Zayifid

Garish "Bones" Boulderdash's page

204 posts. Alias of concerro.


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HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I have not logged into the site for over a week, and I don't think its fair to the group. I may or may not ask to come back, but I do know that right now I should not be here, and it is better if I am replaced.

The same messages is going to my other pbp groups also.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

just checking in


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

just checking in


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

Knowing he is not the most diplomatic person, and having no knowledge of rock creatures Bones decides to stay quiet.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"I don't know what that means, and I have never seen a talking stone before."


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

Taking 10 for the egg.

Perception=20
Linguistics=16
spellecraft=16


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"Thanks Istvan. Your efforts are appreciated."

Bones then turns to the others:

"Are you ready to move one?"


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

spell list for today:

1 (2/day) Remove Fear (DC 15), Shield of Faith (DC 15), Bless
0 (at will) Detect Magic, Detect Poison, Stabilize

edit:after we rest.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

Rest it is.....Good idea Istvan.

Who is going to take keep watch?


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I don't care if we return to town or not. My character has not reason to go back right now.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

As for going back to town. I just plan to get some rest before returning back to the cave/cavern/cairn.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I agree with that also.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I will check the treasure, and then decide what I will do in town.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

Did anyone keep track of the treasure we found so far?


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"I don't think I can heal everyone completely, but if anyone needs it come closer."

Channel energy:1d6 ⇒ 2

How is everyone now?


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I thought lighting the torch was my action. I did not even see other post telling me to do something else. Sorry about that.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I was intending to light the torch if I receive it this round. I somehow missed my name being mentioned before.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison
Elvar Potter wrote:
Nope. Do you have flint & steel Bones? 'Cause I'll need to light my own before throwing it to you.

I have my own.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I want to grab the torch and channel energy. I don't know what the action will be on grabbing the torch so my first priority is to channel energy.

If I a move action is enough I would like the torch also.

Channel:1d6 ⇒ 3

Is anyone still in the swarm? It matters because my channeling would heal them also, and I will move back to avoid healing them if nobody is inside the swarm. If someone is I will stay where I am so that whoever is in the swarm gets some healing.

PS:I am aware that my moving removes the chance for me to get the torch.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

good point. I told ya I am new to playing clerics. I will post in the gameplay thread.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

Elvar Bones asked to borrow a torch in the gameplay thread. That decision, assuming you have a torch will determine if he fights or flees.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison
Parnel Grunt wrote:

Sorry. All the climbing, and trap diffusing was not really up Parnell's alley...then I lost my dot somehow. I'll try to pick up the posting, even if it's just to say "Parnell is watching from the back of the group" :)

The strangely quiet Druid raises his hands together in front of him at the hissing horde, and forms a small ball of flame in his hands. He then heaves it at the crawling mass of insects.

1d20+3 Ranged Touch, Produce Flame, Point Blank Shot

1d6+2 Produce Flame Damage...Point Blank Shot

"Hector"! "Do not try to eat these". "They will burn your mouth".

The dot loss is due to the website upgrades. I can't even access my campaign tabs right now. Gary did say these might be issues a day or so ago, but he is trying to fix them.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"Do you have another torch, Elvar?"

Can we use torches to fight them?


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"I can't do anything to help you guys. Everyone should be ready to retreat."


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I am back by the sarcophagus.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

Bones looks to the ranger for answers.

"Well?"


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I thought we had agreed to visit each alcove/hallway in order. That makes them easier to keep track of so we will know where we have been OOC.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

After the wind stops:
"Are you guys alright"?
Bones thinks to himself. "I really hope they are ok."
To anyone that came down with him.
"There has to be a way to bypass whatever is up there. We have found dead bodies here so we know the place is dangerous. Maybe one of them found a way past it before they died however."


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"I hope Elvar is ok. Unless his magic is more powerful than I thought I don't think he can control the wind."


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"You know there is nothing I can do here so I will go down and wait unless you have use of me. I would suggestion anyone else who is not able to participate do the same."

If I use a rope to is it going to be a DC 5 climb check or higher?


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"Well there must be something important behind that door, and hopefully it is valuable. None of us knows what killed our friend at the bottom, nor how to bypass it once we find out what killed him. What we do know is that some type of magic is active so maybe we should investigate the rest of the area, and see if we can find some clues."


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison
GM Fanguar wrote:
@Garish: It depends on the situation, but I usually just lump them all together if it makes sense to do so and if you're taking 20, I assume that you're scouring the area for everything.

ok. If I take 10 I am doing the same thing. :)

For other rolls I will be specific. :)

hiding enemies:

traps/secret doors:

other:

If I need to separate traps/secret doors let me know.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

When we say we are using perception do we have to specify looking for traps, secret doors, and so on or do you assume we are taking care of everything with one roll?


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

Taking 20 on perception gives me a 30. If I don't detect anything I will move up 20 feet, and take 20 again. That puts me within 50 feet of the door.

I then wait to see what the others can find out.

spellcraft:1d20 + 6 ⇒ (1) + 6 = 7

edit:Oh well at least there are other casters in the group.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

How are you going to rule on them pulling me up?


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"I don't climb so well. Now if one of you anchors a rope so I can brace myself off of the wall it might be easier than using the chain. We can also try to find some treasure in this place and get a scroll from that wizard back in town."


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison
GM Fanguar wrote:

Investigating the skeleton under the blue lantern:

** spoiler omitted **

** spoiler omitted **

heal: 1d20 + 8 ⇒ (14) + 8 = 22

perception: 1d20 + 10 ⇒ (7) + 10 = 17

"He feel and that seems to be what killed him. He feel from such a height that my darkvision can't even help."


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

That works for me.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"Well if we can't get by it we will have to come back to it later if anyone can bypass it. We can still explore the rest of the area before going back up top."


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

Referring to the ability to create cold-->"I don't have anything like that.

Is there enough room to walk around the mold?


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

What knowledge check is needed to find out more about the mold?


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I am ready to go on to the next room also.

20 perception again for the next room.

If I say perception 20 without any dice rolls, it means I am taking 10.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

A perception check to investigate the room across from the trap.

Taking 10 equals 20 for perception.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"Harold I think you should wear the armor since you will be up front more than the rest of us. If you don't want it however....."

Bones breaks of the sentence with all to easy to read grin.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"Let me look at that armor."

Spellcraft for the armor:1d20 + 6 ⇒ (14) + 6 = 20


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

As I am walking...
Perception check taking 10=20

edit:This is for when we start moving down the hallway.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"I don't know how to deal with traps so I can't really help you deal with the gas situation. If you want to try to push the stone so we can bypass it that might work. The fact that the area is trapped makes me think something valuable is down there. I would also presume anything else of value will also be dangerous. The question from my point of view is do handle this elevator now or later?"


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

sounds good to me.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"I would suggest not stepping out of the elevator until you sure it is safe. This place is old, and a loose brick falling on your head is also dangerous"


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

perception:1d20 + 10 ⇒ (17) + 10 = 27

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