Luke's Shards of Sin (Inactive)

Game Master Luke

Campaign site is here.

Last Battlemap is here.


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Rommin is glad to take extra turns at rowing. After having been so useless during the recent academia, he finds it a relief to be of use again.


Tale of Days Current Battlemap City Map

I made some secret DM rolls for Survival here - Rommin has a +5 and Appenrel a +13. Also secret rolled Lawson's preception.

Your lack of experience at boat piloting tells at first, but happily the fog tends to muffle sounds and you don't turn too many curious heads as you begin your effort to cross the mouth of the bay. With the druid's natural intuition on your side you're able to judge your course pretty well and before long the dark shadow of the Irespan looms into view. Counting out the pilings, you steer the boat north and further out into the bay. At one point a crane appears out of the mist to your right - one of the small artificial islands used to recover fallen blocks from the Irespan from the bay's shallow waters. But there's no one on the island or manning the crane and you've soon put it behind you as well.

The crow is recognizable from its peers by the impossibly well-preserved frescoes of the eponymous bird covering its every side. The entire surface of the piling is covered with false windows, ledges festooned with sculptures and of course a universal coating of thousands of years worth of gull droppings. There's also a tall lancet arch on the southern end of the west side of the piling. As you round the corner and approach the arch, you can see the bay already has a rowboat moored within. The waves lap against an ancient set of steps that rise up out of the water. Beyond the short landing is a darkened alcove.

A map of the piling is here.


Male Elf

Afli is a little wiry of boats, not being on them, falling off of them. He will stay in the middle of the boat. Peaking his head up time to time to see the sights.

-Posted with Wayfinder


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

"Either the Tower Girls came by rowboat," Valai says as she relinquishes her oar for her sword, resting it against her shoulder, "or there is even more competition here."

Grand Lodge

Male Human Rogue | Init +3, HP 10/18, Speed 30 AC 16, Touch 13, Flat-footed 13, CMD 16, Fort +1, Ref +6, Will +1, CMB +3, +6 Perception, +5 Shortsword

"Lets move quickly. Anyone who pokes out and sees an extra boat here will know they have visitors." Lawson said hopping out of the boat and onto land. He pulls out his two short swords and quietly steps forwards toward the darkened Alcove trying to keep an eye out for anything. "Anyone for lights? I have a Sunrod I can toss to someone. My hands a bit full though."

Lawson will scout ahead 15-20 feet if the coming corner (with the slight green spot on the map) isn't completely shrouded in darkness. If it is he will wait for someone to provide some extra light for him to see with. Not wanting to just toss a Sunrod into there blindly.


Rommin will accept the sunrod that Lawson offers. He'll hold the boat while everyone else exits. "Signal me when you think you've got enough of a lead, and when you want light." He'll also show him hand signals from his military days that mean 'close the distance quickly', 'close the distance quietly' and 'stay put while I go further ahead more'.

"Should we let our boat go then, and plan on taking theirs when we leave?"

Depending on what the others say, he'll either secure the boat or push it out.

Once the boat issue is decided, Rommin will ready his newly acquired longsword in one hand, the sunrod in the other. He'll squint into the darkness to follow Lawson's movements. He looks for signals from Lawson and follows or provides light at his instructions.


Male Elf

Afli will cast dancing lights, moving 2 of the lights up for Lawson to see better, keeping on in the middle of the group, and one close behind them, so they can see threats coming form the back. As needed, he will recast every minute.


Female Elf Follower Alias

"I'll take the sunrod if it pleases you?" Amadia suggests helpfully, knowing to be useful as best as she can.


Tale of Days Current Battlemap City Map

One by one your group disembarks, tying off the boat at the same place where the first boat is secured. You crowd onto the short terrace while Lawson explores the alcove. Above your heads, the ceiling of the chamber rises almost all the way to the top of the monument. An opening leads off this shaft to the west near the ceiling (several stories above your heads). At just about the same level as the opening you can make out a small wooden platform suspended from the ceiling by ropes.

At the west end of this room the floor of the alcove shows the stains of a old campfire. The back wall of this niche has been broken open to reveal a passage beyond. The combination of the dancing lights and the sunrod sheds plenty of light to observe the chamber beyond the collapsed wall. Traces of recent habitation - bits of trash and an old disused bedroll are scattered here and there. The small room has three exits. A passage to the west ends in total collapse. Another dark passage to the south emits a very bad smell - something between an open latrine and a charnel house. To the north a narrow stair twists up into the darkness.

Please indicate actions and relevant skill rolls. The map of the piling has been further revealed.


Rommin will look around for tracks. He's trying to determine how many people, what kinds of people/animals, how long ago since they've been here and where the most traffic has been.

Survival 1d20 + 5 ⇒ (20) + 5 = 25

Grand Lodge

Male Human Rogue | Init +3, HP 10/18, Speed 30 AC 16, Touch 13, Flat-footed 13, CMD 16, Fort +1, Ref +6, Will +1, CMB +3, +6 Perception, +5 Shortsword

Lawson will wave everyone up to approach quietly, waiting for Rommin to have a quick look about the area. Then he will proceed down to the south quietly, keeping his eyes sharp for anything amiss.


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

Valai pulls a glowing stone from one of her pockets and -- flicks it into the air. After wobbling about a bit, the little item starts orbiting her like a moon!

"I shall take rear guard," she offers in a whisper.

Ioun torch: deployed! Perception 1d20 + 3 ⇒ (8) + 3 = 11. Low-light vision in effect. Detect magic in effect. Spellcraft to identify any lingering auras: 1d20 + 9 ⇒ (1) + 9 = 10. Valai will maintain Detect Magic as long as possible.


Female Elf Follower Alias

Amadia falls into step just in front of Valai, unwilling to take point.


Tale of Days Current Battlemap City Map

Rommin, you judge that as many as a dozen bedrolls were laid out in this room at one point. They must have been packed in here like cordwood for the room is small for so large a party. The campsite didn't extend to the small room that Lawson peeks into.

The foul odor and suspicious stains mark that chamber as a makeshift privy that was used by our missing campers. It has been used as recently as the last few weeks. Huddled in one corner of the room is the rotting carcass of a small animal - perhaps a dog. The room itself is an evident dead-end.


Tale of Days Current Battlemap City Map

Valai, the entire structure radiates a faint ancient preservative magic. The masonry of the walls and ceiling is in remarkable shape for being 10,000 years old. You wonder how well minor magic sources will standout against such a ubiquitous background of magical auras. Nothing about these chambers stands out against it.

Grand Lodge

Male Human Rogue | Init +3, HP 10/18, Speed 30 AC 16, Touch 13, Flat-footed 13, CMD 16, Fort +1, Ref +6, Will +1, CMB +3, +6 Perception, +5 Shortsword

Lawson holds his breath at the mess, giving it a cursory look over. He then moves up the stairs slowly and quietly beckoning everyone to follow behind slightly in-case he finds something.


Tale of Days Current Battlemap City Map

At the top of the curving stairway you find a small landing. Three stone boxes, their lids raised, stand lined up against the east wall. A fine yellow powder surrounds them on the floor. In the northeast corner of the room another set of stairs ascends further into the darkness of the piling's interior.

I've been updating the map as more of the floor plan is revealed.


Male Elf

perception: 1d20 + 6 ⇒ (18) + 6 = 24
Afli will examine these boxes for their contents. using his mirror so he doesn't have to stick his head directly in the box.


Tale of Days Current Battlemap City Map

All of the boxes are empty.

Grand Lodge

Male Human Rogue | Init +3, HP 10/18, Speed 30 AC 16, Touch 13, Flat-footed 13, CMD 16, Fort +1, Ref +6, Will +1, CMB +3, +6 Perception, +5 Shortsword

Lawson waves everyone up close to the level while keeping a sharp eye out for anything. Despite them being empty, he makes sure to skirt away from the boxes, and continues exploring up the path.


Tale of Days Current Battlemap City Map

The group files up the curving stair with Lawson at the front, just at the limits of the light shed by the sunrod carried by Rommin, next in line. The curve of the stairs limits the reach of the light, making footing on the dark stair treacherous.

At the top of the stair a wide hall opens up with two lines of pillars running its length. The far end of the chamber is lost in the deep darkness. The walls of the hall are covered with some kind of artwork that can't quite be made out. Pausing there at the top of the stairs for a moment to let the light source catch up, Lawson picks up a faint scraping and shuffling coming from somewhere near the back of the hall.

Lawson's reaction to the noise?

Grand Lodge

Male Human Rogue | Init +3, HP 10/18, Speed 30 AC 16, Touch 13, Flat-footed 13, CMD 16, Fort +1, Ref +6, Will +1, CMB +3, +6 Perception, +5 Shortsword

Lawson freezes and takes a few quick steps back while motions back to the party to approach the top quietly. "Something's here! Be ready! whispering at the party. Lawson moves to the corner and tries to peer around it, hopefully not giving himself away.


Tale of Days Current Battlemap City Map

The group clusters at the top of the steps behind Lawson, allowing a little more light to spill into the chamber. The art on the opposite wall starts to take form, a colorful tile display depicting humans and giants crossing a massive bridge, their heads bent in supplication. The scrabbling sounds continue intermittently. Their source is somewhere bear the ground at the far end of the room, which is still bathed in darkness.

There's a dark arch on the western wall of the chamber that appears to lead to more stairs up.

Grand Lodge

Male Human Rogue | Init +3, HP 10/18, Speed 30 AC 16, Touch 13, Flat-footed 13, CMD 16, Fort +1, Ref +6, Will +1, CMB +3, +6 Perception, +5 Shortsword

Lawson motions for the Sunrod to be passed to him, and he nimbly moves forward a few steps, taking cover behind the pillars he sees in the room.

On the map they look like pillars. If I'm wrong, Lawson will move slightly into the room to see if he can find the noise.


Tale of Days Current Battlemap City Map

As Lawson moves into the room with the sunrod the columns supporting the ceiling cast crazy shadows across the tiled walls. There's a low rostrum at the far end of the room with votive candles on either side. Just as he reaches the first of the columns one of the votives tips over, falls, and rolls across the floor. There's a audible squeak, and the form of a large rat dashes out of the northwest corner, making for the arch.

Anyone intending to take action against the rat should roll initiative.

Grand Lodge

Male Human Rogue | Init +3, HP 10/18, Speed 30 AC 16, Touch 13, Flat-footed 13, CMD 16, Fort +1, Ref +6, Will +1, CMB +3, +6 Perception, +5 Shortsword

Having been warned that the Tower Girls have an affinity for rats, Lawson doesn't want to take a chance that this rat could somehow warn them of their presence. He springs into action.

Init: 1d20 + 3 ⇒ (15) + 3 = 18


Seeing Lawson surging into action, Rommin follows suit.

Initiative 1d20 + 2 ⇒ (18) + 2 = 20


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

Initiative 1d20 + 1 ⇒ (20) + 1 = 21

"Pox!" Valai curses.
The Elfmaid flings her hand out towards the rat and hisses the words of a cantrip: "Stilla acida!" A small gout of acid flies towards the fleeing rodent.

Provided the rat is within range and she makes initiative, Valai casts Acid splash at it. Ranged touch attack: 1d20 + 2 ⇒ (7) + 2 = 9 for 1d3 ⇒ 3 acid damage.


Female Elf Follower Alias

Initiative: 1d20 + 3 ⇒ (18) + 3 = 21

I'm away for the next 32 hours, so giving my quick combat action here, GMPC me if I'm not back in time.

Quickly warning the others of her plans, Amadia delays until the rat is within range of her move + attack, before hurling a bomb.

Bomb: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 + 5 ⇒ (3) + 5 = 8


Tale of Days Current Battlemap City Map

Our battlemap will be posted here full-time. I'll keep replacing it at the same URL if you want to bookmark it. I probably should have laid this out before now, but I almost always start combats with a surprise round, even if there's no one really surprised. Go ahead and assume that the beginning of our encounters are surprise rounds unless I indicate otherwise.

Initiative order is:
Amadia, Valai, Rommin, Lawson, Appenrel, Rat. I'll integrate Afli's init when it's rolled. Amadia and Valai take move actions from their original positions to try to close the range with the oversized rodent. Rommin is up.


I sent you a request to have access to the Google site, mocobain13.

Rommin will race ahead, trying to cut the rat off from its escape route. He'll give a wide berth to the rat to allow for Amadia's bomb radius.


Male Elf

initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Afli will move next to Amadia.

Grand Lodge

Male Human Rogue | Init +3, HP 10/18, Speed 30 AC 16, Touch 13, Flat-footed 13, CMD 16, Fort +1, Ref +6, Will +1, CMB +3, +6 Perception, +5 Shortsword

Lawson will double move to Y3 X5.


Tale of Days Current Battlemap City Map

Init sequence: Afli, Amadia, Valai, Rommin, Lawson, Appenrel, Rat

I should have been clearer above - a surprise round means all eligible combatants (those not surprised) get a half-turn - a single action. I moved everyone as near as I could to their stated destinations. Given Rommin's increased movement, the rodent is still cutoff from escape (well it could provoke some AOOs, but that's close enough to cut off).

The rat is as big as a dog and has an unnatural evil look about it. It's also a little wiser than your run-of-the-mill rodent, and it realizes that it's cut off from its escape route. It rears up on its hinds and emits a hoarse, uncommonly loud screech as its skin begins to boil and transform. In moments a full fledged if half-formed monstrosity stands before you rather than an oversized rat.

It's unable to complete its transformation in a half-turn, so it's in mid-change as the round ends. Neither the wizard's spell nor the alchemist's bomb is active in the surprise round, though both attacks are imminent as the first full round begins.

Afli is up again.


Tale of Days Current Battlemap City Map

Delaying Afli until his post.

Amadia moves up the near side of the room using the row of columns for cover. When she gets within range she hurls a hastily concocted bomb which explodes against the column next to the wererat, coating the monster with some of the burning fluid.

Valai moves up to put her spell in range but has to cut it too fine to avoid hitting Rommin and Lawson, and the glob of acid strikes a pillar, completely missing the target.

Rommin, Lawson and Afli should post their actions.

Init sequence: Amadia, Valai, Afli, Rommin, Lawson, Appenrel, Rat


Male Elf

Afli will double move to Square 4-6 drawing his whip as he moves.


Rommin advances (to 3-4) with his sword at the ready. He takes the longsword in both hands, bringing it down in a powerful strike.

To hit 1d20 + 5 ⇒ (19) + 5 = 24
Damage 1d8 + 4 - 1 ⇒ (7) + 4 - 1 = 10 silver damage.

Edit:
Possible crit, confirm
1d20 + 5 ⇒ (1) + 5 = 6
Damage 1d8 + 4 - 1 ⇒ (8) + 4 - 1 = 11

Grand Lodge

Male Human Rogue | Init +3, HP 10/18, Speed 30 AC 16, Touch 13, Flat-footed 13, CMD 16, Fort +1, Ref +6, Will +1, CMB +3, +6 Perception, +5 Shortsword

Lawson moves to 3-5 with his sword drawn to cut off the Rat's escape and attacks.

Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

"Get ready for more of them! That shriek will draw the rest of them in the way cheese draws rats!" Valai tells the others while flicking another droplet of acid at the wererat.

Acid splash, ranged touch attack 1d20 + 2 ⇒ (1) + 2 = 3 for 1d3 ⇒ 3 acid damage.


Tale of Days Current Battlemap City Map

Rommin's blade lays the monster's shoulder open to the bone, drawing a second screech of pain and causing it to twist away from its attackers. It looks around frantically and seeing a room full of foes with no avenues of escape, it lashes out with the sword in its hand.

Wererat misses Rommin, backs up to the wall with a 5' step. Second round actions, please. The enemy is desperate and near death.

EDIT: Init sequence: Amadia, Valai, Afli, Rommin, Lawson, Appenrel, Rat


Female Elf Follower Alias

If its near death, it would be silly of me to use a limited resource to finish it off, unless it looks like its going to escape / sound the alarm, I'll wait for someone else to kill it, its better for me to save my bombs per day


Male Elf

Afli will use his whip to aid another Rommin distracting the rat, to ensure Rommin gets a good strike in.
aid another: 1d20 + 5 ⇒ (13) + 5 = 18 If I hit an AC 10 Rommin gets +4 to hit on his next attack against the creature.
Look over here you ugly mug, I'm for mor dangerous than the big men with swords!


Seeing the clever halfling force the rat to glance over its shoulder, Rommin draws his sword back further and leans into his next blow, hoping to finish the creature off.

Two handed longsword again, this time with power attack.

To hit 1d20 + 5 - 1 + 4 ⇒ (2) + 5 - 1 + 4 = 10
Damage 1d8 + 4 - 1 + 3 ⇒ (1) + 4 - 1 + 3 = 7

Alas, Rommin's attempt to power through the blow causes it to fall short.


Tale of Days Current Battlemap City Map

My usual table-game mates would attest that I'm the streakiest roller around. My current rolling streak is amazingly inept... poor wererat.

I've taken the liberty of moving Afli and Rommin to put them back in range for the attacks they've taken for round 2. By a trick of sequencing, Valai's attack is not subject to the -4 for ranged attacks into melee as the wererat had taken a step back during its preceding turn - not that it matters. Delaying Lawson while awaiting an action for round 2.

Afli's whip curls around the creatures leg, but it still manages to duck Rommin's wild swing. Again the rat's sword lashes out at the menacing fighter but fails to connect. It snarls its frustration and makes a desperate attempt to tumble through its enemies.

DM fails spectacularly on Acrobatics roll vs Rommin's CMD +4 for Afli and Lawson in threatening position. Attacks of Opportunity all around! (Rommin, Afli and Lawson) The enemy's intended path is marked on the combat map.


AoO: Two handed longsword with power attack.

To hit 1d20 + 5 - 1 + 4 ⇒ (20) + 5 - 1 + 4 = 28
Damage 1d8 + 4 - 1 + 3 ⇒ (6) + 4 - 1 + 3 = 12

Possible crit:
To hit 1d20 + 5 - 1 + 4 ⇒ (11) + 5 - 1 + 4 = 19
Damage 1d8 + 4 - 1 + 3 ⇒ (4) + 4 - 1 + 3 = 10

Grand Lodge

Male Human Rogue | Init +3, HP 10/18, Speed 30 AC 16, Touch 13, Flat-footed 13, CMD 16, Fort +1, Ref +6, Will +1, CMB +3, +6 Perception, +5 Shortsword

Not sure if Lawson's attack will be needed after Rommin's potentially massive critical hit there. But here it is:

Taking opportunity of the opening the rat leaves open, Lawson attacks!

Attack: 1d20 + 5 ⇒ (15) + 5 = 20

Damage: 1d6 + 2 ⇒ (5) + 2 = 7


Male Elf

Not sure if i'm needed either but just in case, i'll try.

Cestus attack: 1d20 + 5 ⇒ (8) + 5 = 13 damage: 1d3 - 1 ⇒ (2) - 1 = 1


Tale of Days Current Battlemap City Map

Oh! Total eratication! (See what I did there?) I'll move us forward tonight when I get home. Out of combat.


I see what you did there... ;)

"It didn't get away, but its cries might have alerted someone else."

Rommin will crouch by the fallen lycanthrope. He is checking it for anything that might help them as they delve further. Keys, documents, anything like that. Of course, valuables won't be glossed over...


Tale of Days Current Battlemap City Map

Rommin's strike severs the wererat's head, showering the wall with its foul, infected blood. As the head comes to a rest it transforms into that of a blond woman, an expression of shock and pain etched on her face. The echo of combat gives over to an unsettling silence - there's no sounds of reinforcements rushing to aid the fallen woman.

Her sword and equipment aren't much to look at. Her armor is now soaked in the rapidly widening pool of her blood. There is a money pouch fixed to her belt and you find it surprisingly heavy with coin. +18 gp.

Further examination of the room doesn't really yield anything new. The single exit is a stair to the west that ascends into the darkness.

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