20): Treating deadly wounds restores 1 hit point per level of the creature.

Action/Time: 1 hour.

Requirement: You must expend two uses from a healer’s kit to perform this task. You take a –2 penalty on your check for each use from a healer’s kit that you lack. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount.

Without a healer's kit, you take a -4 to your check. I think Aid Another should be allowed, but at a DC 14 without a healer's kit (let me know if you think it should be DC 10), which Marcos hit. That's a 24-4+2=22. That's enough to heal Kahli 2hp over an hour to get her to -1hp.

Quote:

Stable

A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total.
Quote:

Disabled

A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, he is now in negative hit points and dying.

[ooc]If that's what you guys want to do:

Kahli: Make a DC 10 Constitution check at a -1 penalty to see if you wake up at the end of the hour
Shiv and Sim: Tell me what you're doing while Lash and Marcos provide Treat Deadly Wounds


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

CON check: 1d20 + 1 - 1 ⇒ (16) + 1 - 1 = 16


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli wakes to see her friends tending her. AT first she just moans, "Oh... my head!.... Owwww!!!"

Once she realizes that she's still close to where the creature was she gets help to move to a corner of the room, away from it. Then she sits and reaches for her holy symbol. "I'm going to try and heal myself now, so I'm going to sit so I can't fall down!"

I've always understood that the hp of damage would happen after the standard action? So if the healing spell takes me positive it shouldn't happen at all? If that's wrong, it shouldn't matter since the spell will heal me a minimum of 3 points....

Cause Light Wounds: 1d8 + 2 ⇒ (8) + 2 = 10


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Feeling much better she considers using her last spell, but then just nods with a mean looking scowl. "Great! Now is that d***ed plant still alive? Let me get a little closer.... A couple of you all please stay back at least 30 feet though. I can only exclude 3!"

Is it still visible and alive? I'm thinking Channel Negative energy to finish healing myself and finish it off. If it decides to attack, Lash can of course finish it with a couple of arrows. ??

If needed?
Negative Channel: 1d3 ⇒ 1
Negative Channel: 1d3 ⇒ 3

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