-
Round 5 fighto!
29: Ruby Skelly, Emerald Skelly
27: Solo (cd 11 rounds), Vladeshi (cd 11 rounds)
23: Ketaro (down 31 hp, cd 11 rounds), Merc Captain (down 31 hp + 6 non lethal, cd 11 rounds)
20: Robot 1 (down 32 hp)
19: Cleric (down 12 hp + 6 non lethal), Spider 1, Spider 2
18: Oslecamo (cd 12 rounds)
17: Merc 3 (down 25 hp non lethal, cd 11 rounds), Sapphire Skelly
16: Robby
15: Giant Skelly Minion
14: Risada (cd 11 rounds)
13: Robot 2 (down 14 hp)
9: Twist (down 45 hp)
giant skelly weighs in Rolled 1d20+13 : 12 + 13, total 25
Rolled 1d20+8 : 6 + 8, total 14
as does robot 2 Rolled 1d20+11 : 5 + 11, total 16
Rolled 1d20+11 : 18 + 11, total 29
the tree uses said spell like effect on cleric again prompting her to save Rolled 1d20+9 : 8 + 9, total 17
-
robot 2 gets in a hit
Rolled 1d8+6 : 3 + 6, total 9
cleric is required to make secondary save Rolled 1d20+6 : 1 + 6, total 7
-
The CLeric dies as a shadowy tentacled darkness envelops her
Round 6 fighto!
29: Ruby Skelly, Emerald Skelly
27: Solo (cd 10 rounds), Vladeshi (cd 10 rounds)
23: Ketaro (down 31 hp, cd 10 rounds), Merc Captain (down 31 hp + 6 non lethal, cd 10 rounds)
20: Robot 1 (down 27 hp)
18: Oslecamo (cd 12 rounds)
17: Merc 3 (down 25 hp non lethal, cd 10 rounds), Sapphire Skelly
16: Robby
15: Giant Skelly Minion
14: Risada (cd 10 rounds)
13: Robot 2 (down 9 hp)
9: Twist (down 76 hp)
The skellie attack again Rolled 1d20+5 : 3 + 5, total 8
Rolled 1d20+5 : 13 + 5, total 18
robot 1 attacks Rolled 1d20+11 : 18 + 11, total 29
Rolled 1d20+11 : 7 + 11, total 18
the spiders will disappear on the clerics turn
-
robot 1 gets a hit in
Rolled 1d8+6 : 1 + 6, total 7
and were back to robby who notices the dead clerics wand...
-
A sonic wand, eh? Mustave tries again, throwing the rock at the tree -> 1d20+13
Rolled 1d20+13 : 15 + 13, total 28
He then moves 30 feet toward the cleric to get the wand.
-
This time it hits. 2d8 damage sound fairr?
-
2d8 damage sound fairr?
Maybe.
I have no idea how much a rock that big weighs. I know page 303 of the DMG has rules for falling objects dealing damage, but I'm not sure if that's applicable. It doesn't gain it's full size until it hits the tree. I guess it depends on if it hits any branches on the way down.
-
we'll go wit 5d6
Rolled 5d6 : 5, 1, 3, 5, 6, total 20
-
giant skelly soldiers on
Rolled 1d20+13 : 1 + 13, total 14
Rolled 1d20+8 : 2 + 8, total 10
as does robot 2 Rolled 1d20+11 : 11 + 11, total 22
Rolled 1d20+11 : 11 + 11, total 22
the tree casts something at Mustave prompting him to make a willpower save
-
the tree casts something at Mustave prompting him to make a willpower save
Will = 1d20+6
Rolled 1d20+6 : 11 + 6, total 17
-
(I'm guessing not enough.)
-
You are correct he just missed, but see the chattin thread. I just remembered Fear is a Cone.
-
You are correct he just missed, but see the chattin thread. I just remembered Fear is a Cone.
OOC: Mustave can be hit by fear effects, but he is immune to compulsion effects because of Harlequin's Mask (https://dnd-wiki.org/wiki/Jester_(3.5e_Class)#Harlequin.27s_Mask). I don't know what the effects in question are.
-
Round 6 fighto!
29: Ruby Skelly, Emerald Skelly
27: Solo (cd 9 rounds), Vladeshi (cd 9 rounds)
23: Ketaro (down 31 hp, cd 9 rounds), Merc Captain (down 31 hp + 6 non lethal, cd 9 rounds)
20: Robot 1 (down 22 hp)
18: Oslecamo (cd 9 rounds)
17: Merc 3 (down 25 hp non lethal, cd 9 rounds), Sapphire Skelly
16: Robby (Fear 9 rounds)
15: Giant Skelly Minion
14: Risada (cd 9 rounds)
13: Robot 2 (down 4 hp)
9: Twist (down 76 hp)
the skellies give it their all Rolled 1d20+5 : 13 + 5, total 18
Rolled 1d20+5 : 12 + 5, total 17
robot 1 valiantly sallies forth Rolled 1d20+11 : 15 + 11, total 26
Rolled 1d20+11 : 2 + 11, total 13
Robby is panicked, drops whatever he is holding and flees
sapphire skelly weighs in Rolled 1d20+6 : 9 + 6, total 15
robot 2 Rolled 1d20+11 : 15 + 11, total 26
Rolled 1d20+11 : 3 + 11, total 14
-
they all mis (wtf) and the tree casts a spell at merc captain
Rolled 1d20+6 : 15 + 6, total 21
fort savein case he fails Rolled 1d20+11 : 6 + 11, total 17
-
Round 7 fighto!
29: Ruby Skelly, Emerald Skelly
27: Solo (cd 9 rounds), Vladeshi (cd 8 rounds)
23: Ketaro (down 31 hp, cd 8 rounds), Merc Captain (down 31 hp + 6 non lethal, cd 8 rounds)
20: Robot 1 (down 22 hp)
18: Oslecamo (cd 8 rounds)
17: Merc 3 (down 25 hp non lethal, cd 8 rounds), Sapphire Skelly
16: Robby (Fear 8 rounds)
15: Giant Skelly Minion
14: Risada (cd 8 rounds)
13: Robot 2 (down 4 hp)
9: Twist (down 76 hp)
the skellies give it their all
Rolled 1d20+6 : 20 + 6, total 26
Rolled 1d20+6 : 1 + 6, total 7
Rolled 1d20+6 : 12 + 6, total 18
both robots
Rolled 1d20+11 : 9 + 11, total 20
Rolled 1d20+11 : 12 + 11, total 23
Rolled 1d20+11 : 9 + 11, total 20
Rolled 1d20+11 : 17 + 11, total 28
-
roll for crit confirmation for skelly
Rolled 1d20+6 : 5 + 6, total 11
last 2 rounds of giant skelly since i forgot him Rolled 1d20+13 : 7 + 13, total 20
Rolled 1d20+8 : 17 + 8, total 25
Rolled 1d20+13 : 19 + 13, total 32
Rolled 1d20+8 : 14 + 8, total 22
-
damage
Rolled 2d6+4 : 4, 1 + 4, total 9
Rolled 2d8+8 : 8, 3 + 8, total 19
Rolled 1d8+6 : 3 + 6, total 9
the tree flips out, attacking the merc, merc captain and robot 1
Rolled 1d20+24 : 16 + 24, total 40
Rolled 1d20+24 : 2 + 24, total 26
Rolled 1d20+24 : 12 + 24, total 36
-
Rolled 2d8+14 : 4, 3 + 14, total 21
Rolled 2d8+14 : 5, 5 + 14, total 24
Rolled 2d8+14 : 5, 6 + 14, total 25
-
Round 8 fighto!
29: Ruby Skelly, Emerald Skelly
27: Solo (cd 7 rounds), Vladeshi (cd 7 rounds)
23: Ketaro (down 31 hp, cd 7 rounds), Merc Captain (down 55 hp + 6 non lethal, cd 7 rounds)
20: Robot 1 (down 38 hp)
18: Oslecamo (cd 7 rounds)
17: Sapphire Skelly
16: Robby (Fear 7 rounds)
15: Giant Skelly Minion
14: Risada (cd 7 rounds)
13: Robot 2
9: Twist (down 113 hp)
Merc 3 is crushed, the captain and robot 1 are (astonishingly) still up
skellies go Rolled 1d20+6 : 12 + 6, total 18
Rolled 1d20+6 : 11 + 6, total 17
Rolled 1d20+6 : 14 + 6, total 20
robots go Rolled 1d20+11 : 7 + 11, total 18
Rolled 1d20+11 : 19 + 11, total 30
Rolled 1d20+11 : 14 + 11, total 25
Rolled 1d20+11 : 17 + 11, total 28
giant skelly Rolled 1d20+13 : 19 + 13, total 32
Rolled 1d20+8 : 12 + 8, total 20
-
damage rolls
Rolled 1d8+6 : 8 + 6, total 14
Rolled 1d8+6 : 8 + 6, total 14
Rolled 2d8+8 : 1, 5 + 8, total 14
Rolled 2d8+8 : 7, 4 + 8, total 19
the tree howls in pain and goes all out on robot 1 Rolled 1d20+24 : 17 + 24, total 41
Rolled 1d20+24 : 6 + 24, total 30
Rolled 1d20+24 : 1 + 24, total 25
damage if necessary Rolled 2d8+14 : 4, 1 + 14, total 19
Rolled 2d8+14 : 2, 5 + 14, total 21
Rolled 2d8+14 : 8, 7 + 14, total 29
-
Round 9 fighto!
29: Ruby Skelly, Emerald Skelly
27: Solo (cd 6 rounds), Vladeshi (cd 6 rounds)
23: Ketaro (down 31 hp, cd 6 rounds), Merc Captain (down 55 hp + 6 non lethal, cd 6 rounds)
18: Oslecamo (cd 6 rounds)
17: Sapphire Skelly
16: Robby (Fear 6 rounds)
15: Giant Skelly Minion
14: Risada (cd 6 rounds)
13: Robot 2
9: Twist (down 174 hp)
robot 1 is torn apart
will start turn again tomorrow, after the attack the mec captain suddenly seems lucid
-
the skellies soldier on
Rolled 1d20+6 : 8 + 6, total 14
Rolled 1d20+6 : 6 + 6, total 12
Rolled 1d20+6 : 17 + 6, total 23
the merc captain attacks with a trident Rolled 1d20+18 : 12 + 18, total 30
Rolled 1d20+13 : 10 + 13, total 23
the robots Rolled 1d20+11 : 9 + 11, total 20
Rolled 1d20+11 : 3 + 11, total 14
Rolled 1d20+11 : 14 + 11, total 25
Rolled 1d20+11 : 6 + 11, total 17
and the giant skelly Rolled 1d20+13 : 10 + 13, total 23
Rolled 1d20+8 : 5 + 8, total 13
-
only the merc captain hits
Rolled 1d8+8 : 3 + 8, total 11
-
the tree howls in pain, lashing out twice at the captain and once at robot 2
Rolled 1d20+24 : 17 + 24, total 41
Rolled 1d20+24 : 11 + 24, total 35
Rolled 1d20+24 : 7 + 24, total 31
damage
Rolled 2d8+14 : 7, 6 + 14, total 27
Rolled 2d8+14 : 7, 8 + 14, total 29
Rolled 2d8+14 : 2, 1 + 14, total 17
-
Round 9 fighto!
29: Ruby Skelly, Emerald Skelly
27: Solo (cd 5 rounds), Vladeshi (cd 5 rounds)
23: Ketaro (down 31 hp, cd 5 rounds)
18: Oslecamo (cd 5 rounds)
17: Sapphire Skelly
16: Robby (Fear 5 rounds)
15: Giant Skelly Minion
14: Risada (cd 5 rounds)
13: Robot 2 (down 12 hp)
9: Twist (down 190 hp)
the merc captain is torn apart
skellies do their best Rolled 1d20+6 : 9 + 6, total 15
Rolled 1d20+6 : 3 + 6, total 9
Rolled 1d20+6 : 17 + 6, total 23
as does the robot Rolled 1d20+11 : 1 + 11, total 12
Rolled 1d20+11 : 13 + 11, total 24
as does the giant skelly Rolled 1d20+13 : 3 + 13, total 16
Rolled 1d20+8 : 12 + 8, total 20
-
they all miss and the tree focuses on robot 2
Rolled 1d20+24 : 7 + 24, total 31
Rolled 1d20+24 : 11 + 24, total 35
Rolled 1d20+24 : 1 + 24, total 25
Rolled 2d8+14 : 5, 2 + 14, total 21
Rolled 2d8+14 : 8, 3 + 14, total 25
Rolled 2d8+14 : 6, 8 + 14, total 28
-
Round 9 fighto!
29: Ruby Skelly, Emerald Skelly
27: Solo (cd 4 rounds), Vladeshi (cd 4 rounds)
23: Ketaro (down 31 hp, cd 4 rounds)
18: Oslecamo (cd 4 rounds)
17: Sapphire Skelly
16: Robby (Fear 4 rounds)
15: Giant Skelly Minion
14: Risada (cd 4 rounds)
13: Robot 2 (down 81 hp)
9: Twist (down 190 hp)
robot two is down but not out
skellies Rolled 1d20+6 : 7 + 6, total 13
Rolled 1d20+6 : 3 + 6, total 9
Rolled 1d20+6 : 16 + 6, total 22
robot Rolled 1d20+11 : 14 + 11, total 25
Rolled 1d20+11 : 8 + 11, total 19
giant skelly Rolled 1d20+13 : 8 + 13, total 21
Rolled 1d20+8 : 15 + 8, total 23
-
they all miss and the tree basically obliterates robot 2
Rolled 1d20+24 : 13 + 24, total 37
Rolled 1d20+24 : 9 + 24, total 33
Rolled 1d20+24 : 17 + 24, total 41
Rolled 2d8+14 : 7, 7 + 14, total 28
Rolled 2d8+14 : 2, 4 + 14, total 20
Rolled 2d8+14 : 4, 8 + 14, total 26
-
Round 11 fighto!
29: Ruby Skelly, Emerald Skelly
27: Solo (cd 3 rounds), Vladeshi (cd 3 rounds)
23: Ketaro (down 31 hp, cd 3 rounds)
18: Oslecamo (cd 3 rounds)
17: Sapphire Skelly
16: Robby (Fear 3 rounds)
15: Giant Skelly Minion
14: Risada (cd 3 rounds)
9: Twist (down 190 hp)
skellies again Rolled 1d20+6 : 12 + 6, total 18
skellies again Rolled 1d20+6 : 20 + 6, total 26
skellies again Rolled 1d20+6 : 8 + 6, total 14
giant skelly Rolled 1d20+13 : 8 + 13, total 21
Rolled 1d20+8 : 19 + 8, total 27
-
damage s
Rolled 1d6+2 : 1 + 2, total 3
Rolled 2d8+8 : 8, 4 + 8, total 20
-
The tree screams horribly as it dies, spraying all of you with gallons of black bile. You are now free of it's curse, as is Mustave free of it's spell, standing amidst a mountain of carnage.
And you still have no idea where the hell your employer went...
-
The tree screams horribly as it dies, spraying all of you with gallons of black bile.
Not me. Ha!
You are now free of it's curse, as is Mustave free of it's spell, standing amidst a mountain of carnage.
Is Mustave conscious of which way he ran? Does he recognize this place?
-
"What in the nine hells was that?" Wellesley shudders as he cleans himself with Prestidigitation.
-
The tree screams horribly as it dies, spraying all of you with gallons of black bile.
Not me. Ha!
You are now free of it's curse, as is Mustave free of it's spell, standing amidst a mountain of carnage.
Is Mustave conscious of which way he ran? Does he recognize this place?
Yeah you're back down the hill
-
*sigh*
Mustave starts running back to the group.
-
"...Sorry, did something happen?"
-
"What the hell? What's this black stuff ?"
-
Wellesley will clean anyone who asks for it after he is done cleaning himself. Assume you are all cleaned over the course of the next few minutes if you have no objections.
-
Y'all recall at this moment there are still 2 guards back on a boat full of slaves, along with a drunk satyr and his hounds, plus the missing employer.
Plus there are lootable bodies and such if you're into that.
-
Wellesley will clean anyone who asks for it after he is done cleaning himself. Assume you are all cleaned over the course of the next few minutes if you have no objections.
Pat will gladly accept.
OOC: bhu, how much do those of us that failed the will save remember?
-
...Man, now that was a trip, we better be more care-Oh, shinies! Saphire, Ruby, Emerald, big bone, your new orders are to protect me from threats.
Morte procceeds to check the loot.
-
Mustave also loots when he gets back.
-
Wellesley will clean anyone who asks for it after he is done cleaning himself. Assume you are all cleaned over the course of the next few minutes if you have no objections.
Pat will gladly accept.
OOC: bhu, how much do those of us that failed the will save remember?
It didn't affect anyones memory just their actions.
-
do the loot pickers has detect magic?
-
do the loot pickers has detect magic?
Mustave does.
-
The giant also has a +1 breastplate and +1 Glaive like all the others
the merc captain has 2 potions and a magical chain shirt and trident and a pair of gauntlets
the mercenary has a potion (presumably the all do)
the cleric has magical studded leather and a wand (make a note it has 30 charges left)
they have no money upon them (it's prolly on the boat)
there are darts that are scattered about that the cleric was throwing at the tree that are magical, but they are also very obviously covered in some sort of poison
Near an obvious camp close to the tree is a chest with 17000 SP (wtf random treasure roll) and 1d6 magical pearls
apparently the sorcerer fled without his stash
-
"Well, this is quite a treasure trove we've gotten! Shall we take it down and sort the spoils in less disturbing surroundings?"
-
"Ahem"
You all turn to see your employer floating above ground and looking about 90% likely that he's a ghost...
""I imagine y'all have some questions..."
-
"Well, yes, but the most immediate one seems to have answered itself."
-
"Well, this is quite a treasure trove we've gotten! Shall we take it down and sort the spoils in less disturbing surroundings?"
"Agreed."
""I imagine y'all have some questions..."
"Wait. Were you always a ghost and I just missed it, or did something just happen?"
-
"Always. I couldn't take on that thing and the Cleric's forces alone, and I doubted I'd get anyone to help me without any obvious means of paying them. Not to mention most people won't work for ghosts. I died in the initial assault to enslave my people, and we managed to sink one of two of their main boats. It's the one I mentioned arranging to salvage when I first hired you. I let them know any retrievable goods or treasure will go to your Guild, minus their payment. Sorry, but it's the best I could do."
"I don't suppose I could talk you into sinking the remaining slave ship? They probably have treasure as well, and they'll just return with more forces once you leave. Plus I have the feeling y'all would really like to stomp some ass about now."
-
"Shit, man, it's cool. I don't judge. I have a ghost girlfriend, and..."
Mustave reflexively looks around for the sheriff, before continuing.
"Anyway, yeah, I hate slavers. I lied about that not judging thing. I totally judge slavers. Do you have any idea how many people are on board that thing?"
To the group:
"So, unless someone is both a really good swimmer and strong, it would seem best to get the treasure before sinking the ship. Does anyone have any good ideas on getting on board and/or sinking the ship?"
-
"Does anyone have any good ideas on getting on board and/or sinking the ship?"
"Well, I can carry you over and I have some spells that really wreck buildings so I would believe that they work just as well on ships."
-
"Shit, man, it's cool. I don't judge. I have a ghost girlfriend, and..."
Mustave reflexively looks around for the sheriff, before continuing.
"Anyway, yeah, I hate slavers. I lied about that not judging thing. I totally judge slavers. Do you have any idea how many people are on board that thing?"
To the group:
"So, unless someone is both a really good swimmer and strong, it would seem best to get the treasure before sinking the ship. Does anyone have any good ideas on getting on board and/or sinking the ship?"
They have 150 men and twenty eight 32 pounders. Might be best to use the two boats they have beached to approach them unawares or they'd blow you out of the water. Hit it hard with a few spells underneath the waterline and get the hell out of there."
"Or pass out the arms to my people who are still chained up and board it in a quest for blood stained vengeance. Either way."
-
"Oh gosh, bloodstained vengeance sounds just so much more thrilling!"
-
"Oh gosh, bloodstained vengeance sounds just so much more thrilling!"
"I agree, but riches also has its appeal, you know? Anyway, I don't have the means to destroy a ship." Kulgan pauses a moment. "Anyone here can become invisible? What if said person went inside the ship and freed the slaves in order to cause a riot while we plunder it? Does this ship's crew have the means to detect magic?"
-
"I can't turn invisible, but I can disguise myself and lie, which is almost the same thing!"
-
"I am not super stealthy. I am good at making distractions, confounding people, and melting them into oblivion."
-
ooc the slaves are in the two smaller ships moored off the beach. You can free them from the beach, though it may be spotted by the frigate if you cut them loose and they begin running about every where.
-
"I suggest we disguise outserlves as guards, and deliver the slaves to the frigate using some excuse or the other. Then we take the thing over. It's the oldest trick in the book."
-
"It's probably our best bet of getting on board the ship without getting killed. Bonus points if we can get the slaves to fight with us."
-
Shak'ri waves her tail about in an obvious manner. "Well....I'm pretty sure I can't disguise not having legs."
-
"You could take another role, like mercenary working with the guards or something."
-
"Or you could just be below decks with the slaves. Either way, I tend to be good at convincing people of things so it sounds like a good idea."
-
"I didn't know the two boats we're taking over are that big. I need to learn more about boats..."
-
the ships on the beach are a gallley http://thumbs.dreamstime.com/z/galley-ship-dubrovnik-croatia-june-pirate-tirena-june-replica-medieval-pirate-tirena-dubrovnik-croatia-44135062.jpg
and a nasty barnacle eaten old cog http://www.stradbrokeislandgalleon.com/ship_cog.jpg
you will be sailing out to confront this http://militaryhistory.x10.mx/shippictures/age%20of%20sail/HMS%20Victory%20%282%29.jpg
-
"Or you could just be below decks with the slaves. Either way, I tend to be good at convincing people of things so it sounds like a good idea."
"Sounds like a plan to me."
-
You guys stealthing up to the beach? The ghost is moving on invisibly to free the slaves and chat them up.
-
Yes, but I think some of us are pilfering disguises from guards if we can find them. Can we find these before the beach, and are there any in small sizes?
-
None in small or non-humanoid. Those members of the party might wanna stay below decks til it's boarding time.
Theres 4 mercs that came with you if you wanna squeegee them out of their uniforms.
-
None in small or non-humanoid. Those members of the party might wanna stay below decks til it's boarding time.
Mustave will wait below deck and defer to someone above deck.
"I'll wait below deck. So, who wants to take point on this? Pat, Wesley, Morte: is anyone really good at talking and lying to people? I'm decent at the whole lying thing, but I don't look like a guard."
Theres 4 mercs that came with you if you wanna squeegee them out of their uniforms.
That works.
-
Who all is wearing uniforms? We'll say you make it down the hill without problems (FUCK YOU MURDEROUS DC 10 HILL!).
-
Wellesley will Prestidigitate the uniforms and select one for himself.
-
"Guess I'll have to be hanging down under."
-
Pat will check if any of the uniforms fit him.
"So did we learn any of these guys names?"
-
ooc: there is a reason why they were listed as merc 1 etc on the initiative chart :tongue
-
ooc: there is a reason why they were listed as merc 1 etc on the initiative chart :tongue
ooc: It is useful for lying if you know who you or the other people with you are supposed to be.
And I will take that as a no.
-
Solo, Vlad and a group of former slaves dressed as guards man the boats as you set sail. Does you has plan?
-
"It is my current estimation that we can get close to them and convince them that we need help because the prisoners revolted below decks, and we need assistance subduing them."
-
"It is my current estimation that we can get close to them and convince them that we need help because the prisoners revolted below decks, and we need assistance subduing them."
"Sounds like a good plan. Do you want to do the talking or do you want me to?"
-
"I would prefer to do the talking, but feel free to assist. If only with pained grunting to indicate that you have been injured by the revolting slaves."
-
Your outward journey is uneventful. As you pull up alongside you are asked "How many filthy buggers you got left?"
-
"Too many!"
-
"Pull up closer and we'll lower ladders so you can send the poor bastards up,"
-
Ladders are lowered. Who or what is going up first?
-
Wellesley will!
-
Mustave asks quietly from below deck: "What's going on up there?"
-
As Mustave goes unheard, the former slaves begin climbing. Right up until a guard says "Hey wtf, these guys have weapons and shit. We're being boarded!"
"slave": Fuck it, we've been made!"
And the rush to battle begins!
Nishutive plz
-
ooc: Does Wellesley still have that aura going that gives the initiative boost?
-
"Fuck... a duck."
Rolled 1d20+4 : 18 + 4, total 22
-
Init check 1d20-1 : 17 - 1, total 16
-
ooc: Does Wellesley still have that aura going that gives the initiative boost?
Yes! +5 to Initiative!
Rolled 1d20+8 : 18 + 8, total 26
-
Not sure if I get that below deck, or not.
-
As long as you can hear me. And as loud as Wellesley is, you can definitely hear him.
-
Rolled 1d20+7 : 4 + 7, total 11
-
Round 1 Fighto!
31 Ruby skelly
28 Sapphire skelly
26 Solo
22 Robby
21 Vladeshi, angry former slaves
19 Emerald Skelly
16 Risada
15 bad guys, giant skelly
12 Morte
7 Ketaro
-
Rolled 1d20+16 : 5 + 16, total 21
-
Can you describe our locations, and if the are any open flames nearby?
-
Morte and her skeletons jump out of their hiding spots, all grinning and weapons ready for battle!
Showtime! Crump those slavers, girlz!
Morte Initiative
Rolled 1d20+8 : 4 + 8, total 12
Saphire Skull Initiative
Rolled 1d20+12 : 16 + 12, total 28
Ruby Skull Initiative
Rolled 1d20+12 : 19 + 12, total 31
Emerald Skull Initiative
Rolled 1d20+12 : 7 + 12, total 19
Big Bones Initiative
Rolled 1d20+9 : 6 + 9, total 15
Sorry for going missing again, RL keeps happening.
-
Can you describe our locations, and if the are any open flames nearby?
All of you are on the cog or galley (mostly below decks) floating alongside the frigate. Ladders leading from the frigate to your boats have been lowered down. There are no open fire sources, but as a pirate you realize most of their powder stores are below decks.
You also realize blowing them would likely take out the other two ships as well with them being so close.
-
Round 1 Fighto!
31 Ruby skelly
28 Sapphire skelly
26 Solo
22 Robby
21 Vladeshi, angry former slaves
19 Emerald Skelly
16 Risada
15 bad guys, giant skelly
12 Morte
7 Ketaro
Skellies are up. They're below decks and can move towards the top this turn, which brings us to Solo
-
"Avast! We have you partially surrounded! Surrender now and I shall show you mercy!"
Wellesley will light a torch and hand it to the Emerald skeleton. "Get that up to them, will you?"
-
Mustave heads over to Pat: "mind giving me a ride if you head up?"
-
Mustave heads over to Pat: "mind giving me a ride if you head up?"
"No problem Boss."
Once Mustave is on the broom Pat will move up so that he and Mustave can see across all of the decks.
Does Pat see any enemies that stand out from the crowd?
-
Nope. It looks like the bosses were landbound with you guys.
-
OOC: How many do we see on deck?
-
OOC: How many do we see on deck?
the top deck looks half full
-
you doing anything else vlad?
-
Magic Drain Missile channeling Sound Lance at the center-most enemy on the ship, targeting a further one if one of my allies would be within 40 feet of that one.
Ranged touch attack
Rolled 1d20+8 : 3 + 8, total 11
All within 40 feet Fort save for half DC:22, 26 for original target.
Damage:
Rolled 8d8 : 2, 5, 2, 3, 6, 1, 3, 6, total 28
-
You'll have to target much further back, you seriously fuck up a lot of the crew
ye angry slaves (former) begin charging up the ladders as the skelly maneuvers its way above decks to join the other skellies (the torch is snatched by a passing vengeful hooligan)
risada is up
-
Kulgan climbs together with the slaves to join the fun.
Spending as many move actions as needed in order to board the other ship.
Combat Stats
Str 18, Dex 8, Con 18, Int 12, Wis 7, Cha 18
- AC 23 (-1 Dex, +9 Armor, +5 Natural)
- Touch AC 9
- Flat footed 23
- Fort: +14 (+4 vs spells)
- Ref: +3 (+4 vs spells)
- Will:+12 (+4 vs spells)
- Move speed: 20 ft.; burrow 15 ft.
- Initiative: -1
- Hit Points: 90/90 (+14 Temporary);
- DR 6/Adamantine (DR 9/Adamantine with Iron Ward Diamond)
--- Iron Ward Diamond Charges: 10/10
--- Healing Belt charges: 3/3
- Full Attack: +14/+9, 2d4+8 18-20/x2
- Available Attacks of Opportunity: 1
Ongoing Effects:
- False Life: ~6 hours (Grants temporary hit points)
Spells per day: 6/5/3
Slots spent: 0/1/1
Dark Companion: not summoned
Earth Strike 1/hour: not used
Aura of Unluck 1/day: not used
Hexblade's Curse: 6/6 remaining
-
the giant skelly moves up and the bad guys start bitching
"You motherfuckers better step off, we got croxxbows! Charlie get a crew to load the starboard cannons!"
As promised they open fire en masse with bows on everyone above decks (wit a few extras for those of you flying)
Ruby skelly Rolled 1d20+4 : 20 + 4, total 24
Rolled 1d20-1 : 11 - 1, total 10
Sapphire skelly Rolled 1d20+4 : 20 + 4, total 24
Rolled 1d20-1 : 10 - 1, total 9
Solo Rolled 1d20+4 : 12 + 4, total 16
Rolled 1d20-1 : 11 - 1, total 10
Robby Rolled 1d20+4 : 15 + 4, total 19
Rolled 1d20-1 : 3 - 1, total 2
Rolled 1d20+4 : 14 + 4, total 18
Rolled 1d20-1 : 19 - 1, total 18
Rolled 1d20+4 : 17 + 4, total 21
Rolled 1d20-1 : 12 - 1, total 11
Vladeshi Rolled 1d20+4 : 3 + 4, total 7
Rolled 1d20-1 : 11 - 1, total 10
Rolled 1d20+4 : 16 + 4, total 20
Rolled 1d20-1 : 6 - 1, total 5
Rolled 1d20+4 : 17 + 4, total 21
Rolled 1d20-1 : 8 - 1, total 7
Emerald Skelly Rolled 1d20+4 : 1 + 4, total 5
Rolled 1d20-1 : 2 - 1, total 1
Risada Rolled 1d20+4 : 13 + 4, total 17
Rolled 1d20-1 : 16 - 1, total 15
giant skelly Rolled 1d20+4 : 17 + 4, total 21
Rolled 1d20-1 : 17 - 1, total 16
Rolled 1d20+4 : 19 + 4, total 23
Rolled 1d20-1 : 13 - 1, total 12
Rolled 1d20+4 : 17 + 4, total 21
Rolled 1d20-1 : 17 - 1, total 16
-
ruby is hit once
Rolled 1d8 : 8, total 8
sapphire is hit once Rolled 1d8 : 1, total 1
robby is hit twice Rolled 1d8 : 8, total 8
Rolled 1d8 : 8, total 8
vladeshi is hit twice Rolled 1d8 : 3, total 3
Rolled 1d8 : 3, total 3
the poor giant skelly takes 3 hits Rolled 1d8 : 7, total 7
Rolled 1d8 : 3, total 3
Rolled 1d8 : 2, total 2
-
oslecamo is up
sumbitches are peppering your skellies wif bolts
-
(Did any of the enemy mooks die from the Magic Drain Missile?)
-
(Did any of the enemy mooks die from the Magic Drain Missile?)
No but a lot of them are close
-
Bitches, do you really want so much for me to get up there and take care of you personally?
Two pink circles of mystic energy form on the battlefield, one around Morte, and the other around one of the slavers among the wounded.
Swift Action: Ritual of Ecstasy targeting a weak-willed looking mook in the center of the wounded ones, change positions with Morte. Range 330 feet, Will DC 19 negates.
Remaining actions pending on whetever the mook succeeds or fails the save.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 1 to a total of 26, touch 13, flatfooted 22) PLUS +5 for this round, current AC 31
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Ties with the Deceased
Spirit Sign "Abundant Floating Spirits"
Scythe of Exorcism
Ritual of Ecstasy
Wind of the Last Journey
A Human Spirit Passing By
Stance:Boat on the Styx (20 ghostly money invested, 70 land speed)
Ghostly money remaining: 500/540 GP.
Menina Morte HP: 55/55
Boat HP: 24/24, hardness 4.
-
Rolled 1d20+1 : 13 + 1, total 14
-
dats a fail
-
As Morte is suddenly transported to the middle of the weakened slavers, she smiles wickedly.
Bitches, you suck at this line of work. You should know when to call it quits.
Pulling ancient-looking coins from her purse, she flings them at the most healthy-looking opponent inside her scythe's range. Before the old money hits, Morte's scythe is swinging viciously at the same target. If it hits, two pink spirits will pull free from the wound, while the coins turn into another couple spirits that will float towards nearby groups of wounded slavers.
Or how about you all change jobs and become my slaves?
Morte rests her scythe on the ground as she relaxes her stance, and all the spirits explode in sparkling blasts!
Standard Action: Spirit Sign "Abundant Floating Spirits". Make a Scythe attack against the tougher looking enemy within melee reach after exchanging position. Critical threat range is increased by 10. Attack 24 (http://www.minmaxboards.com/index.php?topic=748.msg306040#msg306040) (Confirm crit 22), damage 11 (39 if crit confirms).
If it hit, I create two spirits adjacent to the target or myself. I'll spend 160 ghost money to create another two regardless of hitting with the scythe or no.
After which move action for Slave Spirits tactical feat option. Technically I would need to roll a check here to pull them closer, but I don't want to do that. I'll make them explode. Each spirit deals damage equal to half a profession ferrymen check to adjacent creatures except Morte herself. I want to position the spirits (two of which must be adjacent to me or the target hit by my scythe, and the other two can be positioned anywhere within 100 feet) to cover as many weakened enemies as possible. If there's leftover spirits after covering weakened mooks, focus fire on healthier ones.
Blast 1: 14 damage.
Blast 2: 10 damage.
Blast 3: 20 damage.
Blast 4: 18 damage.
Each blast allows a DC 21 Reflex save to negate.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 1 to a total of 26, touch 13, flatfooted 22) PLUS +5 for this round, current AC 31
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Ties with the Deceased
Spirit Sign "Abundant Floating Spirits" EXPENDED
Scythe of Exorcism
Ritual of Ecstasy EXPENDED
Wind of the Last Journey
A Human Spirit Passing By
Stance:Boat on the Styx (20 ghostly money invested, 70 land speed)
Ghostly money remaining: 340/540 GP.
Menina Morte HP: 55/55
Boat HP: 24/24, hardness 4.
-
You are surrounded by the dead!
Ketaro is up
-
From below deck, Shak'ri annoyingly is likely to have to spend her full round getting above deck and then boarding the enemy.
-
given the surge of the crowd you mostly just get above decks, but if you have range you can shoot someone
-
Round 2 Fighto!
31 Ruby skelly
28 Sapphire skelly
26 Solo
22 Robby
21 Vladeshi, angry former slaves
19 Emerald Skelly
16 Risada
15 bad guys, giant skelly
12 Morte
7 Ketaro
Ruby and Sapphire start climbing the ladders, solo is up
-
I don't suppose Wellesley could go up on deck, see if the fellow with the torch is close to some enemies, ideally with ranged weapons, and cast Pyrotechnics (smoke cloud) if he is?
-
He'll be on deck next round if he isnt killed. You can get up the ladder this turn if you wish though. There'll be plenty to attack.
-
I will go on deck and start singing! +2 to attack and damage for everyone!
-
and were over to Robby!
-
@Bhu: What is the surface area on the upper deck? Mustave is contemplating between casting Sleet Storm (40' radius) or Glitterdust (10' radius) to reduce the amount of fire we're taking. Assuming it's sufficiently large, and he can avoid catching allies, he'll cast Sleet Storm.
HP: 19/35
Spell slots:
L0: 3/3
L1: 1/4
L2: 4/4
L3: 1/3
Special: +2 damage from Wesley
-
The only dimensions i can find googling are as follows:
Length: 212 ft
Beam: 48 ft
Depth: 19.25 ft
frigate was kind of a variable term...
-
Sleet Storm should be fine.
-
your crew surges forward and vlad is up
-
Swift action to recover Sonic Lance.
Use Sonic Lance on one of the guys who shot me last round, unless Morte killed them all, then targeting a random enemy.
Fort save DC 22 for half
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 8d8 : 8, 6, 1, 4, 3, 1, 5, 8, total 36
Casting recovers Magic Drain Missile.
Move action to recover Sonic Lance.
-
he is most dead
skelly moves up
Risada can make it onto a ladder, you can ranged attack with some difficulty if you wish but you're firing into a sleet storm on a rocking ladder in the wind
-
Before engaging in the melee in the storm, Kulgan summons his Dark Companion.
OOC
Not gonna try any ranged stuff here. Just summon Dark Companion as a full round action before start looking for things to kill outside the Sleet Storm.
-
the giant skelly leaps on deck
Rolled 1d20+4 : 11 + 4, total 15
the bad guys reload and fire randomly as they cant see shit
Ruby skelly Rolled 1d20 : 6, total 6
Sapphire skelly Rolled 1d20 : 4, total 4
Solo Rolled 1d20 : 11, total 11
Robby Rolled 1d20 : 15, total 15
Vladeshi Rolled 1d20 : 18, total 18
Emerald Skelly Rolled 1d20 : 1, total 1
Risada Rolled 1d20 : 6, total 6
giant skelly Rolled 1d20 : 20, total 20
Morte Rolled 1d20 : 10, total 10
Ketaro Rolled 1d20 : 10, total 10
-
Surprisingly the cloud of bolts fails to find purchase in any of the party, exvept for 1 on the giant skelly who seems unfazed. Equally amazing the giant skelly doesnt fall on his behind as he hits the now frozen deck which has rapidly turned a pitched battle for control of the ship into a Benny Hill sketch.
oslecamo is up
-
(Can Morte spot any enemies not inside the Sleet Storm? Are they inside move/charge range?)
-
Your lifesight goggles will allow you to target nearby enemies, otherwise the storm blocks all vision including darkvision
-
Reinvigorating herself with the killing of slavers all around, Morte rides her boat over the bigger boat into the sleet storm, seekig more victims for her scythe, never stoping her smile.
The googles! They're doing something!
Retroactive immediate action: Recover Abundant Floating spirits when mook died to Vladeshi.
Fullround action: CHARGE INTO THE STORM! Attack 24, damage 12 (http://www.minmaxboards.com/index.php?topic=748.msg306565#msg306565) (had forgot to add Bardic Music's bonus) If possible so that Morte threatens some other crossbow users.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor, (improving my AC by 1 but then -2 from charging to a total of 24, touch 11, flatfooted 20) , current AC 24
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Ties with the Deceased
Spirit Sign "Abundant Floating Spirits"
Scythe of Exorcism
Ritual of Ecstasy EXPENDED
Wind of the Last Journey
A Human Spirit Passing By
Stance:Boat on the Styx (20 ghostly money invested, 70 land speed)
Ghostly money remaining: 340/540 GP.
Menina Morte HP: 55/55
Boat HP: 24/24, hardness 4.
-
he is deaded
Ketaro can make it onto the ladder and will be on the enemy ship next turn
is there anything else you wish to do?
-
I'll take dat as a no
Round 3 Fighto!
31 Ruby skelly (down 3 hp)
28 Sapphire skelly
26 Solo
22 Robby (down 16)
21 Vladeshi (down 6), angry former slaves
19 Emerald Skelly
16 Risada
15 bad guys, giant skelly (down 2 hp)
12 Morte
7 Ketaro
ruby and sapphire are now on deck and wade into the sleet infested hellscape seeking targets if you wish to make rolls
-
[glow=3,200]Ruby! Saphire! Use Short Sword Stab![/glow]
Ruby attack
Rolled 1d20+5 : 11 + 5, total 16
Ruby damage
Rolled 1d6+2 : 4 + 2, total 6
Saphire attack
Rolled 1d20+5 : 18 + 5, total 23
Saphire damage
Rolled 1d6+2 : 6 + 2, total 8
(sadly skeletons being immune to mind-affecting can't benefit from bardic music)
-
Wellesley continues singing.
-
What percentage of the crew did Mustave affect with the Sleet Storm? Is there anywhere on deck Mustave could be dropped off at that isn't in melee range of the crew?
-
We'll say it hit roughly 30%. The deck is pretty much swarming with people, so if you get dropped off you're in melee.
On the plus side that magic bomb severely fucked up a lot of them.
-
I'll cast another Sleet Storm just to tie up a bunch more. The less attacks coming our way, the better.
HP: 19/35
Spell slots:
L0: 3/3
L1: 0/4
L2: 4/4
L3: 1/3
Special: +2 damage from Wesley
-
the Benny Hilling of the fracas continues apace
vlad now looks upon a massive sleet storm filled with vaguely defined fighters desperately trying to stay vertical.
-
the Benny Hilling of the fracas continues apace
ooc: Thanks, now all I can imagine is the ship rocking with the waves and everyone sliding to one side of the ship, trying not to fall off, then to the other side.
Is there a spot where I could drop another 40 ft radius without hitting allies?
-
yes, for now
-
Is it mostly in the Sleet Storms or outside of them?
-
outside
-
Magic Drain Missile with Ray of Ice.
Ranged touch attack
Rolled 1d20+8 : 9 + 8, total 17
Damage:
Rolled 4d6 : 3, 6, 1, 1, total 11
Reflex DC 22, 26 for original target or stuck(Cannot move, loses dex to AC, -2 on attack rolls).
Swift action to recover Ray of Ice.
Move action to move over the ship, staying away from the sleet storms and remaining about 30 feet above the deck.
-
they are frozen!
emerald skelly is now on board and ready for fightin' os
-
Emerald, use disembowel!
Attack
Rolled 1d20+5 : 10 + 5, total 15
Damage
Rolled 1d6+2 : 1 + 2, total 3
-
emerald misses, risada is up
you may now be involved in the slapstick fight on deck if you wish.
-
What's the distance to the closest enemy outside the Sleet Storm?
-
you would have to spend several rounds fighting your way across the deck to get to them
-
you would have to spend several rounds fighting your way across the deck to get to them
That is how I will go then.
Move as much as possible every round with my Dark Companion close until I can hit something outside the Sleet Storm.
-
you'll be taking attacks of opportunity, and need to make saves to avoid slipping
the decks sorta look like this http://vignette3.wikia.nocookie.net/pirates/images/7/74/Pirate_Armada_speech.jpg/revision/latest?cb=20120705032311
except everyone has swords out fighting each other
-
How far is the closest enemy? How many rounds are needed to get there?
-
Theres an enemy adjacent to you
-
Kulgan sends his dark companion towards the closest enemy, then releases his own curse at him. Then he slashes the enemy twice with his curved sword.
On Kulgan's Turn, move Dark Companion to be adjacent to this closest enemy.
-2 penalty on its saves and to its AC.Hexblade's Curse at said enemy. Will DC 19 or take a
-4 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour. If he makes the save, he is immune for the next 24 hours.
If the enemy is cursed, Kulgan gains +2 bonus on attack and damage rolls against him.Attack 1 on closest enemy
Rolled 1d20+14 : 11 + 14, total 25
Rolled 2d4+8 : 3, 4 + 8, total 15
Attack 2 on closest enemy
Rolled 1d20+9 : 19 + 9, total 28
Rolled 2d4+8 : 4, 2 + 8, total 14
-
If the enemy is cursed, Kulgan gains +2 bonus on attack and damage rolls against him.
Crit confirmation on second attack:
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+9 : 4 + 9, total 13
Combat Stats
Str 18, Dex 8, Con 18, Int 12, Wis 7, Cha 18
- AC 23 (-1 Dex, +9 Armor, +5 Natural)
- Touch AC 9
- Flat footed 23
- Fort: +14 (+4 vs spells)
- Ref: +3 (+4 vs spells)
- Will:+12 (+4 vs spells)
- Move speed: 20 ft.; burrow 15 ft.
- Initiative: -1
- Hit Points: 90/90 (+14 Temporary);
- DR 6/Adamantine (DR 9/Adamantine with Iron Ward Diamond)
--- Iron Ward Diamond Charges: 10/10
--- Healing Belt charges: 3/3
- Full Attack: +14/+9, 2d4+8 18-20/x2
- Available Attacks of Opportunity: 1
Ongoing Effects:
- False Life: ~6 hours (Grants temporary hit points)
Spells per day: 6/5/3
Slots spent: 0/1/1
Dark Companion: summoned
Earth Strike 1/hour: not used
Aura of Unluck 1/day: not used
Hexblade's Curse: 5/6 remaining
-
you mow down both of them
giant skelly is up now os
-
the giant skelly unleashes hell!
Rolled 1d20+14 : 8 + 14, total 22
Rolled 1d20+9 : 11 + 9, total 20
-
his minimum damage kills two guys.
Ketaro is now on deck amidst the madness!
-
Damn, it was a mess up here. But finally a battle that wasn't ended before she even got a chance to play! Shak'ri immediately pounces at the nearest foe and victoriously uppercuts him into the sky.
Swift: Colorful Wind Typhoon Stance (25% concealment miss chance vs. me)
Move: Move to nearest foe within 55ft
Standard: Strike Sign "Roc's Fist" (Unarmed attack vs. foe. If hits, Foe needs Reflex Save DC 19 or be punched 80ft straight up into the air. They take falling damage on way back down)
Attack
Rolled 1d20+16 : 6 + 16, total 22
Damage
Rolled 2d6+7 : 4, 4 + 7, total 15
HP: 81/112
AC: 22
SR: 19
Buffs: Stance (25% miss chance)
-
you uppercut his head into the sky :twitch
the bad guys are starting to freak out from their casualties (That magic bomb did a ton o damage)
Round 4 Fighto!
31 Ruby skelly (down 3 hp)
28 Sapphire skelly
26 Solo
22 Robby (down 16)
21 Vladeshi (down 6), angry former slaves
19 Emerald Skelly
16 Risada
15 bad guys, giant skelly (down 2 hp)
12 Morte
7 Ketaro
ruby and sapphire are go
-
(Wait a moment, wasn't Morte supposed to act before Shak'ri?)
-
oopsie!
go ahead and take mortes turn too
-
Yoh slavers boys, I'm still in a good mood so whoever surrenders now gets to live for another day!
Morte maniacally swings her scythe at whatever nearby slavers there are, munching and stinging with her tail along the way, while her bone dolls continue to stab whatever's nearby.
Retroactive immediate action: Recover Ritual of Ecstasy after enemy mook #8's death.
Fullround action:Full attack along skellies! Attack/damage values are 25/11, 21/11, 25/5, 26/4+5 acid, Saphire auto-miss, Ruby 13/8 (http://) (had forgot to add Bardic MUsic bonus to tail damage).
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor, (improving my AC by 1 but then -2 from charging to a total of 24, touch 11, flatfooted 20) , current AC 24
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Ties with the Deceased
Spirit Sign "Abundant Floating Spirits"
Scythe of Exorcism
Ritual of Ecstasy
Wind of the Last Journey
A Human Spirit Passing By
Stance:Boat on the Styx (20 ghostly money invested, 70 land speed)
Ghostly money remaining: 340/540 GP.
Menina Morte HP: 55/55
Boat HP: 24/24, hardness 4.
-
Morte is a veritable whirlwind of death killing all around her. The skellies not so much.
Solo is up!
-
"Yes, lay down your arms, and we and promise preferential, possibly tender, maybe even bordering on lover-like treatment!"
Continue singing, seems like everyone has this in hand.
-
If we're within about 30 feet of the deck, Mustave casts Grease, trying to catch four guys who are not in sleet storms, while avoiding any of his pals.
HP: 19/35
Spell slots:
L0: 2/3
L1: 0/4
L2: 4/4
L3: 1/3
Special: +2 damage from Wesley
-
A couple of guys hit the deck and vlad is up
-
To Vlad: "If you can keep me within 30 feet of those guys I just greased, that'd be great (Hmmm, that sounded kinda bad). If not, I'll manage."
-
Pat is just going to target an enemy who is not in a sleet storm, greased, or frozen to the deck(if this even applies to any of them by now) with Sonic Lance.
Fort DC 19 for half.
Rolled 8d8 : 8, 3, 8, 4, 6, 4, 4, 6, total 43
Casting recovers Magic Drain Missile.
Swift action to recover Sonic Lance.
-
To Vlad: "If you can keep me within 30 feet of those guys I just greased, that'd be great (Hmmm, that sounded kinda bad). If not, I'll manage."
Pat will also remain within 30 ft of the greased-up sailors. :rolleyes
-
Many of the sailors begin offering surrender. Do you convince the vengeful crowd to accept?
-
"Pleae, please, gentlemen, let's be gracious and tie these people up."
-
"CASTRATE THEM ALL AND EAT THEIR NOSES!"
-
"Please. I am trying to negotiate here."
-
"They were gonna enslave us and feed us to a monster. We sould get somethin out of this."
"We can give you gold!!"
-
"We can give you gold!!"
"But do I still get to sink the ship? Cause I was promised ship-sinking."
-
"No one is castrating anyone's noses. Lets get these guys tied up.
We'll figure something out, Pat."
-
"Hey we offered you gold, whats all this tied up bullshit?"
-
"We can go back to murdering the ever-living fuck out of you, if you want, and just take the gold. We're adventurers. Complete with a guild. We're trained to do this.
You can get tied up and get a fair trial, or you can keep fighting back, and we'll slowly, methodically kill every last one of you."
Semi-quietly to Wesley "Sorry. I'm not sure if I'm actually helping, or not."
-
"Well, you tried your best."
-
"Well as long as you promise we'll live to see trial...."
-
"Well, first off..." to the former slaves "No castrating anyone's noses! Also, we need you as witnesses. We can split up some of this gold, too."
Mustave looks to the rest of the guild:
"I don't know that any of you would know, but do these guys stand trial in Florida? It'd certainly be easier for transportation."
-
Knowledge local checks plz
-
Knowledge local checks plz
I don't have ranks, so I don't think I can hit DCs past 10:
Rolled 1d20 : 9, total 9
-
Knowledge local checks plz
Rolled 1d20+5 : 11 + 5, total 16
-
Peeking at sheets no one else has K>L so we'll go with Solo (which is eerily appropriate him being all Piratey):
These guys will never go on trial in Florida, as it was a Floridian noble who sent them n the first place, and this is a pirate village. With the exception of the demon tree they've done nothing wrong by Florida Law, as death or slavery is appropriate for piracy. The only hope of trial is if you massage the truth a little and tell the Sheriff in Serranian that they were demon smuggling for purposes of using the monster in warfare. The Florida courts would cover that up. Upstairs you have a 50/50 shot. You might even cause an international incident. Best to get these villagers and their belongings onto the ships so they can sail to a new home (there's plenty of pirate islands who could use people). Optionally you can maroon the slavers here once the villagers are gone/
-
For the record, I was using an untrained knowledge check. Sorry.
"Leave the trial... TO ME! MUHUHAHA! AHAHAHAHA! Ah. There we go. Had something in my throat."
Wellesley would like for them to be blindfolded, gagged, soundly thrashed, read a list of the offenses they've been convicted of, including but not limited to: slavery, theft, and bad fashion sense, and made to walk THE PLANK! (Which will drop them onto the shore.)
-
"Meh. It's probably easiest. No one gets killed or castrated, the slaves go free, and we get some money.
God damn I hate Florida."
-
Kulgan says to the bound crew. "You guys better behave." Then he turns to Gustave. "What's next Boss?"
-
"I kind of like Wellesley's idea. Maybe with less thrashing.
The question then is, what to do with the ex-slaves? I'm fine letting them take the ship to find somewhere to go, although that will mean Pat doesn't get to sink it. I think we're contractually obligated to get the lion's share of the gold. Perhaps a few of us should search the ship in the mean time."
-
ooc: contractually you're getting the gold from teh ship(s) the slavers sunk, which is apparently a pretty penny. Plus the locals may need the money on this ship to start over.
-
ooc: contractually you're getting the gold from teh ship(s) the slavers sunk, which is apparently a pretty penny. Plus the locals may need the money on this ship to start over.
OOC: That's right; I forgot there were two ships.
-
Theres three: the 2 clunkers used for ferrying slaves you used to sail up to the bad guys frigate. I'm referring to the pirate ship (s?) sunk by the bad guys before you were called in.
-
Morte and her dolls have been discretly stashing the not-blown-up dead slaver bodies in some hidden corner to later turn into more dolls for her collection.
I call dibs on the frigate. Not as awesome as my ship of course, but never hurts to have too many great ships.
-
ooc: How exactly would you get that back to the flying city and store it lol
-
ooc: So what do you guys intend to do? Are we time warping?
-
OOC: I guess I'm fine with it.
I thought the overall plan was to maroon the slavers, free the slaves, and give them a boat. Also, I guess all the gold that we get is under water still?
-
You'll recall the ghost who hired you mentioned a salvage operation he paid for on the sunken ships that would be used to pay you.
-
Well, I guess that's what I'd suggest. Maroon the slavers, set the slaves free with the ship, and see if we can salvage the gold.
-
any objections :D
-
Pat agrees reluctantly to the plan that does not involve sinking the ship.
-
"Sorry. I was looking forward to it, too. On the plus side, we can go salvage a sunken ship!
Is anyone good at swimming and/or breathing under water? I know we just discussed this the other day, but it feels like months ago after that ordeal."
-
Morte grudgingly realizes a big ship isn't exactly very portable and sighs.
I guess that's why I learned to summon my collapsible titanic...
Oh, yes, underwater treasure to salvage!
I can turn into something that's pretty good at aquatic activites.
And my dolls don't need to breathe. We could tie a rope to Big Bones, lower it to the depths and it'll grab any shinies.
Then she suddenly changes from her black winged carapace form to more elegant shape covered in delicate light blue scales.
Be back in a minute.
And she jumps overboard into the water, looking for the sunken ship.
Alter Self into Water Genasi from Monsters of Faerun, gain 30 swim speed and they can breathe underwater without it being a Su ability or subtype, so should count as basic physical quality.
-
Os
You see some crazy shit. There are what look like Dwarves in some sort of self contained metal suit, with a glass faceplate loading stuff into some sort of metal submersible vehicle with the words "Hefllin Bros' Salvage Company, We're Always for Hire."
-
Morte uses her telepathy to inform her allies in the boat of her current situation, maintaining a communication channel open for replies, then telepathically communicates with the dwarf workers, keeping her scythe down but at hand:
"Hi bros! Nice day, isn't it? Say, you wouldn't have happened to see a recently sunken boat around here, would you? Me and my friends would be interested in salvaging its contents. Lucky us meeting a group of bros like you hanging around at this time. How much do you charge again?"
Diplomacy
Rolled 1d20+18 : 18 + 18, total 36
-
"Are you a member of the Guild the Pirate asked us to help? Cause if not I have to inform you this stuff is earmarked for them."
"Holy fuck, is that a demon?"
"Man it's a good thing I'm wearin' enuff explosives to bring down a Kraken..."
-
"Yes, we are members of said guild. Please let us commence the looting."
-
"What he just said. And yes, that is a hot demon lady and I have a lizard's face. Now we have something to do, if you excuse us." Kulgan replies some of the questions thrown at them.
-
ooc: is is about 200 feet deep in the water below you
-
Morte ponders the situation for a moment. Technically she and her allies were pirates as in attacking other ships for loot. And they were also a guild. And they wanted help salvaging the shinies. So she didn't need to lie.
Of course I am, just making sure you bros doing your job. Also I would like to take some samples with me right now, make sure the products are in good condition.
Also you hurt my poor feelings! I'm not a demon, I'm a yugoloth! Don't you know the difference?
Morte also tries to discretly use her Charm Person SLA (Will DC 19) on whatever dwarf seems to be in charge, then casually swim closer to the loot being retrieved and casually take something shiny like it belonged to her, but on the lookout to swim away fast if the dwarves seem like they're gonna get aggressive.
-
"Can anyone still on deck cast Waterbreathing?"
-
Os
"Don't care what yer are, long as ye can prove yer with the Guild of the Snuggly Hippo."
Yes that is your Guild name.
-
Righto, left that at my other boat, be right back. Keep up the good work!
Morte then quickly swims upwards until she's in telepathy range again.
Morte speaks into her allies minds again:
The dwarf salvagers say they're working for the Guild of the Snuggly Hippo. That's our merry band, isn't it? Anyone has any badge or papers or anything to show them proof that it's us?
-
"Perhaps we can use... THE SECRET HANDSHAKE!"
-
ooc: You guys are the Guild of the Snuggly Hippo
-
I'm sure papers will serve you well underwater. Shak'ri telepathically responds back.
-
Morte remembers she indeed took has some guild papers. That happen to be water-proof. They're not called the Snuggly Hippo for nothing after all.
Oh yes silly me, going back down then sister. Wonder who hired them though...
She then swims back to the dwarves and shows them the documents.
-
"OK yer good. We should be finished up soon, we're just hunting down what drifted from the wreckage. We were also told you'd be taking a body we found. We were told to tell you to ask the ghost about it."
-
"Makes sense."
OOC: Is the ghost around here, now?
-
yup
-
To the ghost: "I think the dwarves might have found your body."
-
"Ah good. I was going to ask you to make sure it's shipped with my people so I can have a proper burial far from here."
-
"'Your people'? Do you mean those dwarf salvagers?"
-
"My pirate kin who were enslaved...that I hired you to rescue..."
-
"Oh, yes." Mustave telepathically relays this to Morte.
-
Ok, long story short you guys get the slaves and their possessions loaded up so they can sail off to another pirate isle. You maroon the slavers on their former home, safe in the knowledge their employers may come for them. May.
You return to the flying city eventually a total of 50000 GP richer.
And the sad knowledge you still have bidness in Florida. Ill get you guys an xp total shortly.
Edit: 11200 xp each. I believe that puts you guys up a level
-
(OOC: are our guns supposed to be ready?)
-
(OOC: are our guns supposed to be ready?)
dat would be the other bidness yes
is everyone leveled?
-
Quest Complete! 11200 xp reward received!
TA-DA-DA-DA!
Menina Morte level 8->9!
Bab, Fort, Wis, skills increase by 1!
HP increases by 7!
New ability learned: Master Ferrymen Magic!
Ghost Money increases to 720 GP!
Maneuver learned: Scythe of Wandering Spirits!
Feat learned: Blade Meditation [Riverside View]!
All in a day's fooling around work.
-
You all triumphantly return topside. There's a dockside bar, or you can return to the Guild or go shopping.
-
You all triumphantly return topside. There's a dockside bar, or you can return to the Guild or go shopping.
Before heading up, Mustave heals himself the rest of the way with his Healing Belt.
Once he gets up there, he looks to see if he can purchase 40 flasks of acid. If he can find a place that deals in magic swag, he looks for a +2 Vest of Resistance and/or a +2 Cloak of Charisma. If so, he'll see if they'll accept his Cloak of Resistance +1 and/or his 8 scrolls of Grease for part of the trade.
When his shopping is done, Mustave heads back to the guild. He checks in to report how things went, deposits the 5,000 gp reserved from the 50k found, and asks if there is any news.
OOC: when do we return for the guns?
-
You have a few days before the guns, you can find your stuff. What everyone else doing?
For those returning to Guild:
Standing on the other side of the street is a group of variou shouting priests holding signs saying "Down with Dead People". Defending your Guild is a small army of ghosts, phantoms, what have you shouting while holding signs saying "Dead People are Still People"
Standing between them is the Sheriff's department, several sphinxes, a flock of harpies, and a Frost Giant. They look peeved.
-
Morte will discretly take some dead slaver bodies and raise them them each day until she's at her control limit. (currently have 30 HD worth, my new limit is 36)
Morte will also go shopping with Mustave and see if it's possible for anyone to upgrade her Head Ribbons of Intellect +2 to +3 for 5k golden coins. The rest of her share of the booty will be deposited at the guild's coffers for now.
When she sees the commotion going around, she'll approach the sheriff and ask with a smile:
Good morning mister officer! Anything I can help you with today?
Diplomacy
Rolled 1d20+19 : 18 + 19, total 37
-
As long as I have a few days to kill, Mustave will spend some much-needed time with Stasia.
-
Pat will be hanging around the guildhouse, but will avoid directly confronting the protesters while making preparations in case they start something(IE. preparing his new spells).
-
Morte will discretly take some dead slaver bodies and raise them them each day until she's at her control limit. (currently have 30 HD worth, my new limit is 36)
Morte will also go shopping with Mustave and see if it's possible for anyone to upgrade her Head Ribbons of Intellect +2 to +3 for 5k golden coins. The rest of her share of the booty will be deposited at the guild's coffers for now.
When she sees the commotion going around, she'll approach the sheriff and ask with a smile:
Good morning mister officer! Anything I can help you with today?
Diplomacy
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+19 : 18 + 19, total 37
You has 6 new skellies (I wil post them in pc sheet thread)
theres a dwarf who'll do the headband for 6k
Sheriff: "Are you with the Guild?"
-
Adjusting her brand new dwarfcraft headband, Morte replies:
Yes, I'm the guild's current senior vice-officer sub-secretary of transport management.
-
"Good you can stay out of the way. I'd advise going inside and telling yer ghosts buddies to fade for a bit."
After which he spins and backfists a cleric who promptly spits up several teeth before crumpling to the ground.
"I HAVE HAD IT UP TO HERE WITH YOU FUCKING PEOPLE! TAKE THIS ASSHOLE TO BE RESURRECTED AND THE REST OF YOU FUCK OFF!"
"Hmph. I notice you didn't treat the ghosts this way."
"BECAUSE GHOSTS ARE ALREADY DEAD YOU FUCKING ASSHOLE!! YOU CAN'T PUNCH WHATS IMMATERIAL! NOW EVERYONE FUCK OFF BEFORE I REALLY GET MAD!"
-
Morte discretly moves away from the angry sheriff and walks to the ghild's ghosts.
Now it's admirable you're holding the fort like this, but maybe it's best you go back inside for now, take some rest. Yes, I know you don't technically get tired, but you get what I mean. I'll guard the door for the time being And can any of you explain what exactly happened while I was gone?
-
Shak'ri slowly slid around the outskirts of the present scene on the guild's doorsteps, coming back from a short-lived trip through the nearby shops empty-handed, and slipped in alongside Morte as casual as one could in this situation.
"So do the locals host festivals like this every day? Or only when we successfully complete a quest?"
-
Morte discretly moves away from the angry sheriff and walks to the ghild's ghosts.
Now it's admirable you're holding the fort like this, but maybe it's best you go back inside for now, take some rest. Yes, I know you don't technically get tired, but you get what I mean. I'll guard the door for the time being And can any of you explain what exactly happened while I was gone?
" A zombie monk won the election at the Guild of Evil Minions, and he's making a legal push for Undead rights. This is just fallout from that. The protests get louder and weirder every day, and the Sheriff gets a little more pissed. The Council will be taking this up soon I guess, and you guys have been called to testify. You should prolly chat with yer secretary."
The crowd mostly disperses except for a few old men shaking their fists and saying "down with this sort of thing."
-
(Assuming Mustave has gotten back by now)
Mustave goes to check with the secretary about the whole testifying thing. "What all do we have to do? I'm assuming I should keep my ghost girlfriend a secret?"
-
She seems a little nervous
"There's an attorney coming, you've probably got a month before they ask you to testify, and it'll mostly be about how the ghosts treat the living Guild members. Announcing you have a girlfriend could go either way. Plus out lawyer intends to argue that the undead could simply be made living again via resurrection if they're dangerous, so there's no real problem."
-
"Interesting...
So we have a bit before we can collect our guns in Florida. Did any new work come in?"
-
"The Sheriff mentioned a possible job. I'd take it, Truffles got loose and ate a vendors cart before we found him."
-
Mustave sighs, puts on his least offensive face, and goes out looking for the sheriff.
"If I'm not back by dinner, have someone come to the jail and bail me out. I'll pay 'em back."
-
Things have died down outside, but there is apparently a Junior Constable assigned to you. He salutes as you step outside.
"Clubby the Seal, reportin' fer duteh!"
You remember Clubby. Short, overly young anthropomorphic Seal, known for his wide eyed, innocent appearance, contrasted with his devastating club skills (and willingness to use them).
-
"Oh, hey bud. What's been going on, lately? We were on Florida on official business for a little while."
After talking to Clubby, Mustave goes out to various places to get the general opinion from people about this whole undead rights movement. He wants to talk to all sorts of people, and also some guards, to get an idea about legal matters and how strictly things are being enforced.
(Gather Information, if needed -> d20+4)
Rolled 1d20+4 : 17 + 4, total 21
-
Kulgan is surprised at the sight of the seal.
"What's this? Does the guild have pets?"
-
Kulgan is surprised at the sight of the seal.
"What's this? Does the guild have pets?"
(he is an anthropomorphic seal)
"I am a full fledged constable sir. I can castrate a fly at 100 paces with my trusty Constable's baton. Worry not, I am here to protect you!"
-
"Oh, hey bud. What's been going on, lately? We were on Florida on official business for a little while."
After talking to Clubby, Mustave goes out to various places to get the general opinion from people about this whole undead rights movement. He wants to talk to all sorts of people, and also some guards, to get an idea about legal matters and how strictly things are being enforced.
(Gather Information, if needed -> d20+4)
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+4 : 17 + 4, total 21
"Things have been a scosh unusual sir."
The rights movement is wildly argued. On one side there's the fact that ou could easily rez them and they're no danger. On the other side, the Church of the Death Gawdess seriously opposes it, the Undead are considered risky, and the laws would need some adjusting. Basically there's not much middle ground. On the other hand your group has saved the city so your opinion seems to hold some sway. The guards inform you that with the exception of openly dangerous undead, culling has been halted depending on the legal decisions regarding this case.
You taking anyone with you to the Sheriff? Anyone else doing stuffs?
-
You taking anyone with you to the Sheriff?
I didn't specifically ask ahead of time, but I'd be fine if anyone wanted to come along.
-
"I will come along, I should probably learn the faces of people such as the Sheriff for future reference."
-
You're greeted by a large, well muscled woman as you enter the local Sheriff's office. You've met her once. You believe she's known as Sasha the Pig Strangler.
-
"Hey, Sasha. Is the sheriff in?"
-
"I can check. Yer with the Hippo Guild aren'tcha?"
-
"That's us!"
-
"One of our constables was arrested in Florida. Rather than move in militarily and risk a diplomatic incident, we'd like you to jailbreak them from an Illithid run prison."
-
"Illithids run Florida? Go figure. I have to go back to that hell hole for other business, anyway.
What's your whole take on this undead rights thing? The way I see it, any that aren't causing problems (like any other citizen) should have rights, too. Is that a stance you and your agree with?"
-
"Naw, the holy rollers ruun Florida. Illithids just happen to run this particular prison."
"I'm neutral on the undead bit. I could see it going either way, but if you can make 'em human again or let them move on you should."
-
"Do you have any details or a dossier or something, before I round up the troops?"
-
"It's about 2 dozen Mindflayers and as many Flesh Golems plus some random guard monsters watching over the Gawds know what. I'd take a Cleric if I were you, they like poison gas."
-
Mustave asks the Sheriff for any relevant info to make it easier to find and ID the prisoner.
Mustave heads back to the guild to tell the group. "So... I guess a constable has been arrested in Florida, and the Sheriff would like us to bust him out. He doesn't want any 'official' involvement to avoid a war. I was thinking we should accept pro bono (other than spoils of war kind of stuff) to get in good with him.
The guy is held in a prison fun by fuggin mind flayers with flesh golems and other guards. I guess these dudes love poison. It's been suggested we go with a cleric. I suggest getting some anti-toxins too.
Is everybody in?"
After that, Mustave goes to buy an anti-toxin, and if he can find one, a wand of Cure Light Wounds.
-
ooc: It's Nervous Bob they captured, I can describe him if you don't remember him.
-
ooc: It's Nervous Bob they captured, I can describe him if you don't remember him.
OOC: It's been long enough that I don't remember.
-
short, highly twitchy gobliny fellow who is unsafe to be around when he's holding a crossbow
-
short, highly twitchy gobliny fellow who is unsafe to be around when he's holding a crossbow
That's right.
Mustave waits for his guild-mate's input.
-
"Sure, I will come along."
Is it knowledge:Arcana for seeing what Pat knows about constructs such as flesh golems?
-
Invading a prison run by brain eaters and unholy constructs or desk job? Sign me up for that raid!
I don't think it's come up yet since I joined this guild but I'm quite resistant to poisons.
-
vlad
-
"A prison break sounds much better than a bunch of squishy pirates on a boat did! And they're likely much less inclined to just up and surrender the moment the going gets tough."
-
Pat goes out and buys 3 Antitoxins.
Knowledge:Arcana check for flesh golems.
Rolled 1d20+17 : 1 + 17, total 18
-
"Excellent. I'd say make sure you get any supplies we need. We'll have to head out soon. Perhaps tomorrow morning, so people can get their spells back."
Bhu, am I able to find any of these things:
After that, Mustave goes to buy an anti-toxin, and if he can find one, a wand of Cure Light Wounds.
-
"Count me in. Although I wonder if my tricks will work..." Kulgan is pondering. "Might as well get prepared."
Buying 4 Antitoxin. Just incase.
-
Antitoxins are easy to find, as are CLW wands. Are you guys hiring a cleric just in case?
Vlad These Large Constructs are pretty resistant to weapons. They're fairly magic proof other than cold and fire, which slows them down, and electricity which heals them.
-
Are you guys hiring a cleric just in case?
What are the going rates for that sort of thing?
-
Depends. The wrong church won't do it for anything. An anti-mindflayer church might do it for free.
-
To group: "Does anyone know much about religious type things? I can barely remember any god's names, let alone what they care about. If anyone knows of one that hates mind flayers or anything else related to this job, we might get a cleric to help for free."
-
I would expect all religions to hate mind flayers but then very few actually provide any help for free.
Knowledge: Religion
Rolled 1d20+7 : 8 + 7, total 15
-
os
Not the Death Gawdess cause she's pissed at you. Or the Morality Pantheon which currently enjoys favor in Florida. Possible GOds would be Gorger (God of Good), Big Gay Dan (God of Manliness), or Scooby the Overly Cheerful God of Hatred. Maybe Jasta the Healing God.
-
Out of the top of my head, the churches that may be willing to support us for free in this Gorger the God of Good, Big Gay Dan the God of Manliness or Scooby the Overly Cheerful God of Hatred. Jasta the Healing God could be a last possibility if the other three refuse. Also remember that we're in the shit list of the lady of death and the morality pantheon is popular in Florida and thus they wouldn't want to help us in this.
I would suggest Gorger the God of Good should be the first one we pay a visit to. Or maybe we split up to cover the main three faster. Although it's probably best if we stick together.
-
"I think that's a good plan... sorry, no pun intended. We'll probably have to make sure we don't do anything that'd piss off a cleric of good during this whole thing.
Shall we?"
Unless anyone objects or wants to go to another temple, Mustave goes to head out with Morte, and anyone else who wants to come along.
-
The Sheriff loans you the military's Frost Giant as an escort. You get some stares, especially on the street of the Gawds. Then said Giant clears his throat and everyone pretends to not be rubbernecking.
-
Morte looks for the local church of Gorger the God of Good and looks for a cleric-looking guy to talk to:
Hi there! Our guild was hired for a job in Florida. Jailbreak some poor smuck from an Illithid-run prison. We could use the help of a divine doctor in case we get poisoned or some other nasty condition. Our guild will provide the stabbing and blasting, plus transport, three meals a day and drinks included. I'm sure Gorger would love the chance to help smash some mind flayer heads, right?
-
Diplomacy
Rolled 1d20+19 : 12 + 19, total 31
-
The Gnoll in priest robes regards you with a bloodshot eye and says: "I'm shorry...I'm very drunk...talk more slower..."
-
We gonna fight Illithids.
Your gawd happy if you help us fight illithids.
We happy if you help us fight illithids.
Come with us in great adventure!
-
"I wonder if speaking like that will make it easier for him to understand..." Kulgan is speaking aloud his rather improper thought...
-
"Iwiffids?"
-
"You know? Those guys who walk around on two legs, but have an octopus head, and they make people slaves and eat their brains? Illithids. Some people call them 'mind flayers', so maybe you've heard that name. They have freaky mind powers.
We're looking for someone who hates mind flayers and is able to help us if someone gets poisoned, or something."
-
he stands bolt upright, nearly falling several times in the process.
"MINDFLAYERS! GODDAMN, IGNORANT, PEASANT RAPIN' MINDFLAYERS?"
people are beginning to stare
"HELL'S YEAH I'LL GO FOR SOME MINDFLAYER KILLIN'! I SAY WE BREAK THEIR BACKS AND FUCK 'EM IN THE ASS!"
a small crowd is now paying attetion
-
"I like your enthusiasm, but... do you think you could maybe stay sober for the duration of the mission? I've heard booze makes their mind powers work better on you.
Also, what's the most powerful spell you can cast?"
-
"I can shupersize bugs. Lotsa bugs unnerground. I can armer em too. IT'S THE PREFECT PLAN!"
"I can remain shober, seriously. I'm just drunk here cause it helps to put up with all the sanctimonious ashholes."
"Hey!"
"Fuck you Jemonowicz, you know I'm right."
-
"I like your style, man.
Can you be ready, tomorrow? I think some of my crew (myself included) needs to prepare new spells."
-
"Shure, where do I meet you?"
-
Mustave gives him directions to the guild's location. If we have nothing else going on, he'll head back, get some food, and have a quiet night in.
-
"I agree, Boss. Let's get ready for tomorrow."
-
does anyone else wanna do stuff before leaving?
-
Morte goes to check if her new gun is ready.
-
ooc: you guys know you still have a few days for that.
-
any last requests before we move on?
-
I'm good.
-
Pat is all ready to go.
-
You get air dropped at The Earth's Maw, a popular entrance and trade hub for the Underdark. Your official cover story is that you are there to show new advances in Gnome technology, which is largely greeted by laughter (the Gnomes have a reputaWhat do you do first?
-
(can Morte retroactively grab some composite longbows and arrows for her dolls? Something I forgot)
We have some great gnome security and trap systems to sell. Anyone who can point us to a potential buyer shall get a nice tip plus a nominal share of any sales we do.
Morte shows off her expensive gear while talking to show she's not some poor smucker.
Diplomacy
Rolled 1d20+19 : 7 + 19, total 26
Sense Motive to read the mood.
Rolled 1d20+14 : 3 + 14, total 17
-
"Gnome security? Good Gawds that'll be a tough sell. Here try the local prison *scribbles address*. It's run by Mindflayers so don't freak out when you see them. They're mighty sensitive."
-
Thank you friend. Mind flayers, huh? Well I can't really complain my job ever gets boring. We'll be on our way then.
Morte hands out ten gold coins to whoever wrote the adress and leaves to check out the prison, although she'll stop at a safe distance to check the surroundings before getting closer.
-
You friskily scamper into the bowels of the Underdark, and close to your goal you find a massive cave in being cleared by Humanoid slaves being directed by a pair of Flayers (slavery is legal in Florida). Sitting nearby is a cart drawn by Pack Lizards hauling away rubble.
"Halt! Who goes there?"
-
Mustave defers to Morte, since she's doing such a great job.
-
Greetings good slaver, we're just humble business dealers, here in Florida to promote the latest technology in Gnomish security devices. I've been informed there is a prison nearby and that they would be interested in negotiating a deal. You know how prisioners are, always trying to escape their fates. You need a good set of gates and locks and traps to keep them in check.
-
"Gnome security?" "Gnome security?" "Ahahahahahahahahahahaahaha!" "Gnome security." "Sheeit. Awright keep headin' down that way, you'll get there soon enough. Watch out for the poison gas."
-
Morte smiles and waves goodbye while resuming walking, keeping her eyes open for any strange cloud. She has one of her weaker disguised skeletons take point just in case it is a poison gas trap.
-
After a short two mile walk you come to a stone bridge crossing a sulphurous, gas-filled chasm. At it's end is an iron portcullis flanked by two large stalactites.
-
Is the gas all below the bridge?
-
IT stops about 5 ft below the bridge, yes.
-
In a whisper;
"So.... do we want to talk our way in, try to be stealthy to get in, or should I just blast the place?"
-
Morte uses her telepathy:
I don't know if we can do stealthy. Our cover seems to have been working so far, so I say we see how far it takes us. Plus, I've heard blasting something is easier when you do it from the inside.
Still she waits a bit to see if the rest of the group has any other suggestions.
-
"I'm fine with the talky stuff. You've been doing a good job, so far."
Bhu, if this is the place, and not just some gate much further out, Mustave will pop an anti-toxin.
-
this is the place
-
"Talky it is then. Man, if my old boss could see me now..."
Morte first sends one of her weaker bone dolls to approach the portcullis and knock with its weapon lightly on the metal, at the lack of a greeting bell. Also just in case there are any pressure traps. Morte hangs a bit back and shouts
"Hello? Anybody home? We're in Florida to promote the latest in gnome security technology and we've heard that you've got a prison here that would be interested in our services."
-
Oslecamo
You receive a telepathic message: "Tell your minion to halt now, or there will be consequences. Have your party present itself in full at the edge of the bridge where you can be seen properly, and be searched. If you refuse we turn off the limiters holding back the gas."
-
Pat will be drinking an anti-toxin and using Magical Recycled Bomb to give himself Greater Mage Armor.
-
Assuming this is relayed to us, Mustave moves up to the front.
-
A pair of Mindflayers backed up by shambling flesh golems meets you at the bridges end. They all appear to be wearing some sort of bizarre breathing apparatus.
"You don't look like salesmen."
-
A pair of Mindflayers backed up by shambling flesh golems meets you at the bridges end. They all appear to be wearing some sort of bizarre breathing apparatus.
"You don't look like salesmen."
"What's that supposed to mean? Is that a fat joke?"
-
"Fat joke?" Shak'ri curiously looks, and feels, herself over. "I don't think I've gained any weight."
-
One Mindflaer looks at the other "This is why we live underground. I swear I'll never understand the endoskeletal peoples."
Looks back at you "What are you selling?"
-
"Gnome security." Mustave gestures to Morte. "She's got all the specs. She's the smart one."
-
"Gnome security. Those two words do not make sense when uttered together."
-
"It makes a lot more sense once you realize that most of it was not originally designed to be security."
-
Kulgan is looking around, ready for the worst. However, things are going smoothly.... So far.
-
The Mindflayer sighs "Look, thanks for coming, but we have all of the security we need. Nothing can get into this place. Hell, the poison gasses that seep out of this place could put down a Pit Fiend. Nothing can break into this place."
"ALERT! ALERT! GEEGAW THE WORLD DEVOURER HAS ESCAPED! WE REPEAT GEEGAW THE WORLD DEVOURER HAS ESCAPED!! ALL PERSONNEL REPORT IMMEDIATELY!" EEeeeOOoooooEEeeeOOooooo
"God damn it..."
-
"Sounds like break outs are still a problem though..."
-
"At the very least our product has a better alarm than this..."
-
"Yeah, maybe we can help you, in the mean time."
-
"Sigh. The recent earthquake has caused some cave-ins that have created issues. You have the option of coming with us or going back where you came. Gotta warn you though, if Geegaw is loose shit could go sideways fast."
-
Mustache looks at the group, making sure they're ready. He follows the mind flayers.
-
The gate opens to a gigantic free for all involving dozens of flayers, golems, and prisoners of all types.
"Y'all step inside so we can activate the gas under the bridge, anything not a Golem or Illithid is fair game. Stay close to us, we're the only ones who know you aren't prisoners."
It is a clusterfock of epic proportions.
nishutives plz :D
-
Rolled 1d20+2 : 9 + 2, total 11
-
Initiative roll:
Rolled 1d20+11 : 13 + 11, total 24
-
rolli for oz
Rolled 1d20+3 : 15 + 3, total 18
skellies Rolled 1d20+7 : 3 + 7, total 10
big skelly Rolled 1d20+4 : 11 + 4, total 15
-
Rolled 1d20+4 : 8 + 4, total 12
Can we see the guy we're looking for? If he can, Mustave telepathically asks Morte to telepathically have one of the group go invisible to find the guy.
-
Init check 1d20-1 : 20 - 1, total 19
Kulgan will drink an antitoxin, just in case shit happens.
-
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+4 : 8 + 4, total 12
Can we see the guy we're looking for? If he can, Mustave telepathically asks Morte to telepathically have one of the group go invisible to find the guy.
gimme a spot check
-
gimme a spot check
Uh oh. I feel like someone more qualified should be doing this. :p
Spot = 1d20-1
Rolled 1d20-1 : 17 - 1, total 16
-
Thats prolly a good idea, cause you cant see much in the crowded melee
Round 1
24 Vladeshi
19 Risada
18 Oslecamo
16 The Horde
15 Big Skelly
12 Robby, Ketaro
10 Lil Skellies
Vlad, you see before you a heaving sea of flailing limbs, weapons and less identifiable bits punctuated by the occasional blast of actual power. There are no empty squares, and any area effects have a risk of hitting the guy you were sent to save until you can identify where he is.
Also there is a weirded out Gnoll staring at you while slowly repeating "meat..."
-
How high is the ceiling?
-
about 20 ft.
-
What's the ground made of?
-
Pat will be floating up to the roof then.
Swift action to enter Milky Way stance.
Casts Mass Whelm on the nearest nine prisoner looking guys.
Will Save DC 17 negates
Rolled 9d6 : 3, 4, 3, 6, 1, 3, 6, 5, 5, total 36
Nonlethal damage.
-
What's the ground made of?
Rock
-
Your spell puts down a few of the more sickly looking ones, Risada is up.
-
Kulgan gets ready to join combat by casting a vitalty boosting spell.
Standard Action: Cast False life.
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d10+8 : 1 + 8, total 9
Move Action: stand 10 ft ahead of his current position, if possible.
Combat Stats
Str 20, Dex 8, Con 20, Int 12, Wis 7, Cha 18
- AC 22 (-1 Dex, +7 Armor, +5 Natural, +1 Deflection)
- Touch AC 10
- Flat footed 22
- Fort: +14 (+4 vs spells)
- Ref: +3 (+4 vs spells)
- Will:+12 (+4 vs spells)
- Move speed: 20 ft.; burrow 15 ft.
- Initiative: -1
- Hit Points: 101/101
- DR 6/Adamantine (DR 9/Adamantine with Iron Ward Diamond)
--- Iron Ward Diamond Charges: 10/10
--- Healing Belt charges: 3/3
- Full Attack: +15/+10, 2d4+8 18-20/x2
- Available Attacks of Opportunity: 1
Ongoing Effects:
Spells per day: 6/5/3
Slots spent: 0/0/1
Dark Companion: summoned
Earth Strike 1/hour: not used
Aura of Unluck 1/day: not used
Hexblade's Curse: 6/6 remaining
-
Oslecamo is up
-
Os must still be down, he moves into the melee
After which the Mindflayers unleash psychic hell into the crowds
the aforementioned Gnoll charges and does a flying leap at pat
Rolled 1d20+10 : 3 + 10, total 13
-
aaand whiffs big time
we'll say Os holds he skellies in reserve for now
which leaves Robby and Ketaro up
-
Mustave telepathically asks Morte to pass along the message to have someone who's mobile and perceptive to look for our guy.
In the mean time, he looks for a prisoner within 50 feet of him (30 feet for Sneak Attack and 20 foot movement speed). He throws a copper piece at him using Jester's Feint as a swift action, pitting his Slight of Hand against the prisoner's Spot. If he fails, he's denied his Dex bonus against Mustave's next attack:
Slight of Hand = 1d20+18
Rolled 1d20+18 : 20 + 18, total 38
He then throws one of his Returning Daggers as a standard action:
1d20+14 (-2 per 10')
Rolled 1d20+14 : 10 + 14, total 24
Damage = 1d3+1
Rolled 1d3+1 : 1 + 1, total 2
Sneak Attack (if applicable) = 3d6
Rolled 3d6 : 3, 2, 3, total 8
-
He takes it right in the face!
Ketaro is up
-
Shak'ri awkwardly maneuvers through the horde, making a point to stick with their Illithid escort while attempting to look for their target.
Standard: See Invis (just in case)
Move: Stay adjacent to the Illithid escorting us
Spot (is gaaaarbage)
Rolled 1d20-1 : 16 - 1, total 15
If I'm allowed to, I'd MUCH prefer to use Search please?
Rolled 1d20+11 : 13 + 11, total 24
-
You see small goblinny eyes peering out from a hollow stalactite. No idea if it's your guy.
Vlad your up. You get Mortes message about looking for the goblim.
-
Pat will cast Ray of Ice at the gnoll that had attacked him.
Ranged touch attack
Rolled 1d20+8 : 5 + 8, total 13
Cold Damage
Rolled 4d6 : 6, 5, 3, 2, total 16
Reflex DC: 18 or be frozen to the ground.
Swift action to use Astronomical Instrument "Orreries' Solar System" with Orb of Fire.
Three orbs appear(I assume in Pats square, it doesn't say for sure) and will begin firing next round.
-
Move action to retreat farther back so the gnoll doesn't have an easy time of reaching Pat if he misses.
-
You do just mss, but the realization that you're a caster makes him scamper off quickly enough.
Risada is up
-
Kulgan says to the group: "Where's the target? Did anyone find him?"
After that he casts yet another spell on himself. This time, many illusions of Kulgan appear around himself.
Standard Action: Cast Mirror Image.
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d4+2 : 1 + 2, total 3
Combat Stats
Str 20, Dex 8, Con 20, Int 12, Wis 7, Cha 18
- AC 22 (-1 Dex, +7 Armor, +5 Natural, +1 Deflection)
- Touch AC 10
- Flat footed 22
- Fort: +14 (+4 vs spells)
- Ref: +3 (+4 vs spells)
- Will:+12 (+4 vs spells)
- Move speed: 20 ft.; burrow 15 ft.
- Initiative: -1
- Hit Points: 101/101 plus 9 temp hp
- DR 6/Adamantine (DR 9/Adamantine with Iron Ward Diamond)
--- Iron Ward Diamond Charges: 10/10
--- Healing Belt charges: 3/3
- Full Attack: +15/+10, 2d4+8 18-20/x2
- Available Attacks of Opportunity: 1
Ongoing Effects:
False life: ~8 hours
Mirror Image: ~8 minutes
--- 3 images left
Spells per day: 6/5/4
Slots spent: 0/0/2
Dark Companion: summoned
Earth Strike 1/hour: not used
Aura of Unluck 1/day: not used
Hexblade's Curse: 6/6 remaining
-
Morte spots a goblin and relays the spot to Risada telepathically.
The Mindflayers blast several thingies that charge your way as the fracas continues. There's an Ogre wielding a fello prisoner as a club. There's four goblinoids (?) grappling a guard. What looks disturbingly like a Pit FIend is laughing his ass off while smiting the crowd...
Robby and Ketaro are up.
-
Is there anyone within 30-50 feet of me that looks occupied enough to be denied their Dex bonus to AC (grappled, or something)? If not, is there a cluster of mostly prisoners in a 10' radius near me?
-
Is there anyone within 30-50 feet of me that looks occupied enough to be denied their Dex bonus to AC (grappled, or something)? If not, is there a cluster of mostly prisoners in a 10' radius near me?
Oh god yes. You have targets aplenty.
-
Mustave throws five daggers, focusing on one opponent until he drops, then switching targets. He only attacks those within 30' so he can Sneak Attack:
+1 Returning dagger -> 1d20+10
Rolled 1d20+10 : 2 + 10, total 12
Damage -> 1d3+1
Rolled 1d3+1 : 3 + 1, total 4
Sneak Attack -> 3d6
Rolled 3d6 : 6, 1, 5, total 12
---
+1 Returning dagger -> 1d20+10
Rolled 1d20+10 : 10 + 10, total 20
Damage -> 1d3+1
Rolled 1d3+1 : 1 + 1, total 2
Sneak Attack -> 3d6
Rolled 3d6 : 4, 6, 1, total 11
---
Dagger -> 1d20+9
Rolled 1d20+9 : 18 + 9, total 27
Damage -> 1d3
Rolled 1d3 : 1, total 1
Sneak Attack -> 3d6
Rolled 3d6 : 1, 2, 4, total 7
---
Dagger -> 1d20+4
Rolled 1d20+4 : 17 + 4, total 21
Damage -> 1d3
Rolled 1d3 : 1, total 1
Sneak Attack -> 3d6
Rolled 3d6 : 3, 2, 6, total 11
---
Dagger -> 1d20+4
Rolled 1d20+4 : 18 + 4, total 22
Damage -> 1d3
Rolled 1d3 : 3, total 3
Sneak Attack -> 3d6
Rolled 3d6 : 6, 3, 6, total 15
-
You drop several of the less hulky looking prisoners, and we're over to Ketaro
-
Shak'ri veered off toward those annoying little eyes peering out from that hollow stalactite she'd spotted. They needed a goblin, she forgot why already, so every beady pair of eyes was going to get inspected for goblinness.
-
you keeping close to the ceiling and avoiding the taller combatants?
-
Once again, can't fly. Can tumble though
Rolled 1d20+15 : 19 + 15, total 34
-
You get a half move in with no attacks.
Whacking anyone?
-
No, just all movement
-
Round 3
24 Vladeshi
19 Risada
18 Oslecamo
16 The Horde
15 Big Skelly
12 Robby, Ketaro
10 Lil Skellies
And we're back to vlad
-
Are there any long 5-ft lines of prisoners without hitting party members, mindflayers or their golems?
-
you have one yes, but it might not be there long
-
Swift action goes to maintaining Astronomical Instrument "Orreries' Solar System".
The three orbs from that maneuver each five an Orb of Fire at some prisoners in ketaros path.
Ranged touch attacks
Rolled 1d20+8 : 3 + 8, total 11
Rolled 1d20+8 : 17 + 8, total 25
Rolled 1d20+8 : 8 + 8, total 16
Damage rolls if they hit
Rolled 9d6 : 2, 5, 3, 4, 4, 1, 6, 1, 6, total 32
Rolled 9d6 : 6, 3, 3, 2, 5, 3, 2, 4, 3, total 31
Rolled 9d6 : 1, 6, 6, 2, 1, 6, 1, 5, 5, total 33
if hit Fort save DC:23 or be dazed for one round.
Fullround action to use Love Sign "Non-Directional Laser" powered by Icelance.
One of the four lines created will be targeting the area you specified the others will be targeting just above the crowd to keep them nervous.
Ranged attack(not touch)
Rolled 1d20+12 : 17 + 12, total 29
Damage
Rolled 6d6 : 6, 3, 5, 4, 4, 4, total 26
Fort save DC:22 or be stunned for
Rolled 1d4 : 1, total 1
rounds.
-
Forgot to mention the lines from Love Sign "Non-Directional Laser" remain in place until my next turn and anyone that wanders into them is subject to its effects.
-
You well and truly fuck up some shit.
Which means the attention of the room is now upon you.
Risada is up, facing down what appears to be an angry horde thats realized the heaviest firepower comes from the direction of the party.
-
The draconic man stands between his companions and the enemy horde and yells: "You wanna come? Then do it! I am waiting!"
If needed, Kulgan will move to keep himself ahead of the party.
Standard action: ready an attack against the first guy who gets within reach.
Attack Roll 1d20+15 : 10 + 15, total 25
Damage Roll 2d4+8 : 3, 2 + 8, total 13
Combat Stats
Str 20, Dex 8, Con 20, Int 12, Wis 7, Cha 18
- AC 22 (-1 Dex, +7 Armor, +5 Natural, +1 Deflection)
- Touch AC 10
- Flat footed 22
- Fort: +14 (+4 vs spells)
- Ref: +3 (+4 vs spells)
- Will:+12 (+4 vs spells)
- Move speed: 20 ft.; burrow 15 ft.
- Initiative: -1
- Hit Points: 101/101 plus 9 temp hp
- DR 6/Adamantine (DR 9/Adamantine with Iron Ward Diamond)
--- Iron Ward Diamond Charges: 10/10
--- Healing Belt charges: 3/3
- Full Attack: +15/+10, 2d4+8 18-20/x2
- Available Attacks of Opportunity: 1
Ongoing Effects:
False life: ~8 hours
Mirror Image: ~8 minutes
--- 3 images left
Spells per day: 6/5/4
Slots spent: 0/0/2
Dark Companion: summoned
Earth Strike 1/hour: not used
Aura of Unluck 1/day: not used
Hexblade's Curse: 6/6 remaining
-
Morte, who had been hanging back with her dolls, decides this is a good time to step in. As the prisioners are blasted apart by her allies lasers, Morte pulls out a fistful of ghostly coins which she places over her weapon's blade before disappearing into a flash of violet light. She instantly re-appears over a recently charred corpse, its ashes rising and swirling around Morte while her now glowing scythe is already performing a wide arc to cut the nearest prisioner, and from the impact a multitude of spirits are released, cutting a swathe through the angry mob while leaving mind flayers and golems unharmed! Then most of the spirits are gone, except for six that remain near Morte.
Saw what my friend just did? I'm his senior. So you might want to return to your cells if you value what remains of your lifes before I start getting really serious. Ruby! Sapphire! Emerald! Big Bones! Form rank!
Retroactive standard actions: Cast Alter Self for Black Abishai, enter Boat on the Styx stance
Retroactive immediate action: Use Ties with the Deceased to teleport to the position of an opponent killed by recent allied blasting, so that I can hit as many enemies possible with a 60 feet cone while being the closest possible to the party (attack specifically only targets opponents so mind flayers and golems will be unafected).
Fullround action:Initiate Scythe of Wandering spirits, affecting all opponents in a 60 feet cone (target as many as possible). Single attack roll and damage rolls, compare against their ACs. Each hit enemy pdamaged a spirit. Morte can only maintain up to 6 simultaneous spirits, so if I hit more than 6 enemies, I want the spirits to be as close to me as possible. If an ally passes through them, they're healed by an amount equal to a profession check from Morte. Attack/Damage: 29/23
Skeletons: form up line with Risada and ready attack/damage: 18/4, 25/5 (24 to confirm crit for +8 damage), 17/3, 23/20.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor, (improving my AC by 1 a total of 26, touch 13, flatfooted 22) , current AC 32 (boosted by Ties with the Deceased)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Scythe of Wandering Spirits EXPENDED
Ties with the Deceased EXPENDED
Spirit Sign "Abundant Floating Spirits"
Scythe of Exorcism
Ritual of Ecstasy
Wind of the Last Journey
A Human Spirit Passing By
Stance:Boat on the Styx (20 ghostly money invested, 70 land speed)
Ghostly money remaining: 595/720 GP.
Menina Morte HP: 62/62
Boat HP: 31/31, hardness 6.
-
Morte widens the bole created via your favorite mathematician, and the skellies+risada finally find attacks coming their way, shortly before the Mindflayers unleash psychic hell. For supposedly being the baddest of the bad these guys crumble kinda easy, until you notice the Pit Fiend like thingie walking your way. Fortunately he's swarmed by Golems but who knows how long that will last. You'd be geting attacked but your new illithid friends standing next to you are blasting whatever gets close.
Robby and Ketaro are up
-
Mustave's two returning daggers reappear in his hands, and he throws them, along with his last normal dagger and two acid flasks. He's aiming for anyone who looks like they're distracted (i.e. denied their Dex bonus to AC). He'll try to avoid anyone next to allies with the flasks (to avoid the 1 point of splash damage), but he's aiming the acid at the toughest looking or heaviest armored targets.
Returning Dagger +1 -> 1d20+10
Rolled 1d20+10 : 19 + 10, total 29
Damage -> 1d3+1
Rolled 1d3+1 : 1 + 1, total 2
Sneak Attack -> 3d6
Rolled 3d6 : 6, 3, 6, total 15
Returning Dagger +1 -> 1d20+10
Rolled 1d20+10 : 17 + 10, total 27
Damage -> 1d3+1
Rolled 1d3+1 : 3 + 1, total 4
Sneak Attack -> 3d6
Rolled 3d6 : 5, 2, 5, total 12
Acid flask -> 1d20+10 touch
Rolled 1d20+10 : 13 + 10, total 23
Damage -> 1d6+1
Rolled 1d6+1 : 4 + 1, total 5
Sneak Attack -> 3d6
Rolled 3d6 : 4, 2, 1, total 7
Acid flask -> 1d20+5 touch
Rolled 1d20+5 : 5 + 5, total 10
Damage -> 1d6+1
Rolled 1d6+1 : 4 + 1, total 5
Sneak Attack -> 3d6
Rolled 3d6 : 3, 3, 5, total 11
Dagger -> 1d20+5
Rolled 1d20+5 : 15 + 5, total 20
Damage -> 1d3
Rolled 1d3 : 1, total 1
Sneak Attack -> 3d6
Rolled 3d6 : 1, 3, 6, total 10
-
The first Returning Dagger might be a crit:
Confirm -> 1d20+10
Rolled 1d20+10 : 18 + 10, total 28
Extra damage, if confirmed -> 1d3+1
Rolled 1d3+1 : 1 + 1, total 2
(It's almost not worth it, but it's a crit, dammit!)
-
You manage to take out a prisoner. Ketaro is up.
-
Ketaro fords his way through the crowd a bit more, paying close attention to avoiding the Fiend.
Round 3
24 Vladeshi
19 Risada
18 Oslecamo
16 The Horde
15 Big Skelly
12 Robby, Ketaro
10 Lil Skellies
and we're back to Vlad
-
Just needing to know the areas where Pat can target without hitting party members or our 'allies'.
-
things have mixed sufficiently now that area of effect spells would hit either the party or allies.
-
Swift action goes to maintaining Astronomical Instrument "Orreries' Solar System"
The orbs fire three Orbs of Fire, one at the pit-fiend looking guy, the other two at some prisoners in Ketaro's path.
Ranged Touch Attacks
1(Targeting pit-fiend lookalike)
Rolled 1d20+8 : 15 + 8, total 23
2 and 3
Rolled 1d20+8 : 8 + 8, total 16
Rolled 1d20+8 : 8 + 8, total 16
Damages
Rolled 9d6 : 6, 5, 2, 5, 6, 2, 3, 4, 5, total 38
Rolled 9d6 : 2, 1, 2, 2, 2, 1, 6, 2, 2, total 20
Rolled 9d6 : 3, 6, 3, 2, 4, 2, 5, 4, 1, total 30
If they take damage Fort DC:23 or be dazed for one round.
Move action to recover Ray of Ice
Standard action to cast Ray of Ice at pit-fiend wannabee.
Ranged touch attack
Rolled 1d20+8 : 10 + 8, total 18
Damage
Rolled 4d6 : 1, 1, 2, 1, total 5
Reflex DC:19 or be stuck in place(cannot move, loses Dex bonus to AC, -2 penalty on attack rolls, can break free with a DC 18 Str check or dealing 15 damage to the ice).
Casting recovers Love Sign "Non-Directional Laser".
-
roll to overcome SR if either effect allows for it
-
Only for Ray of Ice.
Caster lvl check
Rolled 1d20+9 : 10 + 9, total 19
-
They're all direct hits, though they don't seem to do more than pis him off. They do however, focus his attention in your direction. He gets that squinchy faced look that suggests he's thinking "you motherfucker", before turning to face the majority of the party.
Risada is up
-
They're all direct hits, though they don't seem to do more than pis him off. They do however, focus his attention in your direction. He gets that squinchy faced look that suggests he's thinking "you motherfucker", before turning to face the majority of the party.
"Well, that's another thing checked off the bucket list. Hey boss, didn't the guard say that the poison outside could take down a Pit Fiend?"
-
"If that red bastard gets here we are fucked! Either everyone hits him or we grab our target and run away!" Howls Kulgan while holding his ground.
Standard action: ready an attack against the first guy who gets within reach.
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Attack Roll 1d20+15 : 13 + 15, total 28
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Damage Roll 2d4+8 : 1, 2 + 8, total 11
Combat Stats
Str 20, Dex 8, Con 20, Int 12, Wis 7, Cha 18
- AC 22 (-1 Dex, +7 Armor, +5 Natural, +1 Deflection)
- Touch AC 10
- Flat footed 22
- Fort: +14 (+4 vs spells)
- Ref: +3 (+4 vs spells)
- Will:+12 (+4 vs spells)
- Move speed: 20 ft.; burrow 15 ft.
- Initiative: -1
- Hit Points: 101/101 plus 9 temp hp
- DR 6/Adamantine (DR 9/Adamantine with Iron Ward Diamond)
--- Iron Ward Diamond Charges: 10/10
--- Healing Belt charges: 3/3
- Full Attack: +15/+10, 2d4+8 18-20/x2
- Available Attacks of Opportunity: 1
Ongoing Effects:
False life: ~8 hours
Mirror Image: ~8 minutes
--- 3 images left
Spells per day: 6/5/4
Slots spent: 0/0/2
Dark Companion: summoned
Earth Strike 1/hour: not used
Aura of Unluck 1/day: not used
Hexblade's Curse: 6/6 remaining
-
Mustave telepathically asks Morte if anyone got our guy.
-
and we're over to Oslecamo
-
(can Morte see the/any goblin?
Did Shak'ri manage to catch the goblin she had spotted? Morte can ask as a free action through telepathy.)
-
Shakri is on her way, she's currently hampered by fighting the crown and trying not to get too close to her species enemy.
-
Morte tries to keep a calm composure. They don't need to defeat the pit fiend, just distract it for enough time to Shakri get her hands on the goblin they're supposed to rescue. She informs her companions telepathically:
Devils hate demons, right? Like kill on sight, right? Then I'll give this one a big target to focus on. Grab the goblin and get him somewhere safe fast in the meanwhile.
Breathing deeply, Morte's body shapes into a longer, sinewy form, a demon with dirty gray skin and glowing yellow eyes. Taking to the air and closing in with the big devil, Morte remains just out of reach of the pit fiend's claws, screaming at it:
TANAR'RI RULES AND BAATEZU DROOLS! Also your momma's so fat even natural 1s automatically hit her.
Standard Action: Alter Self for juvenile Nabassu, aka a demon.
Move action: approach pit fiend as much as possible without actually entering their melee reach (up to 70 feet)
Swift action: Enter The Endless Way stance, selecting the Pit Fiend as a target. The main effect is that when the Pit Fiend moves, Morte can simultaneously move along it.
Meaning if the Pit Fiend tries to close in with Morte, she will slide away automatically.Free action: smack-talk pit fiend.
Skeletons: hang near Kulgan, ready to attack any enemy coming close.
Spells: Alter Self for juvenile Nabassu (Fiendish Codex I pg 48.)
AC 26, touch 13, flatfooted 22
2 claw attacks for 1d6.
Bite attack for 1d8.
Scythe of Wandering Spirits EXPENDED
Ties with the Deceased EXPENDED
Spirit Sign "Abundant Floating Spirits"
Scythe of Exorcism
Ritual of Ecstasy
Wind of the Last Journey
A Human Spirit Passing By
Stance: The Endless Way
Ghostly money remaining: 595/720 GP.
Menina Morte HP: 62/62
Boat HP: 31/31, hardness 6.
-
the Pit FIend throws a very confused orc at Oslecamo
Rolled 1d20+18 : 15 + 18, total 33
to hit
Rolled 1d6+6 : 2 + 6, total 8
damage if it hits
the crowd begins clearing a pth for him so the party goes mostly unmolested as the mindflayers concentrate their psychic firepower on the devil
robby and ketaro are up
-
Ketaro is now 10 ft from the hiding gobbin
Robby is up
-
Mustave figures the best he can do is buy time with a distraction. He casts Sleet Storm in the opening in the crowd between the group and the pit fiend. It's a 40' radius that blocks line of sight.
-
he sleet storm unleashes hell as everyone in the crowd panics
Round 3
24 Vladeshi
19 Risada
18 Oslecamo
16 The Horde
15 Big Skelly
12 Robby, Ketaro
10 Lil Skellies
Vlad is up
-
"So.... Are we keeping cover at this point, or is it time to unleash?"
-
"Do you want bring that big dumb red devil down? Or something else? Anyway, do as you see fit."
-
Would 40 feet of movement be enough for Pat to aim at the devil from around the Sleet Storm?
-
Would 40 feet of movement be enough for Pat to aim at the devil from around the Sleet Storm?
no
-
Do we still have some prisoners on this side of the sleet storm?
-
one or two, it covers a big area
-
Swift action to maintain Astronomical Instrument "Orreries' Solar System" then.
Targeting those poor innocent prisoners who happened to be unlucky enough to ever be in front of Pat.
Ranged touch attack rolls
attack 1
Rolled 1d20+8 : 3 + 8, total 11
attack 2
Rolled 1d20+8 : 20 + 8, total 28
Damage 1(if hit)
Rolled 9d6 : 1, 5, 1, 3, 4, 4, 2, 2, 5, total 27
Damage 2(if hit)
Rolled 9d6 : 4, 4, 6, 2, 2, 1, 1, 1, 4, total 25
DC 23 Fort save or be dazed for one round if hit.
Move action to recover Ray of Ice.
-
Roll to confirm Crit on second orb of fire.
Rolled 1d20+8 : 18 + 8, total 26
extra damage if confirmed
Rolled 9d6 : 5, 6, 3, 5, 5, 6, 4, 5, 2, total 41
-
A Gnoll explodes into a ball of fire and dies.
Risada is up, you face a giant wall of fog with fighting noises emanating from within.
-
A Gnoll explodes into a ball of fire and dies.
Risada is up, you face a giant wall of fog with fighting noises emanating from within.
No living target outside and close to Kulgan?
-
not one that isnt on your side
-
Kulgan hold his ground.
Standard action: ready an attack against the first guy who gets within reach.
Attack Roll 1d20+15 : 6 + 15, total 21
Damage Roll 2d4+8 : 1, 2 + 8, total 11
Combat Stats
Str 20, Dex 8, Con 20, Int 12, Wis 7, Cha 18
- AC 22 (-1 Dex, +7 Armor, +5 Natural, +1 Deflection)
- Touch AC 10
- Flat footed 22
- Fort: +14 (+4 vs spells)
- Ref: +3 (+4 vs spells)
- Will:+12 (+4 vs spells)
- Move speed: 20 ft.; burrow 15 ft.
- Initiative: -1
- Hit Points: 101/101 plus 9 temp hp
- DR 6/Adamantine (DR 9/Adamantine with Iron Ward Diamond)
--- Iron Ward Diamond Charges: 10/10
--- Healing Belt charges: 3/3
- Full Attack: +15/+10, 2d4+8 18-20/x2
- Available Attacks of Opportunity: 1
Ongoing Effects:
False life: ~8 hours
Mirror Image: ~8 minutes
--- 3 images left
Spells per day: 6/5/4
Slots spent: 0/0/2
Dark Companion: summoned
Earth Strike 1/hour: not used
Aura of Unluck 1/day: not used
Hexblade's Curse: 6/6 remaining
-
oselcamo is up
-
(What can Morte see inside the storm with her lifesight googles?)
-
Multiple squabbling lifeforms enacting what would rightfully be called a Benny Hill sketch if this dimension has British tv. You can target them with Lifesight.
-
Morte reels a bit from being hit with an orc, but quickly recovers and just starts scything and biting whatever's in range.
Retroactive immediate action: use gnoll's death to recover Sycthe of Wandering spirits.
Fullround action: full attack, scythe attack 14/damage 9, scythe attack 13/damage 6, Bite attack 19/damage 5.
Skeletons: hang near Kulgan, ready to attack any enemy coming close.
Spells: Alter Self for juvenile Nabassu (Fiendish Codex I pg 48.)
AC 26, touch 13, flatfooted 22
2 claw attacks for 1d6.
Bite attack for 1d8.
Scythe of Wandering Spirits
Ties with the Deceased EXPENDED
Spirit Sign "Abundant Floating Spirits"
Scythe of Exorcism
Ritual of Ecstasy
Wind of the Last Journey
A Human Spirit Passing By
Stance: The Endless Way
Ghostly money remaining: 595/720 GP.
Menina Morte HP:54/62
Boat HP: 31/31, hardness 6.
-
You make contact with something, which screeches. The illithids outside power up what are obviously personal buffs, and an orc is flung from the mists, bouncing roughly off the wall behind you.
robby and ketaro are up
-
Shak'ri's tackling the goblin she spotted and pinging the party for verification on whether this is our goblin or just some expendable no-name.
-
gimme a touch attack to initiate grapple
-
Rolled 1d20+17 : 2 + 17, total 19
-
opposed grapple check!
Rolled 1d20 : 7, total 7
-
(ketaro, need str check from you)
-
But I won already?
Rolled 1d20+7 : 7 + 7, total 14
-
The first roll was the touch attack to initiate grapple, the str check is to prevent his escape.
"I assure you madam due to my prison diet my flesh is quite poisonous!"
He's sweatin' balls
-
Os, you still having the skellies hold off and stand guard
Round 4
24 Vladeshi
19 Risada
18 Oslecamo
16 The Horde
15 Big Skelly
12 Robby, Ketaro
10 Lil Skellies
-
we'll assume yes and move on to Vladeshi
-
we'll assume yes and move on to Vladeshi
Os, you still having the skellies hold off and stand guard
Round 4
24 Vladeshi
19 Risada
18 Oslecamo
16 The Horde
15 Big Skelly
12 Robby, Ketaro
10 Lil Skellies
Are we forgetting someone in the turn order? :P
-
sorry Robby
blame my pills :blush
-
Are there any very large objects around? Ideally, something under 16 cubic feet and under ten tons? A piece of the building, or a large-sized corpse?
-
there's bodies in the area effect of your spell.
And an Orc just ricocheted off the wall behind you guys
-
Apart from the pit fiend, are there any hostile creatures that stand out from the crowd?
-
He's the only big one, everything else are yer typical evil humanoids
-
With nothing better to do, Mustave will throw two returning daggers at anyone nearby that looks to be distracted (i.e., denied their Dex bonus to AC). He'll target two if the first attack drops someone.
If no one is distracted, he'll use Jester's Feint as a swift action to make someone distracted against his first attack.
Jester's feint, if needed:
Sleight of Hand -> 1d20+18
Rolled 1d20+18 : 1 + 18, total 19
Opposed by Spot.
Dagger 1 -> 1d20+12 (-2 per 10', not factored in)
Rolled 1d20+12 : 17 + 12, total 29
Damage -> 1d3+1
Rolled 1d3+1 : 2 + 1, total 3
Sneak Attack (if applicable) -> 3d6
Rolled 3d6 : 5, 3, 1, total 9
Dagger 2 -> 1d20+12 (-2 per 10', not factored in)
Rolled 1d20+12 : 15 + 12, total 27
Damage -> 1d3+1
Rolled 1d3+1 : 2 + 1, total 3
Sneak Attack (if applicable) -> 3d6
Rolled 3d6 : 5, 6, 5, total 16
-
Some poor bastard stumbles free of teh stormcloud and raises his arms in victory, just in time to be skewered by Mustave and fall to the ground dead.
And so Vlad is up
-
I would assume no enemies are in sight right now, is this correct?
-
Not till robbies spell ends or they step out of the cloud.
-
Swift action to maintain Astronomical Instrument "Orreries' Solar System".
Move action to recover Icelance.
Standard action to ready to shoot Icelance at the first poor sap(not an ally) to leave the Sleet Storm.
Attack roll
Rolled 1d20+12 : 7 + 12, total 19
Damage(Half cold half piercing)
Rolled 6d6 : 2, 5, 1, 1, 5, 3, total 17
DC 19 fort save or be stunned for
Rolled 1d4 : 1, total 1
rounds.
-
Risada you're up
-
Anything alive outside the Sleet Storm?
-
not yet, except maybe the orc who just bounced off the wall. If he's alive then he's unconscious and pretty messed up
-
Also, Mustave can end the spell if it helps.
-
Kulgan waits for an opportunity to strike.
Standard action: ready an attack against the first guy who gets within reach.
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Attack Roll 1d20+15 : 4 + 15, total 19
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Damage Roll 2d4+8 : 4, 4 + 8, total 16
Combat Stats
Str 20, Dex 8, Con 20, Int 12, Wis 7, Cha 18
- AC 22 (-1 Dex, +7 Armor, +5 Natural, +1 Deflection)
- Touch AC 10
- Flat footed 22
- Fort: +14 (+4 vs spells)
- Ref: +3 (+4 vs spells)
- Will:+12 (+4 vs spells)
- Move speed: 20 ft.; burrow 15 ft.
- Initiative: -1
- Hit Points: 101/101 plus 9 temp hp
- DR 6/Adamantine (DR 9/Adamantine with Iron Ward Diamond)
--- Iron Ward Diamond Charges: 10/10
--- Healing Belt charges: 3/3
- Full Attack: +15/+10, 2d4+8 18-20/x2
- Available Attacks of Opportunity: 1
Ongoing Effects:
False life: ~8 hours
Mirror Image: ~8 minutes
--- 3 images left
Spells per day: 6/5/4
Slots spent: 0/0/2
Dark Companion: summoned
Earth Strike 1/hour: not used
Aura of Unluck 1/day: not used
Hexblade's Curse: 6/6 remaining
-
Os you're up, and still in the cloud.
-
Morte keeps scything down whatever prisioners are in her reach.
Retroactive immediate action: use gnoll's death to recover Ties with the Deceased.
Fullround action: full attack, scythe attack 14/damage 9(natural 1, yay...), scythe attack 14/damage 10, Bite attack 16/damage 9.
Skeletons: hang near Kulgan, ready to attack any enemy coming close.
Spells: Alter Self for juvenile Nabassu (Fiendish Codex I pg 48.)
AC 26, touch 13, flatfooted 22
2 claw attacks for 1d6.
Bite attack for 1d8.
Scythe of Wandering Spirits
Ties with the Deceased
Spirit Sign "Abundant Floating Spirits"
Scythe of Exorcism
Ritual of Ecstasy
Wind of the Last Journey
A Human Spirit Passing By
Stance: The Endless Way
Ghostly money remaining: 595/720 GP.
Menina Morte HP:54/62
Boat HP: 31/31, hardness 6.
-
You hit sometyhing, you just aren't sure what.
Another dead prisoner gets flung past the group outside the cloud, and the guards ask Robby to cancel his spell.
Whose turn it now is
Ketaro who are you messaging first?
-
and the guards ask Robby to cancel his spell.
Mustave cancels it.
-
The smoke clears and there are lots of unconscious or groaning forms laying prone on the ground. The Pit FIend of course is still among the few standing. Are you doing anything else?
-
At this point, waiting to hear if we found our guy, and watching for threats.
-
Shak'ri'sd telepathy has informed you she believes she has the gobbin
the Pit Fiend (?) is still very obviously a threat
-
Mustave telepathically asks if we can GTFO. Itd Venice if one of the senior guild members can see the goblin to confirm before leaving.
-
(you are the only one who would recognize him I think).
Is anyone who held their action opening fire on the devil?
-
Is anyone who held their action opening fire on the devil?
Standard action to ready to shoot Icelance at the first poor sap(not an ally) to leave the Sleet Storm.
Attack roll
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+12 : 7 + 12, total 19
Damage(Half cold half piercing)
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 6d6 : 2, 5, 1, 1, 5, 3, total 17
DC 19 fort save or be stunned for (http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d4 : 1, total 1
rounds.
Does this count?
-
Alas it bounces off the Pit Fiend. Still Robby and Ketaro's turn
-
There's not much I can do against it apart for fishing for natural 20s and 1s.
-
Ketaro?
-
ok we'll assume Ketaro scampers towards you with the gobbins
Round 5
24 Vladeshi
19 Risada
18 Oslecamo
16 The Horde
15 Big Skelly
12 Robby, Ketaro
10 Lil Skellies
Vlad is up. The only real target is a big ole Pit Fiend lookin' sumbitch
-
Continuing swift action for Astronomical Instrument "Orreries' Solar System"
Touch Attack
Rolled 1d20+8 : 5 + 8, total 13
Damage Fire
Rolled 9d6 : 4, 5, 4, 4, 6, 6, 6, 6, 3, total 44
Fort Save DC 23 or be dazed for one round.
Move action to recover Icelance.
Firing Icelance.
Attack
Rolled 1d20+12 : 15 + 12, total 27
Damage half piercing, half cold
Rolled 6d6 : 1, 5, 2, 5, 6, 4, total 23
Fort Save DC 19 or be stunned for
Rolled 1d4 : 4, total 4
rounds.
-
Neither attack seems to faze teh Fiend.
Risada is up?
-
"We are seriously going against that thing? At least put it on the ground if you want me to help!" Complains the draconic man with no affinity to flying... While moving his shadowy companion closer to the fiend...
For now, move my dark companion as close to the fiend as possible.
Combat Stats
Str 20, Dex 8, Con 20, Int 12, Wis 7, Cha 18
- AC 22 (-1 Dex, +7 Armor, +5 Natural, +1 Deflection)
- Touch AC 10
- Flat footed 22
- Fort: +14 (+4 vs spells)
- Ref: +3 (+4 vs spells)
- Will:+12 (+4 vs spells)
- Move speed: 20 ft.; burrow 15 ft.
- Initiative: -1
- Hit Points: 101/101 plus 9 temp hp
- DR 6/Adamantine (DR 9/Adamantine with Iron Ward Diamond)
--- Iron Ward Diamond Charges: 10/10
--- Healing Belt charges: 3/3
- Full Attack: +15/+10, 2d4+8 18-20/x2
- Available Attacks of Opportunity: 1
Ongoing Effects:
False life: ~8 hours
Mirror Image: ~8 minutes
--- 3 images left
Spells per day: 6/5/4
Slots spent: 0/0/2
Dark Companion: summoned
Earth Strike 1/hour: not used
Aura of Unluck 1/day: not used
Hexblade's Curse: 6/6 remaining
-
oslecamo is up
-
Morte uses her telepathy to speak to her allies.
Look guys, this is a Pit Fiend! A NAMED Pit Fiend! We already got the goblin we were looking for, so I say it's time to get out of this place. Or if you really insist on adding "killed a Pit Fiend" to your curriculum, at least be smart about it and do it in a safer way. Like baiting him back to the super poison gas the squid heads were talking about.
Exemplifying, Morte flies back and casts Phantasmal Killer at the Pit Fiend, producing an illusion of Asmodeus threatening to demote him probably.
DC 19. Maybe he rolls snake eyes.
-
Mustave agrees, and looks around for a ride.
-
Actually he blows the will save with a 4 but makes the fort save
roll 3d6 damage Os
-
Yes! Bow down before your better, foul fiend and I may show you mercy!
Morte's heavy sweating does not back up her threat a lot.
Rolled 3d6 : 2, 3, 4, total 9
-
The Mindflayers pour weapons fire and psychic energies into the Fiend.
"Give it up Geegaw! With them bands yer wearin' you can't use your magic powers. Yer no match for us."
Robby and Ketaro are up.
-
If we have our target, Mustave suggests leaving, and looks for Pat for a ride.
-
I'm assuming Ketaro hustles with the gobbin, who seems too petrified to fight back
Round 6
24 Vladeshi
19 Risada
18 Oslecamo
16 The Horde
15 Big Skelly
12 Robby, Ketaro
10 Lil Skellies
Over to Vlad
-
Pat flies on down to where Mustave is to pick him up.
"We have an exit strategy Boss, or should I just lazor the entrance?"
-
"You have a quicker way out? I was planning on another Sleet Storm behind us, but that will just slow them down a bit."
-
"I can teleport myself and up to three others, just need for all of us to stand together. Not enough for everybody in one run, but I can do it three times, so I could take some of ours to safety then port back to pick up the others."
-
I will remind everyone they turned the gas on when you came inside
-
"Given the gas, that might be best. I'll stay behind until the third trip. Anyone who can go invisible should stay behind, too.
-
"Wait, silly me, I can take everybody in one go if I just get my boat out again. Will need a few seconds for that tough.
(would need standard action to enter Boat on the Styx now, but then I can transport up to 12 people next turn)
-
anyone have any knowledge skills?
-
anyone have any knowledge skills?
Arcana and Architecture & Engineering for Pat.
-
anyone have any knowledge skills?
Nope. Just Gather Info.
-
(Nobility and Royalty)
-
Risada and Ketaro?
-
Don't have knowledges
-
Bonus of +6 in Arcana only.
-
ok, proceed then :P
-
So you guys fleein'?
-
Hopefully.
-
You're ignored as you scamper down the hall, and arrive at the gate, which is down and locked. Beyond is a sea of poisonous green gas so thick you can't see much of anything, including the bridge to the other side.
-
Morte, having re-summoned her boat during the tactical advance to the rear, calls her bone dolls to board in and invites the party to take seats so she can teleport them all in one go.
-
Mustave hops in.
-
How far is the range on the teleport?
-
Pat flies on over to land in the boat.
-
How far is the range on the teleport?
900 miles.
-
daaaayum
Okay where are you teleporting too?
-
I don't suppose that's enough to teleport back to the guild? If not, then to the airport where we arrived to this region, or as close as possible.
-
900 miles is the distance from Atlanta Georgia, to most of Kansas, WIsconsin or NY...I'mma say your back home...
Heading to the Sheriff's office I imagine?
-
Morte could use a refreshing drink or two first. Yes, sheriff.
-
The Goblin is freaking out: "What the FUCK IS GOIN ON? WHO ARE YOU PE- oh hi, Mustave."
-
"Hey. The idea was to get you out without starting a war. That riot was nicely timed.
Heh. Gnome security."
-
"Did the Sheriff send you? I was chasing a fugitive when the local cops arrested me for 'walking while goblinoid'."
-
"I was chasing a fugitive when the local cops arrested me for 'walking while goblinoid'."
"In Florida? What the hell were you thinking 'walking while goblinoid' in Florida? You are lucky they didn't execute you on the spot."
-
"I'm law enforcement. If they kill me they have to deal with the Sheriff, who you will remember, killed a Pit Fiend in a wrestling match. If they just arrest me, the city will play nice and mebbe negotiate my release, unless this was all a pretext to keep the city here past schedule for some reason. Lots of places do that, usually right before some ill-advised takeover attempt."
-
"Shall we get you back for debriefing, then see about that fugitive?"
-
"weeeeellll we may ahve just caused an international incident depending on how the local gummint sees this. I'm pretty sure the brain eaters don't care. You guys flattened all the escapees, sides Geegaw."
-
"What's a geegaw? Sounds perverse." Shak'ri pipes in.
-
"Geegaw is a Fiend of some sort. Those bracers they have him clapped in negate most of his supernatural power, but that doesn't mean he doesn't have brute force in spades."
-
"Can't the sheriff just wrestle this international incident to death?" Kulgan says.
-
"Yeah but the council wants him to be all diplomatic like. You know. Don't start wars that will cost the city a supply stop, etc."
You arrive at the nearest Sheriff station.
"Can I help you?" asks what appears to be a teensy Beholder-ish entity.
-
"Can I help you?" asks what appears to be a teensy Beholder-ish entity.
"We'd like to speak to the sheriff, please. Tell him his favorite guild brought the guy he was looking for."
-
"I'll have him paged sir. That you Bob?"
"Yes'm."
"Aren't you out pursuing a suspect?"
"Goddammit woman they just broke me out of jail..."
-
After the beholder-lady leaves: "So... tell me more about this suspect."
-
"Goblin who goes by Fibber Jones. Negotiator for the Evil Minions Guild. Found a shit ton of dead guys at his office and no sign of him. Rumor has it he fled downstairs."
-
"Is there a... bounty on said fugitive?"
-
"We're more interested in what's going on. The Guild is having a union election, and lots of weirdness is going down tied in with the Undead civil rights movement that seems to be tied to your Guild. Also the likely winner of the Union presidency is a certain zombie well known to you..."
-
"Lots of weirdness?"
-
"Rumors of backstabbing, actual backstabbing, political machinations, ghosts marching through the streets in protest. You know. Tuesday."
the nice beholder lady returns
"Holy fuck you're the ghost people! Get inside before you're seen!"
-
Mustave makes sure everyone is ushered in.
-
"Bob, why are you with the most controversial figures of recent times?"
"Who do you think broke me outta jail?"
enter the Sheriff
"Bob good to see you."
looks at mustave
"How well did it go? Should I be prepping for war?"
-
looks at mustave
"How well did it go? Should I be prepping for war?"
"I'm hoping not.
We entered under the guise of selling gnomish security, which was enough to get them to look past a rag tag band of armed hooligans lead by a jester. They let us into the prison, and a riot broke out on its own. So, we spent some time defending ourselves, and we grabbed Bob and teleported out. So, the question is if they saw us grab Bob or not, or if they even notice him missing. They know the riot wasn't caused by us, so we've got that on our side.
My hope is that their interpretation of events is 'Crazy guys with bad timing came to sell gnomish security, then after fighting for their lives for a minute or so, they said 'fuck this' and left'."
-
"Riot? Do you know the cause? Did you leave by unconventional means?"
-
Something about Geegaw the world devourer escaping. Seems like it was a big nasty Pit Fiend that went around tearing stuff up and that'll allowed other prisioners to break out from their cells. Pretty nice fellow, shrugged off pretty much everything thrown at it. Maybe I could've managed to cut his life down in half but that would imply getting close enough and getting my life cut in full. Not being paid enough to get in the melee range of a Pit Fiend, let alone a named one. Luckily Geesaw still had some kind of warded bands preventing it from using magic so the mind flayers golem could slow him down enough time for me to teleport us all out. I guess that counts as an uncoventional mean for you, hahaha? Well the exit was blocked by super poison gas so like we didn't have much of a choice.
-
"Geegaw isn't a Pit Fiend, he just takes that form to lull people into a false sense of security. I hope they have enough Mindflayers down there, it'll be bad if he gets out."
The Sheriff is barking orders about sending reinforcements down. He seems to have temporarily forgotten you, but the nice young beholder lady chimes in.
"Shall we send payment to the usual address?"
-
"Yes please!"
$U$
-
"Okay, you're free to head out. Fair warning, we've broken up some weirdness in front of your place. Keep your heads on a swivel."
-
"What kind of weirdness?"
-
"Protests. Conspiracy theorists. Attention seekers and religious whackos. The usual."
-
"Oh, sure. Thanks!"
Assuming no one else has business here, Mustave leads the troop back to the base.
OOC: How much longer until the guns are done in Florida. I know we just got back from there, but still...
-
you got nuther day or two
you all get back to the base where you find crowds of paparazzi
"How do you feel about Undead Rights?"
"Did you know your Attorney regularly defends Fiends and monsters?"
"Are any of you affiliated with the Union of Evil Minions? And if so are you voting?"
"How fat is too fat?"
-
"How fat is too fat?"
"It really depends you see on a beings height, species and sex. But the optimal ratio often involves...."
Pat rambles on about math involving the humanoid body for as long as the person who asked the question is stupid enough to not leave us alone.
-
the crowd is suddenly enraptured by Pat if anyone wants to go sneaky times
-
Mustave snickers and goes inside.
-
The rest of you going inside or staying to see how Pat's monologue goes?
-
"How do you feel about Undead Rights?"
"Whatever suits them."
"Did you know your Attorney regularly defends Fiends and monsters?"
"And what does that have to do with you? One has to work to earn their money."
"Are any of you affiliated with the Union of Evil Minions? And if so are you voting?"
"No and I don't really care."
"How fat is too fat?"
Kulgan points at Pat. "He knows his stuff. Focus on him."
After that he slips inside.
-
:lol
-
"How do you feel about Undead Rights?"
As long as they pay taxes.
"Did you know your Attorney regularly defends Fiends and monsters?"
[glow=grey,3200]Just remember, tomorrow it could be you that's been turned into a fiend or monster by some crazy wizard or gawd.[/glow]
"Are any of you affiliated with the Union of Evil Minions? And if so are you voting?"
I cannot confirm nor deny anything about those topics.
"How fat is too fat?"
Morte also points at Pat. I agree with whatever he's saying.
Then she too slips inside.
-
Does Pat continue to indulge or lose patience eventually?
-
His monologue will take about ten minutes if he is not interrupted, at which point he will go inside.
As for his patience, be aware that if he is discussing math his patience is nigh limitless.
-
"So, would you then support the positive body image campaign for fat women?"
"Are you personally a chubby chaser?"
"So whadda you and them ghost whores get up to in there."
It's at this point one of the aforementioned ghosts rises from the ground and grabs him by the testicles.
"Dead people don't appreciate slurs any more than live people sir. We were a religious temple devoted to the Goddess of Gittin' Down, not a common brothel. You wanna keep them boys I'd suggest a more polite tone."
-
Mustave comments to himself inside: "Huh. I didn't know this is a church."
If not bothered, he goes to take a nap (and get precious spell slots back).
-
Your secretary is interested in annoying you: "We're being sued by multiple groups, and our free attorney is being paid for by the Evil Minions Union. Specifically by one of their presidential candidates who has a ... issue with our Guild. He claims you stopped his former master from taking over the world."
-
Mustave sighs and pinches his nose between his eyes. "Ugh. Who's suing us, for what, and where are we in the proceedings? How much do lawyers cost? Is there anywhere we can go to get one who doesn't hate us?"
-
"The lawyer is free, and far and away more competent than we can afford. We're being sued by a few council members for illegally housing undead, various churches for breaking their "holy laws" which probably won't fly, and the zoning board who claims we're illegally running a brothel. Also, the Whores' Guild is claiming we're running a non-Guild establishment in a Guild only town. Oh and we just got 10K in gold from the government. I assume Florida went well?"
-
"So whadda you and them ghost whores get up to in there."
"My good sir, I am married and take such things quite seriously."
"Are you personally a chubby chaser?"
"My wife would be best defined as petite, so I think that would be a no."
"So, would you then support the positive body image campaign for fat women?"
"The primary issue there I believe is health concerns above everything else, if one is healthy then they may feel good about their body period in my opinion."
"Now if you will all excuse me, I have some duties to attend to. I look forward to seeing your articles."
Pat then heads inside.
-
"Well, nothing horrible, then. Maybe we can spin it as not 'housing' them. Should I meet with the lawyer directly?
" Oh and we just got 10K in gold from the government. I assume Florida went well?"
"Woooo! Good news, finally! Yeah, it went as well as Florida can...
Mustave sets aside any money needed to cover guild costs, and splits the remaining amount between the members, evenly.
OOC: how much do we each get?
-
5k
A bedraggled Kobold in a leather breastplate and skullcap dragging a morningstar almost as large as himself wanders in.
"I'm Short Bob, over from the Guild of Evil Minions. We could uh....we could use your services in a matter that appears to have gone side ways..."
-
5k
5k in total to split? I'm not sure how many people its getting split between, anymore.
A bedraggled Kobold in a leather breastplate and skullcap dragging a morningstar almost as large as himself wanders in.
"I'm Short Bob, over from the Guild of Evil Minions. We could uh....we could use your services in a matter that appears to have gone side ways..."
"That's... unsurprising. What's the problem and the payment?"
-
(You have 4 PC's left to divide that among)
"Well sir...as you probably know we, the Guild that is, provide contract services for potential Evil Overlords. Security forces are the stereotype, but we also provide architects, cooks, handymen etc. Every so often we get a new guy as a client. New guys suck because they don't have much experience at the whole mastermind bit, and are sometimes prone to breaking contracts by using us as spell components."
"Well a few days ago we got a call from this guy named Big Dick Iron. The name was a sign things would turn out bad. We sent in a refurbishing team to restore the ruins he set up in as well as some light security. We lost all contact today. Me and the boys are asking for help from the other workers and their families while we negotiate with the Guild to officially fund this. It could be a political football."
"Please sir. We'll do anything. These guys got families they were feeding. And being who we are no one will help us. You're our last shot." :bigeyes
-
"Wait, we might not get paid? If so, we keep everything we find, if stuff's gone south.
-
"Long as it belongs to the client and you don't rob our boys as you rescue 'em we don't care. In the meantime we'll be lobbying the Guild for more money for you than we can raise. With the election going on no one wants to be seen as officially being anti bad guy."
-
"Can we take half a day to get patched up?"
Mustave tells the others and gives them each 1,150 gp.
-
"We got Clerics on staff who'll patch you for free."
-
"We got Clerics on staff who'll patch you for free."
"Can they get me my spell slots back? I need eight hours."
-
"Ah. No we unnastand dat. See you again in 12?"
-
"Sure."
Mustave informs the others and gets some rest.
-
"Finders keepers? Now we are talking!" Kulgan roars in delight but quickly whispers to Mustave. "But you sure about this job? I have a feeling shit will hit the fan like our last job..."
-
Anyone indulging in shenanigans or just doing the smart thing and resting?
-
Anyone indulging in shenanigans or just doing the smart thing and resting?
-
"Finders keepers? Now we are talking!" Kulgan roars in delight but quickly whispers to Mustave. "But you sure about this job? I have a feeling shit will hit the fan like our last job..."
"That always happens."
-
Okay if no one gets up yo anything the Kobold returns with a mage (also a Kobold). "Skeevy Joe here will teleport you down to the site, you'll be landing in the forest close-by. Hopefully you'll be out of sight. When it's safe to teleport back out or you need help. say 'kvetching' and this bracelet will signal us to teleport you back." He hands Mustave the bracelet
-
"Oh boy. Are you going to brief us on the specifics of who we're looking for, and at least roughly what they were doing? I know you guys have secrets you might need to protect, but the more we know, the faster we can operate."
-
"Anyone who's Kobold is us. Fuck everyone else. Get our people out of whatever jam they're in. Iron is a summoner, so we assume his dumb ass called up something he couldn't handle. If our people aren't alive do your best to collect them for resurrection."
-
"That works."
Mustave prepares to be teleported.
-
The Kobold shakes a dead chicken and screams "THE POWER OF MINDY COMPELS YOU!"
The world fades and you're suddenly in a forest bordering a marsh. You can hear vague noise in the distance to your left. That's probably the fixer upper ruins they mentioned.
-
Mustave tries to focus on the sounds.
Listen
Rolled 1d20+1 : 4 + 1, total 5
-
It's either normal forest sounds or an Orc trying to poop a live chicken...
-
"Want me to fly up and look over the trees to see what I can see?"
-
"That'd be wonderful. Can you do it without being seen?"
-
"I was planning on barely sticking my head over the trees."
-
spot and stelth rolls plz
-
Morte keeps seeing without being seen.
Spot 23, Hide 37, Move Silently 14. (http://www.minmaxboards.com/index.php?topic=17746.new#new)
-
you see
A handful of Barbazu directing Lemures and enslaved Kobolds in some ruins off near the distance.
-
Spot check 1d20-2 : 5 - 2, total 3
Hide check 1d20-5 : 14 - 5, total 9
Move Silently check 1d20-5 : 8 - 5, total 3 (http://www.minmaxboards.com/index.php?topic=17746.msg320787#msg320787)
-
Morte telepathically transmits her recent intel to the rest of the party.
Seems like some sort of slave operation going. Wanna try to come out weapons swinging?
Exactly how manyBarbazu can Morte see? Just to know there's good odds of the party taking them out or if she's suggesting something completely reckless. :P
-
"What are we up against?"
-
sory Os I hit modify instead of quote
At least 4 outside, plus a dozen or so Lemures
-
Morte relays you're up against 4 Barbazu, and various scattered Lemures.
-
"Does anyone have a good idea for a plan of attack. I think these guys will resist my main attacks, but I can still probably hurt them. I can also confound one or more with Glitterdust or Sleet Storm."
-
"Does anyone have a good idea for a plan of attack. I think these guys will resist my main attacks, but I can still probably hurt them. I can also confound one or more with Glitterdust or Sleet Storm."
"If they are all close enough together I could wipe all of the Lemures in one shot.... The others would likely be very much weakened but it is unlikely to take any of them out."
-
"I'm fine letting you go first while I hold a Sleet Storm (unless no one wants that used)."
-
If there's no more planning, yall gimme move silently rolls to try and ambush them if you want
-
Rolled 1d20+6 : 2 + 6, total 8
-
Morte silently summons her boat while reshaping her body into a better combat form and signaling at her dolls to hang back for now, not to spoil the surprise.
Stance: Boat in the Styx.
Also Alter Self into Abishai.
Rolled 1d20+5 : 16 + 5, total 21
-
Do I still make a move silently check if Pat is flying?
Rolled 1d20+2 : 13 + 2, total 15
-
hide might be more appropriate depending on how high you go
rolling for risada Rolled 1d20-1 : 4 - 1, total 3
-
Okay Os and Vlad get ambush attacks and then we roll nishutive
-
os and vlad?
-
I assume the kobolds are too close to the devils to avoid getting hit by a 45 foot radius boom?
-
there are two devils off to the side conspiring that you could get
-
Morte aligns herself with the two conspiring devils all sneaky like. She spins around her scythe a bit, feeling the weight, drawing in the local spirits along the blade in the form of a pink energy field, before swiging at the air and unleashing an exploding surprise slash upon her opponents!
MORTE HAS ARRIVED!
Swift action: A Human Spirit Passing By.
Standard action: Spirit Sign "Abundant Floating Spirits". Crit threat increased by 4+3x3=13.
Attack roll (threatens on a 7-20)
Rolled 1d20+15 : 18 + 15, total 33
Damage roll
Rolled 2d4+4 : 4, 4 + 4, total 12
Crit confirm.
Rolled 1d20+15 : 10 + 15, total 25
Extra crit damage:
Rolled 6d4+12 : 2, 3, 1, 4, 3, 1 + 12, total 26
Each hit devil has three spirits spawn adjacent to them, plus a line-shaped spirit from A Human Spirit passing by.
Then move action to activate Slave Spirits and make them move 0 feet and detonate (auto-pass the necessary skill check). Each explosion allows a Reflex save with DC 21 to negate.
First Devil:
Rolled 1d20+23 : 16 + 23, total 39
Rolled 1d20+23 : 17 + 23, total 40
Rolled 1d20+23 : 2 + 23, total 25
Second Devil:
Rolled 1d20+23 : 7 + 23, total 30
Rolled 1d20+23 : 6 + 23, total 29
Rolled 1d20+23 : 7 + 23, total 30
Line spirit for both devils:
Rolled 1d20+23 : 16 + 23, total 39
-
Initiative:
Rolled 1d20+4 : 20 + 4, total 24
-
all the attacks hit, exactly how many saves do the devils need to make?
-
4 Reflex saves per devil.
Unless they were adjacent to each other in which case they both need to make 7 saves as they'll both be within each other's blast radius.
-
Rolled 1d20+7 : 20 + 7, total 27
Rolled 1d20+7 : 11 + 7, total 18
Rolled 1d20+7 : 19 + 7, total 26
Rolled 1d20+7 : 5 + 7, total 12
Rolled 1d20+7 : 2 + 7, total 9
Rolled 1d20+7 : 6 + 7, total 13
Rolled 1d20+7 : 7 + 7, total 14
-
roll dmg for slave spirits
-
39, 40, 25 dmg against the first devil.
30, 29, 30 dmg against the second devil.
39 dmg for both. (http://www.minmaxboards.com/index.php?topic=17746.msg322491#msg322491)
-
they are...quite massively dead
nishutive rolls time
-
Initiative Roll
Rolled 1d20+11 : 18 + 11, total 29
-
wait did you do your sneak attack round Vlad?
-
wait did you do your sneak attack round Vlad?
:blush
How many devils are left and how many can Pat get with 3 5-foot wide 90-foot long live attacks while avoiding hitting the kobolds?
-
wait did you do your sneak attack round Vlad?
:blush
How many devils are left and how many can Pat get with 3 5-foot wide 90-foot long live attacks while avoiding hitting the kobolds?
2 Lemures and a Barbazu
-
Rolled 1d20+3 : 6 + 3, total 9
-
You attacking Vlad?
-
Pat will be using Love Sign "Non-Directional Laser"
to fire off three 5-foot wide, 90-foot long lines powered by
Orb of Fire targeting the 2 Lemures and the one Barbazu.
Touch Attack Roll
Rolled 1d20+8 : 4 + 8, total 12
Damage
Rolled 9d6 : 2, 5, 6, 3, 6, 5, 2, 4, 2, total 35
It it does damage Fort save DC 22 or be dazed for 1 round.
He will then use his swift action to recover Orb of Fire.
-
It doesn't seem to do much beyond alerting them to your presence.
Round 1
29 Vlad
24 Robby
17 Risada
15 skellies
14 barbazu
10 Lemures
9 Kobolds who will soon be running fro their lives, Oslecamo
6 Giant skelly
still need roll from Risada on nishutive
-
still need roll from Risada on nishutive
Init check 1d20-1 : 18 - 1, total 17
-
Thank you sir, Vlad is at bat again, and panic has already begun to set in on the crowd.
-
and panic has already begun to set in on the crowd.
As it should be when Pat is around. :cool
Are the Lemures and the Barbazu close enough together for a 15-foot wide 360-foot long line to catch all of them while avoiding hitting the kobolds?
-
not till the Kobolds scatter on their turn
-
It just occurred to me that I forgot to inform you that using Love Sign "Non-Directional Laser" makes the Orb of Fire do 'light' damage instead of fire.
This might make a slight change to our circumstances.
-
It does, Does Laser allow for spell resistance?
-
It does, Does Laser allow for spell resistance?
Only if the spell powering it does, so not this time.
-
The Lemures are vaporized, but the Barbazu is somehow still up.
The Kobolds have a serious wtf expression on their faces.
Robby is up.
-
How many Barbazu are left? Mustave casts Glitterdust, hoping catch as many as possible in the 10-foot radius. Since it's non-lethal, he'll prioritize getting more devils rather than avoiding kobolds.
Will save DC 14 negates.
-
only the one is left
Rolled 1d20+5 : 20 + 5, total 25
-
He appears to be resistant, and Risada is up
-
By the by, Pat has not gotten his turn, I was just getting the results changed from the surprise round.
-
He appears to be resistant, and Risada is up
Is it possible to reach him with a charge in one turn?
-
No but Pat still needs to go.
-
SOUND LANCE is cast at the Barbazu!
Sonic Damage
Rolled 9d6 : 5, 1, 6, 3, 1, 5, 1, 5, 5, total 32
Fort save DC 19 for half damage
Caster level check for spell resistance
Rolled 1d20+9 : 13 + 9, total 22
Swift action to recover Sound Lance.
-
Rolled 1d20+8 : 2 + 8, total 10
-
He is annihilated and the Kobolds scatter. What do the rest of you do?
-
Mustave yells at them: "Wait! We're not here to hurt you! We came to save you!"
-
A tall bony creature with a long scorpion like sting rounds the corner.
"Oi! What you lot think yer doin' then?"
It seems to be directed atthe Kobolds, but then he notices you.
appropriate knowledge rolls to recognize it
-
Knowledge (arcana) if it works
Rolled 1d20+17 : 5 + 17, total 22
I will assume that Knowledge (Architecture & Engineering) will not help us here.
-
Knowledge (The Plaens ) woorks best, though religion and arcana will reveal some stuff
-
Mustave went to clown college; he has know knowledges.
-
The bony creature looks at you and frowns. "Who the hell are you people? Bugger off if you know whats good for you!"
-
"After we get what we came for."
-
"We were here first, don't care what you came for. Bugger off."
-
"We're leaving with the kobolds."
-
"......"
"The Kobolds...you want the Kobolds?"
-
"Yup."
OOC: Does he seen to notice the dead devils?
-
yes he does
"And if we say no?"
You can't help but notice he sort of emphasizes 'we'.
-
"I mean, that would suck, but why do you even want 'em?
-
"Man, just give'em to us. I'm sure those little bastards keep playing tricks on you, like leaving a silver needle in your chair so you sit on it..."
-
"Cause they're the manual labor. I am not a m...well never you mind what I am. I don't do manual labor. Fuck that noise."
he whistles
"What are you doing here anyway, who told you about this place?"
-
Not answering, Mustave looks to see who was called:
Spot
Rolled 1d20-1 : 8 - 1, total 7
-
you dont see anything but gimme a listen roll
-
Rolled 1d20+1 : 11 + 1, total 12
-
the rest of you can make listen rolls too
-
listen check
Rolled 1d20+1 : 20 + 1, total 21
-
Listen
Rolled 1d20+16 : 15 + 16, total 31
-
listen check 1d20-2 : 13 - 2, total 11
-
vlad and os
You can hear other things moving about nearby in the ruins quietly trying to maneuver to surround you without being seen.
-
Bhu
Can Pat tell how many and rough area of where they are?
-
Bhu
Can Pat tell how many and rough area of where they are?
vlad
at least as many as the party, and they're spreading out in a rough circle to your sides and rear
-
sooo...anyone doing anything?
-
I wasn't sure if anyone was going to say anything.
Mustave assumes he's calling help. He readied a Sleet Storm if anyone approaches in a hostile manner.
-
There is a sudden loud chanting around you
Rolled 1d100 : 73, total 73
Rolled 1d100 : 21, total 21
Rolled 1d100 : 93, total 93
Rolled 1d100 : 1, total 1
-
Rolled 2d10 : 2, 4, total 6
Rolled 2d10 : 4, 8, total 12
-
the place is suddenly swarming with devils
nishutive rolls plz
-
Rolled 1d20+4 : 15 + 4, total 19
-
Initiative roll
Rolled 1d20+11 : 2 + 11, total 13
-
Init check 1d20-1 : 19 - 1, total 18
-
devil nishutive rolls
Rolled 1d20 : 5, total 5
Rolled 1d20+9 : 8 + 9, total 17
-
Round 1
20 sapphire
19 Robby
18 Risada
17 Bone Devil 1, Bone Devil 1, Bone Devil 1, Bone Devil 1
13 Vlad
11 giant skelly, ruby
10 Os, emerald
5 Lemures 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12,13, 14, 15, 16, 17, 18
Os, yer skelly is up first
-
Sapphire bravely charges at the nearest enemy.
To hit
Rolled 1d20+7 : 8 + 7, total 15
To damage
Rolled 1d6+2 : 4 + 2, total 6
-
She gets a solid hit on a Lemures, but it seems to have little effect.
Robby, yer up.
-
Mustave makes a Cruel Comment (https://dnd-wiki.org/wiki/Jester_(3.5e_Class)) to one of the bone devils as a swig action:
Bluff = 1d20+16
Rolled 1d20+16 : 5 + 16, total 21
If it fails a level+Cha check, it gets -4 to attacks and saves for 3 rounds.
Mustave then casts Glitterdust on it, and any surrounding baddies (Will DC 14, SR no, 10' radius).
-
Rolled 1d20+12 : 11 + 12, total 23
opposed check
will save Rolled 1d20+11 : 13 + 11, total 24
-
He seems somewhat unimpressed. Risada is up
-
Kulgan activates his Hexband's blood rage and charges at the nearest target and attacks it.
When you activate "bands of blood rage", you and any willing ally within 30 feet can enter a blood rage that lasts for 5 rounds.
This blood rage can't be ended premaÂturely except by unconsciousness or any effect that would end a rage (such as a calm emotions spell). Unlike a barbarian's rage, the blood rage doesn't limit your actions in any way.
While in a blood rage, a character gains a +5 morale bonus on melee weapon damage rolls. However, each affected creature also takes 5 points of damage each round at the end of its turn as its own body suffers under the strain.
OOC: Someone in the party close to Kulgan can choose to enter blood rage as well.
Attack Roll
Rolled 1d20+16 : 4 + 16, total 20
Damage Roll
Rolled 2d4+13 : 1, 2 + 13, total 16
-
Sorry for double posting, but putting this here so next round I can post it properly.
Combat Stats
Str 20, Dex 8, Con 20, Int 12, Wis 7, Cha 18
- AC 22 (-1 Dex, +7 Armor, +5 Natural, +1 Deflection)
- Touch AC 10
- Flat footed 22
- Fort: +15 (+4 vs spells)
- Ref: +3 (+4 vs spells)
- Will:+13 (+4 vs spells)
- Move speed: 20 ft.; burrow 15 ft.
- Initiative: -1
- Hit Points: 96/101
- DR 6/Adamantine (DR 9/Adamantine with Iron Ward Diamond)
--- Iron Ward Diamond Charges: 10/10
--- Healing Belt charges: 3/3
- Full Attack: +15/+10, 2d4+13 18-20/x2
- Available Attacks of Opportunity: 1
Ongoing Effects:
Blood Rage - 5 turns
Spells per day: 6/5/4
Slots spent: 0/0/2
Dark Companion: not summoned
Earth Strike 1/hour: not used
Aura of Unluck 1/day: not used
Hexblade's Curse: 6/6 remaining
-
Is your weapon Good or Silver?
Is anyone else using Blood Rage?
-
Not me!
-
Pat is not using the Blood Rage either.
-
Is your weapon Good or Silver?
Nope and Nope.
Is anyone else using Blood Rage?
Yes :P
-
You get a pretty solid hit on a Lemures, but the weapon doesn't seem to hurt it's gelid flesh as much as it should.
All of the Bone Devils disappear from view.
Vlad is up to bat
-
Pat will use Super Short-wave channeling Orb of Fire.
Super Short-wave targets all enemies within 270 ft.
Ranged Touch Attack to hit
Rolled 1d20+8 : 11 + 8, total 19
If it hitsenemies take
Rolled 9d6 : 6, 2, 4, 5, 2, 6, 3, 5, 3, total 36
'light' damage
then DC 23 Fort save or be dazed for one round.
All enemies then suffer a -3 penalty to AC and Ref saves for one round.
Also if it hits the nearest Bone Devil is subject to "Himorogi, Burn in Violet"
Once per round when you deal damage to an opponent, you can roll a Spellcraft check as a free action and compare it to their CR. The following benefit happens depending on the result:
Fail Spellcraft check-Opponent glows brightly in a color of your choice for 1 round, suffering a -40 penalty on hide checks.
Beat the target's CR by 1 or more: Target suffers a Faery Fire effect for 1 round.
Beat the target's CR by 11 or more: As above, plus target suffers a -2 penalty to AC and saves for 1 round.
Beat the target's CR by 21 or more: As above, plus target can't recover HP and all damage it takes is lethal for 1 round.
Beat the target's CR by 31 or more: As above, plus everybody looking at the target benefits from a True Sight effect for 1 round.
For each extra 10 points you beat the target's CR from there, the effects last one extra round.
Spellcraft Check
Rolled 1d20+19 : 16 + 19, total 35
Pat then gets a free action search check on every square within the 270 ft range.
Search Check
Rolled 1d20+17 : 8 + 17, total 25
and new spot and listen checks(with +5 bonus)
Spot
Rolled 1d20+6 : 10 + 6, total 16
Listen
Rolled 1d20+6 : 16 + 6, total 22
-
Pat then uses his swift action to recover Orb of Fire and his move action to go up 30 ft.
-
Do you choose who it hits? Cause there's a lotta kobolds in that range.
-
Do you choose who it hits? Cause there's a lotta kobolds in that range.
It targets all enemies, at this point Pat does not consider the kobolds enemies.
-
Pat vaporizes the Lemures, the fate of the Bone Devils is unknown.
ruby and the giant skelly are up Os
-
Ruby charges at the nearest standing enemy while Morte makes a mental note to get them silver weapons.
Attack!
Rolled 1d20+7 : 12 + 7, total 19
Damage!
Rolled 1d6+2 : 5 + 2, total 7
Big Bones follows:
Attack!
Rolled 1d20+15 : 4 + 15, total 19
Damage!
Rolled 2d8+8 : 1, 3 + 8, total 12
-
Neither one hits your currently invisible opponents, you and Emerald are up next.
-
Can Morte see any of her invisible opponents with her lifesight googles? If yes how many and how close?
-
No, they let you tell whether a visible being is alive, dead or undead or neither (i.e. a construct)
-
Morte searches inside her clothes and pulls out an handful of translucent coins of copper, silver and gold which she throws in the air. The mystic money starts spinning around her into a whirlwind that violently carries her accross the battlefield in a vortex of cold cash.
Free action: Gaze attack forces Will DC 21 or be shaken for 1d4 rounds.
Fullround action: Use specialized function to initiate Cash into the Night, 33 copper coins, 34 silver and 34 gold, and pay 40 gold for Death's Due, all from ghostly reserve.
Coins fly around my character dealing 34 damage too everybody else whitin 20 feet and Morte moves 100 feet. Move to the areas where the invisible enemies should be, trying to cover as many as possible. Reflex DC 17 for half. Those failing the save are Blinded for 1 round, dazzled for 1 round either way. Coins persist for 1 round, damaging anybody who gets too close to Morte.
Spells: none
AC 26, touch 13, flatfooted 22
Scythe of Wandering Spirits
Ties with the Deceased
Spirit Sign "Abundant Floating Spirits"
Scythe of Exorcism
Ritual of Ecstasy
Wind of the Last Journey
A Human Spirit Passing By
Stance: Boat in the Styx
Ghostly money remaining: 635/720 GP.
Menina Morte HP: 62/62
Boat HP: 31/31, hardness 6.
-
Oh, and Emerald starts chopping hoping to get lucky.
Attack
Rolled 1d20+7 : 12 + 7, total 19
Damage
Rolled 1d6+2 : 2 + 2, total 4
-
Rolled 1d20+11 : 16 + 11, total 27
Rolled 1d20+11 : 1 + 11, total 12
-
You are quite satisfied to hear some pained grunts, and were back to sapphire.
-
Sapphire goes chop in the direction of the grunts.
Rolled 1d20+7 : 17 + 7, total 24
Rolled 1d6+2 : 3 + 2, total 5
-
Round 2
20 sapphire
19 Robby
18 Risada
17 Bone Devil 1, Bone Devil 1, Bone Devil 1, Bone Devil 1
13 Vlad
11 giant skelly, ruby
10 Os, emerald
Alas Sapphire misses, and were over to ROobby
-
Mustave casts Glitterdust where the sounds came from, where the skeleton is attacking. They should be immediately made visible. Will DC 14 to negate the blindness.
-
Two Devils appear
Rolled 1d20+11 : 20 + 11, total 31
Rolled 1d20+11 : 2 + 11, total 13
-
And one is apparently at ground zero of the spell...
over to Risada
-
The Blood Rage takes its toll on Kulgan's life force while the dragonborn releases his dark companion towards one of the revealed devils. As soon as the dark companion gets adjacent to the bone devil, Kulgan releases his curse towards and casts an illusory spell over himself, creating a few copies of himself.
Free Action: Move Dark Companion towards one of the Bone Devils (-2 penalty on saves and AC)
Swift Action: Hexblade's Curse on Bone Devil adjacent to Dark Companion - Will DC 21 or -4 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour
Standard Action: Casts Mirror Image
Rolled 1d4+2 : 3 + 2, total 5
Move Action: 10 ft towards Bone Devil adjacent to Dark Companion
Combat Stats
Str 20, Dex 8, Con 20, Int 12, Wis 7, Cha 18
- AC 22 (-1 Dex, +7 Armor, +5 Natural, +1 Deflection)
- Touch AC 10
- Flat footed 22
- Fort: +15 (+4 vs spells)
- Ref: +3 (+4 vs spells)
- Will:+13 (+4 vs spells)
- Move speed: 20 ft.; burrow 15 ft.
- Initiative: -1
- Hit Points: 91/101
- DR 6/Adamantine (DR 9/Adamantine with Iron Ward Diamond)
--- Iron Ward Diamond Charges: 10/10
--- Healing Belt charges: 3/3
- Full Attack: +15/+10, 2d4+13 18-20/x2
- Available Attacks of Opportunity: 1
Ongoing Effects:
Blood Rage - 4 turns
Mirror Image (X copies) - ~8 min
Spells per day: 6/5/4
Slots spent: 0/0/3
Dark Companion: summoned
Earth Strike 1/hour: not used
Aura of Unluck 1/day: not used
Hexblade's Curse: 5/6 remaining
-
Rolled 1d20+11 : 14 + 11, total 25
-
It snarls at you and suddenly Walls of Ice appear on all 4 sides of the party.
Vlad is up
-
Pat is going to use "Master Spark" channeling Orb of Fire on part of the wall of ice that is not in the direction of the kobolds or party members.
It will be a 15ft. wide line that is 360ft. long.
Ranged Touch Attack
Rolled 1d20+8 : 16 + 8, total 24
Damage
Rolled 9d6 : 5, 2, 4, 1, 1, 3, 5, 3, 3, total 27
'light' damage
anyone who takes damage must make a DC 23 Fort save or be dazed for one round.
Swift action then recovers Orb of Fire.
-
You nearly melt a path through. And we're over to ruby and the giant skelly.
-
Ruby breaks the weakened ice:
Rolled 1d20+7 : 2 + 7, total 9
Ruby Damage
Rolled 1d6+2 : 6 + 2, total 8
Big Bones helps:
Rolled 1d20+15 : 10 + 15, total 25
Big Bones Damage:
Rolled 2d8+8 : 6, 1 + 8, total 15
-
They shatter the already cracked wall, and were over to you and emerald
-
Any enemies visible through the crack? The one that was glitterdusted?
-
yes but gimme a spellcraft roll
-
Spellcraft
Rolled 1d20+5 : 18 + 5, total 23
-
os
You know anything going through that opening in the wall is going to take damage right now. While the ice may be broken the magic creating the freezing air is not.
-
Morte warns her allies by telepathy
Heads up everybody, this hole can still give you a nasty freeze!
Then she steps through it anyway, scythe in hand and looks around for fresh enemies.
(got cold resistance 4, taking the hit, how/what devils are in sight?)
-
Rolled 1d6+12 : 2 + 12, total 14
cold damage
They're all in sight, but they're dispersing to avoid aoe attacks.
-
Bbbrrrrr! T-This is nothing compared to Cocytus! Phantasmal Killer, go!
Move action (already expended): move(d) through the hole.
Standard Action: Phantasmal Killer (DC 19) aimed at the most distant devil that doesn't look like a minor mook.
Spells: none
AC 26, touch 13, flatfooted 22
Scythe of Wandering Spirits
Ties with the Deceased
Spirit Sign "Abundant Floating Spirits"
Scythe of Exorcism
Ritual of Ecstasy
Wind of the Last Journey
A Human Spirit Passing By
Stance: Boat in the Styx
Ghostly money remaining: 635/720 GP.
Menina Morte HP: 52/62
Boat HP: 31/31, hardness 6.
-
Rolled 1d20+11 : 15 + 11, total 26
is this an SLA?
-
Never mind it appears to fizzle out.
And we're over to Emerald.
-
Emerald moves out of the hole, ignoring the cold damage because she's that cool, and chops the closest enemy.
Attack
Rolled 1d20+5 : 7 + 5, total 12
Damage
Rolled 1d6+2 : 6 + 2, total 8
-
Round 2
20 sapphire
19 Robby
18 Risada
17 Bone Devil 1, Bone Devil 1 (down 9), Bone Devil 1, Bone Devil 1
13 Vlad
11 giant skelly, ruby
10 Os, emerald
Em does not appear to be effective, and sapphire is up
-
Saphire flanks with Emerald and chops away.
Attack
Rolled 1d20+7 : 19 + 7, total 26
Damage
Rolled 1d6+2 : 3 + 2, total 5
-
Crit confirmation!
Attack
Rolled 1d20+7 : 16 + 7, total 23
Extra damage
Rolled 1d6+2 : 4 + 2, total 6
-
Doesn't look like it does much against the Devils bony hide.
Robby is up. You can see one blinded Devil in the distance through the hole.
-
If Mustave is within 30 feet of the blinded devil, he takes advantage of the situation and hurls four acid flasks at him (-2 to hit for every 10 feet away):
Vile 1 touch attack = 1d20+9:
Rolled 1d20+9 : 19 + 9, total 28
Vile 1 acid damage = 4d6+1:
Rolled 4d6+1 : 5, 6, 5, 1 + 1, total 18
Vile 2 touch attack = 1d20+9:
Rolled 1d20+9 : 7 + 9, total 16
Vile 2 acid damage = 4d6+1:
Rolled 4d6+1 : 5, 3, 1, 1 + 1, total 11
Vile 3 touch attack = 1d20+9:
Rolled 1d20+9 : 1 + 9, total 10
Vile 3 acid damage = 4d6+1:
Rolled 4d6+1 : 2, 4, 4, 2 + 1, total 13
Vile 4 touch attack = 1d20+4:
Rolled 1d20+4 : 1 + 4, total 5
Vile 4 acid damage = 4d6+1:
Rolled 4d6+1 : 2, 6, 4, 4 + 1, total 17
---
Note: If he's not within 30 feet (and can't get there within a five-foot step), he instead makes a Cruel Comment (https://dnd-wiki.org/wiki/Jester_(3.5e_Class)#Cruel_Comment) (Bluff check opposed by Devil's level + Cha. If successful, target gets -4 to attacks, saves, and checks for 3 rounds) against a devil (a lesser one, if available, or the blinded bone devil, if not). Then, he casts Baleful Transposition on himself and the devil, to switch places (Will DC 13 negates).
Bluff = 1d20+16:
Rolled 1d20+16 : 9 + 16, total 25
-
2 hit and actually seem to score some damage, unlike the skeletons. Risada is up
-
Which devil is closest to Kulgan? the one he attacked last round?
-
yes, but there is currently a wall of ice separating the two of you. Os punched a hole in it near you, but you risk damage going through it.
-
The one Mustave attacked is beyond the ice wall as well?
-
same guy, Mustave is just closer to the opening.
-
The draconic warrior taps his belt and feels refreshed, then moves toward the opening in the wall of ice, but not crossing it.
Standard Action: healing belt, one charge:
Rolled 2d8 : 1, 6, total 7
Move action: move until standing within 15 ft. from the opening in the wall of ice
Combat Stats
Str 20, Dex 8, Con 20, Int 12, Wis 7, Cha 18
- AC 22 (-1 Dex, +7 Armor, +5 Natural, +1 Deflection)
- Touch AC 10
- Flat footed 22
- Fort: +15 (+4 vs spells)
- Ref: +3 (+4 vs spells)
- Will:+13 (+4 vs spells)
- Move speed: 20 ft.; burrow 15 ft.
- Initiative: -1
- Hit Points: 86/101 (plus healing from healing belt)
- DR 6/Adamantine (DR 9/Adamantine with Iron Ward Diamond)
--- Iron Ward Diamond Charges: 10/10
--- Healing Belt charges: 2/3
- Full Attack: +15/+10, 2d4+13 18-20/x2
- Available Attacks of Opportunity: 1
Ongoing Effects:
Blood Rage - 3 turns
Mirror Image (X copies) - ~8 min
Spells per day: 6/5/4
Slots spent: 0/0/3
Dark Companion: summoned
Earth Strike 1/hour: not used
Aura of Unluck 1/day: not used
Hexblade's Curse: 5/6 remaining
-
You can hear the Devils chanting, including the blinded one, who then disappears.
Vlad is up
-
Are any of the devils currently visible?
-
not from your vantage point no
-
How far away are the nearest Kobolds?
(Asking to make sure not to hit them by accident.)
-
They have been running like hell since this started, as long as its not huge you shouldnt hit them.
-
Pat is going to be using Illusion Laser channeling Orb of Fire.
Pat will also be moving along the Wall of Ice facing outwards while avoiding the direction of allies.
Illusion Laser is a 5-ft wide 180-ft long line that bypasses wall and other inanimate obstacles and moves with the caster.
All creatures within the area are attacked.
Ranged Touch Attack
Rolled 1d20+8 : 16 + 8, total 24
'Light' Damage
Rolled 9d6 : 5, 1, 6, 2, 6, 5, 4, 2, 4, total 35
Any that take damage Fort save DC 21 or be dazed for one round.
The first one to suffer damage is subject to Himorogi, Burn in Violet.
Spellcraft check against CR.
Rolled 1d20+19 : 6 + 19, total 25
Fail Spellcraft check-Opponent glows brightly in a color of your choice for 1 round, suffering a -40 penalty on hide checks.
Beat the target's CR by 1 or more: Target suffers a Faery Fire effect for 1 round.
Beat the target's CR by 11 or more: As above, plus target suffers a -2 penalty to AC and saves for 1 round.
Beat the target's CR by 21 or more: As above, plus target can't recover HP and all damage it takes is lethal for 1 round.
Beat the target's CR by 31 or more: As above, plus everybody looking at the target benefits from a True Sight effect for 1 round.
For each extra 10 points you beat the target's CR from there, the effects last one extra round.
-
so this has no effect on objects at all?
-
so this has no effect on objects at all?
As far as I can tell.
Here is the full text.
Illusion Laser
Love-Coloured Magic (Strike)
Level: Ordinary Magician 3
Initiation Action: Standard Action
Range: See text
Duration: 1 round
Save: 13+Int mod
Love pierces anything and everything.
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. Its duration changes to 1 round.
The spell affects every creature in a line with 5 feet width and 15 feet per rank in Spellcraft lentgh. It automatically bypasses any barriers, walls, inanimate obstacles and similar (but not personal protections that move with the user)
If you move during the duration, the laser moves with you, altough it's always pointed on the same direction. It will affect any new creatures it passes trough, altough no single creature may be affected more than once.
-
(as the person that wrote the maneuver, I can confirm the intent is for it to not affect objects)
-
You are of the opinion it hasn't hit anything.
Ruby and giant skelly up
-
(no enemies visible right now, yes? If so, then Ruby and Big Bones will double move around to try to "bump" on any invisible devils)
-
No hits, you and Emerald are up.
-
Morte takes a deep breath and closes her eyes for a moment, trying to listen for any sign of the devil's position.
(? action) Listen:
Rolled 1d20+16 : 20 + 16, total 36
Spells: none
AC 26, touch 13, flatfooted 22
Scythe of Wandering Spirits
Ties with the Deceased
Spirit Sign "Abundant Floating Spirits"
Scythe of Exorcism
Ritual of Ecstasy
Wind of the Last Journey
A Human Spirit Passing By
Stance: Boat in the Styx
Ghostly money remaining: 635/720 GP.
Menina Morte HP: 52/62
Boat HP: 31/31, hardness 6.
-
You can hear many things but Devils aren't one of them. Gimme a knowledge (Planes or Religion) check
-
Knowledge (Religion)
Rolled 1d20+6 : 1 + 6, total 7
-
Perhaps they have run away. Sapphire is up
-
Morte telepathically warns her allies:
Something's not right, I can't even hear any devils anymore. I bet they ran away, but I also feel like they only did it to get some more friends. Either way we should be moving on instead of keeping to attack the air.
Saphire attacks the vile wall of frozen water.
Attack Rolled 1d20+5 : 11 + 5, total 16
Damage Rolled 1d6+2 : 6 + 2, total 8
Emerald who hasn't acted yes helps break the ice.
Attack Rolled 1d20+5 : 15 + 5, total 20
Damage Rolled 1d6+2 : 1 + 2, total 3
-
you can all take large chunks of the wall out if you wish. Walking through before the sell ends subjects you yo cold damage though.
-
Pat will simply fly over the wall.
-
Pat will simply fly over the wall.
You see lots of Kobolds hiding or fleeing the area but nothing else.
-
In Draconic... LOUD Draconic:
"Attention Kobolds, we have been sent here by the Guild to inform you that the contract you are working under has been nullified until further negotiation and to bring you all home."
-
"Buulshit! You is humans!'
-
Morte alter selfs herself into a more devilish form and produces some flame between her fingers.
Who are you calling an human? Better get in line and listen before I get really pissed off.
Ok, she's not a devil, but she's a yugoloth.
-
Mustave asks Pat for a ride over the wall.
-
"Buulshit! You is humans!'
Was this in Common or Draconic?
Mustave asks Pat for a ride over the wall.
Pat will fly back down and pick up Mustave.
"With luck they will listen better to you."
-
"No, seriously, kobolds! We were hired to rescue you! This type of thing is sort of our specialty."
Diplomacy = 1d20+6
Rolled 1d20+6 : 3 + 6, total 9
-
They were speaking in common.
"Da enemies of our enemies is not necessarily our friends."
-
"Yabut the people hired by your friends are your friends. At least so long as they pay us, and they're not gonna do that if we don't bring you back."
-
"Who hired you?"
-
"Someone called Short Bob from the Guild of Evil Minions. A small little fella like you guys."
-
A few more heads poke up
"Short Bob is good people. You bring him, we trust you."
-
"Oh for fu-"
Mustave looks at the group: "What's the quickest anyone here can go back, find him, and return? I can't fly or teleport very far."
-
"I can fly pretty fast, but I don't know where the guildhouse is in the city."
-
You'll recall you had a magical means of summoning him. Might not be instant but it's better than flying back up and down.
-
You'll recall you had a magical means of summoning him. Might not be instant but it's better than flying back up and down.
Perfect. We'll summon him.
"We'll have him come and tell you."
-
You signal him, and moments later the sky is full of shuttle planes dropping off armed kobolds. Cheers erupt from the former captives and they come out of hiding.
There is no sign of the Devils.
-
If we're able to get everyone out of here, Mustave is fine leaving*. Is there any loot of any sort lying around?
* OOC: He needs to get himself some holy water if he does much more devil-fighting.
-
There are ruins the devils were maknig the kobolds dig up. Also your fairly certain now the devils just teleported away. You're pretty sure they'll return.
-
Mustave's vote is "go back" and if people want to explore "come back after gearing up".
-
Pat agrees with going back, mostly because he wants to swap some prepared spells around to better combat devils.
-
Kulgan also agrees with coming back after getting better equipped to deal with devils.
-
How much time do you wish to take (you didpretty good after all).
-
At a minimum, I want to buy a bunch of holy water, but taking 8 hours to get back spells wouldn't be bad.
-
After giving Short Bob a whats up, you catch a ride upstairs and notify the Sheriff. Where is everyone going first?
-
Mustave wants to go to a temple to buy some holy water, at a minimum. He'd like 24 flasks.
-
anyone else?
-
OOC: Should I assume Mustave acquires them at the normal cost?
-
Morte will look for a silver scythe for herself and silver shortswords and one silver glaive for her dolls.
-
OOC: Should I assume Mustave acquires them at the normal cost?
Assuming you buy them from someone who doesn't find you to be the antichrist for supporting the undead yes.
-
Everyone spend the appropriate monies. What are you doing when you go back down?
-
How is payment working for this last job? Is there anything unfinished, or are all the kobolds back?
I'm fine going back to kill devils if we want.
-
It's being credited to the account of your choice from the accounts of the Guild of Evil Minions.
-
Morte agrees with more devil hunting. Gotta do her part for the blood war.
Also how much did we get paid for this job and the other before (rescuing the kobold from the prison) again?
-
The secretary says each Guild member can have up to 500 gp in their individual accounts after bills and fees are paid.
Also you're being sued by multiple religions.
-
What exactly are we being accused off?
-
"Aiding and abetting the undead, among other things. A lot of it is stupid religious stuff."
-
"Can we sue them back? Because as far as I'm concerned, I'm exploting the undead, working them to the bone for my own profit.
Any religions not suing us? Maybe we can get them in our side. You know how they are, they'll take any chance for a shot at their rivals."
-
There are dozens of religions on the Street of the Gawds. In your case, much of the lawsut is from the Church of Natasha, Godddess of Death.
i.e. Benny's ex.
-
OOC: Mustave is all set to go, after getting his 500 gp and holy water. He'll actually buy a bit more of that and acid once the funds come in.
-
You're all dropped off to find a major expeditionary force. The Guild of Evil Minions is everywhere, as is the Sheriff and his posse, and local magic school. It's so crowded and noisy few people notice your arrival.
-
OOC: I'm a bit confused. Where did we get dropped off?
-
Yer back down at the ruins you rescued the Kobolds from. I time warped a bit.
-
Any signs the devils returned?
-
Not yet, probably because the place is swarming with troops and mages.
-
Do we know why the devils wanted the kobolds?
-
No, but Short Bob and anothe Kobold are apparently deep in conversation with a deputy nearby.
-
Mustave tries to get Short Bob's attention when it looks like there's a lull in the conversation.
-
Morte discretly tries to eavesdrop the conversation and when she senses an opening, she'll barge in as politely as possible:
So could anyone tell us what are we supposed to be doing and why are the devils want kobolds?
Listen 29, Diplomacy 35 (http://minmaxforum.com/index.php?topic=17746.msg330413#msg330413)
-
The deputy seems to recognize you. "Oh hi. We think they just wanted slaves to excavate the ruins. No telling whats down there. Interested in a contract exploring?"
-
"Why not!?"
-
"Willing to go now, or do we hammer out a contract first."
-
"Who owns the ruins? If they're unclaimed, I want salvage rights. Morte, here, is quite good with contracts. She can help out."
-
"The uh..*cough* the Kobolds beat you to that...seems they want a new homeland, though my advice to them was demon haunted ruins make for bad news. They're looking for some 'dungeon cleaners' if you get my drift."
-
Awww, sucks. Well whatever we find and can carry belongs to us, how about that?
And if they have need of more work in the future, our guild gets first dibs on new contracts as well.
-
"Yeah, I don't care about mineral rights. That stuff's hard work. I just want what's not nailed down. You know: standard Greyhawking stuff."
-
The Kobolds seem amenable.
Shall we await Robby's return before marching on?
-
There are several opening to the ruins. Are we choosing a random one?
-
Is there anything different about them? Are any larger? If anyone in the group can track, do any appear more "used"?
If not, I'd say to just go to the closest one.
-
Some are definitely larger, they all bear marks of use due to the excavation.
-
Unless anyone cares, I'd say just go to the first one.
-
Morte starts leisurely walking towards the first entrance, her dolls following right behind.
-
anyone not have darkvision?
-
anyone not have darkvision?
Pat does not, so Pat will take a blank page out of his notebook rip it into strips then tie it around the front of his broom, then he will cast light on it.
Duration remaining: 90 minutes
-
Mustave doesn't, either, but it looks like it's covered.
-
whose heading in first?
-
Emerald will bravely go first to trigger any traps/ambushes, but make sure she remains whitin view of the rest of the party.
-
perception rolls for emerald
-
Doll Spot
Rolled 1d20 : 5, total 5
Doll Listen
Rolled 1d20 : 15, total 15
-
emerald signals that she hears something approaching
-
Kulgan signals to his companions to kill it as fast as possible....
-
"Can anyone scout invisibly?"
-
you hear what sounds like whistling
-
Since no one else is volunteering, Mustave decides to quietly have a look. He doesn't advance past the skeleton, if he can help it.
Hide:
Rolled 1d20+8 : 20 + 8, total 28
Move Silently:
Rolled 1d20+6 : 20 + 6, total 26
-
(Sorry about the delay I've just worked a series of 12 hour days)
Robby
You see a humanoid figure resembling an old man of fiendish origin in some sort of bath robe. He pauses to sratch his bum and regard the skelly while talking to himself. "Now what are you doing here? Did your masters wake me up from my nap? I may have to spank them for that." *yawns*
-
Mustave quickly telepathically communicates his findings to Morte: "There's some old guy who just said the skeleton woke him up from a nap, and he's considering 'spanking' its masters!"
-
Morte silently commands Emerald to make bowing apology gestures while backing off slowly.
-
OOC: Does Mustave need to make a second set of checks to GTFO? He'll move out as the skeleton does, to help mask his own movement.
If so:
Hide:
Rolled 1d20+8 : 8 + 8, total 16
Move Silently:
Rolled 1d20+6 : 6 + 6, total 12
-
Rolled 1d20+6 : 10 + 6, total 16
-
You has been noticed.
"This here yer skelly boy?"
-
"No, it's my friend's skeleton. I can't make stuff like that."
-
"Don't sell me out, you traitor!"-telepathically screams Morte at Mustave.
-
Mustave whispers back telepathically: "Don't worry! It's not like I'm planning on sending you in here; I just want to get out!"
-
"You deaf son? You speakee Common?"
-
"Yes. I... already answered. I said it's not my skeleton. I just followed it in here to see what was up.
Am I intruding in your house? I can leave."
-
"Been a while since I had company, but Gawds know how long I've been asleep. What year is it? Are the Soul Devourers still in charge of the government?"
-
Are the Soul Devourers still in charge of the government?"
Mustave tells him the year. "Do you mean literal soul devourers, or do you just hate 'the man'? I mean, cuz I get that second one. They're always telling me I can't juggle acid or live with ghosts."
-
oslecamo
The Soul Devourers are beyond ancient history. All thats really known of them is a name and possibly Fiendish ancestry.
"Well son, if you still have to ask they must be long gone. Is the town still here? Things seem a might dusty. I'm guessing I overslept."
-
"Yeah, seems like it. There are a lot of ruins, which is what I was exploring.
What are your feelings on devils?"
-
"Devils? You mean Baatezu? Are those little runts still trying to be players?"
-
"Seems like it. The whole reason we're down here is because they kidnapped some people."
-
"Kidnapping? Amateurs and babies commit kidnapping. Prime example of why they'll never hit the big time. They still around?"
-
"That's why we're looking.
Who are you, by the way? I'm Mustave, the jester."
-
"I'm Old Man Henderson. Pleased to meet you."
-
OOC: does any of this ring a bell to Mustave?
-
u got knowledge history?
-
u got knowledge history?
Nope.
"It's nice to meet you. Let me see if I can get this skeleton out of here."
Mustave telepathically asks Morte to call it out, and he follows when it leaves.
-
You all see Mustave climb out with the aforementioned fiendish gentleman.
"Lotsa kobolds out here. Times have changed..."
-
No one saying hi?
-
"These are the people I came with. How long have you been out? Er, maybe you don't know. When did you go to sleep?"
-
Morte makes sure to assume a more humanoidish shape and makes a polite bow.
Ahhh... Hi mr Henderson, pleasure to meet you. Menina Morte, an humble ferrywoman, at your service. Also good at slicing things dead and undead. Say, are those ruins your home? Because those kobolds are claiming land rights over this place, and we kinda accepted to clean up any remaining monsters inside in return for any shinies we find inside and can carry. But if you're the owner of this place, maybe we can reach some sort of agreement that will be mutually benefical?
-
"These are the people I came with. How long have you been out? Er, maybe you don't know. When did you go to sleep?"
"Fuckin' hell if I know. I'm guessing a few thousand years."
-
Morte makes sure to assume a more humanoidish shape and makes a polite bow.
Ahhh... Hi mr Henderson, pleasure to meet you. Menina Morte, an humble ferrywoman, at your service. Also good at slicing things dead and undead. Say, are those ruins your home? Because those kobolds are claiming land rights over this place, and we kinda accepted to clean up any remaining monsters inside in return for any shinies we find inside and can carry. But if you're the owner of this place, maybe we can reach some sort of agreement that will be mutually benefical?
"Home? No I was a guest staying for a bit. I retired from politickin'. Sunsabitches apparently locked me in and left. I'd like to speak to them about that."
-
"I hate politics, too. Who locked you up?"
-
"The Soul Devourers of course. Damn cheeky bastards."
-
"And you just woke up now? The devils managed to don't disturb your sleep, but we did?"
-
"I am beginning to think my long nap was not voluntary on my part. Man the kobolds are really something. I remember when they just squeaked and lived in caves."
-
"Lucky you, I don't even get weekends off.
However this raises the possibility the devils may've kept somebody else sealed, and I suspect they may not be as willing to talk it out as you do.
Care to help us check out this caves? Bit of warm up exercise. You must be feeling really sore after not moving for eons.
Oh, where are my manners. You must be pretty hungry too. And thirsty.
Anybody brought any food or booze? I don't really need to eat, at least not anything material... But I can teleport to go fetch some."
-
"I have some Amaretto." Mustave offers up the bottle.
-
"I have some trail rations and water. Unfortunately, I do not tend to carry anything fancier while traveling"
-
"I have some Amaretto." Mustave offers up the bottle.
"Damn kind of you old son. Looks like most of the above ground bits are gone. I'm betting only the dungeons and servants quarters are left. Bastards apparently put me in the cellar."
-
"Shall we have a looksie?"
-
search rollz!
-
Rolled 1d20+5 : 12 + 5, total 17
-
Search
Rolled 1d20+17 : 19 + 17, total 36
-
Search = 1d20+1
Rolled 1d20+1 : 6 + 1, total 7
-
ketaro and risada?
-
anyone seen ketaro or risada?
-
vlad, u got knowledge: dungeoneering?
-
vlad, u got knowledge: dungeoneering?
Unfortunately not, just Arcana and Architecture & Engineering.
-
go for architecture
-
Knowledge (Architecture & Engineering)
Rolled 1d20+11 : 18 + 11, total 29
-
someone has trapped the shit out of this place
-
"Is anyone skilled at removing traps, or bypassing them in other ways? About the only thing I can do is use Unseen Servant, which can trip some, but it's not very good at it. If nothing else, I suppose we could roll rocks down the place."
-
"Is anyone skilled at removing traps, or bypassing them in other ways? About the only thing I can do is use Unseen Servant, which can trip some, but it's not very good at it. If nothing else, I suppose we could roll rocks down the place."
"I was practically born for this moment."
Pat has trapfinding as a rogue and a +17 to both Search and Disable Device.
How high is the ceiling by the way? This is important if Pat messes up with some traps.
-
The ceiling varies, but is about 10 feet until you get down to the antechamber Henderson came from. This tells you the traps may be set to keep people out, or that they may not work on Fiends as e set none of them off (and both Robby adn the Skelly didn't get far).
-
Mustave gives Pat a wide area to work, in case he blows up, or something.
-
pat, u out there?
-
Pat is going to start by using Super Short-wave
Super Short-wave
Love-Coloured Magic (Strike)
Level: Ordinary Magician 5
Initiation Action: Standard action
Range: Burst of up to 30 feet per IL.
Target:See text.
Duration: See text
Save: 15+Int mod.
I'm very interested in this, whatever it is.
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less.
The spell affects every enemy inside range, even if you can't detect them, and they take a penalty to AC and Reflex saves equal to 1/4 your ranks in Spellcraft for 1 round. You can also roll fresh spot and listen checks with a bonus equal to your Int mod and make a Search check as a free action at every point of the affected area (make one single roll for all points).
channeling Orb of Fire.
Ranged Touch Attack to hit.
Rolled 1d20+8 : 18 + 8, total 26
All enemies(right now defined as all except party members, the skellies, and Old Man Henderson) within 270ft. who are hit take Rolled 9d6 : 1, 6, 2, 6, 6, 2, 3, 6, 5, total 37
'light' damage and must make DC 23 Fort saves or be dazed for 1 round.
As a bonus Pat makes a Search check on all squares within the 270ft. radius, for traps and anything else he might notice.
Search check.
Rolled 1d20+17 : 6 + 17, total 23
-
You'll wanna warn off the Kobolds and Sherrif's people, some of them are still in range.
You find a total of 32 traps, some of which your spell disables.
-
You'll wanna warn off the Kobolds and Sherrif's people, some of them are still in range.
:blush I had been under the impression that we were a little bit deeper into the dungeon then that.
Would it be fine to retroactively add them to the non-enemies list for my casting?
You find a total of 32 traps, some of which your spell disables.
Trapped the shit out of the place indeed.
Just to check, but Pat now knows where all the trap triggers are for these and which are disabled, yes?
-
"Awesome!"
Mustave steps a few more steps back while Pat works.
-
You'll wanna warn off the Kobolds and Sherrif's people, some of them are still in range.
:blush I had been under the impression that we were a little bit deeper into the dungeon then that.
Would it be fine to retroactively add them to the non-enemies list for my casting?
You find a total of 32 traps, some of which your spell disables.
Trapped the shit out of the place indeed.
Just to check, but Pat now knows where all the trap triggers are for these and which are disabled, yes?
You can add them with no problem. How much detail does that ability give you?
-
How much detail does that ability give you?
You can also roll fresh spot and listen checks with a bonus equal to your Int mod and make a Search check as a free action at every point of the affected area (make one single roll for all points).
As much detail as a regular search check would.
-
You know which ones are left, and unfortunately most are magical in nature.
The Kobolds think this can easily be solved with 400 chickens and a long rope...
-
"Sadly, I don't know Dispel Magic."
-
soooo what are you guys doing?
-
OOC: does anyone have Trap Finding/Disable Device or do we have to get creative? Mustave was just letting Pat handle this, at this point. Otherwise, Mustave is fine sending summoned things forward, rolling barrels, or whatever.
-
Pat buddy? Please don't tell me you knew how to find the traps but not how to disable them?
(Can Morte just teleport over the traps to the next safe location now that she knows where they are? If yes then she'll do so and take any willing allies. If teleport is not an option, Morte will try to Alter Self into a Xill and burrow around the traps)
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Pat buddy? Please don't tell me you knew how to find the traps but not how to disable them?
"I can disable them. It will however take a fair amount of time to get through them all safely."
OOC: Bhu, would you want a separate Disable Device check for each one or just one roll?
-
Up to you. It's your PC after all :P
-
OOC: All at once then, just so I don't have several dozen rolls.
Disable Device check
Rolled 1d20+19 : 8 + 19, total 27
It will take Rolled 2d4 : 1, 2, total 3
rounds per trap to finish.
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reflex save plz
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Reflex Save:
Rolled 1d20+10 : 6 + 10, total 16
-
Please ignore the reflex save, I forgot about one of Pat's items.
Pat activates Chronocharm of the Laughing Rogue allowing him to re-roll his Disable Device check.
Rolled 1d20+19 : 14 + 19, total 33
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ooc: disable device wasnt the problem. Your trapfinding roll didnt quite get everything, but the new disable device shuts down everything you did fiind.
Fortunately the lightning bolt you missed only does half damage (you succeeded in your saave) Rolled 5d6 : 3, 2, 6, 4, 6, total 21
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so 10 points of electricity
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Is Pat continuing on after the zappening?
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"Son of a bitch, that stings!... Hopefully that should be all of the traps... Should.
I would recommend one the the skellies lead the way from here. Or I could just make periodic checks when we reach the edge of my current search area."
-
I should note the zap occurs about 10 traps into the 32 you are aware of....
-
(are there any extra bodies around that Morte could turn into extra skeletons for trap testing?)
-
sure
Rolled 2d6 : 4, 6, total 10
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Morte has her dolls gather the corpses in a neat pile and then waves her scythe in an authorative manner.
Okay, break time's over, get up and get to work!
Morte channels her necromantic energies, making the skin and flesh slowly turn to dust that falls off the bones underneath, the exposed skeletons then rising, which she organizes in a line pointing at the trap-filled area.
Okay, this is simple. First of you advances forward. Hold a 10 feet pole and poke everything in front of you just in case. When they get blown up or shocked or something and stop moving, the next one in line advances. Repeat until there are only five of you left just in case.
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I presume Pat is relaying to you what he knows to maximize effectiveness.
-
Yes, Morte will glady accept any advice from the resident trap specialist.
-
reflex save from skelly in lead (he has +1)
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Reflex
Rolled 1d20+1 : 9 + 1, total 10
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The lead skelly trips the trap Pat konws about, but gets vaulted into the sky by a pole that shoots from the ground that he did not.
-
"Awesome!" :clap
"...er, sorry for your loss, Morte."
-
The skellies continue 'trapfinding', and about another 12 traps in the leader needs to make a reflex save.
-
"Awesome!" :clap
"...er, sorry for your loss, Morte."
"Heh, easy come, easy gone... Hey you, watch out!"
(http://minmaxforum.com/Themes/thingamajig/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+1 : 3 + 1, total 4
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A weird humanoid with a taii and barbed skin suddenly appears.
"Seriously? Wtf is this bullshit? The old forcecage trap? People still do this?"
He knocks on an obviously invisible wall.
"Which one of you motherfuckers did this?"
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dont all answer the devil at once now :P
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"Erm... a skeleton did. It doesn't know any better.
If what I think happened just happened, you get to go home in a couple of minutes, anyway."
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"Goddamn mages and their goddamn fuckin' forcecage traps...I WAS HAVING DINNER GODDAMIT!"
*eyes narrow*
"Waitaminute...is that Old Man Henderson? Am I in Florida?"
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"Yes..."
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*incoherent profanity*
Henderson: "Well fuck you too son."
-
Mustave watches the two converse, but stays out of it, so far. Are any skeletons still exploring, or are they all blowed up?
-
Morte was
taking a short nap meditating when the sudden discussion wakes her up.
"Which one of you motherfuckers did this?"
Taking her sweet time to open her eyes, Morte grins and says.
"I did. Well, one of my dolls did, but they answer to me so I guess I take the credits. Got a problem with that?
Now why don't you calm down for a bit and tell us what you want so we can start negotiating. Also for the records, a bunch of kobolds are claiming this place, and we are the ones tasked with cleaning it up. If you help us you can share in our reward, if you stay out of our way we won't hold a grudge against you, and if you try to stop us then things will get nasty."
-
*points at Henderson*
"Things are already nasty."
Henderson: "YOU WANNA DANCE MOTHERFUCKER?"
(one skeleton is locked inside a forcecage with the Devil, the others look confused if thats possible
-
Morte blinks a bit in disbelief at her dolls reaction, but then puts on her smile again.
"Fine, things will get even nastier. Now if you help us, our good friend Henderson won't make you regret the way you were spawned. If you don't help us, well, I'll just let you dance it out."
-
"I'm trapped in a forcecage asshole, exactly what sort of help are you expecting?"
-
"Telling us where the rest of the traps are and how to bypass or disable them would be a great start."
-
"Yeah these traps don't work that way. When it's triggered it summons one of us who is the most likely to be inconvenienced, thereby ensuring we're pissed off when we arrive. That way we take it out on whatever is locked in hte cage with us. People stopped using these long ago because we got wise and refused to play along."
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"Irony! So, how long do you guys stick around? A couple of minutes?"
-
"Yer skelly will be here a day or so. I'll be gone in a minute. This fucker resets too, so disable it before the forcecage shuts down."
-
"Shall we keep disarming and/or having skeletons explore?"
-
no one seems to object so the skellys shoulder on
reflex saves plz
-
os you out there?
-
"I just hope those guys from the undead rights can't find out what we are doing here.... I don't want to be charged for undead mistreatment or whatever..."
-
A few more skelly's splode and you seem to be out of traps. You have cleared a 50 ft hallway leading to some sort of chamber. The Kobolds are mightily impressed at the sheer layering of traps present.
-
Morte wakes up from her
short nap meditation.
"What, finished already? No need to thank me. So dibs on first pick on whatever shinies are inside that room."
To be lazy cautious, Morte sends one of the remaining expendable skeletons inside the chamber first and if it doesn't explode or anything, she'll follow next.
-
There are many loud noises, an explosion included.
-
Morte tries to recall the skeleton
"Come back here doll number five. Five? FFIIIIIIVVVVVVVVVEEEEEEEEEE!!!"
-
A few ash covered, smoking skellies stumble out.
-
I'm pretty sure I had sent just one in... Stop right where you are, dolls!-commands Morte.
-
(oop my bad)
The Kobolds pipe up again: "Guys, seriously, Couple dozen chickens on a rope."
-
"Good thinking! You could animate the chickens and use them again if they die..."
-
"We'll even give you a discount." :D
-
Can we see what's through the door? How far out are we?
-
The hall is clear up to the door, so you can get close enough to see a raging fire set off by the last trap.
"won't even charge you for cookin' em'." :D
-
I'll give you a copper piece per chicken then, two packs of twelve.
Morte carefully approaches and looks for a safe spot to teleport to behind the raging fire while presenting her offer, pulling off the coins.
-
"Deal! Yipyap, go scare up some chikins and fire retardant rope."
You now have chikin servants. Scraggly, hard worn chikins who look like they've lived a life of poverty and warfare.
-
"Poor little guys. Working for Morte might be some small mercy..." :(
-
the chikins appear fire retardant as well
It's as if they're staring the fire down and daring it to burn them, and somehow winning...
-
"...or not. These guys are fighters!"
Does the fire keep burning, or does it go out after a while? Mustave wants to peek in if the flames burn down.
-
Morte takes some rice from her rations and feeds it to her new chickens while grinning to herself.
My army grows stronger.
If the fire isn't looking like it's going down after the chickens ate their fill, Morte will tie the fire-retardant rope to one of them and send them accross, hoping they know what to do in the other side. If the fire is still burning after 1 minute she'll pull back the rope.
-
The fire doesnt die down. On the plus side it appears to be devouring the other traps. On the downside it's devouring everything else too.
-
What is the building made out of? I thought it was all stone.
-
The building is, furnishings, lewt and such are not.
-
"Morte! We're burnin up all the treasure! Maybe pull the chickens out?"
-
The Kobolds yell down the line for fire suppressing magic, or at least water, which is forthcoming if you want.
-
Yes, anything to help put out that fire would be nice.
Morte pulls back the chickens to safety and summons her Styx Boat to ferry any kobolds bringing in water and magic faster. All remaining skeletons will be assigned to go help fight the fire too.
-
The fire is extinguished without much incident. Paper and cloth items are gone, and the wood is damaged beyond repair. There are some slightly damaged items that could convert to currency.
One of the Kobolds pipes up: "You know were a lot more versed in dealing with 'trap enthusiasts', mebbe you should let us take the rest of the place if there is any."
The chikins look spiteul and bitter. You could swear one withers a flower with it's gaze.
-
"What's your going rate?"
-
Morte has her skeletons pick up everything that looks like it still has a sell value while starting a new haggle with the kobolds:
We'll pay you one copper piece per disabled trap.
Then telepathically to the party only:
Never ask for a price when you can make the first offer.
-
Morte has her skeletons pick up everything that looks like it still has a sell value while starting a new haggle with the kobolds:
We'll pay you one copper piece per disabled trap.
Then telepathically to the party only:
Never ask for a price when you can make the first offer.
*quiet stare*
-
Hahaha, did I say a copper per trap? Sorry, I meant six silver for each one of you helping, plus I'll heal any wounds you suffer during the job and throw in one free year of gold membership for our organization!
Morte makes a mental note to create a gold membership for their group if there isn't one already.
(Diplomacy 33 to help)
-
:D "Sounds goods"
There is much activity and noise and eventually you get to go in. It's a large room that was subdivided into cells. Most of the furnishings are gone, as are probably any clues as to what it was for.
-
Are there any further doors, or is this a dead end?
-
There are doors, but the corridors have collapsed roofs from old age. Clearing it will take time.
-
If this was the only way we were heading, I'd say we should take the time to clear it. If not, maybe we can check another path and come back.
-
The Kobolds do have some partial maps, and are rummaging through the devils stuff to fins more accurate ones.
-
Be back in 10 minutes.
Morte will Alter Self herself into a Minor Xorn and burrow through the stone to scout what's in the other side of the collapsed passages.
-
spot rolls plz
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spot rolls plz
From all of us, or just Morte? If you need mine, it's:
Rolled 1d20-1 : 7 - 1, total 6
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Morte still has her googles of lifesight on if that helps.
Spot
Rolled 1d20+16 : 20 + 16, total 36
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Just Morte. Theres a lot of old skeleton remains, and in various places the compound has collapsed due to age. You see evidence of traps everywhere though.
-
Morte picks up as many skeletons as she can safely carry and digs back to the party and kobolds to reports on her findings.
So I'm no mining specialist, but I say focus on the non-collapsed areas for now.
-
"Traps?"
-
"Lots."
Morte does her best to explain the positioning of the traps she saw, using her skeletons to build a dungeon map on the floor with assorted debris.
-
"Aw man this is gonna take a while..."
-
(y'all out there?)
-
OOC: Sorry, I thought Morte and the kobolds were hashing out the traps.
"How long is 'a while'?"
-
"Days. That is some serious trap density. Whoever did this were masters at trapmaking. It's no wonder my people were enslaved to dig it up and disarm it.
-
"So... time-prohibitive to do at this time?"
-
"With excavation time added yes. I'd say we could send the chikins but I think they could bluff their way through the traps through sheer force of hate."
-
"Sooo... check out a different route?"
-
"We haven't excavated much before you released us. The other dig sites weren't trapped as bad as Mr. Henderson's...er, living quarters."
-
OOC: It's probably been six months + IRL time since we agreed to the mission, so I don't remember what we were doing down here. So far as I remember, we rescued kobolds, then we came back to look for stuff?
-
You were to rescue Kobolds and made a quickie side deal to check the place out so they could make it a new home for their people (ie kill any possible remaining guard monsters and keep what loot you could find) You and Morte (I think) also have guns to pick up.
-
So, if it will take days to clear the traps here, I suppose we should move on to inspect a new area. We can always come back to guard them as they clear traps, if needed.
-
(that ok with everyone?)
-
Sure, anything to avoid extra hard work.
-
"Lets go check out the next area. Preferably skeletons-first. Morte?"
-
314th Doll regiment, move out single line formation!
-
You get to the new dig, which is a gate to an underground facility much like the last one. It is not lit,,, and there is a slightly stinky wind coming from it.
-
and there is a slightly stinky wind coming from it.
Brimstone, or something else?
-
and there is a slightly stinky wind coming from it.
Brimstone, or something else?
Stinky Stinky or Stinky Demonic?
-
Stinky as in "long sealed room opened and goddamn is it funky."
-
Is it breathable?
-
technically yes, but you really don't want to, and it may be diseased
-
Something has to be causing this smell, I'm gonna go check it out from below, be back in twenty minutes tops.
Morte will use her Xorn shape to go underground then pop back up at 100 feet intervals holding her breath for a quick view then back below to evade the nasty atmosphere. If she can't find anything noticeable after 10 minutes of doing this she'll turn back. She'll also escape back underground if she notices something dangerous or the atmosphere becomes too unbearable.
-
You don't notice much until you get to the lower levels. You have Knowledge: Dungeoneering?
-
No, only Religion and Nobility/Royalty
-
spot roll plz
-
Spot
Rolled 1d20+16 : 20 + 16, total 36
-
There is a large cube of transparent gelatin moving back and forth across the floor in a sweeping motion. A singing voice appears to be emanating from it. "Doot doot doo, doot doot doo."
-
If it sings, it must be sentient, so goes Morte's logic.
Hello good miss... Mister... Cube. You're doing a wonderful job cleaning the place. I'm Menina Morte and I'm checking the place in behalf of the new owners, could I have your name?-she says in her best cubic gelatinese accent, then waits a bit for a reply while keeping a safe distance, ready to dig away in case the local cleaner proves hostile.
Diplomacy 33 (http://minmaxforum.com/index.php?topic=17746.msg336565#msg336565), and Morte has Tongues so she can speak/understand any language.
-
It apparently speaks common.
"New owners? My goodness it's a good thing I've been catching up on cleaning!"
"Hi, I'm Bubbles!" :D
The cube is depressingly jubilant.
-
Delighted to make your acquaintance, Bubbles. So since it seems like you're a veteran worker here, would you happen to know the trap layout? Secret passages? The previous owners forgot to leave a proper map of the facilities and we're having quite a bit of trouble moving around. Lots of collapsed passages, we'll need to do quite a bit of remodeling.
-
"Alas I has no hands. I s'pose I can take you to the foreman."
-
Great, lead the way Bubbles.
-
OOC: is it just the two of them going on, right now?
-
OOC: is it just the two of them going on, right now?
yup
"Sir! This here Xorn says there's new owners."
A room full of gelatinous cubes stare at you. At least you assume they do. Damn eyeless sunsabitches.
-
Ah, my apologies, I'm not actually a Xorn. This form was just to get around since a lot of the passages are blocked.
Morte returns to her ferrywoman shape and waves a hello with a smile.
So I'm Menina Morte and I'm here in behalf of the kobolds that just acquired this great dungeon. Since you're senior workers we would like to ask for your valuable experience in helping settle things ups. Like anybody has a proper map of the premises or could serve as a guide? I'm sure the kobolds will throw a nice bonus to anybody who helps. And of course we'll do our best to make sure everybody keeps their job. As soon as we learn what your jobs are, hahaha.
-
"What about the Devils?"
-
They were enslaving kobolds to work here so the kobolds hired us to kick their asses and then the devils ran away. [glow]