Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) It's kind of hard for a PbP to make any sense whatsoever if the monsters are on round 4 when the players are still getting around to round 2. The fact that the descriptions of the actions are rather uninformative don't help much as does the lack of a map. To be quite honest, since I have entered this room I barely had had any idea of what has been going on. I would rather die of a legitimate combat rather that confusion caused by incoherent posts.
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) So if I understand correctly,. the critter is in the air and flying now? I need to know before I decide an action.
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) Then I don't see this going well. 5d6 is pretty harsh damage.
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) He said once we rested, we would be 3rd. Not sure if we rested or not.
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) one question, is this combat before or after we leveled to 3rd?
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) Bish will drop the bow, grab the bastard sword, rage and swing it at the snake (which might not be the best idea being metal and all). power attack to hit: 1d20 + 11 ⇒ (1) + 11 = 12 miss
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "Well yeah, a phased plasma rifle with optronic sights is easier, sure, but this really ain't hard. "
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) Single shot. (NE corner I guess- there is no map for our room that I can find.) to hit: 1d20 + 7 ⇒ (19) + 7 = 26 damage: 1d8 + 7 ⇒ (8) + 7 = 15 "Hmm, this archery thing is pretty easy Veld. I can see why you'd do it. "
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "Hey, we're not doing a circular firing squad here joker!" and he will move to the side to not be directly opposite Karn.
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "How about I just back away. I really don't want to have to go through taking off the armor, and armoring up again. " and he will back away to the other side of the room.
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) Bishnu will be taking the bastard sword, the adamantine falcata and the warhammer he as been wielding. Then I think we were going to rest for a spell.
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) Actually Ghost touch is only a +1 ability offensively. It is a +3 ability on armor/shields.
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "Let me get into position in case it manages to get out. " and he will heft the hammer he used before and get in a position to smash anything which leaps clear of the chest.
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) OK, i know what furious and conductive are, but I'm a bit fuzzy on runic and 'of power' as abilities. I'll be inclined to take the adamantine falcata and the bastard sword myself and possibly the hammer since it does have furious on it.
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) 1. Falcata
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) Is it possible to consider fancy special materials on the weapons? (like adamantine for example)
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "Just ignore him Avizzi, he likes to be like that. I think it makes up for something he was subjected to as a kid. If you gripe it just encourages him. "
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "You got any idea what this hammer does? Well I mean other than being a hammer of course. " and he will proffer it to the crazy robot.
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "Thank you captain obvious. Did you notice that your water was wet too?"
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "Nag, nag, nag. I heard you with that the last three times. Can we address what we're doing now?"
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) Bish is down 10 right now (mostly from 'friendly' fire). "I'm not really feeling so hot right now. Think it might be time for a break? Does this room seem securable?"
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "Doesn't anything just go in anything close to a sane fashion in this dump? Did I mention this was not the right place to plan a retirement?"
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) Ok, just curious. I generally use the 'level up when it suits the adventure' method myself. Saves me the accounting.
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) Two things:
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) reflext save: 1d20 + 3 ⇒ (17) + 3 = 20 "What the hells was that?!?"
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) round 6 HP 10/23 to hit: 1d20 + 9 ⇒ (9) + 9 = 18 damage: 1d8 + 9 ⇒ (5) + 9 = 14
That was really gonna miss wasn't it?
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) round 5
to hit: 1d20 + 9 ⇒ (19) + 9 = 28 damage: 1d8 + 9 ⇒ (2) + 9 = 11 miss changce: 1d100 ⇒ 80
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) round 4
and he will move over to engage the last one. to hit: 1d20 + 9 ⇒ (4) + 9 = 13 miss
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "Even blown up this damn thing won't go down. to hit: 1d20 + 8 ⇒ (19) + 8 = 27 damage: 1d8 + 9 ⇒ (7) + 9 = 16 plus any magic
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) reflex save: 1d20 + 3 ⇒ (12) + 3 = 15 "Oww, what the hell do you mean could have been bad you just blew me up you damned lunatic! You won't live operate day if that happens again. "
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) Bish will hammer away at his skeleton some more: Since he got hit, raging seems like a good idea.
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "Ok, now I'm left wondering what kind of joker decided to program an insane AI. "
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) Oh yeah forgot the miss chance: miss chance: 1d100 ⇒ 78
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) Bish hefts the warhammer and uses it to swing at the skeleton that harmed him. power attack
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) There are plenty of things which look like skeletons but are a bit more to handle.
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) He will see if he can find a one handed bludgeoning weapon from the rack to use. Then wait for the set up and grab it when things start. time for edit
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "Umm, I guess. You sure those explosives won't leave us as stains on the walls in this enclosed space?"
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "Hmm, well if you put it that way, I guess maybe your plan is more prudent. I think shooting down the shaft at them after pulling up a weapon to see if they animate would be the way to go. It's got the quickest payoff for least effort. "
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "Uhh, yeah. Right. Bishnu here. All purpose bot eh? Ok, just stay out of the way and don't get broken. This place is a train wreck that we're stuck watching. " and back to Velden "Yeah, I think we can just break the skeletons before they can do anything and we're golden. Then we can take all the nice toys. "
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) to Velden"Doesn't that seem like a lot of work for just a couple skeletons? Couldn't we just start smashing them before they move?" and to the robot
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) Given that we've seen animate skeletons before(iir), do I see a bludgeoning weapon on the rack?
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "Yeah, I understand, you get grumpy without your naptime. We'll see about getting you some warm milk and quiet time. "
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "Let me get some light on this situation. " Bish pulls out his electric torch from his pack to illuminate the room (techy version of ever burning torch in my deluxe dungeoneering kit), he then hangs it on his shield and picks the shield back up in case. Then he will move around the room checking it out with Jellena. perception: 1d20 + 6 ⇒ (14) + 6 = 20 "Geez Velden, what do you think it is? Naptime? You didn't even bring your blankie. Get up and search this room. There might be something interesting in here. "
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) "Well I guess it's down the hole then. Maybe if I'm lucky I'll land on Velden. " and he will move over and lower himself down the rope.
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) Bish will head back over to the opening door and try to give them a hand with it. reflex: 1d20 + 3 ⇒ (16) + 3 = 19
"I don't see Velden in here, but he might have fallen down the pit over yonder. "
Male
skills: human Gestalt Barbarian/Fighter 2 Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4 vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 ) perception: 1d20 + 6 ⇒ (16) + 6 = 22 "Hey, something just happened. I don't hear Velden in there anymore. He was hopping around and shooting. Something might have happened to him. " wisdom: 1d20 + 1 ⇒ (1) + 1 = 2 and he will move back towards the doorway to see what is up.
|