The Slithering (Inactive)

Game Master DoubleGold

Map is up


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

Eegkokirro nods at the others and opens the door to the storehouse. He steps to the side so he can club any oozes that rush forth.


DungeonMaster

Eegkokirro opens the door and all the slimes are really really far away, like 90 feet. And there is hundreds of open space behind you all. And the slimes move at a space of 15, so 45 each triple move round and you all have slings with an unlimited supply of rocks that do blunt damage, whatever shall be the plan? You level up after this and the fights from here on out in the next chapter are not slimes, So I'm trying to give hints as to what you would do so you can't state your plan and I can bypass this very long combat. Slimes take forever to kill if you don't have the character build to deal with them, and That would drag the PBP game on for weeks every time there is a fight.


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

Eegkokirro says, "Slings are better than clubs right now." He switches between his weapons and starts to spin the sling. "i'll attack that one" he says, pointing.

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

Actions when it's his turn
1 action: ranged attack
1 action: reload
1 action: ranged attack

Ranged attack: 1d20 + 13 ⇒ (5) + 13 = 18
Damage if needed: 1d6 ⇒ 1
Ranged attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage if needed: 1d6 ⇒ 3

GM, thank you for your suggestions and help.


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

Kisharn will follow suit.
"Yeah. Pick one. Lure it out. Stay out of range and just keep hitting it and falling back."
Should be able to take them all out without risk.


DungeonMaster

Okay, you defeat the slimes easily.
You find nothing of interest in the warehouse even if you searched it for an hour.
You return to Abayone
Abayone gives a grim laugh. “So, those who would release the curse upon their enemies have fallen victim to it themselves? Such is the price of malice. But this curse is spreading, and Kibwe is plainly in danger. Fortunately, those who built this city made many preparations to save it.“The statues on the walls and columns around the city are the Pillar-Watchers. They are old, old magic. Some we understand; others we do not. There is an abandoned archive, built even before Kibwe was merely a provincial capital in a large empire. It was called the Archive of the Sun—and still is, I suppose! There is a Pillar-Watcher inside it with the head of an eland. It is called Cursebreaker, and its function is to obliterate any curse that would threaten the city. It will work to stop the spread of this slitheringcurse. You must go to the Archive of the Sun to find and activate Cursebreaker.
Level up to level 12


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

I'm going to assume we're actually levelling to 6, not 12, as much fun as that would be.


DungeonMaster

Yes, level 6, for some reason I'm thinking this is high level. Been playing ruby phoenix where you start high level.


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

Kibwe Lore: 1d20 + 10 ⇒ (9) + 10 = 19

"Archive of the Sun?" Eegkokirro repeats and starts to think about what he knows of the Archive of the Sun. "Hmmm, so find the Pillar-Watcher with an eland head. Cursebreaker. Abayone, do you know how to activate Cursebreaker?"


DungeonMaster

Eegkokirro doesn't find out any additional info, but with that you travel to the Archive of the Sun.
The Archive of the Sun is an impressive building made of ancient stone abutting the city wall. Its entry is a square tunnel in the structure’s south side. A single door to the west and a double door to the east are set deep in the shadows of this entry. You can search this area if wish, but there is nothing of interest here and go right or left


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

"The sun rises in the east," Eegkokirro says they stand with the choice of two doors. "I say we start with the eastern doors." He knocks on the doors with the end of his mace.


DungeonMaster

Sorry, missed that you had posted
You check the eastern doors, they are locked. You knock and no answer.


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

"Well, the sunset doors then," Eegkokirro says as he walks to the western door. If it is locked as well, he'll get out his lockpicks and, after checking for traps, attempt to open the eastern doors.

Thievery to unlock eastern doors: 1d20 + 12 ⇒ (19) + 12 = 31


DungeonMaster

You enter the Welcome chamber. B3
This large chamber has double doors leading north and
west. The southeast corner is filled with rubble, indicating
that part of the building has collapsed.
Everyone is on slide 2 by the way, room b3 Perception checks please


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

Perception: 1d20 + 12 ⇒ (19) + 12 = 31

"I wasn't expecting that," Eegkokirro whispers pointing to the rubble. "Should we search it?


DungeonMaster

Eegkokirro spots a pit trap in the middle of the room. He also see lots of dust fly up into the air and then disappear in the air before hitting the ground even though it is highly dense. Almost like the dust touched something that wasn't there and disappeared on contact.


DungeonMaster

Alright, so what do you all do? Disable the pit trap, go around it, detect magic? Mess around with the dust?


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

"Do you sense any magic Lani?" Eegkokirro asks. "Did you see the dust Kisharn, Mok? It disappeared."

The grippli takes a sling bullet and tosses it into the air where the dust disappeared.

After seeing what happens he says, "I'll try to disable the trap now. Be ready to jump in case the pit is bigger than I think."
Thievery: 1d20 + 12 ⇒ (16) + 12 = 28


DungeonMaster

The bullet bounces off of something, you see it ricochet in mid air and jump back a foot. that is enough to disable the trap, but you threw the sling bullet first and disabled the trap second? Do you still wish to disable the trap? Map See slide number 2, you are in B3.


DungeonMaster

Alright, so Eegkokirro disables the traps and the invisible thing is a giant locker on the other side, as it appears after he disable the traps. The locker opens and you can see in it, it is a portal on the other side, like some extradimensional space, but you can't see in it. Maybe something will come out, maybe it is worth exploring. Do you ready actions, go to the locker, explore inside, etc?

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