Wits Fizzlewick |
The weapon comes away easily, and even to Witz's untrained hands feels to be weighted nicely for fighting. It should fetch a pretty penny to the right collector.
"I say! Once I melt this down, I am certain that I could use the components to create a proper thing out of it. Perhaps some sort of fixed pipe laboratory system..."
Sir Herbert Atkins |
The door doesn't move, but as Dean removes his shoulder it moves back, as though it should open into the corridor you are in, rather than the one beyond. Sure enough, with a gentle tug, the door swings open easily, and soundlessly. Remarkable for such a heavy door.
The room beyond is circular, and 15ft in diameter, immediately opposite the door you have entered, is another identical door. Water ripples in a circular stone pool lined with skulls in the centre of the room. Smears of what look like blood mar the pool's rim in places.
I won't draw the room, it's too simple, a 15ft circle with a door to the East, and one to the West where you are entering. The centre 5ft Sq is taken up by the pool.
Perception, please, and Initiative
Nevynxxx |
From the shadows where the wall meets the floor, on the other side of the pool from the door you have entered, a monstrosity rises. A head, with evil looking wings attached, but no visible body, the thing is obviously not of this world...
I'll put Emanual at the lowest Init, to see if he turns up. Anyone who beat 19 on the Perception roll (Dean/Luc) can act in the surprise round.
Character Init
Dean: 25
Luc: 24
Reynard: 10
Wits: 4
Monster: 3
Emanual : 1
Luc Dantés |
Luc tries not to run in fear and catch it off-guard. If within 30', he tries a partial charge with his rapier. Added sneak attack since I beat its initiative. If not within 30', Luc backs up 20'.
1d20 + 7 ⇒ (11) + 7 = 18; Damage: 1d6 + 1d6 + 2 ⇒ (4) + (4) + 2 = 10
Sir Herbert Atkins |
Reynard levels his crossbow at the creature as he speaks a single word in response to Dean's question and fires.
"Dead!"
As Reynards bolt hits home, the creature drops from the air to the floor, with a heavy thud.
Well done chaps, three hits from three actions, and it's gone!
Have 120XP...
Sir Herbert Atkins |
Sorry for the delay folks, been out of the office for a while, so not had my usual drawing/posting time!
The Northern stone door opens as easily and silently as the ones along the corridor did. They open into a large chamber.
This large chamber was obviously once a prison, as testified by the nearly two dozen cells that line the room’s perimeter. A rickety wooden
platform overlooks the room, with two flights of stairs descending to
the prison floor ten feet below. A five-foot-wide wooden walkway runs
from the northern edge of the platform to a passageway to the east.
Init please!
Luc Dantés |
Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
DM, something you may want to try to speed up gameplay is roll initiative for the group. That way we see the order and you can describe the scene and then let us decide how we react. It is something I do in my PbP, just my 2 cents.
Nevynxxx |
DM, something you may want to try to speed up gameplay is roll initiative for the group. That way we see the order and you can describe the scene and then let us decide how we react. It is something I do in my PbP, just my 2 cents.
It's true, and I've thought about it. I'm reluctant though, because it's one less reason for players to post, which gives me less visibility of who's keeping up....I'll think some more on it though.
Dean Ninian Beard |
Luc Dantés wrote:DM, something you may want to try to speed up gameplay is roll initiative for the group. That way we see the order and you can describe the scene and then let us decide how we react. It is something I do in my PbP, just my 2 cents.It's true, and I've thought about it. I'm reluctant though, because it's one less reason for players to post, which gives me less visibility of who's keeping up....I'll think some more on it though.
One of my other games does this and it is pretty smooth. This way, instead of making a post like this:
Initiative 1d20 + 6 ⇒ (6) + 6 = 12
And then having to wait another day for our order, you can just give us the order and we can immediately post actions.
Nevynxxx |
Nevynxxx wrote:Luc Dantés wrote:DM, something you may want to try to speed up gameplay is roll initiative for the group. That way we see the order and you can describe the scene and then let us decide how we react. It is something I do in my PbP, just my 2 cents.It's true, and I've thought about it. I'm reluctant though, because it's one less reason for players to post, which gives me less visibility of who's keeping up....I'll think some more on it though.One of my other games does this and it is pretty smooth. This way, instead of making a post like this:
Initiative 1d20+6
And then having to wait another day for our order, you can just give us the order and we can immediately post actions.
Ok, anyone else want to chime in? If not, I'll go with group init from now on.
Sir Herbert Atkins |
Ok we have
PC: Init
Luc: 24
Reynard: 22
Monsters: 16
Dean: 12
Witz: 8
I'm assuming Emanual is MIA, and ignoring him now until he posts....
As you enter the room, you are stood on a raised platform, on the floor, near the cell doors, you see two of the monstrous brutes from before. They appear to be half heartedly fighting, and haven't noticed your arrival. As they claw each other, you can see the wounds they cause healing up even as they create more wounds.....
Reynard Varvanyuk |
The dean draws his crossbow and moves within ranger. With a Whoosh! a bolt whizzes out of the chamber towards the monstrosities.
Attack 1d20+5
Damage 1d4+1
.
Confirm Crit 1d20+5
Damage 1d4+1
Why would you roll to confirm a crit on a 15?
Reynerd lets fly with a crossbow bolt, the crack of compressed air ringing through the chamber.
1d20 + 4 ⇒ (3) + 4 = 7
1d10 ⇒ 10
Sir Herbert Atkins |
Reynard Varvanyuk wrote:Oops. I saw the 19 and was posting really quick before running out of the house for the day.
Why would you roll to confirm a crit on a 15?
The confirm wasn't hight enough anyway ;)
Reynard's bolt flies wide, but the Things have taken notice. They move away from each other, one moving to the foot of the western steps. The other moves to the rickety part of the platform to the North, clambering up.
(Just to be clear, the wooden parts form a platform, with the stone floor of this room around 5ft below you. You are stood on this platform, and the projections to the East and West are steps down to the floor (which I may have forgotten on the map ;) )
Just Witz left this round.