DM Darkthorne's The Black Phoenix


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Male Dwarf Cleric/1 HPs 10/10

Arvind glares at Smitty mumbling to himself quietly, He's bound to get us in trouble, must speak to him when I get the chance.


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

Perception 1d20 + 4 ⇒ (17) + 4 = 21

"Captain!" I hiss, "There seems to be fresh blood infront of that door!"

I move over the bridge to point out my findings to the captain.


Perception Check 1d20 + 7 ⇒ (14) + 7 = 21

"I see the blood as well Daemon... I wonder what it could mean." Roger sadly still looks a bit green around the gills as it were from the stench of the sewers.


Male Dwarf Cleric/1 HPs 10/10

Arvind follows quietly, watching as the Captain and Daemon talk in hushed tones, picking up the words fresh blood infront of that door. He looks at the door intently, not sure if he should speak, but decides its best to just follow the next orders.


Male Human Fighter 1

Perception 1d20 - 2 ⇒ (10) - 2 = 8

Voem follows the group as best he can, holding his stomach and trying not to spill what's left of his breakfast into the sewer. He hears the others point out blood but is too ill to notice anything.


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

As I get closer to the door I notice that the blood is not as fresh as I first though. I whisper "Not fresh but still..." I trail off into silence again waiting for the captains input.


Male Halfling Master Summoner 5

Perception 1 1d20 + 6 ⇒ (7) + 6 = 13
Schmitty notices nothing on the group perception check.

Once someone points out the blood Schmitty sees it. But while looking at it something else catches his eye...


Male Halfling Master Summoner 5

Schmitty specific perception check 1d20 + 6 ⇒ (15) + 6 = 21

Schmitty walks up to the captain and calmly says. don't look or you may spook it, but something I watching us from that pipe. indicating which pipe with his eyes

While talking to Kilroy Schmitty carefully pulls a dagger out in such a way that the caption can easily notice, but not the inhabitant of the pipe cannot notice.
sleight of hand 1d20 + 7 ⇒ (14) + 7 = 21


Male Halfling Master Summoner 5
Cousin Schmitty wrote:

Schmitty specific perception check 1d20 +6

Schmitty walks up to the captain and calmly says. don't look or you may spook it, but something I watching us from that pipe. indicating which pipe with his eyes

While talking to Kilroy Schmitty carefully pulls a dagger out in such a way that the caption can easily notice, but not the inhabitant of the pipe cannot notice.
sleight of hand 1d20 + 7

In other words I'm not threatening Kilroy, but I want something in my hand in case we're about to get attacked.


Schmitty: You can also do all of that in just one post! Look at the top right of your post for the "Edit" button! ;)

For all encounters, I will roll everyone’s initiative. In this case there will first be a surprise round in which only Schmitty and the rat may act. Everyone may perform free actions, but they are considered flat-footed.

Surprise Round:

@Schmitty: As you pass the pipe, you glance in and see the eyes. You are about to warn the captain when a huge, nasty rat springs from the shadowy pipe towards you, its scabby tail whipping and its needle-like teeth bared…

Surprise Round initiative:
Cousin Schmitty: 1d20 + 9 ⇒ (12) + 9 = 21
Dire Rat: 1d20 + 3 ⇒ (13) + 3 = 16

Dire Rat’s Attack: (Grapple) 1d20 - 1 ⇒ (19) - 1 = 18

This is against your CMD. Because you noticed the rat and it is attempting to grapple you, you may make an attack of opportunity. You may also act out a normal round, or make another attack because your initiative is higher. If the rat is not killed, please make a grapple check (1d20 + your CMB) for dominance of the grapple in round two. If you succeed, you may choose to break the grapple, move you and the rat, inflict damage, or attempt to pin the rat.

Initiative for everyone else:
Arvind: 1d20 + 2 ⇒ (10) + 2 = 12
Connor: 1d20 + 2 ⇒ (12) + 2 = 14
Daemon: 1d20 + 2 ⇒ (13) + 2 = 15
Kale: 1d20 + 3 ⇒ (5) + 3 = 8
Roger: 1d20 + 4 ⇒ (16) + 4 = 20
Voem: 1d20 + 2 ⇒ (18) + 2 = 20

Althos: 1d20 + 3 ⇒ (2) + 3 = 5
Captain Garth Killroy: 1d20 + 2 ⇒ (20) + 2 = 22
Porter: 1d20 + 1 ⇒ (16) + 1 = 17
Rene: 1d20 + 2 ⇒ (13) + 2 = 15

After Schmitty takes action, you may all act in order of initiative.


Male Halfling Master Summoner 5

Suprise round:
Schmitty attempts to stab the rat as it jumps for him
1d20 + 2 ⇒ (4) + 2 = 61d3 + 1 ⇒ (2) + 1 = 3
I'm assuming I don't get sneak attack damage. If I do than add Sneak 1d6 + 0 ⇒ (1) + 0 = 1

Starting combat round:

Schmitty makes a five foot step so that the he is flaking with the Captain.

1d20 + 1 ⇒ (11) + 1 = 121d3 + 1d6 + 1 ⇒ (3) + (3) + 1 = 7

I'm not sure if the captain is holding a weapon or not. I thought he was because we're in the sewer and he's prepared. If not just subtract three from the damage.

My AC is presently 16 (10 +3 Dex, +1 small size +2 Leather Armor)
CMD is 13 (10 +0 BAB,+1 Str, +3 Dex, -1 Small size)


Male Halfling Master Summoner 5

In summary Im grappling a dire rat.


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

I believe Captain Roger and Voem are next


So we have to wait to post so it appears in initiative order?


Round 1 Action:

Seeing the rat grab onto the halfing, Roger laughs, walks up, and attempts to kick the rat off the halflings face.

1d1d20 + 4 ⇒ (18) + 4 = 22, Damage Roll 1d6 + 2 ⇒ (1) + 2 = 3


Male Halfling Master Summoner 5
Roger McCuen wrote:

Round 1 Action:

Seeing the rat grab onto the halfing, Roger laughs, walks up, and attempts to kick the rat off the halflings face.

Attack Roll 1d20+4, Damage Roll 1d6+2

Dire Rat. It's the size of a dog.


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

I rush over to Schmitty to assist with the rat.

I will attempt to flank if able

Aid another 1d20 + 1 ⇒ (5) + 1 = 6


Heading out to Vacation, I will return Sunday! See ya guys then


Male Dwarf Cleric/1 HPs 10/10

Round 1

Arvind, sees the rat attack Smitty, but with plenty of help getting to him, "Where's there's one, there's another." he growls. He looks around expecting more to follow. He pays particular attention the pipe from which the last one emerged, yet his eyes and ears seem to be drawn to the fight going on in their midst.

Perception 1d20 - 1 ⇒ (3) - 1 = 2

Sorry I didn't post earlier, but only just read the discussion thread.


Please see the battlemap. Sorry this took a while. As soon as everyone posts, I will make a post saying what happened in that round.


Male Human Fighter 1

Round 1

Finally gaining awareness of his surroundings, Voem draws his sword and bends his knees slightly before jumping behind Rogor

Acrobatics 1d20 + 2 ⇒ (8) + 2 = 10

Move to J8

Unable to make a swipe at the rat, Voem whistles in an attempt to calm Schmitty and the rat.

Perform 1d20 + 1 ⇒ (1) + 1 = 2


Surprise Round Summary:

Initiative:
Cousin Schmitty: (21) (Resolved)
Dire Rat: (16) (Resolved)

@ Schmitty: You see the rat and swing at it as it jumps, but miss. The rat pounces on you and you both fall to the ground.

The surprise round is resolved.

Round 1 Summary

@Schmitty: You try to slash at the rat, but your arm is knocked away by its bald, whipping tail.

The captain (F8) sees the rat pounce on Schmitty and he calls out, pointing to the scene on the other side of the bridge and drawing his shortsword. Watch out! Get that rat off him! Delay Turn.

@Voem: You jump across the small gap and land back on the pathway. You draw your sword and try to whistle, but are only able to produce a thin stream of air. Neither Schmitty nor the rat takes any notice.

@Roger: You see the rat on Schmitty and run up, kicking it in the ribs.

Porter (M6) sees the rat, but is blocked from helping because Althos stands in the way. He draws his axe and prepares to fight. Delay turn.

The Dire Rat digs its hind claws into a crack in the stone and rolls towards the edge of the walkway…

Grapple (Movement): 1d20 + 4 ⇒ (19) + 4 = 23
ATTN: Schmitty: The rat is rolling towards the hole in the floor. Please make a CMB grapple check with a +4 bonus.

@Daemon: You are able to navigate through the people and try to get a hold of some of the rat’s mangy fur, but it slips through your fingers. “Aid Another” is too vague. Please state the action you want to perform.

Rene (F9) drops his torch and motions with his hands towards the rat and Schmitty. Magus Iaculum! he says as a bolt of white light bursts from his tip of his index finger. It flies through the air, diving around everyone and striking the rat in the back.

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

Connor reacts, drawing his hunting knife as he moves in to help. Move to I7

@Arvind: You do not see any other rats at the moment.

Kale cannot see around the rest of the people on the bridge, and decides it is best to wait rather than cast a spell that might endanger the others in the way. Delay turn.

Althos (L6) is very surprised by the sudden appearance of the rat, and fumbles with his belt loop trying to get his mace out. He finally gets it out and swipes at the rat’s backside.

Heavy Mace: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Critical: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Initiative:
Arvind: (12) (Resolved)
Connor: (14) (Resolved)
Cousin Schmitty: (21) (Resolved)
Daemon: (15) (Resolved)
Kale: (8) (Resolved)
Roger: (20) (Resolved)
Voem: (20) (Resolved)

Althos: (5) (Resolved)
Captain Garth Killroy: (22) (Resolved)
Porter: (17) (Resolved)
Rene: (15) (Resolved)

Dire Rat: (16) (Resolved)

Round 2

Initiative:
Arvind: (12) (Unresolved)
Connor: (14) (Unresolved)
Cousin Schmitty: (21) (Unresolved)
Daemon: (15) (Unresolved)
Kale: (8) (Unresolved)
Roger: (20) (Unresolved)
Voem: (20) (Unresolved)

Althos: (5) (Unresolved)
Captain Garth Killroy: (22) (Unresolved)
Porter: (17) (Unresolved)
Rene: (15) (Unresolved)

Dire Rat: (16) (Unresolved)


Male Halfling Master Summoner 5

ROUND 2
CMB to avoid going in the hole with the rat 1d20 + 4 ⇒ (19) + 4 = 23

If opportunity arises I'm going to try to stab it with my dagger (already in hand) as it leaves my threat range

1d20 + 2 ⇒ (14) + 2 = 161d3 + 2 ⇒ (2) + 2 = 4


Round 2

Roger stares at the giant rat, and grimly punches and kicks it in quick succession.

Flurry of Blows
Attack 1: 1d20 + 3 ⇒ (17) + 3 = 20 / Damage 1d6 + 2 ⇒ (3) + 2 = 5
Attack 2: 1d20 + 3 ⇒ (12) + 3 = 15 / Damage 1d6 + 2 ⇒ (4) + 2 = 6


Male Dwarf Cleric/1 HPs 10/10

Round 2

Arvind stays where he is, peering into the sewers, taking a position to defend the backs of his allies. In one hand a flail swings lazily, ready to battle any more vermin that appear, whilst on his other arm, a shield is ready to defend against their nasty teeth.

Ready action to move and engage with his flail any other vermin or threat that might appear.


Male Human Fighter 1

Round 2

After unsuccessfully whistling, Voem decides to stay where he is, as he is unable to get reach the dire rat with his sword. He looks around the sewer as best he can, searching for any more rats that may appear.

Perception 1d20 ⇒ 9


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

Round 2

I attempt to assist Schmitty with the rat grappling him.

Grapple 1d20 + 1 ⇒ (7) + 1 = 8


Round 2.5

Initiative:
Arvind: (12) (Unresolved)?
Connor: (14) (Unresolved)
Cousin Schmitty: (21) (Resolved)
Daemon: (15) (Unresolved)?
Kale: (8) (Unresolved)
Roger: (20) (Unresolved)?
Voem: (20) (Unresolved)?

Althos: (5) (Unresolved)
Captain Garth Killroy: (22) (Unresolved)
Porter: (17) (Unresolved)
Rene: (15) (Unresolved)

Dire Rat: (16) (Resolved)

I will make an in-between post because it may affect your actions. If you would like to do something else in your turn, you may retcon.

Schmitty/Grappling rules:
A creature takes a -2 Penalty on all attack and CMB checks if they are not to grapple. A humanoid creature that doesn't have two free hands takes a -4 penalty on all grapple checks.

@Scmitty: You try your best, but the rat is simply too crafty and before you can gain footing, you realize to your horror that you are falling with the rat over the edge of the walkway, down into the hole in the floor.

Please make a DC 15 Fly or Acrobatics check to turn in midair so that you are on top. If you fail you take 1d6 ⇒ 4 damage. Succeed, and you take no damage.

Schmitty:
As you fall into the darkness, you are able to free your arm and sink your dagger into the flesh of the rat. It lets out a squeak and falls limp. You hit the ground with a splash and a thud, your torch being extinguished by the putrid wet slop you are now lying prone in. You can see the flickering light of the group’s torches above you through the liquid waste pouring through the hole, but other than that it is dark on all sides. DC 15 Fortitude to avoid being sickened the next two rounds

@All: You see the rat and Schmitty squirming and writhing, and then, before you can say “Rat Poison,” they are both falling into the darkness of the hole in the center of the tunnel intersection. You see Schmitty free his arm and sink his dagger deep into the chest of the rat as he falls. A second later, you hear a thud and a splash that you can only be glad you did not make yourself.

Please feel free to change your action if you feel it has become ineffective.


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

My attempt to grapple the rat turns into a grab for Scmitty just before he falls. I miss and watch him fall. "Does anyone have a rope? I need to see if he is injured and we need some people down there to make sure he isn't about to be attacked!"


Round 1

The Captain sees Schmitty fall and curses. What in the double devil hells!?
He turns and descends the stairs behind him in all haste after beckoning for you all to follow. Come on, let's go!


Roger follows the captain.


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

I quickly follow the captain as well.


Male Dwarf Cleric/1 HPs 10/10

Arvind goes over to the hole, looking down to Smitty he says, "Stay there, we'll be down in a minute I think, the captain is leading us down the stairs." He then hurries after the captain.


Male Halfling Master Summoner 5

Acrobatics to avoid falling damage 1d20 + 6 ⇒ (3) + 6 = 9

Schmitty tumbles through the air trying to shift his weight in time, but he over compensates and lands painfully on his shoulder in the dark

Falling damage 1d6 ⇒ 6

F#%*! Schmitty screams loudly from the bottom of the pit. Anyone at the top hears him easily. (dm approval)

fortitude to avoid being sickened 1d20 + 3 ⇒ (11) + 3 = 14

If anyone was still at the top if the pit the next sound they might hear would be violent wretching as the force of the fall combined with the horrid stench causes Schmittys breakfast to eject itself from his belly.


Male Human Fighter 1

Voem peers over the edge of the hole briefly, just in time to hear Schmitty becoming sick at the end for his fall. Voem almost laughs but then tries to imagine himself in such a situation and stifles his laugh. Turning away he quickly follows the group down the stairs.


Male Halfling Master Summoner 5
Arvind "The Hammer" Grunwald wrote:
Arvind goes over to the hole, looking down to Smitty he says, "Stay there, we'll be down in a minute I think, the captain is leading us down the stairs." He then hurries after the captain.

While laying in the filth at the bottom of the pit clutching his injured Arm Schmitty responds to Arvinds comment, though he's speaking to no one in particular.

Yes, I'll just lay here in the filth... Staring at this dead rat ...No rush .. Today is going well *sarcasm*
Schmitty groans quietly to himself.


Male Half-elf Ranger 1

Connor follows the captain down the stairs, calling after Schmitty.

"We're coming, Schmitty!"


Roger stops suddenly from going down the stairs, turns around, and heads back over to the hole. "I completely forgot that I am a damn fine hand at jumping! Hold on, be down in a second!" With that, Roger leaps down the hole, doing his best to use his skills to cushion his fall and NOT land on the halfing!

Acrobatics Check to Fall - 1d20 + 9 ⇒ (4) + 9 = 13 vs DC 15 and I fail by 2.

Using Acrobatics to Fall:

Falling: When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See the falling rules for further details.

IE If this is only a 10 foot deep pit and I beat the DC I take no damage and land on my feet.


Round 2 Summary

Initiative:
Arvind: (12) (Resolved)
Connor: (14) (Resolved)
Cousin Schmitty: (21) (Resolved)
Daemon: (15) (Resolved)
Kale: (8) (Resolved)
Roger: (20) (Resolved)
Voem: (20)(Resolved)

Althos: (5) (Resolved)
Captain Garth Killroy: (22) (Resolved)
Porter: (17) (Resolved)
Rene: (15) (Resolved)

Dire Rat: (16) (Resolved)

@Roger: You jump down to rescue Schmitty, but the floor under the sewage is slick, and your feet slip out from under you as soon as they meet the ground. You, too, fall prone in the disgusting sludge. You take 1d6 ⇒ 3 damage. Please make a DC 15 Fortitude or be sickened the next two rounds.

@Schmitty: You lie in the sewage next to the dead rat for a moment before Roger joins you, falling into the slop as well.

@Schmitty and Roger: To your relief, you see a light appear shortly and the Captain comes out of a doorway on one of the walkways, followed by the rest of the party.

The captain comes down the stairs quickly, poking his head out and peering to both sides before stepping out. You two! Get up and get outta there, I’d say quick! He beckons for the rest of you to follow, and looks around warily.

Everyone Else: You come out at the bottom of the stairs into an area much like the one you just came from, except there is a hole in the ceiling and none in the floor. Schmitty and Roger lie in the center, surrounded by curtains of chunky, greenish, liquid that fall from the hole in the ceiling. There are four passageways here as well, but they head off diagonally in relation to the tunnels upstairs.

DC 15 Perception Check:
You are able to hear more skitterings and small squeaks over the splashing of the sewage waterfall, but they appear to be coming from the other side of the center and you can see nothing.


Male Half-elf Ranger 1

Perception check 1d20 + 8 ⇒ (9) + 8 = 17

Connor looks across the area over Schmitty and Roger.

If you two can get up, I would. I hear something on the other side there.

Connor draws his crossbow, squinting into the darkness.


Male Dwarf Cleric/1 HPs 10/10

Arvind readies his shield and takes a defensive stance with his sword, peering into the blackness, his eyes adjusting to the dark. "Them sounds can't be too close, cos I don't see no movements, but I'd get over here quick like what Connor says" says the half-orc, preparing himself for more trouble, as his eyes look out seeking the heat signatures of any creatures coming his way.

Perception 1d20 - 1 ⇒ (19) - 1 = 18


Fort Save - 1d20 + 4 ⇒ (18) + 4 = 22, Current HP 3/10

Roger stands, a bit shaky. "Blasted sewer goo!" He then turns green briefly, but manages to hold it back this time. Roger then realizes that his ankle is swollen pretty badly, and he limps a bit but manages to keep up the pace to get back to the ground.


Male Halfling Master Summoner 5

Perception 1d20 + 6 ⇒ (1) + 6 = 7

At Kilroys bidding and Connors warning Schmitty pulls himself out of the sludge and rejoins the group. Wincing as he moves and cradling his left arm Schmitty looks pretty banged up.


Male Half-elf Ranger 1

Keeping a close eye on the other side of the area, Connor puts away his crossbow and extends a hand to Roger and Schmitty, who look hurt and in need of help.


Male Halfling Master Summoner 5
Connor O'Hoolihan wrote:
Keeping a close eye on the other side of the area, Connor puts away his crossbow and extends a hand to Roger and Schmitty, who look hurt and in need of help.

Schmitty accepts the help gratefully. His small frame easily being lifted to it's feet with Connors assistance.


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

"You both look pretty bad. Come here and I will see what I can do about it."

I reach out and touch each one in turn. "curatio" white light glows down my arm allowing spectators to see the bones in my arm and hand through my skin and discharges from my hand into Roger and then Schmitty. Flowing into them and coalescing around their injuries, setting bones and causing swelling to instantly go down. After the spectacle I seem a little more tired then I was a second ago.

Heal Roger 1d8 + 1 ⇒ (7) + 1 = 8

Heal Schmitty 1d8 + 1 ⇒ (8) + 1 = 9


Male Halfling Master Summoner 5
Daemon Son-of-none wrote:

"You both look pretty bad. Come here and I will see what I can do about it."

I reach out and touch each one in turn. "curatio" white light glows down my arm allowing spectators to see the bones in my arm and hand through my skin and discharges from my hand into Roger and then Schmitty. Flowing into them and coalescing around their injuries, setting bones and causing swelling to instantly go down. After the spectacle I seem a little more tired then I was a second ago.

Heal Roger 1d8+1

Heal Schmitty 1d8+1

As the white light fades Schmittys wounds visibly fade though he is still covered in foul liquid. His appearance looks very comparable to a wet rat.

That was more than a little embarrassing. Thanks for fixing me up Daemon.


Male Human Fighter 1

Perception 1d20 ⇒ 14

Voem thinks that he may hear something and decides that the rat laying next to Schmitty is doing the squeaking. Giving it a swift kick to make sure it is dead, Voem turns to the captain. "Where too now? This can't be a good place to stay."


Roger visibly looks better after the healing, and stands straighter. "Thank you Daemon." Looking around, Roger frowns. "Why would anyone ever come down here?!"

HP 10/10 thanks to Daemon


Male Dwarf Cleric/1 HPs 10/10

"Only reason I can see, Roger, is to rescue the poor souls who fall down through holes." says Arvind smiling at Smitty and chuckling softly to himself.

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