A storm over Tethyr (Inactive)

Game Master JohnLocke


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Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

"Alright, this is your specialty afterall." With that Landon will shutter his lamp so it is ready but not shining so far down the tunnel. He waits for Belgrin to get a short distance ahead then follows.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar pulls some of the extra oil that he and Janires purchased in case it is needed, as well as sticking a torch in his pack within easy access just in case. He hangs toward the back bow at the ready.


The hole drops down nearly 10' before levelling out and meandering generally northward. You're roughly 30 feet down the tunnel when the overpowering smell of decay assails your nostrils. A few feet ahead, several bodies litter the floor, in various stages of dismemberment and decay. At least one was a heavily armored warrior in plate, and another in chainmail.

Before you can take much more in, you hear movement further down the tunnel, accompanied by what sounds like a titter of mirthless laughter. You're definitely not alone down here!

A map of the viewable tunnel area is here.

Anyone present in the tunnel should indicate their location so I can place them on the map. Limited real estate down there!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar will stop at I 38 and ready a shot if something approaches threateningly. He also confirms that he has holy water in his belt pouch. Finding two he steadies himself.

I will put myself on the map when enabled. Since I just happen to be looking right at the posting.


Female Sun Elf Rogue 4

Janiries would take out her longbow and wait outside the entrance to the tunnel, ready to fire should anything make itself known.

H44


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin will move to J-37 to have his back to the wall and his weapons brandished.

Come on then, ye spoilin' filth. I know ye can smell me.

In a low as possible a voice, Belgrin whispers to Hezar: "Someone signal the others."

Belgrin will reach into his pack and pull out a bag of caltrops, scattering them on the floor at the narrow area in front of him caltrops on J-35. "Don't step in front of me if ye value yer feet."


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar nods

Elvish:
Janires. Something coming, stay behind Belgrin. Hopefully whatever it is does not speak your tongue. Pass the word.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall steps up beside of Belgrin H38, hammer and shield in hand. "A little more light, brother Landon," he hisses, peering intently ahead.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

If Duvall is next to Belgrin in I37 i'll move to H37 beside him, otherwise if he meant beside Hezar in H38 i'll move beside Belgrin

Landon will move up to the front lines, position his lamp on the ground to shine down the corridor and bring his shield to readiness.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Oops - I meant H37


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

you guys realize im in J-37, directly northeast of the blue box on the map? or were we trying to stay spread out? Just checking.


From the darkness up ahead, you hear a hollow, rasping voice echoing down the passageway. Delicious flesh, raw and red, lying for days, harvest of death! More of the horrid, mocking laughter follows.

Come and see the table we have laid for you, all the sweetmeats and delicacies of flesh! Another voice this time, with the same hollow, lifeless tone to it. Both are definitely coming from deeper down the passage....

I've placed Ariael at the top of the pit, at I43. He's cast dancing lights so you have the benefit of light from his spell without need of torches or lanterns at this point. Belgrin has taken point at J37 so I'm going to assume the spell is behind him, to allow him his use of darkvision.

Marius and Elur are outside of the structure at this point.


Female Sun Elf Rogue 4

"I prefer my food cooked, if it's alright with you lot."

Janiries would ready her weapon and take her time to aim down the tunnel, hoping that if she needs to shoot, she wouldn't hit one of the party.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hate feeling like I am walking into a trap...but I guess we dont have much choice do we?

Hezar will maintain a 5 foot cushion between himself and the meleers in front of him. He will strive to keep a firing lane and will fire immediately if he sees a target.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"At this point we haven't a lot of options. they surely know we're here by now, and our mission IS to clear out the undead. If these rotting cannibals want a taste of fresh meat, they'll have to take it with a mouthful of sharp steel. Can hardly leave em behind us, now can we? Now, let's see what kinda brains we're dealin with." Belgrin picks up one of the caltrops from the spread on the floor and flings it down the tunnel as far as he can, hoping to see what noise it makes and what attention it draws. He quickly returns to his position once the spike is thrown.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall waits for a few seconds to see if Belgrin's act draws anything forward. If not, Duvall says, "Belgrin's right > let's move forward and clean out this den of evil!"

Duvall brandishes his holy symbol, grips shield and hammer and takes a few steps forward.


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Ariael will wait, to see what comes out of the tunnel, readying a spell to attack what may appear Readying Magic Missile to be cast as soon as a hostile appears in his sight


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

rawr, bring 'em on.


More laughter from further down the tunnel. Comes closer to our table, oh the smell of the delicacies we've prepared! The tunnel is deep and dark, dug by the drow so long ago.... The incessant tittering continues in the dark. If you're advancing, please note your new locations on the map.

Perception rolls for Ariael and Janiries:
Ariael: 1d20 + 5 ⇒ (17) + 5 = 22
Janiries: 1d20 + 6 ⇒ (11) + 6 = 17

Shadowy figure: 1d20 + 7 ⇒ (7) + 7 = 14

@ Janiries and Ariael: You smell sewage and hear soft footsteps behind you. You turn and see a nearly skeletal figure slowly approaching you on all fours. Skeletal and bone white, the once human figure licks it's drawn lips with an unnaturally long, forked black tongue. It still wears the torn remnants of a priest of Lathander, though they are threadbare and dripping with sewage. Snarling at it's loss of surprise, it leaps to the attack!

Ariael initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Janiries initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Ghoul initiative: 1d20 + 2 ⇒ (20) + 2 = 22

Striking first, the ghoul moves with inhuman speed and bites at Janiries.

Attack roll: 1d20 + 3 ⇒ (20) + 3 = 23
Damage roll: 1d6 + 1 ⇒ (1) + 1 = 2
Critical confirm: 1d20 + 3 ⇒ (15) + 3 = 18
Critical damage: 1d6 + 1 ⇒ (4) + 1 = 5

The undead monster bites Janiries arm, a vicious wound which causes her to cry out in pain.

Janiries acts next!

The remainder of the party is down the 10' pit and in the tunnel or is outside (Elur and Marius).


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall advances to I35

He looks back at Belgrin and says, "Let's put an end to this. Follow me!" Duvall pulls a sunrod from his belt, fires it up, and tosses it around the corner (and hopefully) into the chamber beyond.
He follows it a second later with a battle cry > HELM!


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

If Belgrin hears the battle above, he'll try to grab duvall and warn him. perception: 1d20 + 2 ⇒ (6) + 2 = 8

"Hold, lad! blows gettin' traded up top! We need ta get up there!" Belgrin will then rush back to the tunnel entrance to climb up and join the elves already engaged.

On the other hand, with a roll like that, at that distance, he might not hear that initial exchange, so if not, use this instead.

"Ach! warn me afore ye turn up the sun." Belgrin advances to J33 and surveys the area, ready for anything.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

1d20 + 6 ⇒ (9) + 6 = 15

Not hearing the combat Hezar will move with them maintaining the distance.


Female Sun Elf Rogue 4

After letting out her cry of pain, Janiries would try and be helpful with her next utterance.

"Ghoul!"

Then, she'd step back Five foot step back to H43 and let loose with her longbow.

Attack Roll: 1d20 + 4 ⇒ (1) + 4 = 5
Damage Roll: 1d8 + 1 ⇒ (1) + 1 = 2

However, the vicious damage done to her arm would throw off her shot, the arrow landing rather embarrassingly at her feet.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

so, GM, what's it gonna be? nother perception check? or a party split? What shall be our fate, O omniscient weaver of destiny?


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

How easily can we get up the hole?


This site is bloody slow tonight!

@ Belgrin - even with that roll, you'd hear Janiries' scream and her warning about Ghouls. The question is then, do you turn your back on the ghoul or ghouls further down the passageway? And can you get up the 10' pit back to the surface in time to aid your elvish friends? I'm going to assume that your party has secured a rope to allow access up and down, as I don't think anyone understood that they were entering a 10' drop to get down to the passageway.

@ everyone - climbing the rope would be easy, it's unknotted but with a wall to brace against, meaning the DC is 5. I wouldn't even ask you to roll, but only one of you will be able to ascend per round using the rope.

Upstairs group (Janiries and Ariael): Ariael acts next, casting magic missile at the horrid, undead monster.

Damage: 1d4 + 1 ⇒ (2) + 1 = 3

The magical bolt slices into the fiend, eliciting a hiss of pain but doing little to stop it.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

hezar charges back and sends and arrow at the ghoul from below.

1d20 + 6 ⇒ (20) + 6 = 26 for 1d8 ⇒ 8

if he can't see the fiend from below he climbs. Auto pass. As he moves to the rope he drops his bow while drawing his dagger which he puts in his teeth before he climbs


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

confirm 1d20 + 6 ⇒ (2) + 6 = 8 for 2d8 + 2 ⇒ (6, 3) + 2 = 11


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin will turn back to his position at the tunnel chokepoint at J-37 and keep guard. "Duvall, go! You got healin' powers they're likely ta need! I'll block the tunnel; these shamblers won't get past me!"


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Ariael draws his rapier and advances on the ghoul, not fearing it at all, trusting in his mystical abilities to win the day.


Hezar has engaged the upstairs Ghoul, becoming part of that combat. Initiative roll: 1d20 + 4 ⇒ (1) + 4 = 5

So order of action will be Ghoul, Janiries, Ariael and Hezar.

The Ghoul snarls at Ariael, targeting him with it's vicious bite!

Attack roll: 1d20 + 3 ⇒ (14) + 3 = 17
Damage roll: 1d6 + 1 ⇒ (5) + 1 = 6

The Ghoul bites Ariael on the shoulder, drawing a gout of blood from the warrior mage.

Janiries is up next!


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Landon will remain with Belgrin, "We don't know how many are down here, it would be folly to leave you alone. Those of you up top! Keep to the entrance so Duvall can more easily aid you."

Or if Duvall wants to stay down I'll climb up to help and heal as necessary.


Female Sun Elf Rogue 4

With the ghoul approaching so close, Janiries would drop her longbow Free action and withdraw her rapier Move Action, trusting that she can find some weak spots in this monster.

Attack Roll: 1d20 + 4 ⇒ (7) + 4 = 11
Damage Roll: 1d6 + 1 ⇒ (5) + 1 = 6


M Human Cleric/2 Initiative +1; AC 22; HP 17

I'm in the front! It makes sense if Landon wants to go back up...Besides, what is Elur and Marius doing? Surely they can hear the scuffle, plus Janiries shouted "Ghoul!"

"I ain't leaving you, Belgrin! Let's put this thing down and then get back up top!"

I've posted twice that Duvall is looking in the chamber, plus he tossed a sunrod in there...anything??


@ Duvall - I had already advised you that Marius and Elur are outside. IF they hear the sounds of battle from outside (and through the several walls between them and you) then they will be on their way, but it would take them several rounds to get within range. You don't know how far away they are outside, and they would have to travel at least 150 feet inside to reach the battle zone.

The tone of your post would seem to indicate that you feel I'm not resolving things quickly enough. I apologize. I'm facing RL time constraints and stresses. That includes, to be perfectly frank, depression - we're rapidly closing in on the one year anniversary of the events that led to the death of my darling wife last year, and sometimes between work, depression and the medication things feel a little out of control. I'm doing my best.

Duvall's thrown sunrod illuminates a chamber further down the tunnel. It's long and broad - perhaps a staging area for whomever dug the tunnel? - but is now dominated by a wide, deep pit in the centre of the room.

A single ghoul is revealed on the eastern side of the room - he clearly doesn't like the light from the rod, and is moving to grab it and toss it in the pit.


Ariael is up next - he strikes out at the Ghoul with his rapier.

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

His skillful strike pierces the ghoul through the throat, which causes black ichor to ooze out. The ghoul still stands however!

Hezar's attack is next:

hezar charges back and sends and arrow at the ghoul from below.

1d20 + 6 ⇒ (20) + 6 = 26 for 1d8 ⇒ 8 (failed to confirm crit)

Hezar's arrow strikes true, piercing the Ghoul through the skull. It collapses to the ground, motionless.


M Human Cleric/2 Initiative +1; AC 22; HP 17
DM Locke wrote:
The tone of your post would seem to indicate that you feel I'm not resolving things quickly enough. I apologize. I'm facing RL time constraints and stresses. That includes, to be perfectly frank, depression - we're rapidly closing in on the one year anniversary of the events that led to the death of my darling wife last year, and sometimes between work, depression and the medication things feel a little out of control. I'm doing my best.

PM sent

Quote:

Duvall's thrown sunrod illuminates a chamber further down the tunnel. It's long and broad - perhaps a staging area for whomever dug the tunnel? - but is now dominated by a wide, deep pit in the centre of the room.

A single ghoul is revealed on the eastern side of the room - he clearly doesn't like the light from the rod, and is moving to grab it and toss it in the pit.

Initiative 1d20 + 1 ⇒ (4) + 1 = 5

Duvall charges the ghoul, hammer in hand, and if he can reach it, attacks!
1d20 + 2 ⇒ (9) + 2 = 111d8 + 2 ⇒ (2) + 2 = 4


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Is it alright if I spend an Arcana Pool point, adding +1 to both attack and damage ala a magic weapon? I was planning on doing that durning my turn, as its a swift action.


@ Ariael - sure, you can do that at any time. My apologies for not inquiring, I felt like it was best to push things along at the time. It wouldn't have changed the outcome with this Ghoul, however - the 8 points Hezar did with his bow took the beast down to -2 HP, so it would still have been standing after your blow to the throat, even with a +1 to damage.

Initiative for the folks in the tunnel:

Duvall - 5
Landon - 1d20 + 1 ⇒ (2) + 1 = 3
Belgrin - 1d20 + 1 ⇒ (16) + 1 = 17
Hezar - 1d20 + 4 ⇒ (10) + 4 = 14
Ghoul(s) - 1d20 + 2 ⇒ (14) + 2 = 16

Belgrin will be up first!


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin follows as closely behind Duvall as he can, aiming to get into melee with the ghoul.

initiative: 1d20 + 1 ⇒ (15) + 1 = 16


@ Belgrin - I draw your attention to the post immediately above yours.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Watching Duvall charge around the corner while there is a threat behind them he rushes forward to assist[ (on his initiative) Reckless!


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

hmm, posts seem to be updating in awkward timing. I made my post before I could see the one above. goofy messageboard needs to make up its mind.

Belgrin spies the ghoul moving towards the sunrod, and moves his short legs as fast as he can to get in range.

Double move with maulaxe and shield drawn, if my counting is correct, I can just barely get adjacent to the ghoul at K-30.

"Go ahead, corpse. Reach for it, I dare ye."


The Ghoul hisses and unleashes a vicious assault of claws and bites at the Dwarven fighter.

Attack 1: bite 1d20 + 3 ⇒ (16) + 3 = 19
Damage 1: bite 1d6 + 1 ⇒ (1) + 1 = 2

Attack 2: claws 1d20 + 3 ⇒ (20) + 3 = 23 crit confirm: 1d20 + 3 ⇒ (5) + 3 = 8 failed
Damage 2: claws 1d6 + 1 ⇒ (2) + 1 = 3

Attack 3: claws 1d20 + 3 ⇒ (12) + 3 = 15
Damage 3: claws 1d6 + 1 ⇒ (1) + 1 = 2

Save vs paralysis (DC 13 fort): 1d20 + 6 ⇒ (7) + 6 = 13 just made it!

The ghoul draws blood with its claws and bite, inflicting 5 points on Belgrin.

Hezar is up next!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar moves 30 feet to k 32 and fires at the Ghoul.

Longbow 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 for 1d8 + 1 ⇒ (6) + 1 = 7


Hezar advances and lets loose an arrow that buries itself in the Ghouls' chest. It would have felled a living man, but the ghoul just pulls it out and bares it's grotesque fangs at you!

Duvall is up next!


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall tries to get at the beast, but his angle is bad and his attack fails to make a solid hit.

Hammer attack 1d20 + 2 ⇒ (6) + 2 = 81d8 + 2 ⇒ (5) + 2 = 7


Landon is up next! Ariael and Janiries are still on the upper level, at the top of the pit.


Female Sun Elf Rogue 4

Poking the body of the ghoul with her Rapier, Janiries would struggle to keep upright after suffering that nasty wound, her other hand gripping her arm firmly.

While doing that, her eyes would be locked on the entrance to the room, making sure that no one else ambushed the group.

Perception Check: 1d20 + 6 ⇒ (14) + 6 = 20


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Charge?: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18damage: 1d10 + 3 ⇒ (7) + 3 = 10 If not remove +2

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