Rigor Rictus' Carrion Crown - Game Thread

Game Master LastNameOnEarth


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Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

Agnar looks around hoping to stop something should it attack the group. He than says "How goes the search?"

I think the take 20 is fine, in some situations. Most of the time though no.


A killer GM with a killer smile.

Waiting on the group's actions.


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Valachi takes the coins and passes out the potions.

I'm thinking one CMW to me, Agnar, Ried, and Ember, with the other pots going to Ember for group use?


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Delia maintains her focus on noticing anything that stands out with a magical aura, and mentions to Ried "I'm also interested in the daily paperwork, having been involved in my father's business at least a little. Father and I will help to carry out whatever papers we can so that in our downtime we can puzzle out anything interesting from them. Granted, this will be as we leave for the day, no sense in hauling it about now." As she says this she goes to look over any papers of interest on the large desk itself.

I personally dislike the take 10 or 20 mechanic. It is one of the things made into a rule that should just be under DM control, and devalues some use of skills as a story-building device. If the players say "I'm going to keep trying/searching until I succeed", a GM should be able to make a call on whether it works or not, not the mechanic. [/rant]


A killer GM with a killer smile.

Kenda Says, "That is a good idea Delia. These papers might give us some good information about the prisoners at the time of the fire." She picks up a few papers and shuffles through them, "Though it may take a deal of time to make sense of them. The information here seems very mundane; we may have to do a great deal of reading and comparing dates to be able to glean anything useful." She puts the pages back in the pile and turns to address the group.

"Anything else in this area anyone feels we should investigate? If we head back to the foyer we can go through the double doors and see what section of the prison is revealed next; or do we want to go back to the auditorium and see if Ried can work the same magic with the lock upon that door?"

________________________________________________________

Take 20 - Spoilered for length:
I like the take 10 mechanic and have found little about it to cause trouble; it represents what you could do with an average roll, which is a nice representation of performing a mundane task under unpressured circumstances. But taking 20 is a bit different. I can see it working as described under some circumstances, such as research in a full library; you know the information is there somewhere, you just have to find it. It doesn't matter how many times you fail (don't find it) because the information you are looking for is still there, you just haven't found it yet. So you take 20, spend 20 times as long, and basically read every book there is even vaguely related to your topic. Eventually, you read the right book and voila. A skill based skill is a bit different. If something is at the height of your skill level and not effected by previous attempts, just repeating the attempt over and over again may not due the trick. Each attempt is a separate attempt and makes no difference on the previous attempt; you are not gradually working the lock towards opening, you are just either opening it, or not opening it; each attempt restarts irrespective of how many came before it.

I would suggest the following house rule: You make Take 20 as described in the rules any time multiple attempts would logically have a cumulative effect towards succeeding in your goal. If this is not true in a given case, such as when picking a lock, you may not Take 20. You may however reattempt the same skill check at the same DC, but the time required will be double the amount of time required by the last attempt, unless you have had a night's rest in between. In that case the time required would reset to normal. So to pick a lock, attempt 1 takes 1 round, 2 takes 2 rounds, 3 takes 4 rounds, then 8, 16 (a minute and a half), 3 minutes, 6, 12, 24, 48, an hour and a half, etc. By attempt 15 or so, you'll have spent the whole day at it. This seems to make good sense to me, as well as seem closer to real life analogues. If it is the toughest lock you are able to open at the best of times, you shouldn't be able to open it in 2 minutes (~20 rounds); in may take all day, or even a few days of pouring over it.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

'I would say to continue on," Ember answers. "While the contents of the locked room should be investigated, we still have not found anything to indicate what has haunted this place, and if it has caused the events in the village. Ried can investigate the other locked room on our way out, or we might come upon some keys that would unlock that room elsewhere."


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Take 20 feedback:
I don't know... I think you're making it more rules heavy than it needs to be. Using your lock picking example, for example... you DO get instant feedback on your progress, and through trial-and-error, can work at the lock - "left then right didn't work, lets try right then left" ... etc. Making a player roll 10-15 times is whole reason they put the Take 20 rule in to begin with... it saves time and reduces repetitive dice tossing.

Ultimately, the DM sets the lock DC and if its within the skill of the character, they SHOULD get it... in time. All the DM has to do is declare how long it takes. Its not always 2 minutes for every skil check.

Example: Ried declares Take 20 on the lock... DM says he spends 15 minutes on it and A) its beyond his skills, or B) it was tough, but he got it. Done.

"Double-doors," Valachi suggests.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Take 20:
Copy all, will do ... realize though, I'll probably just roll three times for every lock then ... 4 rounds is a reasonable time frame for most efforts, but it ends up being better odds than a take 10. If that's your intent, awesome. If not, let me know.


A killer GM with a killer smile.

The party backtracks to the foyer and approaches the double doors to the south. With the application of steady force, you are able to pull them open without too much difficulty. Beyond is a long dark hallway. The light of the open doorway behind you does little to illuminate the depths, and those of you with Ioun Torches find the light extends to short a ways to see the end of the hall. Advancing in a ways reveals more doors lining the sides and that the hall is not so long as it first seemed; another set of double doors brings the hall to an end perhaps 50 ft from the entryway. Two sets of double doors on your right sit slightly ajar to reveal stairways; first one appearing to lead down, and then the other leading up. A closer look shows the stairwell leading down to be blocked off, completely obscured by piles of rock and mortar that appear to have settled into the space.

Dungeoneering or Engineering DC 15; or Perception DC 20:
The rubble filling this stairwell did not result from a ceiling collapse—rather, it’s the result of a manually triggered deadfall that swiftly filled the stairs and blocked them off. It was this deadfall that the warden triggered so long ago when the prison riot threatened to escape the dungeons below. Clearing the rubble would likely require several days of work with the proper tools or magic spells.

As the group had previously decided to finish exploring this level before advancing up or down, they make note of the stairway to the second level and move on. Always going left dictates that they try the first door on the left, which appears to lead to a circular hallway which presumably provides access to the rest of this level's rooms.

Which room would you like to explore first. Please list the Letter label tagging the room.

MAP

Take 20:
You make some good points Valachi, and you are right about why they created take 20 in the first place. However, the mechanic does leave a lot to be desired. With that in mind I will take the three rolls offered by Reid as an example of how he is doing on a given attempt, and make an estimation of how long it would take him to open the lock, if he failed to open it with one of those three rolls.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

I vote for room A.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Room A here as well

Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Know Eng: 1d20 + 9 ⇒ (4) + 9 = 13

"Huh, this rubble is the result of a trap, intentionally placed and intentionally set off. Looks like it would take a helluva long time to get through even with the right tools. Let's hope we find another way down."


Male Human Wizard-3

Knowledge Engineering: 1d20 + 9 ⇒ (12) + 9 = 21

"Indeed, the feat to bring down such a load without structurally compromising the facility, quite astounding really. The Warden here must have had some skill in engineering to accomplish such a feat in the midst of a riot. This experience is quite fascinating, I have never been in a burned out building like this, for the lore of chaos and mayhem that surrounds it, the prison is remarkably well preserved."

Alistair will continue to "admire" the deadfall while still scanning the area via detect magic. He will continue to keep Detect magic running until something of note happens to distract him.


A killer GM with a killer smile.

Kendra's Perception: 1d20 + 2 ⇒ (15) + 2 = 17
"If that's the case, it was probably built by the engineers who designed the prison as a contingency against just such a mass escape attempt on the lower level. The Warden likely would have only had to know the proper sequence to trigger the collapse. It was a very brave thing to do, sealing himself and his guards down there with the prisoners. In such a case, they would probably have intended to use the lift we saw the the training room to get out. Unfortunately, from the look of that room, that was where the fire was the most intense."

The group moves on to the next agreed area, moving out of the narrow central hallway, and into the circular one beyond. As they go, Valachi leads as before, his eyes wary, and Ember follows close behind, ready to act should another haunt be revealed.

Valachi's perception: 1d20 + 8 ⇒ (7) + 8 = 15

The door to the chosen room is open as the group draws closer, the swirling shadows providing an odd sense of vertigo as the floating flaming stone circles around Valachi's head. The room beyond appears to be a chapel. It is a mid-sized room, some 30 ft long and 15 across with a bunch of chairs lining an aisle up the middle to a dais and alter at the front. The swirling symbol of Pharasma adorns a tapestry hung along the wall behind the alter.

The Valachi takes a few more steps towards the alter when he is hit by a falling weight: something dark and hairy, with many legs, drops upon him from the ceiling. Ember is able to see a massive spider, as large as a halfling, drop on the man in front of her and attempt to bite him.

Spider Attack: 1d20 + 2 ⇒ (20) + 2 = 22, roll to confirm: 1d20 + 2 ⇒ (14) + 2 = 16, Damage: 2d4 - 4 ⇒ (3, 1) - 4 = 0. Valachi takes only 1 point of damage from the small fangs, but the sharp teeth strike right into his neck.

Valachi feels poison course into his body from the creature, flowing right to his heart, and almost instantly out into his limbs. A sensation of numbness tingles through him. Fort save please.

Ember is barely aware of the attack before she sees a blur of something out of the corner of her eyes and feels a weight drop upon her as well.
Spider Attack: 1d20 + 2 ⇒ (18) + 2 = 20, Damage: 1d4 - 2 ⇒ (4) - 2 = 2. A Fort save from you as well please.

Those behind Ember see another blur detach itself from the ceiling, where it appeared only to be part of the timbers and rock a second ago. It scuttles on its numerous legs, advancing out towards the other party members, and halting on the ceiling above Ried.

Knowledge Nature DC 11:
Giant Cave Spiders. Poisonous spiders that do not spin webs, but rather wait in ambush for prey. They are renowned for their stealth, being practically invisible as long as they are motionless.

END OF SURPRISE ROUND

MAP<----------

Initiative ROlls:
Agnar: 1d20 + 4 ⇒ (11) + 4 = 15
Alastair: 1d20 + 6 ⇒ (9) + 6 = 15
Delia: 1d20 + 2 ⇒ (11) + 2 = 13
Ember: 1d20 + 3 ⇒ (15) + 3 = 18
Father: 1d20 + 1 ⇒ (17) + 1 = 18
Kendra: 1d20 + 1 ⇒ (12) + 1 = 13
Ried: 1d20 + 3 ⇒ (15) + 3 = 18
Valachi: 1d20 + 1 ⇒ (9) + 1 = 10
Spiders: 1d20 + 2 ⇒ (1) + 2 = 3

Rolloff for Ember and Ried:1d20 ⇒ 8;1d20 ⇒ 18

Order: Reid, Ember, Father, Alastair, Agnar, Delia, Kendra, Valachi, Spiders.

For those of you who are new to combat with us, I ask everyone to post immediately and I will adjust your action if some circumstance has occurred that makes your declared action irrelevant (such as that enemy being killed by an ally). If for some reason my adjusted action doesn't work for you, we can usually adjust it in the outcome between that and the next action. I usually like to proceed at a rate of at least one round per weekday, so if you have not posted in that time, you will be either skipped or auto-piloted with a simple action for that round.

Round 1:
Please declare your actions.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Fort Save:1d20 + 5 ⇒ (12) + 5 = 17

Round 1, Init 18
Ember yells and rakes her hands at the spider upon her.
19/21 HP, AC 16
Attack w/Claw: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 + 2 ⇒ (3) + 2 = 5


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Round 1 Init 18

Ried draws his crossbow and fires at the spider directly above him.

HP:23/23, AC:13
To hit 1d20 + 4 ⇒ (5) + 4 = 9
Damage 1d10 ⇒ 7


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Round 1
Valachi (Init 10)
35 hp // 14 AC

Valachi with round on the spider, clawing at it savagely.

Fort save: 1d20 + 6 ⇒ (4) + 6 = 10

Claw 1: 1d20 + 5 ⇒ (15) + 5 = 20; Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Claw 2: 1d20 + 5 ⇒ (1) + 5 = 6


Male Human Wizard-3

Round 1
Alistair (15 init)
21/21hp 12 AC

Alistair reaches into his pouch, he produces a small yellow candle, and a tiny bag, a quick gesture brings a tiny flame to the candle and he looses the cinch on tiny bag. "Vuctoiy...vraccelh...isqany...vucmon." with each spoken word, he makes a gesture. At first his eyes seem to loose focus, but instead they actually seem to be focusing on something that isn't there at all.

Begin casting Summon Monster I

If you speak Celestial:
Conduit...channel...impart...conjur.


Male Psychopomp Lesser Eidolon Biped (AC: 15 [T: 11 /F: 14]; CMD 17; HP: 11/11; F+3, R+1, W+2; Init: +1; Perc: +4 [Darkvision 60'])

Father leans over to swat at the large bug on the ceiling above Reid.

Slam 1d20 + 4 ⇒ (6) + 4 = 10


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Delia steps back behind Father before she casts "Brosoke Kislotie", a small globule of acid forming above her hand. When it's almost the size of an orange, she hurls it at the same spider attacked by Father.

Acid Splash, Ranged Touch 1d20 + 4 ⇒ (19) + 4 = 23, damage 1d3 ⇒ 2


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

Round 1, Init: 15

Action 1:

Agnar stabs at the spider above Reid.
Attack and Damage Rolls:
1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 122d6 + 6 ⇒ (2, 6) + 6 = 14

Action 2:

If cannot attack spider.
Agnar bangs his sword on his armor to try to get the spiders attention.


A killer GM with a killer smile.

I forgot to mention it during this exploration, but the ceilings on the main level are all 12 ft in height. I mentioned it the first time we came in to Harrowstone, but should have provided a refresher. 12 ft is of course an awkward distance for 5 ft cube layouts. If I say it is more than 5 ft away, Agnar and Father should not be able to do melee attacks; if I rule that it is effectively adjacent, then Ried should provoke an AoO for his ranged attack. Decisions decisions. As it is just one round I think I will go in the party's favour and allow both actions without the AoO on Ried. Merry Christmas.

Round 1 Resolution:

Order: Reid, Ember, Father, Alistair, Agnar, Delia, Kendra, Valachi, Spiders.

Reid cranes his neck up, rapidly bringing his crossbow to bear. However, in his haste his hand trips the lever on his crossbow early, and the quarrel shatters against the stones of the ceiling a few feet beyond the spider.

Ember-2 HP feels a numbing sensation around the spider bite, but is able to shake off the rest of the effects. She reaches back and rakes at the hairy beast attacking her with her fingernails. These spiders seem to have a hard shell-like exterior, not unlike a crab, and so at first her fingernails skitter across the hard surface. However, they apparently find some gap in the armour, and greenish blood spurts forth from the wound and the beast shrieks.

Father jumps and tries to smash the spider above Ried into the ceiling. His jump is short however, and he cannot quite reach.

Alistair turns in concentration and begins casting a spell.

Agnar jumps and swings with his sword, but the spider pulls back its legs at the last moment, and the sword swings by without striking it.

Delia throws a ball of acid, and it strikes the spider, causing the hair to shrivel back and the shell to sizzle. The spider shrieks in response.

Kendra sees Delia throw her small orb of acid and follows in kind. Ranged Touch Attack: 1d20 + 2 ⇒ (8) + 2 = 10. Her orb goes long and splashes against the ceiling, causing the rocks to steam.

Valachi-1 HP/-1 STR feels the numbing venom flowing through his body. Take 1d2 ⇒ 1 STR damage. Valachi claws at the little beast savagely, and one of his claws hits, and manages to find a gap in its bony shell. Green blood spurts out.

The Yellow Spider-2 HP above Ried drops down to the ground beside him (a diagonal move; technically a 5 ft step), and bites at the tasty elf. Attack: 1d20 + 2 ⇒ (14) + 2 = 16; Damage: 1d4 - 2 ⇒ (1) - 2 = -1, so take 1 point and make a Fort save against poison.

The Black Spider-5 HP next to Ember attacks again. Attack: 1d20 + 2 ⇒ (16) + 2 = 18; Damage: 1d4 - 2 ⇒ (4) - 2 = 2, and make another Fort save against poison. The spider strikes her mid calf, leaving two glistening puncture wounds that drip with transparent venom.

The Red Spider-8 HP within the chapel renews its attack on Valachi. Attack: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12. The ranger however is now alert to its presence, and even feeling the presence of another of the creatures at his back, he is able to avoid its strike. The numbness in his chest continues however, and the feeling of weakness seems to grow. Please make another Fort save vs. ongoing poison.

Though destracted by their struggles, Valachi, Ember, and Agnar (due to angles, Ried does not have line of sight) are able to see a fourth creature, bigger than the others, detach itself from its hiding place in the back corner and start advancing forward.

MAP

Round 2:
Actions Please


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Ried will delay for Agnar's action (assuming he moves), 5 foot step north? (or map down), and reload.

EDIT: Fort save 1d20 + 4 ⇒ (10) + 4 = 14


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Round 1
Valachi (Init 10)
34/35 hp (-1 Str) // 14 AC

Valachi shifts over, to avoid being surrounded by the vermin. He continues to attack the same spider.

5 ft step right

Fort save: 1d20 + 6 ⇒ (4) + 6 = 10

Claw 1: 1d20 + 5 ⇒ (5) + 5 = 10
Claw 2: 1d20 + 5 ⇒ (1) + 5 = 6

*sigh*


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

Round2, Init 15

5 ft, to next to father.

Agnar moves to get at the spider to take a swing at the creature.

Attack and Damage Rolls
1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 112d6 + 6 ⇒ (5, 2) + 6 = 13

It is the day of the bad rolls.


Male Human Wizard-3

Round 2
Alistair (15 init)
21/21hp 12 AC

On Init 15.1
"Vnelayonel bnus acuyreln qhacel, vnelayonel ub wuut, vusel yu sz ait, I pit yrelel vusel bunyr." With that, Alistair dispenses some contents of the pouch into the air, and the flame from the candle jumps to it. In a momentary blaze of golden light, suddenly an eagle appears.

"Qhelalel, qnuyelvy sz bnielctl, tellynuz yrel lqitelnl!" The eagle darts toward the nearest of the spiders.

The eagle is summoned adjacent to whichever spider is the closest to me at my turn.

The eagle lets out a screech as he lunges.

Eagle Attack:
Full attack
Claw Attack1d20 + 3 ⇒ (14) + 3 = 17
Claw Attack Damage1d4 ⇒ 1

Claw Attack1d20 + 3 ⇒ (12) + 3 = 15
Claw Attack Damage1d4 ⇒ 3

Bite Attack1d20 + 3 ⇒ (11) + 3 = 14
Bite Attack Damage1d4 ⇒ 4

On init 15
Alistair then takes a quick step to be adjacent to Ember, Ried, and Agnar. He reaches for Ember and touches her briefly. "Liean drnii mydrhuirakdrni yw drnii erastuniradr yraimy poychmydrihu anyon."

5' step, casting resistance (+1 to saves) on Ember, I can't tell if the wall is in the way to prevent a touch, if so, I will use it on Ried instead.

If you speak Celestial:
Creature from another plane, creature of good, come to my aid, I bid thee come forth.

If you speak Draconic:
May the strength of the ancient ones bolster you.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Fort Save: 1d20 + 5 ⇒ (10) + 5 = 15

Round 2, Init 18
Injured again by the spider, Ember pulls out her mace and attempts to crush it. She moves her buckler to block its next attack.
17/21 HP, AC 17
Attack w/Mace: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 2 ⇒ (3) + 2 = 5


A killer GM with a killer smile.

Round 2 Resolution:

Order: Reid, Ember, Father, Alistair, Agnar, Delia, Kendra, Valachi, Spiders.

Ember (-4 HP) pulls out her mace, and swings the heavy head down at the spider. Caught up for a moment on the chair beside her, Ember's balance is off, and the weapon slams into the floor, sending sparks shooting. The wound in her leg stops hurting and even looses some sense of feeling, but the poison does not seem to have any more serious effect.

Father slams an arm down towards the spider. Attack: 1d20 ⇒ 5. He misses.

Alistair finishes his casting, and a celestial eagle rips from the ether and attacks the spider. Its first claw gains purchase, perhaps by nature of the surprise, but the second claw and beak attacks are defeated by the crab-like shell and rapid movements of the monster. Alistair places his hands on Reid, and casts resistance upon him.
The wall is blocking Ember from you. I left you where you were as Reid came to you.

Agnar takes a massive swing with his sword, but finds it awkward weilding such a large weapon in close quarters, and is too slow to hit the spider. You weren't wrong about the rolls...

Reid (-1 HP) steps into the space left by Agnar, and reloads his crossbow. While the spider bite aches and begins to go numb, Ried is able to ignore most of the effects.

Delia throws another orb of acid. Attack: 1d20 + 4 ⇒ (7) + 4 = 11. The orb goes long and sizzles against the flagstones.

Kendra follows suit. Attack: 1d20 + 2 ⇒ (6) + 2 = 8. She misses by an even wider margin.

Valachi (-1 HP/-1 STR) steps to the side and lashes out at the creature attacking him. However, the nimble creature proves too quick, and Valachi fails to even touch it. The poison being pumped through his veins continues to have its effects, making him feel weaker with each passing moment. Take 1d2 ⇒ 1 STR damage.

The Yellow Spider (-3 HP) shifts the focus of its attack to the eagle that has so suddenly confronted it. Attack: 1d20 + 2 ⇒ (10) + 2 = 12. The bite closes on empty air as the bird's flapping wings move chaotically around the spider.

The Black Spider (-5 HP) looks at Ember with 8 glistening black eyes and presses its attack. Attack: 1d20 + 2 ⇒ (6) + 2 = 8. It too fails to strike and bites only air.

The Red Spider (-8 HP) turns with Valachi and presses its attack. Attack: 1d20 + 2 ⇒ (11) + 2 = 13. Its teeth strike the thick leather of the ranger's armour, and fail to pierce all the way through.

The Big Spider scuttles forward, moving over and under chairs with creepy grace. Once closed with Valachi, it strikes with long black fangs, each glistening with a drop of dew. Attack: 1d20 + 3 ⇒ (7) + 3 = 10. In its haste, it misses with its lunge.

MAP

Round 3:
Actions Please


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Round 3, Init 18
Ember kicks the chair aside, and steps out of the doorway to get more room to swing her mace. Seeing Valachi being pressed by two foes, she changes her attention to his Red spider, and strikes at it.
17/21 HP, AC 17
5' Step towards the top of the map.
Attack Valachi's Red spider w/Mace: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


Male Human Wizard-3

Round 2
Alistair (15 init)
21/21hp 12 AC

The eagle continues its assault on the spider.

Eagle Full attack:

Claw Attack 1d20 + 3 ⇒ (7) + 3 = 10
Claw Attack Damage1d4 ⇒ 3
Claw Attack 1d20 + 3 ⇒ (14) + 3 = 17
Claw Attack Damage1d4 ⇒ 2

Bite Attack 1d20 + 3 ⇒ (17) + 3 = 20
Bite Attack Damage1d4 ⇒ 3

Alistair Takes a step to the southwest, taking cover behind the wall he points a finger at the yellow spider. "Myniystgo." A spark of blue electricity arcs from his finger.

Jolt: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d3 ⇒ 3

Alistair then fumble a bit trying to level his crossbow.

Eagle takes full attack action. Alistair takes 5' step, casts Jolt as a standard, and draws crossbow as a move


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Round 3 Init 18

5 foot step to the northwest and Ried fires at the new large spider.

HP:22/23, AC:13

To hit: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d10 ⇒ 5
Crit Confirm: 1d20 + 4 ⇒ (7) + 4 = 11
Crit Damage: 1d10 ⇒ 6


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Round 1
Valachi (Init 10)
34/35 hp (-2 Str) // 14 AC

Growling, Valachi turns on the new, big spider and lays into it with his claws.

Fort save: 1d20 + 6 ⇒ (19) + 6 = 25

Claw 1: 1d20 + 4 ⇒ (11) + 4 = 15; Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Claw 2: 1d20 + 4 ⇒ (14) + 4 = 18; Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

Round 3, Init 15

Agnar swings his large sword once again at the spider.

Attack and Damage Rolls:
1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 212d6 + 6 ⇒ (3, 2) + 6 = 11


A killer GM with a killer smile.

Round 3 Resolution:

Order: Reid, Ember, Father, Alistair, Agnar, Delia, Kendra, Valachi, Spiders.

Reid (-1 HP) steps to where he can see the new larger spider and looses a bolt from his crossbow. The quarrel strikes it solidly, just behind its 8 dark eyes. Crit failed to confirm.

Ember (-4 HP) moves forward and smashes at the spider attacking Valachi with her mace. She hits solidly, and the creature squeals as parts of it's shell crack, and green blood oozes forth.

Father makes another attempt to crush the closest spider. Attack: 1d20 + 4 ⇒ (14) + 4 = 18; Damage: 1d10 + 4 ⇒ (1) + 4 = 5.

Alistair fires of a bolt of electricity, as his summoned eagle continues its attack. The charge hits the monster, as the eagle tears into it successfully with beak and one claw.

Agnar takes another swing at the singed and ragged spider, and this time strikes it solidly. It makes not a sound as it is cleaved in half.

Delia takes a swift step to the North (down), so she can see into the room. However, there are too many blocking her view for her to risk more acid, so she holds her action.

Kendra can see only hints of the large spider behind the eagle and Ember. She gasps at the size of the creature, but takes no other action.

Valachi (-1 HP/-1 STR) manages to shake off any further effects of the poison, and lays into the new threat from the large spider with his claws. Like the smaller ones, this one is armoured in a yellowish crab-like shell. His claws skitter across the hard surface, but one finds flesh and draws blood.

The Black Spider (-5 HP) follows Ember with its many eyes and strikes at her again with black fangs. Attack: 1d20 + 2 ⇒ (12) + 2 = 14. It's attack gets lost in the coils of Ember's chain shirt, and she displays no sound or movement that would indicate she has been hurt.

The Red Spider (-8 HP) turns and attacks its new attacker. Attack: 1d20 + 2 ⇒ (1) + 2 = 3. Its jaws do not even touch her.

The Big Spider (-8 HP continues its attack on Valachi. Attack: 1d20 + 2 ⇒ (11) + 2 = 13. It bites leather, but cannot pierce it.

MAP - I'm away from my usual computer, so no map this round. I will try to update it ASAP.

Round 4:
Actions Please


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Round 4
Valachi (Init 10)
34/35 hp (-2 Str) // 14 AC

Valachi presses the attack, clawing and tearing at the larger spider.

Claw 1: 1d20 + 4 ⇒ (14) + 4 = 18; Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Claw 2: 1d20 + 4 ⇒ (16) + 4 = 20; Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Rend Damage: 1d6 ⇒ 6

Wow! Nice 6s!


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Round 4, Init 18
Ember steps another pace, drawing opposite the Red spider. She swings again at it.

17/21 HP, AC 17
5' Step towards the top of the map (should now be a line of Ember, Red spider, and big spider).
Attack Red spider w/Mace: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


Male Human Wizard-3

Round 4
Alistair (15 init)
21/21hp 12 AC before action 16 AC after

Assuming the yellow spider is down since it didn't take action.

The Eagle hops over back spider, it lets out a mighty caw and charges with golden energy before assaulting its new foe.

Eagle Full Attack:

Eagle Full Attack with smite, so +1 if spider is Evil
Claw Attack 1d20 + 3 ⇒ (6) + 3 = 9
Claw Attack Damage 1d4 ⇒ 4
Claw Attack 1d20 + 3 ⇒ (14) + 3 = 17
Claw Attack Damage 1d4 ⇒ 3
Bite Attack 1d20 + 3 ⇒ (3) + 3 = 6
Bite Attack Damage 1d4 ⇒ 3

After his attack on the spider, the golden glow of the eagle brightens even further, growing beyond its own feathers, and in a sudden puff, and swirling of motes, the bird is present no more.

Alistair moves around his allies, moving so his back is against the closed door opposite open one. He weaves an arcane sigal with his free hand then touches a piece of cured leather attached to his robe. "Iratyonhuunrak Bahuydristdrunyra," upon the utterance of this phrase a blue translucent glow bursts into existence around Alistair, in the vague shape of a suit of armor, the glow is brilliant but brief as is almost instantly fades to be all but invisible.

Eagle 5' step, Full attack + smite evil, then vanish due to spell duration ending.

Alistair move 20' as move action to "square F5", cast extended mage armor as standard.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Ried will drop his crossbow and draw his rapier, moving in to attack the closest spider.

Hp:22/23, AC:13

To hit
1d20 + 4 ⇒ (17) + 4 = 21
Damage
1d6 + 3 ⇒ (5) + 3 = 8


A killer GM with a killer smile.

I've updated the map. There was a few odd movements mostly related to NW/SW type movements, and whether people remembered N being at the bottom of this map. Why Paizo drew it that way I have no idea. I should have corrected it myself when I drew my version, but I didn't. I realize I should have put coordinate points on the map, but I thought that these would be a brief encounter and that we could get away without them. This appears not to be the case, so I've corrected it now.

Keeping in mind that N is at the bottom of the screen and following the literal descriptions of actions as given, this should be the way the map looks at the end of Round 3. Note that neither Reid or Alistair will be able to see any of the spiders from here, and so would have had to take their actions, then move in Round 3. Ried, you may not have noticed the wall above you on the map; but I allowed the shot as you could see the large spider from where you were originally.

Map at end of Round 3

With the round 4 actions, I got really confused, but managed to figure things out based on other aspects of your descriptions. Alistair, I have no idea where you got F5 from, as I didn't have coordinates on the map at that time. I've added them in now, so now people can just refer to the squares by their coordinates.

Map of Round 4 so far.


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

Round 4, Init 15

Seeing that inside the room are still spiders Agnar moves to try to get into the room.

If I can get past Ried, will go to E-7 and attack one of the spiders. If I cannot than will go to F-5.

Attack:

1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 182d6 + 6 ⇒ (1, 1) + 6 = 8


A killer GM with a killer smile.

Agnar,You can move through a friendly's space so long as he is willing, but doing so, you will provoke an AoO from the black spider in F-7. Your choice


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

I know the spiders gets an AoO, fine with it. I need to make my panther style master of many styles again confused the DM to no end.


A killer GM with a killer smile.

DM's love spending all their time confused! (*Sarcasm*)

Round 4 Summary to follow shortly.


A killer GM with a killer smile.

Round 4 Resolution:

Order: Reid, Ember, Father, Alistair, Agnar, Delia, Kendra, Valachi, Spiders.

Reid (-1 HP) moves it swiftly, and pierces the spider near the door with a strike from his rapier. The monster shrieks in pain in response.

Ember (-4 HP)lays out with her mace, striking the spider before her again. It is buffetted to the floor, but rises again just as quickly, still in the fight.

Father eyes the body of the bisected spider before him, and steps out with a booted foot, crushing its head.

Alistair's eagle flies in around Ried and attacks the next spider in line. One of the claw's strikes home, and the spider screams again. After the attack, the eagle winks out, returning to the plane from which it was summoned. Alistair moves to a defensive position, and surrounds himself with arcane armour.

Agnar moves past Ried in to order to be able to reach his foes. As he ducks through the doorway, the spider sees the motion and takes a snapping bite at him. Spider's AoO: 1d20 + 2 ⇒ (16) + 2 = 18; Damage: 1d4 - 2 ⇒ (1) - 2 = -1. 1 hp damage, plus please make a Fort save against Poison. In response, Agnar sends a massive blow screaming towards the creature, and strikes it solidly; killing it.

Delia moves beside Kendra, to be able to see into the room, but without being too close.

Kendra readies another acid splash, in case one of the spiders attempts to leave the room, or a clean line of sight becomes available.

Valachi (-1 HP/-2 STR) lays into the new larger spider with his claws. Each claw sinks in deep beneath the armoured shell, and he rips and tears the spider's flesh as he pulls them out again. The spider squeels, and blood flies, spraying those nearby. The monster shudders for a moment, but then goes still, dead.

The Red Spider (-13 HP) , the last of the spiders still living, continues to attack, simple predatory mind to simple to understand the danger of its situation. It attacks again, smelling blood and feeling the need to feed. Attack against Ember: 1d20 + 2 ⇒ (1) + 2 = 3. The attack is hasty and fails miserably.

MAP

Round 5:
Actions Please


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Round 5 (Init 10)
34/35 hp (-2 Str) // 14 AC

Valachi leaves the torn remains of the large spider and turns to attack the remaining vermin.

5 ft step 'south' to D8 to flank

Claw 1: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Claw 2: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9

WHIFF x2!


Male Human Wizard-3

Round 5
Alistair (15 init)
21/21hp 16 AC

Alistair approaches the room carefully parleying for the best shot he can get without being exposed to any significant danger.

Jolt:1d20 + 2 ⇒ (15) + 2 = 17
Damage:1d4 ⇒ 2

I will move into the room or as close as I can get to line up the best shot I can, without ever being adjacent to the enemy.

Also, I got F5 from the end of round 3 map, I just added grid label like you did. I tried to describe the movement as best I could also. Every move you've shown for me has been spot on, but I have to admit I am too darn visual, and having the labels is a BIG help for me.


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

Round 5, Init 15

Fort Save:
1d20 + 6 ⇒ (9) + 6 = 15

Agnar seeing the lost spider takes a swing at the vermin.

Attack and Damage Roll
1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 122d6 + 6 ⇒ (5, 2) + 6 = 13

If failed save -1 to those.

Yeah DM, kept saying you sure you want to do that, you will get AoOed. Kept saying yes I do, poor monsters.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Round 5 Init 18

Ried steps south to E6 and attacks.

HP:22/23, AC:13

To hit 1d20 + 4 ⇒ (18) + 4 = 22
Damage 1d6 + 4 ⇒ (4) + 4 = 8


A killer GM with a killer smile.

Reid sidesteps and bringing the point of his rapier to bear, impales the last spider through the face, and through its brain. It shudders once and goes limp.

The party members take a moment to catch their breaths, looking around carefully for any more hidden dangers. When none present themselves, they finally allow themselves to relax, just a bit.

Agnar appears to have shaken off the effects of the poison, and no one appears too severely injured.

The room, small as it is, is investigated and explored rather quickly. A cabinet is found hidden beneath the cobwebs on one wall. Within it are 5 vials of holy water, a scroll of lesser restoration, and a wand of cure light wounds (15 charges remaining). The room appears otherwise unremarkable.

Kendra asks, "What should we do next? Do we need to heal, or should we move on to the room across the hall?"


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

"How many of you are injured?" Ember asks. "Valachi, you were beset by the spiders, are you in good health?"


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

"The poison has weakened me some, but I'm bearing through it."

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