[GD X] Redelia's Blood Under Absalom Gameplay (Inactive)

Game Master Redelia

chronicles


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Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Ignore the broken wing gambit last time from Rambi. Does nothing when Dortlin is down.


Witch's Winter Holiday

Rambi's retalitory strike knocks the oni's lights out and it hangs motionless in the air. As Anthys approaches, he sees that the giant's wounds are continuing to heal themselves. Tarowr knocks out the other ogre mage with a wild flurry of blows, but the scorch marks from the earlier flames seems to have healed itself and the oni is likely to resume regenerating as well.

Xilt wrote:
"Now remember to damage them with fire or acid to put them down for good."

Can anyone make the acid or fire to stop their regeneration?

The Arena
Round 5! Bold may act!
Red (-105, Blind 2/9, Bleed 5, Unconscious)
Blue (-106, Unconscious)

Xilt (6 images, Casting)
Tzleztor (-8, 4 images)
Krelin (-13)
Kahwen
Anthys (-25)
Tarowr
Dortlin (-78 (-3), Unconscious, Stable)
Rambi (-27)

Environmental Effects:
- Good hope
- Haste 4/9
- Dashed red squares are trapdoors

What do you do?

Grand Lodge

[Init +13, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 66/68, AC 27 |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28; Immune: Electricity & Poison; Resist Acid, Cold, Fire - 10

"Fine job, Companions! Can someone make sure Dortlin's not dead? Now where did I put...ah...here it is!" the tengu holds his sword with one hand and pats around until he finds the right pouch and pulls out a small vial. He gives it a shake and the yellow and red fluids inside combine.

It starts to shake as he tosses it down on the creature at his feet and it explodes into flames.

Alchemist's fire. I have another and a flask of acid, if they're needed.


Season of Ghosts

**HOUSE GM ANNOUNCEMENT**

As the once raging battle begins to slow, a strange cloud of translucent smoke appears in the center of the arena, coalescing into the demonic form of Kiang Zhen. The oni raises her hand, and the remaining creatures suddenly fall back and drop to their knees as if to acknowledge defeat.

"Well done, well done!" she bellows. "My minions accept your victory, and you have adequately impressed the Emissary. Please, lower your weapons. I congratulate those of you still alive, for you have grown that much closer to qualifying for the Ruby Phoenix Tournament!"

The oni pauses for a minute to study the crowd before continuing, "Beneath the trapdoors lies a series of subterranean passages. Scattered within the passages I have secured a collection of small, but nearly priceless porcelain vases. Your challenge is to locate one of these vases and return it to me. However, there is a catch – there are fewer vases than competitors. Only those who present me with a vase shall pass on to the next part of the competition."
______________

Table GMs, you may now begin Act Three!


Venture Lieutenant, Play by Post (online)

Hi, everyone, I'm back, rested and ready to keep us going. Thank you so much, GM Hawthwile, for taking over for a few days.

Do you do any healing or anything before going down a trapdoor?


Venture Lieutenant, Play by Post (online)

A druid messenger from the Grand Lodge appears, offering to take care of Rambi for a little while, since he won't fit into the trapdoor, let alone whatever is below. She pets him gently, promising to return him to your lodgings in the evening.

The Exchange

Male Elf Ranger 7 | HP 53/53 |AC 21 T 15 FF 17 | CMB +9 CMD 24 |F +6 R +10 W +4 |INIT +6|PER +13 Low-light Vision|

I could use a quick bit of healing before we move on, but it isn't absolutely necessary.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Rambi has Narrow Frame so should be fine. And Dortlin learned Spider Climb for exactly situations like this. Healing would be nice. Dortlin has a clearly labeled wand of CLW on him.

Silver Crusade

M Human Fighter 11 (Drill Sergeant) | AC 31 T 14 FF 28 CMD 30 (plus Teamwork) | HP 103/103 | F+12 R+9 W+8 (plus Teamwork) | Init +7 | Per +12 | BB 5/5 | Tactician 3/3 | Baldric 5/5 | Active: None

"I also was injured by their spells. And Dortlin here is in terrible shape, but still alive. Krelin, can you use a wand of healing? I have one here."

I think Xilt might be summoning something that can heal, but we will need at least some wand charges. Anthys has a nearly full wand and is willing to share. Assuming Krelin uses it:

CLW on Dortlin: 1d8 + 1 ⇒ (4) + 1 = 5
CLW on Dortlin: 1d8 + 1 ⇒ (6) + 1 = 7
CLW on Dortlin: 1d8 + 1 ⇒ (8) + 1 = 9
CLW on Dortlin: 1d8 + 1 ⇒ (3) + 1 = 4
CLW on Dortlin: 1d8 + 1 ⇒ (1) + 1 = 2
CLW on Dortlin: 1d8 + 1 ⇒ (4) + 1 = 5

CLW on Anthys: 1d8 + 1 ⇒ (5) + 1 = 6
CLW on Anthys: 1d8 + 1 ⇒ (8) + 1 = 9
CLW on Anthys: 1d8 + 1 ⇒ (2) + 1 = 3
CLW on Anthys: 1d8 + 1 ⇒ (7) + 1 = 8

32 HP back to Dortlin, 26 back to Anthys. 10 charges used, wand at 32.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"Ugh. Stupid ogres. Thankee kindly fer tha' healing."

Dortlin checks on Rambi real quick then uses some of his own wand charges.

Would that druid by any chance have a full CLW wand I could get for 2 PP? And is taking the average okay for out of combat healing?

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11|Buffs:Blood Boiling Pill,Mage Armor,Ablative Barrier(50/50),False Life, See Invisibility (3h40min), Overland Flight, Mirror Image, Life Bubble,Heightened Awareness,Blur |HP 82/82|Temp HP 8/17|5 NL|AC 16 T 12 FF 14 |3 Images 20% miss chance|Convert First 5 lethal damage to non lethal|CMB +5 CMD 16|F +13 R +12 W +15, +2 vs Cold|INIT+15|PER+16/+18 hidden objects|See Invisible|Darkvision 60' SM+8|Fly 40' +25
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 2/8, Spark Staff 1/10, Extend 3/6, Persistent 1/3. Pearls 1st 2/6,2nd 1/2| Spells 1st 4/6, 2nd 1/6 ,3rd 3/6, 4th 4/4, 5th 1/3, 6th 1/2

Xilt sighs as his spell finishes and a Bralani appears.

He commands the Azata to heal Tzleztor and then Dortlin.

CSW,CL6 for Tzleztor: 3d8 + 6 ⇒ (4, 3, 6) + 6 = 19

CSW,CL6 for Dortlin: 3d8 + 6 ⇒ (1, 5, 3) + 6 = 15

Tzleztor is fully healed. Dortlin recovers 15 hit points.

The wizard recovers a spell with a pearl of power (Glitterdust) and prepares himself for the next combat with a wand (Heightened Awareness).

"Heal up but let us not dally! This is a race after all."


Male N Salt Mephit | Buffs:Mage Armor, False Life, Life Bubble,Produce Flame (CL 8), Total Defense |HP 41/41|Temp HP 20/20|FH 2 Arid Env|AC 33 T 18 FF 26|DR 5/Magic|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|40' Fly +18|Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 0/1, Dehyrdate 1/1, Ember Staff 1/10

Xilt sheathes his wand in his handy bandolier. He heads back to his master's side.


Venture Lieutenant, Play by Post (online)

Dortlin:

Rambi can barely squeeze into the entrance you can see, but you have good reason to suspect there may be narrower passages coming up where even a human will need to squeeze. In this case, Rambi can't come along, but I've tried to make it easier to leave hum.

Approaching the trap door, you find and old rope in a shaft about 12 feet deep.

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11|Buffs:Blood Boiling Pill,Mage Armor,Ablative Barrier(50/50),False Life, See Invisibility (3h40min), Overland Flight, Mirror Image, Life Bubble,Heightened Awareness,Blur |HP 82/82|Temp HP 8/17|5 NL|AC 16 T 12 FF 14 |3 Images 20% miss chance|Convert First 5 lethal damage to non lethal|CMB +5 CMD 16|F +13 R +12 W +15, +2 vs Cold|INIT+15|PER+16/+18 hidden objects|See Invisible|Darkvision 60' SM+8|Fly 40' +25
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 2/8, Spark Staff 1/10, Extend 3/6, Persistent 1/3. Pearls 1st 2/6,2nd 1/2| Spells 1st 4/6, 2nd 1/6 ,3rd 3/6, 4th 4/4, 5th 1/3, 6th 1/2

As the hunter cries Xilt prepares to go into some tight spaces. He places his rod back into his Haversack. He then uses Alchemical Grease and the spell Grease to make his cloak extremely slippery. Now he is sure that he will be able to fit into the tightest of spaces. He recovers Grease with a pearl of power.

(+15 bonus to Escape Artist rolls and to CMD to being grappled/grabbed)

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

The Druid whispers into Dortlin's ear a few moments.

*Dortlin sheads a manly tear* Apparently ;)

"Really? That's a shame. Rambi buddy, I gots to leave you for a spell. But this kind person will take good care of ya."

As Rambi is lead away Dortlin heals himself some more while others climb down.

clw from wand: 1d8 + 1 ⇒ (3) + 1 = 4
clw from wand: 1d8 + 1 ⇒ (6) + 1 = 7
clw from wand: 1d8 + 1 ⇒ (2) + 1 = 3
clw from wand: 1d8 + 1 ⇒ (8) + 1 = 9


Male N Salt Mephit | Buffs:Mage Armor, False Life, Life Bubble,Produce Flame (CL 8), Total Defense |HP 41/41|Temp HP 20/20|FH 2 Arid Env|AC 33 T 18 FF 26|DR 5/Magic|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|40' Fly +18|Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 0/1, Dehyrdate 1/1, Ember Staff 1/10

The Mephit hovers around the trap door with a look of excitement on his face.

"So, who wants to go first? Perhaps Kathwen or Krelin? They do not have a scratch on them. They must be more skilled than the rest."

Haste and SMV will be down by the time that Dortlin heals up completely. He took a good beating!

Silver Crusade

M Human Fighter 11 (Drill Sergeant) | AC 31 T 14 FF 28 CMD 30 (plus Teamwork) | HP 103/103 | F+12 R+9 W+8 (plus Teamwork) | Init +7 | Per +12 | BB 5/5 | Tactician 3/3 | Baldric 5/5 | Active: None

Anthys will stow his shield and descend the rope.
If he can Take 10, that is a 20. There is a great deal of table variation on Take 10 as "threatened or distracted" is not explicitly defined.

Climb if Take 10 allowed, ACP: 10 + 13 - 3 = 20
Climb if not: 1d20 + 13 - 3 ⇒ (12) + 13 - 3 = 22

Once down, he will ready his shield again.

The Exchange

Male Elf Ranger 7 | HP 53/53 |AC 21 T 15 FF 17 | CMB +9 CMD 24 |F +6 R +10 W +4 |INIT +6|PER +13 Low-light Vision|

Krelin will use some CLW wand charges and remember to buy one for next time. He is rusty after 8 years of semi-retirement.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

The Exchange

Male Elf Ranger 7 | HP 53/53 |AC 21 T 15 FF 17 | CMB +9 CMD 24 |F +6 R +10 W +4 |INIT +6|PER +13 Low-light Vision|

Thank you. I should be fine.

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11|Buffs:Blood Boiling Pill,Mage Armor,Ablative Barrier(50/50),False Life, See Invisibility (3h40min), Overland Flight, Mirror Image, Life Bubble,Heightened Awareness,Blur |HP 82/82|Temp HP 8/17|5 NL|AC 16 T 12 FF 14 |3 Images 20% miss chance|Convert First 5 lethal damage to non lethal|CMB +5 CMD 16|F +13 R +12 W +15, +2 vs Cold|INIT+15|PER+16/+18 hidden objects|See Invisible|Darkvision 60' SM+8|Fly 40' +25
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 2/8, Spark Staff 1/10, Extend 3/6, Persistent 1/3. Pearls 1st 2/6,2nd 1/2| Spells 1st 4/6, 2nd 1/6 ,3rd 3/6, 4th 4/4, 5th 1/3, 6th 1/2

As soon as Anthys has finished his climb both Xilt and Tzleztor fly down to join him.


Venture Lieutenant, Play by Post (online)

I tend to be very lenient in interpreting when you can take 10, very strict on take 20, unless the scenario says otherwise.

Anthys, Xilt, and Tzleztor are all at the bottom (please put yourselves on the revealed area of the next slide)

The Concordance

Tarowr will head down also.
Climb, Take Ten: 10 + 5 = 15

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin climbs down the rope. Take 10 for 18. Then he hits himself with another charge from the wand CLW wand: 1d8 ⇒ 7 and puts it away.

"I kin lead if we want but maybe Anthys is a better choice. Here this should help."

Dortlin uses the last charge on his Lesser Extend rod to give Anthys 180 minutes of Barkskin CL 9.

He then stores the rod and gets out his Nodachi.

Silver Crusade

M Human Fighter 11 (Drill Sergeant) | AC 31 T 14 FF 28 CMD 30 (plus Teamwork) | HP 103/103 | F+12 R+9 W+8 (plus Teamwork) | Init +7 | Per +12 | BB 5/5 | Tactician 3/3 | Baldric 5/5 | Active: None

Anthys is willing to take the lead. He thanks Dortlin for the enchantment.

"I fight best in formation, so double file would be my preference where possible. "

The Exchange

Male Elf Ranger 7 | HP 53/53 |AC 21 T 15 FF 17 | CMB +9 CMD 24 |F +6 R +10 W +4 |INIT +6|PER +13 Low-light Vision|

I'll stay in the back, for obvious reasons.


Venture Lieutenant, Play by Post (online)

The team makes it safely down the rope and finds themselves in a sewer.

Following a hallway, the team finds a room containing a large pump. (A knowledge:engineering check can tell you about how to use this)

In another area stand three large straining tubs for sifting through waste. On the walls hang several nets and rakes used to clean the sewers. (A perception check in this room, please, from anyone who chooses to make it)

From the remaining hallway emanates a horrible stench. (fort saves from anyone who goes this way)

(map has been updated, showing everything I've talked about. You do not need to move your tokens at this point, just describe what you are doing any roll for any of the above checks you choose)

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11|Buffs:Blood Boiling Pill,Mage Armor,Ablative Barrier(50/50),False Life, See Invisibility (3h40min), Overland Flight, Mirror Image, Life Bubble,Heightened Awareness,Blur |HP 82/82|Temp HP 8/17|5 NL|AC 16 T 12 FF 14 |3 Images 20% miss chance|Convert First 5 lethal damage to non lethal|CMB +5 CMD 16|F +13 R +12 W +15, +2 vs Cold|INIT+15|PER+16/+18 hidden objects|See Invisible|Darkvision 60' SM+8|Fly 40' +25
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 2/8, Spark Staff 1/10, Extend 3/6, Persistent 1/3. Pearls 1st 2/6,2nd 1/2| Spells 1st 4/6, 2nd 1/6 ,3rd 3/6, 4th 4/4, 5th 1/3, 6th 1/2

Xilt can hopefully explain how to use the pump to the others. His familiar will tag along for company of course.

K-Engineering roll of 25 with a take 10 including Good Hope and Heightened Awareness.

The Exchange

Male Elf Ranger 7 | HP 53/53 |AC 21 T 15 FF 17 | CMB +9 CMD 24 |F +6 R +10 W +4 |INIT +6|PER +13 Low-light Vision|

With his fairly keen eyes, Krelin will look around to see if anything looks off or warrants further investigation. He will pull a scarf around his face to try and help with the smell.

This is why I hate cities.

Perception: 1d20 + 13 ⇒ (7) + 13 = 20

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin is used to being around bad smells. He checks the tubs.

"Woo what a smell."

perception including good hope: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28

Grand Lodge

[Init +13, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 66/68, AC 27 |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28; Immune: Electricity & Poison; Resist Acid, Cold, Fire - 10

Kahwen decides that he doesn't want to look TOO eager. The other's might not respect him if he goes running around all the time and rushing into trouble. So, he waits to go down the pit last, though by the time the last person is climbing down, he is fairly vibrating with excitement.

Maybe that's why he doesn't use the rope and just steps over the edge, extending his arms to Glide down.

"I guess we should not have been surprised when we went under the city, eh Companions?" he says, also clearly not enjoying the smell.

He looks around for an urn, or anything else useful, though.

Perception: 1d20 + 16 ⇒ (13) + 16 = 29


Venture Lieutenant, Play by Post (online)

Near the tubs, your team notices an old sign, slightly obsured by mold and fungus, that says you can drain the pool using the pump, and detailed instructions for how to do so.

no new engineering or perception checks are needed.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"Let's drain some pools. Hopefully one of them vases are in there."

Dortlin will stay near the pools in case something nasty lives in them.

Silver Crusade

M Human Fighter 11 (Drill Sergeant) | AC 31 T 14 FF 28 CMD 30 (plus Teamwork) | HP 103/103 | F+12 R+9 W+8 (plus Teamwork) | Init +7 | Per +12 | BB 5/5 | Tactician 3/3 | Baldric 5/5 | Active: None

Anthys gets to work on the pump, following the directions.

Grunt work is his specialty - he is infantry after all.

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11|Buffs:Blood Boiling Pill,Mage Armor,Ablative Barrier(50/50),False Life, See Invisibility (3h40min), Overland Flight, Mirror Image, Life Bubble,Heightened Awareness,Blur |HP 82/82|Temp HP 8/17|5 NL|AC 16 T 12 FF 14 |3 Images 20% miss chance|Convert First 5 lethal damage to non lethal|CMB +5 CMD 16|F +13 R +12 W +15, +2 vs Cold|INIT+15|PER+16/+18 hidden objects|See Invisible|Darkvision 60' SM+8|Fly 40' +25
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 2/8, Spark Staff 1/10, Extend 3/6, Persistent 1/3. Pearls 1st 2/6,2nd 1/2| Spells 1st 4/6, 2nd 1/6 ,3rd 3/6, 4th 4/4, 5th 1/3, 6th 1/2

Xilt and Tzleztor keep watch as Anthys pumps. He glances over at the directions to make sure that they align with his understanding of engineering.

The wizard is relieved that his Life Bubble spell is protecting him from any possible vapours as well as the odours that they may find in this sewer.


Male N Salt Mephit | Buffs:Mage Armor, False Life, Life Bubble,Produce Flame (CL 8), Total Defense |HP 41/41|Temp HP 20/20|FH 2 Arid Env|AC 33 T 18 FF 26|DR 5/Magic|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|40' Fly +18|Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 0/1, Dehyrdate 1/1, Ember Staff 1/10

The little mephit tries to be encouraging as the fighter pumps.

"Put your back into it big boy. I know you can do it!"

He turns around to Xilt and his comment is laced with sarcasm. He holds his nose momentarily to block the smell.

"You take me to such exotic locales. I am so happy to have you as my master."


Venture Lieutenant, Play by Post (online)

You hear sounds of disgusting sloshing and sucking noises somewhere past the terrible smell, and know an unknown pool somewhere has been drained.

OK, that's everything without going down the stinky hallway. Reminder, fort saves if you go down that hallway

The Exchange

Male Elf Ranger 7 | HP 53/53 |AC 21 T 15 FF 17 | CMB +9 CMD 24 |F +6 R +10 W +4 |INIT +6|PER +13 Low-light Vision|

I guess we are stuck going that way, right? I mean, I don't want to, but I don't see another way.

If party decides to go that way:
Fort Save: 1d20 + 5 ⇒ (18) + 5 = 23

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Barring other ideas Dortlin follows down the hall.

Gort including Good Hope: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23

Silver Crusade

M Human Fighter 11 (Drill Sergeant) | AC 31 T 14 FF 28 CMD 30 (plus Teamwork) | HP 103/103 | F+12 R+9 W+8 (plus Teamwork) | Init +7 | Per +12 | BB 5/5 | Tactician 3/3 | Baldric 5/5 | Active: None

Anthys will move down the smelly hall, staying next to at least 1 ally. To gain the benefit of Solo Tactics.

Fort, Shake it Off +2, Scion +3, Good Hope: 1d20 + 8 + 2 + 3 + 2 ⇒ (3) + 8 + 2 + 3 + 2 = 18

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11|Buffs:Blood Boiling Pill,Mage Armor,Ablative Barrier(50/50),False Life, See Invisibility (3h40min), Overland Flight, Mirror Image, Life Bubble,Heightened Awareness,Blur |HP 82/82|Temp HP 8/17|5 NL|AC 16 T 12 FF 14 |3 Images 20% miss chance|Convert First 5 lethal damage to non lethal|CMB +5 CMD 16|F +13 R +12 W +15, +2 vs Cold|INIT+15|PER+16/+18 hidden objects|See Invisible|Darkvision 60' SM+8|Fly 40' +25
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 2/8, Spark Staff 1/10, Extend 3/6, Persistent 1/3. Pearls 1st 2/6,2nd 1/2| Spells 1st 4/6, 2nd 1/6 ,3rd 3/6, 4th 4/4, 5th 1/3, 6th 1/2

@GM Redelia - Xilt has Life Bubble up and is immune from all gases and vapours including inhaled diseases or poisons. This includes spell effects like Stinking Cloud or Cloudkill and he can survive underwater or in a vacuum.

Xilt flies forward with the party.


Male N Salt Mephit | Buffs:Mage Armor, False Life, Life Bubble,Produce Flame (CL 8), Total Defense |HP 41/41|Temp HP 20/20|FH 2 Arid Env|AC 33 T 18 FF 26|DR 5/Magic|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|40' Fly +18|Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 0/1, Dehyrdate 1/1, Ember Staff 1/10

Tzleztor flies next to his master holding his nose and complaining all the way to his master.

"Hey,next time share your spells with your friends. I mean it smells disgusting down here!"

Fort save,Good Hope: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24


Venture Lieutenant, Play by Post (online)

botting remaining saves:

Kahwen fort: 1d20 + 7 ⇒ (16) + 7 = 23
Tarowr fort: 1d20 + 10 ⇒ (9) + 10 = 19

Everyone makes it through the nasty smell.

Moving into the room, you find an empty pool that clearly contained sewage just a few moments ago. At the bottom of it, there is a drain shaft with stone handholds.

Making your way through the shaft, you find yourselves in a high room (labelled as 'dry room' on the map).

please move your tokens to the next map and put them in the dry room, then tell me which way you want to go.

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11|Buffs:Blood Boiling Pill,Mage Armor,Ablative Barrier(50/50),False Life, See Invisibility (3h40min), Overland Flight, Mirror Image, Life Bubble,Heightened Awareness,Blur |HP 82/82|Temp HP 8/17|5 NL|AC 16 T 12 FF 14 |3 Images 20% miss chance|Convert First 5 lethal damage to non lethal|CMB +5 CMD 16|F +13 R +12 W +15, +2 vs Cold|INIT+15|PER+16/+18 hidden objects|See Invisible|Darkvision 60' SM+8|Fly 40' +25
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 2/8, Spark Staff 1/10, Extend 3/6, Persistent 1/3. Pearls 1st 2/6,2nd 1/2| Spells 1st 4/6, 2nd 1/6 ,3rd 3/6, 4th 4/4, 5th 1/3, 6th 1/2

@GM Redelia - What is the ceiling height in here for the characters that can fly?

Silver Crusade

M Human Fighter 11 (Drill Sergeant) | AC 31 T 14 FF 28 CMD 30 (plus Teamwork) | HP 103/103 | F+12 R+9 W+8 (plus Teamwork) | Init +7 | Per +12 | BB 5/5 | Tactician 3/3 | Baldric 5/5 | Active: None

Anthys will look down the passageway to the south, and listen for any sounds.
Perception, Good Hope, Scion: 1d20 + 10 + 2 + 3 ⇒ (6) + 10 + 2 + 3 = 21


Venture Lieutenant, Play by Post (online)

In the shaft, everyone is squeezing.

In the dry room, it's about 7 feet high, so not room to fly.

Each room may have a different height, most of them not specified at all in the scenario. In these sewers, you should assume 7 ft ceilings, so not enough room to meaningfully fly for a size medium creature, unless the room is really large or I describe otherwise.

Grand Lodge

[Init +13, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 66/68, AC 27 |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28; Immune: Electricity & Poison; Resist Acid, Cold, Fire - 10

"I think someone must be playing a joke on us, Companions," Kahwen says as he helps with the pumping then walks down a smelly hallway then climbs down a shaft that has 100% recently had sewer water running through it.

"We were told this was going to be a glorious martial tournament and instead we're tramping around in the sewers!"

He follows Anthys, waiting for the man to confirm there's no danger before following him to the south.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"Only one way to go. Lead on Anthys."

When Kahwen makes his comment "Jeez I hope it ain't some prank."

Silver Crusade

M Human Fighter 11 (Drill Sergeant) | AC 31 T 14 FF 28 CMD 30 (plus Teamwork) | HP 103/103 | F+12 R+9 W+8 (plus Teamwork) | Init +7 | Per +12 | BB 5/5 | Tactician 3/3 | Baldric 5/5 | Active: None

"Two ways to go, actually - south or west. May as well pick this one."

Anthys will lead on to the south.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Failed the irl perception roll ;)

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11|Buffs:Blood Boiling Pill,Mage Armor,Ablative Barrier(50/50),False Life, See Invisibility (3h40min), Overland Flight, Mirror Image, Life Bubble,Heightened Awareness,Blur |HP 82/82|Temp HP 8/17|5 NL|AC 16 T 12 FF 14 |3 Images 20% miss chance|Convert First 5 lethal damage to non lethal|CMB +5 CMD 16|F +13 R +12 W +15, +2 vs Cold|INIT+15|PER+16/+18 hidden objects|See Invisible|Darkvision 60' SM+8|Fly 40' +25
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 2/8, Spark Staff 1/10, Extend 3/6, Persistent 1/3. Pearls 1st 2/6,2nd 1/2| Spells 1st 4/6, 2nd 1/6 ,3rd 3/6, 4th 4/4, 5th 1/3, 6th 1/2

Xilt agrees with the fighter simply eager to complete their mission in the sewer.

"Sure, south why not?"

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