The Slithering (Inactive)

Game Master DoubleGold

Map is up


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DungeonMaster

So what is everyone doing? Or you just all waiting for someone to medicine you?


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

"Kisharn, let me help you friend," Eegkokirro says reaching in his backpack for bandages and other medical supplies. "I have some good herbs and poultices for scales."

Nature: 1d20 + 9 ⇒ (14) + 9 = 23


Male Orc; AC 19; HP 75; Saves-F +13 R +11 W +10; Per +10 (low-light, darkvision, scent)

Cuttent HP: 20/75

Mok sits heavily on the ground, holding his ribs where the golem struck him.

"Wooden man very tough. Think it has hurt Mok."

A small dribble of blood leaks out the orc's mouth and his breathing seems laboured.


HP 80/80 AC 23 Fort 12 Ref 14 Will 11 Perception 11 Stealth 12 Iruxi Swashbuckler 6

"I think you're right, my friend. It definitely hurt me. Who'd think a lump of wood could hit so hard?"
He practically collapses against table, letting Eegkokirro patch him up a bit.

Once feeling a little better, he'll look to the map as well.

"I hope that ooze by the door wasn't Khalibi. That'd make it hard to find out much."


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

"I hadn't thought about that," Eegkokirro admits. "Khalibi hopefully is safe deeper in the interior." The grippli finishes his treatment on Kisharn and starts stitching Mok's wounds.

When we've witnessed people become oozes, what happens to their clothes and jewelry? For example, if we find boots that probably fit a dwarf and a clan dagger we would know that ooze was mostly likely a dwarf.

Damage healed for Kisharn: 2d8 ⇒ (2, 7) = 9
Nature check to heal Mok: 1d20 + 9 ⇒ (7) + 9 = 16
Damage healed for Mok: 2d8 ⇒ (7, 4) = 11

Maybe we should go to a temple for magical healing?


HP 80/80 AC 23 Fort 12 Ref 14 Will 11 Perception 11 Stealth 12 Iruxi Swashbuckler 6

"We may have to. I do have a potion I could drink, but even with that I wouldn't be ready for another fight like that last one. I hate to leave when we may be close to finding something, but I'm not sure what else we can do."

We can at least see if the map or anything else in this room can tell us anything. I think Lani might have some healing as well, but I don't know how the inventor works. :)

And all the victims are supposedly human, but we might still be able to tell something from their clothes and things. Do we know if Khalibi was human?


DungeonMaster

You all heal up, or some of you do and time passes. When people turn into oozes, their possessions get swallowed up and devoured. But you've only seen humans turn into oozes so far.
You all hear a knock at the entrance.


Female sensate gnome witch 1 | HP 16/16 | AC 15 | F +5 R +5 W +6 | Perc +4, low-light vision, scent 30 ft. | Speed 25 ft | Spells: 2/2 | Focus Points: 1/1| Hero Points: 1/3

Crafting (Repair Construct): 1d20 + 15 ⇒ (14) + 15 = 291d20 + 15 ⇒ (2) + 15 = 171d20 + 15 ⇒ (5) + 15 = 201d20 + 15 ⇒ (14) + 15 = 29

It only takes 4 minutes for Lani to quickly repair Mecha-Man, restoring him to full working condition. "There! Good as new!" she says, patting him on the back with a metallic clank.

When she hears the knocking, she raises an eyebrow. "Now, who could that be?"


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

Eegkokirro nods drawing his shortsword, "I doubt oozes knock. Cover me please,"

He goes to the front door and opens it a crack, revealing just half his face. "I'm Eegkokirro. Can I help you?" he asks with a pleasant tone. If he sees a human, he adds, "Sorry, for your protection, you need to stay right there."


Male Orc; AC 19; HP 75; Saves-F +13 R +11 W +10; Per +10 (low-light, darkvision, scent)

Mok, feeling slightly better, glares at the door as he hears the knocking.

"I will watch you Eeg!", he says and moves to flank the door.


DungeonMaster

Mok moves to the door at the entrance. Open up, it is Grisshuk.
Then you hear other voices. “Grisshuk! We said we weren’t done with you, fool. If you don’t come back to work for us, we’ll…” What do you do?


HP 80/80 AC 23 Fort 12 Ref 14 Will 11 Perception 11 Stealth 12 Iruxi Swashbuckler 6

"Guess we're not getting that chance to rest up. Should we let him in? Those are probably the slaver he used to work with, trying to get him back in their business."

Unless the others object, Kisharn will open the door and try to get Grisshuk inside before closing it again.


DungeonMaster

You open the door, let him in and close it behind you. Just as you close the door behind you, you see two humans turn into slimes/oozes. They are now banging on the door, or trying to eat through it. It will take a while, but they can eventually do it, whether that would be seconds or minutes. (what shall you do?)


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

"Unless we want to fight two oozes, we should leave by a back door," Eegkokirro says. "Or a window," he adds before looking at Mok, appraising the likelihood of the orc escaping through a window.

"Grisshuk!" Eegkokirro says, "What are you doing here?"


DungeonMaster

The oozes aren't that smart to know which way you went or keep following you from room to room, if they sense nothing they stop in the room, they just know that there was something in there, but they aren't smart enough to stop and think the heroes left. You can't go back to A1 unless you want to fight them now, but you can quickly get into A3 or A4, you have a minute or two before they break down the door.
They were following me and I thought I'd find you all here. I was hoping they would stop following me, but not at the expense of them becoming oozes.


HP 80/80 AC 23 Fort 12 Ref 14 Will 11 Perception 11 Stealth 12 Iruxi Swashbuckler 6

"If they won't follow us, let's get out of sight. Be careful though, if we get into another fight, they might be attracted to the noises.

Kisharn will quickly drink his potion before heading to the double doors to A4.
Minor Healing: 1d8 ⇒ 5

Were we able to learn anything from the map on the table before we were interrupted?


DungeonMaster

It is a map of this manor, so that is why I didn't cover it up. So you do know what rooms lead to what rooms, even though you haven't gone in there yet. You just don't know what is in those rooms.

You head into the storeroom. Several sturdy shelves hold a variety of crates, urns, barrels, and boxes. A double door leads west, and two double doors lead east.
Grisshuk stays behind.


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

"Well, I'm glad you're here," Eegkokirro whispers as they start to explore the next room.

"Should we split ourselves between the doors, or all go through that one?" Eegkokirro asks pointing towards the northern door leading east. He softly steps to the doors and presses his ear against one of the doors.

Perception check please.


Male Orc; AC 19; HP 75; Saves-F +13 R +11 W +10; Per +10 (low-light, darkvision, scent)

Mok moves to the southern door and pushes it open.

"Hello...no slime in here?"

He walks in, looking for any enemy that might be waiting for them.


HP 80/80 AC 23 Fort 12 Ref 14 Will 11 Perception 11 Stealth 12 Iruxi Swashbuckler 6

Kisharn will back Mok up, a little more cautiously.

"Grisshuk, looks like there's another way out beyond this room. If the way is clear, you'll be able to get out there."


DungeonMaster

dm screen:
kishkarn perception: 1d20 + 10 ⇒ (19) + 10 = 29 eegkokirro perception: 1d20 + 10 ⇒ (17) + 10 = 27 perception mok: 1d20 + 10 ⇒ (7) + 10 = 17

Eegkokirro doesn't hear anything, but Kisharn who opens the door and walks in knows that a rune trap will go off if it is not disabled soon, damaging not only those near it, but possibly important stuff in this room. To disable the trap you need an acrobatics check and a thievery or arcana check to disable it. Or an acrobatics check and dispel magicp. spell.


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

Eegkokirro hears Kisharn's discovery of the trap and leaves the doors where he was listening. He hurries along the shelves lining the wall and squeezes past Kisharn and Mok to disable the trap. He takes some tools from his backpack that help in making traps harmless. "Let's see what we have here," he says getting closer to the trap.

Acrobatics: 1d20 + 14 ⇒ (14) + 14 = 28
Thievery: 1d20 + 11 ⇒ (10) + 11 = 21

I think three actions of movement will get Eegkokirro from where he was at the northern doors to the trap if time is an issue.


DungeonMaster

Eegkokirro is able to get to the trap without setting it off, but he has to try again if he wants to disable it.


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

"Hold on, hold on," Eegkokirro says as he tinkers with the device. "It's magical and hard to disable." The grippli takes a deep breath, let's out a low croak, and practices in the air how he plans to render the trap useless. After a few times, he takes another calming breath.

"If anyone wants to go into the other room, now's the time." He waits to allow anyone to seek safety in the other room then proceeds with another attempt at the trap.

Thievery: 1d20 + 11 ⇒ (17) + 11 = 28


HP 80/80 AC 23 Fort 12 Ref 14 Will 11 Perception 11 Stealth 12 Iruxi Swashbuckler 6

"You've got this. I'm not worried at all."

Kisharn steps back into the other room.


DungeonMaster

Eegkokirro disables the trap and prevents the explosion from going off after studying it for another few seconds. Now what?


Male Orc; AC 19; HP 75; Saves-F +13 R +11 W +10; Per +10 (low-light, darkvision, scent)

Mok moves into the centre of the large room, sniffing and examining the items within.

Perception: 1d20 + 10 ⇒ (17) + 10 = 27


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

"I'll listen at this door," Eegokirro whispers to Mok as the grippli passes the orc. He stands near the door with one ear placed almost against it.


DungeonMaster

You enter the Caravan yard and search it. this wide yard is open to the sky. The ground, covered with straw and sand, is crisscrossed with human and animal tracks. Two sets of large loading doors lead east, with the southern set of doors standing slightly ajar. Other doors leading west and north are labeled “Storage” in Common and Mwangi. A trough of stagnant water stands between the two doors to the west, and a flimsy table and chairs occupy the yard’s southwest corner. A veritable mountain of boxes, casks, and crates are piled in the southeast corner of the yard beneath a makeshift awning.
In here you find
The expedition gear in the yard contains dried food, casks of water and ale, rope, shovels, tools, insect-repelling herbs, and other mundane equipment to supply a journey of several weeks through the Mwangi Expanse. All in good shape, but none of it can be resold.

Eegkokirro listens as the door and doesn't hear anything.


HP 80/80 AC 23 Fort 12 Ref 14 Will 11 Perception 11 Stealth 12 Iruxi Swashbuckler 6

"Well, if this door's part open and you don't hear anything, we should probably check there first.

Kisharn will peer through the crack and slowly ease the door open enough to slip through, backing off if he spots another ooze or just a suspicious puddle.


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

Eegkokirro salutes Kisharn with the flat of his blade, "Ready for trouble." He motions with his head towards the door so Mok and Lani know where he and Kisharn are going.

Assuming the room is empty, Eegkokirro will listen at the doors to A8 (on the map) next.


Male Orc; AC 19; HP 75; Saves-F +13 R +11 W +10; Per +10 (low-light, darkvision, scent)

Mok moves along with Eegkokirro and Kisharn, ready to jump whatever they may come across...as long as it is not an ooze!!!


DungeonMaster

You guys listen at the other doors and find nothing, here is what you find in A7 and A8 respectively.

This long room is a stall large enough for a fully laden wagon, with double doors leading west and east. The double door to the west, which bears a sign reading “Authorized Agents Only” in Common and Mwangi, stands slightly ajar and reveals a sandy courtyard behind it. Shelves contain tools for repairing wagons, such as crowbars, hammers, and spare wheels.

Double doors stand in the west and east walls of this room. The west door bears a sign reading “Authorized Agents Only” in Common and Mwangi. Shelves contain several old boxes and rags along with a greasy wagon axle. A puddle of glistening yellowish oil, nearly 12 feet across, covers the floor in the center of this room.


HP 80/80 AC 23 Fort 12 Ref 14 Will 11 Perception 11 Stealth 12 Iruxi Swashbuckler 6

"I'm sure that puddle is important, but I really don't want to disturb it. That's more ooze than I want to deal with. Maybe check the northern room first?"
He takes another look at the oil.
"I guess we could throw something into it and block the door if moves?"

I assume the secret doors weren't marked on the map?


Male Orc; AC 19; HP 75; Saves-F +13 R +11 W +10; Per +10 (low-light, darkvision, scent)

"I will go!", he responds to Kisharn and the orc leaves the room and moves north to the door. He looks the door over for a moment before swinging it open.

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


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

"Let's leave the oil for now," Eegkokirro says as he sees Mok push open the door. "Hopefully it doesn't follow us."

If a trap doesn't activate by the doors being open, Eegkokirro will approach Mok and look into the room.


DungeonMaster

You do discover the secret doors, but you'll need a thievery check to open them.

A6, Vault
Draperies of fine cloth, large teak chests bursting with clothing, and fine furniture are all stored in this vault. Empty manacles bolted to the north wall indicate that this chamber might have also had other, more brutal uses.
It stores valueable or illegal goods.

society 15:
DC 15 Society check while looking over these goods can recall the Alteirs’ tragedy; on a critical success, the hero realizes that these valuables are much too distinctive to sell in Kibwe.

Athletics or thievery 30 to get into A9. Or maybe you can find the key. Not in any of the rooms you visited. Dc 25 to get into a3, or you can go around.


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

Society: 1d20 + 7 ⇒ (14) + 7 = 21

Eegkokirro looks over the inventory but quickly moves to the wall. He traces where the seam of the secret door is. "This will be difficult I think." He checks for panels, triggers, or key holes for the door.

He then attempts to open the other secret doors.

Thievery for A9: 1d20 + 11 ⇒ (3) + 11 = 14
Thievery for A3: 1d20 + 11 ⇒ (8) + 11 = 19


DungeonMaster

Eegkokirro breaks his thieves tools trying to get into A9, hope you have a spare crit failure they break. and can't get into a3.


DungeonMaster

Okay, so what is the plan? Try to open the doors again with another set of thieves tools, or go around the other door to a3?


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

Eegkokirro holds up his two snapped picks. "Well, these had better days. They were the only ones that'd fit in the mechanism to open these doors. Maybe we can keep exploring -- I'll be on the lookout for something that may be replacements."

Eegkokirro only has the one set of theives' tools. Is it possible Lani can repair them with mend if she has the spell? If not, let's try A3 unless Mok wants to try to force the door first.


Female sensate gnome witch 1 | HP 16/16 | AC 15 | F +5 R +5 W +6 | Perc +4, low-light vision, scent 30 ft. | Speed 25 ft | Spells: 2/2 | Focus Points: 1/1| Hero Points: 1/3

Seeing Eeegkokirro struggling, Lani whips out her own set of infiltrator's thieves' tools. "Here! Allow me to try."

Thievery, Pick Lock: 1d20 + 12 ⇒ (1) + 12 = 13

Her lockpicks immediately snap.

"Well, poo. Hang on."

Crafting, Repair: 1d20 + 15 ⇒ (16) + 15 = 31

The gnome quickly fixes the picks and tries again.

Thievery, Pick Lock: 1d20 + 12 ⇒ (14) + 12 = 26

"Aha!"


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

A grin grows on Eegkokirro as Lani repairs her tools and succeeds in opening the secret doors. He bows slightly, "Well done! Well done! I'll pay more attention to your techniques next time."

He searches for traps as he enters the room.


Male Orc; AC 19; HP 75; Saves-F +13 R +11 W +10; Per +10 (low-light, darkvision, scent)

Mok follows the other as they spend time "playing" with the wall...and suddenly it is no longer a wall...but a doorway!

"Magic!?" he whispers as Eegkokirro opens the hidden portal


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

"Not magic, just Lani's well practiced hands."


DungeonMaster

Lani repairs the thieves tools and gets into A3.
This office is elegantly appointed, with a large rosewood desk and a leather chair. A strange, greasy fog surrounds the desk in thin wisps. A wide bookshelf stands against the west wall, next to the room’s only door.

There is another ooze, it don't notice you. Round 0, everyone go.


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

Eegkokirro adjusts his grip on the shortsword. He should have searched the previous room for any potential weapons. Maybe a broom or a candlestick or have Mok break apart a chair? For now, he will attempt side to side slashing attacks. Perhaps that will inflict more wounds than stabbing it.

The grippli scans the room, seeing how the space can be used tactically. He and Kisharn should get on opposite sides of it. For us to do that, I should be there he thinks of the corner, slipping past the chair and along the wall. He stops right by the door, slicing his sword towards the ooze.

Action 1: Stride past the chair, around the desk.
Action 2: Stride
Action 3: Shorstsword attack
Shortsword: 1d20 + 14 ⇒ (19) + 14 = 33
Slashing damage if needed: 1d6 + 1 ⇒ (2) + 1 = 3


Male Orc; AC 19; HP 75; Saves-F +13 R +11 W +10; Per +10 (low-light, darkvision, scent)

Rushing into the room, Mok grabs the chair by the table and slams it down on the slime by the grippli.

"No slime...bad slime!!"

Action 1: Stride past desk
Action 2: Grab chair and continue to slime
Action 3: Attack with Chair

Attack: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: Not too sure how much to do with a chair...lol


DungeonMaster

Eeg hits the slime a little. Mok slams down on it with a leather chair. for leather chair, 1d4+strenght blunt damage, and the slime don't like leather, it don't digest it well, but slimes immune to poison, so also roll 1d3 force damage, and if you roll max force damage, the slime takes ongoing 1 force damage and must succeed on a flat check dc 20 to save. It immune to crits obviously


Male Orc; AC 19; HP 75; Saves-F +13 R +11 W +10; Per +10 (low-light, darkvision, scent)

Ok..thanks!! Here we go, sorry Mok uses so many improvised weapons...

Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Force: 1d3 ⇒ 2..awwww darn! lol

I must say that I am really enjoying these rules and changes you make! They are so cool (when I roll high enough), and bring the fight to life! Keep up the great work

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