The Slithering (Inactive)

Game Master DoubleGold

Map is up


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DungeonMaster

It still alive Kishkarn, Lani you still with us round 0, it your turn to attack an ooze.


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

Lani commands Mecha-Man to move into melee! The gnome moves up to the desk and blasts the ooze with lightning.

Electric Arc, Reflex DC 18: 3d4 + 1 ⇒ (2, 3, 1) + 1 = 7


DungeonMaster

reflex: 1d20 + 8 ⇒ (10) + 8 = 18 it dodges out of the way a little.
Eeg finds out it doesn't take all of the slashing damage, in fact probably none of it, but Mok's force and blunt is effective. It is now aware of you init: 1d20 + 11 ⇒ (16) + 11 = 27 Round 1 Go if you roll init before it.
Kishkarn in round 0 fires an arrows and hits, but it does nothing. Everyone without magic, you might want to retreat and go to town to buy blunt weapons, you'll have a tough time with every fight, taking several weeks for one fight Every slime is immune or resistant.


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

Ah, I realized I had asked about going to a weapon shop to get other weapons, but in the discussion tab on Christmas. No wonder it didn't get noticed or commented on, nor did I follow up. Please, let's get some bludgeoning weapons. In the future, when playing an ooze-heavy game, I'm probably going to create a PC that doesn't rely on feinting, finesse weapons, and precision damage with the option to poison his weapon.

A light mace will at least let him hit...not sure if he'll do any damage. Maybe I should see this as an opportunity to for a character to be played without many optimizations. Like using a club would give him more damage, but be less likely to hit. What's more successful long term?

Initiative (Perception): 1d20 + 11 ⇒ (12) + 11 = 23


DungeonMaster

It probably got skipped, you can retroactively have purchased it. Assuming you had the gold before you went into this place. Also running away and coming back is an option if you didn't get the gold until now, it is an ooze after all, not like it will chase you down to the ends of the earth.


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

Initiative (Perception): 1d20 + 9 ⇒ (20) + 9 = 29

Lani tries to activate overdrive, but fails. Muttering in frustration, she commands Mecha-Man to attack!

Overdrive: 1d20 + 14 ⇒ (3) + 14 = 17

Mecha-Man Strikes: 1d20 + 13 ⇒ (18) + 13 = 311d20 + 8 ⇒ (5) + 8 = 13
Damage: 2d8 + 4 ⇒ (8, 2) + 4 = 14


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

Initiative(perception): 1d20 + 10 ⇒ (17) + 10 = 27
We're going at the same time, so I'll post now

Kisharn draws his cane and moves forward, tumbling past the ooze to opposite Eegkokirro, gaining panache and then striking at it.
Acrobatics: 1d20 + 15 ⇒ (19) + 15 = 34

Cane: 1d20 + 14 ⇒ (13) + 14 = 27
Damage, bludgeoning: 1d6 + 3 ⇒ (4) + 3 = 7


DungeonMaster

Kishkarn and Lani's Mech bot hit it, but it still has a lot left in it.
Slime splatters and disintegrates into the ground.
It will try to hit the mech three times hit: 1d20 + 17 ⇒ (19) + 17 = 36 dmg: 2d6 + 10 ⇒ (6, 6) + 10 = 22 blunt and dmg: 1d8 ⇒ 3 persistent fire, both are doubled on a crit if he did crit.
hit: 1d20 + 12 ⇒ (7) + 12 = 19 might be a hit. dmg: 2d6 + 10 ⇒ (5, 3) + 10 = 18 blunt, and you already have persistent fire.
hit: 1d20 + 7 ⇒ (9) + 7 = 16 probably a miss
All heroes are up


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

"I hope this isn't a mistake," Eegkokirro says opening the door. He sees the table and the chairs in the other room (A2). "If my sword isn't working, time for something new." He sheaths his shortsword while hurrying to the nearest chair.

1 Action: open the door
1 Action: Strides towards the table, sheathing his sword.
1 Action: Pick up a chair.

One more question: Could his sheathe be a possible bludgeoning weapon?


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

The ooze hits Mecha-Man once, nearly breaking him with a critical hit! But the mech still stands. Lani tries to activate overdrive again, but once again fails to do so! Cursing in frustration, she tells her construct to attack again.

Overdrive: 1d20 + 14 ⇒ (2) + 14 = 16

Fists: 1d20 + 13 ⇒ (2) + 13 = 151d20 + 8 ⇒ (9) + 8 = 17

Bah!


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

Mok continues to slam the chair at the slime with all his strength.

Action 1-3: Attack

1.Attack: 1d20 + 16 ⇒ (3) + 16 = 19
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Force: 1d3 ⇒ 3

2.Attack: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Force: 1d3 ⇒ 1
Crit: ??

3.Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Force: 1d3 ⇒ 2


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

Kisharn strikes again, hoping to whittle the ooze down.
Cane: 1d20 + 14 ⇒ (3) + 14 = 17
damage, bludgeoning: 1d6 + 3 ⇒ (1) + 3 = 4

Cane: 1d20 + 14 - 5 ⇒ (17) + 14 - 5 = 26
damage, bludgeoning: 1d6 + 3 ⇒ (3) + 3 = 6

Cane: 1d20 + 14 - 10 ⇒ (14) + 14 - 10 = 18
damage, bludgeoning: 1d6 + 3 ⇒ (4) + 3 = 7


DungeonMaster

The mech, just barely misses. Kishkarn hits it all three times, while mok hits it twice, but no crit, though slime is now slowly losing its slime
Yes eeg, you can do that, it would be an improvised weapon. The slime is losing 1 hit point per round cause of mok, so you can all leave at this point and come back and hope it doesn't roll a 20 after x number of rounds and dies.

dm stuf:
rounds: 60d20 ⇒ (8, 13, 5, 12, 2, 1, 13, 20, 9, 11, 7, 13, 13, 14, 6, 18, 2, 9, 11, 10, 16, 20, 20, 5, 8, 20, 19, 19, 4, 9, 15, 13, 16, 2, 3, 19, 20, 15, 10, 17, 2, 2, 6, 6, 12, 13, 5, 11, 15, 8, 7, 5, 3, 13, 6, 19, 19, 12, 17, 2) = 650


DungeonMaster

Oh right. All heroes are up


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

"Sorry chair!" Eegkokirro says as he wheels around with the chair in his hands and hurries back to the fight. Three steps away from the ooze, he begins to spin, building momentum, so that with his final step, the chair swings around in an effort to slam into the ooze. He lets the momentum carry him away as he makes a tactical retreat fifteen away.

1 action: stride to the ooze
1 action: attack
Chair (Improvised Weapon): 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16
Damage (haha I doubt this is needed: 1d6 ⇒ 1
1 action stride 15' away from ooze.


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

Lani finally manages to overdrive Mecha-Man's systems. The construct smashes the ooze!

Overdrive: 1d20 + 14 ⇒ (15) + 14 = 29

Fists: 1d20 + 13 ⇒ (20) + 13 = 331d20 + 8 ⇒ (12) + 8 = 20
Damage: 2d8 + 9 ⇒ (7, 1) + 9 = 172d8 + 9 ⇒ (3, 8) + 9 = 20


DungeonMaster

After Lanis Mech and Eeg hit it, it is looking weak losing much of its slime 123 damage on it.
botting others hit: 3d20 ⇒ (7, 14, 18) = 39 mok tries to hit it. all hits. dmg: 3d4 + 12 + 3d3 ⇒ (2, 4, 1) + 12 + (2, 3, 2) = 26 149 damage now and now 2 going force, yes it stacks each time he rolls that 3
Its turn and it takes two more force damage, it starts moving away. recovery: 3d20 ⇒ (20, 8, 9) = 37 previous rounds where rolled, in 4 more rounds, it does recover, but in no time you finish it off. Combat over
Treasure: You find Tomil's Tomb You need an occultism, thievery or athletics to open it. Athletics is a last resort.
Oh and inside a tomb next to it that is open, you all find +1 clubs/Greatclubs though not striking, they cannot be sold, but hey free blunt weapons.

On the tomb: Inside the upper desk drawer, the Aspis leader’s plans are enclosed in a heavy leather book held shut with an enchanted iron clasp. Rather than having a space for a key or other mechanism, this magic clasp instead has a single serrated blade protruding from it next to the symbol of a horned demon’s face.

religion 20:
A successful DC 18 Religion check identifies that the horned demon represents the demon lord Angazhan


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

Eegkokirro picks up a club and attempts a few test swings. "It's a little heavier than I prefer, but this will be more effective than my sword."

He squats and examines the tomb, looking for traps.

Thievery: 1d20 + 11 ⇒ (11) + 11 = 22

If he finds a trap, he'll aid Lani in disabling it, since his tools are still broken.


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

Kisharn glances at the Tome:
1d20 + 1 ⇒ (20) + 1 = 21

"Oh hey, that's Angazhan's symbol. I ran into some of his cultists before."


DungeonMaster

You open it.
Treasure
a scroll of nondetection and a bearer’s note from a moneylender in the Iwisa Block for 250 gp. The heroes need only present the note to get the money.Another desk drawer contains two bronze badges bearing the twisting serpent symbol of the Aspis Consortium. These signify that their bearers are bronze agents, the lowest formal rank of the organization. Each is worth only 1 sp for their simple workmanship, but foes of the Aspis Consortium will pay as much as 10 gp each for the badges, which let them more easily impersonate their enemies.
Tomi's Map: An overland map tracing an old highway from Kibwe to the demon-haunted ruins of Holy Xatramba, some 140 miles east of Kibwe. Several stops are marked on this map.
Do you wish to head to A9 now that you got the key, or you wish to head back to A1 to check on your guy who stuck around in that room?


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

"I have a feeling we'll be taking a trip soon," Eegkokirro says as he looks at the map. He thinks about what he knows about the region in relation to the locations marked on the map. Recall Knowledge check. Kibwe Lore. Maybe Nature since he lives in the area? (I thought I had stated where Eegkokirro's village is in relation to Kibwe, but I don't see it in his bio. Just a reference to a leshy who lives ten miles east of his village.)

Let's keep investigating here before moving on," he rests the club on his right shoulder. "Everybody ready?"

Let's go to A9.


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

I'd thought Grisshuk had come part way with us, since the oozes were breaking into A1

"So what does this mean? Aspis and some connection to Xatramba? And an Angazhan symbol? Are they behind this curse and this caravan guy got caught by it too?"

"We should check out the other room in here, but I'm not sure what to make of this."


DungeonMaster

What do you want to know with that knowledge check Eegkokirro, you'd only know so much. Population of area? Things sold there? Etc.
Grisshuk moved around, but didn't travel with you, he is back in A1, but you did hear him, he doesn't appear to be in distress.
Heroes move into the North Wagon Stall
A small wagon—little more than a cart—has been backed up to the west wall of this large room. Double doors stand at the room’s east end. A closed teak box is overturned in the wagon with a few dark red gemstones scattered around it.

The box is clearly marked as a shipment from Oenopion in Nex to Tomil Jabrin at the Khalibi Caravan House in Kibwe. The box also contains a note on folded parchment, which no one read before the disaster spread from the caravan house. It reads: “Beware, Tomil. As the stones steep in their brew during the long trip to Kibwe, they gain power. How much power, I do not know; the curse might intensify enough that it is not limited to those who contact the stones, but could perhaps become transmittable by touch or even proximity.”
You hear something inside the box


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

Mok also grabs a club and swings it a few times and shrugs. He watches the others open the chest and take the treasure...which means very little to the jungle-living orc. He follows to the wagon stall and jumps when he hears something in the box.

"No more slime!! What is it??"


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

"So it came from Nex. Stones steeping in a brewed liquid," Eegkokirro says after reading the note and looking at some of the gemstones scattered on the ground.

After hearing the noise from the box, Eegkokirro gets closer, nearly pressing an ear against it, trying to determine if it's making noises like an animal, an ooze, or undead.

"Let's close the doors so it can't escape the room. When you're ready, I'll open it," Eegkokirro says putting his club on the ground near him as he lightly touches the box.

Re-reading my post, I realized I was too vague about the Lore Check. I wondered if Eegkokirro would know about the points marked on the map, like: "Oh, this one is close to a small river. The second point has a lot of animal X around so, we'll be careful there. There's a band of gnolls near the seventh one." I don't expect him to know about every point, but he may know something about some. The information doesn't need to have any bearing in terms of game mechanics.


DungeonMaster

You don't realize anything specific about his stops. Either he encountered something on his way there or he made camp there, or he marked off a hunting spot for food. No major cities seem to be along the way.
So are you opening the box?


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

"Slime seems like it would be quiet, pent up in a box. Hopefully it's something else." How big is this box? Person sized? Small animal size?

"I guess we don't really have much choice. Crack it open and let's see what happens."

Before that happens though, Kisharn looks at the stones. "Can we secure these somehow? Without touching them would be best.
The Nex connection makes sense. Still not sure how Xatambra fits in.
"


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

The grippli looks up at Kisharn with his eyes wide. "That's a good idea. I'm sure there's an empty bag or box in one of the rooms we passed," Eegkokirro says standing up. "Don't open that box until I'm back."

Eegkokirro leaves the room and some noise s of rummaging can be heard from the next room.

A4's shelves or A6.


DungeonMaster

You search the rest of the mansion and find nothing. You take the box back with you, about 50 lbs or and you don't open it, instead you take it back to town to get rid of the slime inside without destroying the contents. You see more dead slimes in the area that Grisshuk killed.
You get a long rest Feel free to buy what you need and continue on
Oh right Boots of ElvenKind in the box You have not leveled up yet


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

Eegkokirro admires the boots. "I think these will be very useful to you Mok."

"Well done Grisshuk!" Eegkokirro says as they see the dead slimes he killed.

At the start of their rest, after bandaging anyone who wants first aid, the grippli heads off to a weapon shop. "I'm getting a sling and a good number of bullets. I prefer fighting people hand to hand, but well..." the grippli shrugs. "Sometimes the situation calls for changing your tactics. Now is such a time. If anyone wants to come along, please do."

1 cp for 10 sling bullets. Eegkokirro will buy 1 sp worth...so 1 Bulk


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

Mok takes the boot and sniffs them. He looks at his own bare feet and at the delicate footwear and shrugs.

"No think they fit, but look nice!"

He goes to pull the boots on and is surprised at how easily they slip on.

"Feel Good! Like bare feet but better!"

He struts around a bit showing off his new footwear.


DungeonMaster

You do some shopping. Kishkarn, Lani, you still with us.


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

Yeah, still here.

"I've got a place in town we can hold up, get some rest and figure
out what to do next.
"

We've also got some loot we should split up.
By my reckoning:
250gp - note money lender Iwisa Block
Scroll of nondetection
2 Aspis bronze badges (10 gp each, but probably keep in case we need to
impersonate them.)
Evil dark red gemstones - not to be sold, I think.
bag of 50 gp from Abayone

Assuming we cash the bearer's note, that's 75gp each from the
cash. Don't know if anyone can use the scroll - I'm afraid it might be
important, but if we can't cast it?

I'd like use some of my share of that loot to get a Striking Rune on
my cane, but I'm not sure how long that would take or if we should
spend the time.

Once we've rested, we should go and talk to our patron, so she at
least knows what we've learned.


DungeonMaster

You do some shopping, I'll pm Lani to see if she is still with us. You are about 1/3 to 1/2 the way through.
An elf requests your presence. Look, you can't prevent humans from turning, or maybe you can, but others are sick with other things, please help


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

Thanks Kisharn for organizing the loot.

"Sick with other things?" the Eegkokirro asks the elf. He looks a little confused. "Is it related to the illness striking down the humans? We have found evidence that these dark red gems may come from Xatambra. I think that was going to be our next destination."


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

Kisharn also looks a bit puzzled at the elf.
"If we can help, I suppose we will, but none of us are healers. I'm not sure what we can do. What is happening?"

I'm going to go ahead and upgrade my weapon and pick up a couple other things when I have a bit more time to plan.


DungeonMaster

Sorry it took so long
Nah, it is filth fever, and others have been involved with a brawl. Others have been poisoned by snakes. There were about to head to the mininig storehouse, but never did, 5 acolytes where there and now they are slime molds, sad we have to kill them, but important stuff is in there.
You reach a tent You can treat diseases, treat wounds or treat poison with an appropriate spell or an appropriate check. You can all three if you want.


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

"Oh, I have herbal treatments that can help," Eegkokirro says. When they arrive at the tent he brings out a small collection of jars, bottles, and linen wrapped ingredients. "I'm very familiar with poisons, so I'll attempt to heal those. I have tinctures and a variety of roots and flowers that neutralize poisons."

Treat poison: 1d20 + 9 ⇒ (13) + 9 = 22
Natural medicine skill feat allows Nature to be used in place of a Medicine check.


DungeonMaster

Eegkokirro successfully treats the poison, you can try for the others if you want.


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

Mok has no use for coins, so he gives them to the rest of the group. With no personal skill with healing, the orc stands aside to let those with such skills room to work.


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

I'll roll to help move things along. :-)

Looking at the wounds and injuries of some of the others seeking treatment, Eegkokirro realizes there is more he can do. The grippli applies an ointment of dried mushrooms and roots that help reduce infections. "Why were you fighting? If you can tell me without getting agitated, that is."

Treat wounds: 1d20 + 9 ⇒ (1) + 9 = 10

Oh no!


DungeonMaster

There were some bullies Eegkokirro, you have a hero point.


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

Thanks GM DoubleGold for reminding me. I'll use it to reroll.

Treat wounds: 1d20 + 9 ⇒ (10) + 9 = 19


DungeonMaster

Alright you treat wounds and the last one is solved as medicine is found.ready to head into the mining storehouse, we need you get rid of the slime molds so we can get the stuff thanks.


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

As Kisharn also has no medical skill or spells, he'll do little more than fetch and carry and try to use his diplomatic and performance skills subtly to raise people's spirits.

Still, he's visibly relieved to turn towards the storehouse and a problem he's somewhat more capable of dealing with.


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

"I'm looking forward to using this in a fight," Eegkokirro says patting the club hanging from his belt. He puts his healing supplies back into his backpack. "I want to gain more insight into fighting these creatures before we leave town."

Before leaving town, Eegkokirro would want to buy some herbs and similar things to replenish his healer's kit.


DungeonMaster

eegkokirro can buy what he needs, others can do what they want. They didn't say it had to be done in the next hour, though the townsfolk would appreciate it in the next day or so. Let me know when you're ready to move.


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

Kisharn's upgraded his weapon and bought a few healing potions and elixers, so he's ready to go to the storehouse when others are.


DungeonMaster

You go to the front door of the storehouse, it is a large door, almost like a massive garage door and the building looks huge. You open it by lifting up the door. And there is plenty of outside open space behind you, as well as 6 slings and hundreds of rocks, whatever shall you do?


DungeonMaster

You didn't open the door yet, but that is how you would open the door, would someone like to open the door? Or do you wish to do something else?

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