GM Nazard's Articles of Faith
(Inactive)
Game Master
Nazard
Starstone Cathedral
Image for Daniel Aasimar Only son of Alaryn Rose. While his constant furrowed brow gives him the appearance of a serious and harsh man, he is actually an extremely sincere, kind idealist. He always speaks of hope and a brighter tomorrow.
Daniel will let fly an arrow at the snake.
attack: 1d20 + 10 ⇒ (3) + 10 = 13
damage: 1d20 + 5 ⇒ (5) + 5 = 10
M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)
Thanephos fires at the snake with an arcane arrow,
Attack: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d8 + 5 - 5 ⇒ (4) + 5 - 5 = 4
The snake slithers over, it's wooden body making a bizarre sound across the floor. It lunges at Ty.
Bite: 1d20 + 3 ⇒ (20) + 3 = 23
Bite confirm: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
The snake gets lucky and sinks its fangs through some leather greaves.
Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Gritting his teeth, Ty lunges his spear down...
Attack with spear: 1d20 + 5 ⇒ (10) + 5 = 15
...which gouges the floor, but misses the snake.
Map 2
Alexis moves in and approaches the snake from the east, thrusting her short sword at it.
Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Her blade scrapes along its hide, dealing no damage.
Rhylellia casts another cantrip, missing badly with the tiny lightning bolt.
Touch attack: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Max HP: 22; Current HP: 14
Sir Rollynd takes a 5-foot step to flank with Alexis and attacks.
Attack: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
He also fails to penetrate it's tough armour.
Daniel and Thanephos are up again.
Round 2
M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)
Thanephos again fires a magical arrow at the snake,
Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 5 - 5 ⇒ (7) + 5 - 5 = 7
Image for Daniel Aasimar Only son of Alaryn Rose. While his constant furrowed brow gives him the appearance of a serious and harsh man, he is actually an extremely sincere, kind idealist. He always speaks of hope and a brighter tomorrow.
attack: 1d20 + 10 ⇒ (7) + 10 = 17
damage: 1d8 + 6 ⇒ (3) + 6 = 9
he lets loose another arrow at the nuisance.
Both arrows glance harmlessly off its thick armour as it strikes at art again.
Bite: 1d20 + 3 ⇒ (17) + 3 = 20
This time, the tiny fangs fail to penetrate Ty's equally thick protection.
Party's up!
Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Spear: 1d20 + 5 ⇒ (6) + 5 = 11
Ty grunts in frustration as his spear misses the snake again.
M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)
Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 5 - 5 ⇒ (8) + 5 - 5 = 8
Alexis moves into a flanking position, thrusting her short sword at it.
Attack: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Her blade scrapes along its hide, again dealing no damage.
Rhylellia casts another cantrip, missing badly with the tiny lightning bolt.
Touch attack: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
Max HP: 22; Current HP: 14
Sir Rollynd slashes wildly.
Attack: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Attack confirm: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
He shouts triumphant as his blade connects solidly, but an unlucky connection with a scale diverts his blade harmlessly away.
"Stupid, over-eager pile of kindling. I'm going to turn you into a campfire when I'm done!"
Daniel, and then the snake.
Image for Daniel Aasimar Only son of Alaryn Rose. While his constant furrowed brow gives him the appearance of a serious and harsh man, he is actually an extremely sincere, kind idealist. He always speaks of hope and a brighter tomorrow.
Daniel rolls his eyes at the prospect of a this wooden snake holding them up. Steadies his breath and takes aim
aim small, miss small
1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Daniel's arrow penetrates deeply and a huge crack forms in its body.
The snakes continues to strike at Ty, getting a mouthful of armour.
Bite: 1d20 + 3 ⇒ (12) + 3 = 15
Party is up again.
Max HP: 22; Current HP: 14
Sir Rollynd cheers, "You got him!"
Attack: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Attack confirm: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Damage: 2d6 + 6 ⇒ (3, 3) + 6 = 12
As the snake recoils from attacking Ty, Sir Rollynd takes aim and runs his sword into the construct's open mouth, and the snake splits into darkwood kindling.
Combat over!
A reminder: this room is empty, save for the pile of wood and two doors. Now that you are inside the room, you can see that arrow slits flank the door on the east wall, but not the northeast door.
So northeast door or the eastern door with the arrow slits? If the east door, how do you approach it?
Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Ty peers through the arrow slits.
Attack!!!: 1d20 ⇒ 10
A skeletal claw suddenly reaches out from the darkness beyond the arrow slit to rip at Ty. Fortunately, it just bangs into his helm and the startled war priest is easily able to back out of reach. Skeletal arms reach blindly through both arrow slits, searching for your warm and living flesh.
Any character standing in right in front of the door will be subject to two attacks per round; characters standing to the left or right of the door are subject to one attack per round (though each arm can only attack one character per round). Hacking at the arms will do damage to the skeletal creature beyond, but it does get a cover bonus. Depending on your tactics here, we may not need to bother with initiative.
Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
"Wha?
Ty stumbles back, dropping his spear. Re-wielding his warhammer, he stands ready to swing at any of the skeletons that barge through the door.
"Archers."
M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)
Thanephos raises his bow and sends an arrow through the right slit,
Attack: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
His arrow goes through, but doesn't bypass DR (unless he also has bludgeoning arrows).
M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)
Image for Daniel Aasimar Only son of Alaryn Rose. While his constant furrowed brow gives him the appearance of a serious and harsh man, he is actually an extremely sincere, kind idealist. He always speaks of hope and a brighter tomorrow.
Daniel slides a blunted arrow onto his bow.
something my teacher drilled in my head. Always try to have an arrow for every occasion. he gives a wink.
attack: 1d20 + 10 ⇒ (14) + 10 = 24
damage: 1d8 + 6 ⇒ (7) + 6 = 13
You hear more than see a human skeleton go ka-blooey on the other side of the arrow slit. Only one arm reached through the other slit now.
Image for Daniel Aasimar Only son of Alaryn Rose. While his constant furrowed brow gives him the appearance of a serious and harsh man, he is actually an extremely sincere, kind idealist. He always speaks of hope and a brighter tomorrow.
He will repeat the process to the other one.
Daniel attack: 1d20 + 10 ⇒ (14) + 10 = 24
Daniel sends another arrow expertly through the narrow slit and smashes the other skeleton. Nothing further stirs from behind the east door.
East or northeast?
Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Ty points to the door between the arrow slits.
"Skeletons wouldn't come through. Could be trapped. We should save it for last."
Ty peers through the arrow slits again to see what the room to the east is like. Then he'll go and listen at the northeast door.
Perception check: 1d20 + 7 ⇒ (16) + 7 = 23
Shining your light in one arrow slit, you are able to see that the door offers access to a winding stone staircase that leads up and, strangely enough, down!
Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
And Ty listened at the northeast door, also. Perception result was 23.
No sound comes from that door either.
Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Ty goes to first room the party entered in the tower (two rooms previous) and tries the northwest door.
This door opens easily.
The room is stuffed with crates, barrels, and other supplies. Large casks, several with tap heads, are bracketed to the north and south walls 5 feet off the floor. The crates and other supplies beneath these casks show evidence of ancient water damage, and their ruined contents, even now, give off a faint whiff of spoiled wine.
Still, much here is salvageable. You find all manner of weapons: swords, spears, polearms, bows, arrows, and several suits of metal armour, some of it with only a few spots of rust. There are also crates of musty blankets, one of ancient Chelish military uniforms, and others of what you can only assume used to be food hundreds of years ago.
If you wished to transport the useable supplies here, you estimate its total worth at around 2,000 gp. You can also find supplies you might wish to bring, such as restocking of arrows (regular, blunt, and thistle).
As you are not attacked in this room, that leaves you the central area through the west room. The door is locked. Rhylellia sets to work with her tools, and after about a minute is rewarded with a snick of the lock and the door swings out to reveal a circular stairwell leading both up and down.
Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Assuming every floor is as tall as the ground floor, how many floors high could we estimate this tower to be?
Assuming those calculations, you estimate 5 levels, including this ground level (though you have no idea how many lower levels there may be).
Ground Floor cleared
Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Before anyone can get approach the stairs, Ty looks at the steps he can see to try and notice if there's any sign of recent activity heading up or downstairs.
That would be a Survival check. Who has the best modifier there?
Oh, Ty does. Where's a good ranger when you need one?
Survival: 1d20 + 2 ⇒ (11) + 2 = 13
While there are lots of footprints in the dust around the arrow slits (all extremely recent), the stairs going up and down are perfectly and evenly covered in dust.
Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Nazard wrote: That would be a Survival check. Who has the best modifier there?
Oh, Ty does. Where's a good ranger when you need one?
I know, right? Ty's job is to get hit a lot. He's totally out of his element looking at things!
Ty wordlessly grunts before speaking. The others will come to realize that this means he's thinking hard.
"Maybe five stories going up. No idea how many going down, nor how big they are. Let's clear the upper levels before we go down.
That's one vote for upstairs first. For simplicities sake, I'll say Alexis and Rhylellia split vote. Other thoughts?
M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)
I agree, let's go up first.
Second Floor Stairwell
The stairs here continue both up and down. Four doors lead off from this room, one to each of the four cardinal directions.
Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Ty listens at each of the four doors:
Perception -- north door: 1d20 + 7 ⇒ (14) + 7 = 21
Perception -- east door: 1d20 + 7 ⇒ (8) + 7 = 15
Perception -- south door: 1d20 + 7 ⇒ (15) + 7 = 22
Perception -- west door: 1d20 + 7 ⇒ (7) + 7 = 14
He hears no sound from any of the doors.
Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
1d4 ⇒ 1
Ty shrugs and indicates that they should open the north door. If anybody disagrees, he'll go with their suggestion. If nobody disagrees, he'll open the north door.
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