The Whirry Two

Game Master shadowed samm

The adventures of Davina, Dolgrin and BMO. Which is actually three...


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Wyrwood Rogue/2

BMO slips back out to the lab, and rummaging through the leftovers of the deceased alchemist, he picks out three smaller objects; flasks or vials, or pebble sized ingredients, whatever. He then sneaks back into the crypt Stealth: 1d20 + 12 ⇒ (13) + 12 = 25 and then throws one of the items at the closest skeleton diagonally across from the entrance well, I suppose more just into the niche the skeleton is in, to rouse it, in case it is rousable; pebble: 1d20 + 4 ⇒ (16) + 4 = 20.

If the skeleton, or none of the other for that matter, make no lively acts:

BMO sneaks further into the crypt Stealth: 1d20 + 12 ⇒ (8) + 12 = 20, and coming all the way up to the same first skeleton, he stabs it up real good;
Dagger on: 1d20 + 6 ⇒ (2) + 6 = 8
Dagger off: 1d20 + 6 ⇒ (16) + 6 = 22
Dmg: 1d3 + 2 + 1d6 ⇒ (3) + 2 + (3) = 8.

If there is still no sign of activity, he gets Dolgrin and Davina in too, and they quickly dismantle the skeletons...

Else:
Roll initiative, I suppose...


BMO's rather ineffective dagger flourish gets the skeletons' attention and they begin moving towards him. (And it's a surprise round, so only one attack)

initiative rolls:

Dolgrin: 1d20 + 2 ⇒ (11) + 2 = 13
Davina: 1d20 + 10 ⇒ (17) + 10 = 27
BMO: 1d20 + 7 ⇒ (9) + 7 = 16
skeleton: 1d20 + 6 ⇒ (18) + 6 = 24
skeleton: 1d20 + 6 ⇒ (17) + 6 = 23
skeleton: 1d20 + 6 ⇒ (18) + 6 = 24
skeleton: 1d20 + 6 ⇒ (13) + 6 = 19

round 1
initiative:

27 the Two
24 skeleton (AC 16, touch 12, ff 14, ff-touch 10)


M Duergar Warpriest/2

Round 1

Dolgrin, hearing the clamor of blades on bone quickly makes his way into the crypt, to help BMO double moving to get there. During his move, he deftly swaps his greatsword for his mace, so as to more successfully strike the skeletons to the ground.


Wyrwood Rogue/2

Round 1

BMO, not entirely happy about skeletons' ability to not be hit by his blades, he steps in front of the skeleton, and attempts to hit it regardless;
Dagger on: 1d20 + 6 ⇒ (14) + 6 = 20
Dagger off: 1d20 + 6 ⇒ (3) + 6 = 9
Dmg: 1d3 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9


F Aasimar (Garuda) Inquisitor/2

Round 1

Davina moves into view of the skeleton BMO just tried to hit, and makes an attempt at firing her flaming catapult with ammunition laced with special skeleton repellent;
Catapult: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9 :-C
She misses...


If only daggers worked better against bones...

The skeletons move in to surround BMO, claws flying everywhere. Once the north-east skeleton 5-ft steps up, all four will get flanking. The two southern ones can't 5-ft step around corners.

skeleton 1 claw 1: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23 damage: 1d4 + 2 ⇒ (3) + 2 = 5
skeleton 1 claw 2: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
skeleton 2 claw 1: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
skeleton 2 claw 2: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
skeleton 3 claw 1: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19 damage: 1d4 + 2 ⇒ (2) + 2 = 4
skeleton 4 claw 1: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13

round 2
initiative:

27 the Two
24 skeleton (AC 18, touch 12)


Wyrwood Rogue/2

Round 2

BMO is not very happy at all, and suggests to Dolgrin that they retreat, to see if they can lure the skeletons out of the crypt one by one. Or at least find some position less exposed that the one they are currently in.

Dolgrin agrees, and all Two (Davina included) withdraw out into the alchemist's lair again, BMO begrudgingly accepting that the two flanking skeletons would get to scratch at him as he leaves.


skeleton AoO 1 claw: 1d20 + 2 ⇒ (5) + 2 = 7
skeleton AoO 1 claw: 1d20 + 2 ⇒ (19) + 2 = 21 damage: 1d4 + 2 ⇒ (2) + 2 = 4

One of the skeletal claws swipes BMO forearm as he moves out. All the skeletons follow the Two's reteat, the foremost of them reaching the door. Note that the skeleton in the doorway will get a +2 cover bonus to its AC for attacks from Davina and BMO

skeleton claw vs Dolgrin: 1d20 + 2 ⇒ (8) + 2 = 10

round 3
initiative:

27 the Two
24 skeleton (AC 18, touch 12)


M Duergar Warpriest/2

Round 3

Dolgrin, with his mace in hand, lets the skeleton really feel it;
Light Mace: 1d20 + 4 ⇒ (18) + 4 = 22
Dmg: 1d6 + 5 ⇒ (6) + 5 = 11


Wyrwood Rogue/2

Round 3

If the skeleton is still standing, BMO tries to snip at it with his daggers, even if the skeleton's ribs prove hard to hit;
Dagger On: 1d20 + 6 ⇒ (4) + 6 = 10
Dagger Off: 1d20 + 6 ⇒ (3) + 6 = 9

Oh, well...

Davina does nothing for now.


Dolgrin smashes his skeleton to dust, leaving BMO nothing but empty air to stab his daggers at. From this position, the Two...well primarily Dolgrin...will be able to dispatch the remaining skeletons without much problem. So unless you object, we can skip several days of back and forth posts and just move onto exploring the crypt.

With (presumable) all the skeletons now dusted, the Two are free to look around this crypt. There are lines of footprints marking the dust on the floor. All the burial nitches only contain ancient scraps of yellowed linen. A gate that appears to be crafted of bleached bone blocks the southern exit of the tomb.

perception DC 20:

The bone gate at the south end of the crypt is rigged with a sharp bone spear that stabs in front of the gate whenever it is touched.

knowledge religion DC 25:

This gate is somehow fueled by negative energy so channeling positive energy near it will likely disrupt that and cause it to open.


Wyrwood Rogue/2

After taking a short rest, and chit-chatting with Magus Girl, The Two make their way back into the crypt. BMO goes first, feeling a little bad about how useless he was, intent, now, on making amends by finding all the traps.

Perc: 1d20 + 7 ⇒ (20) + 7 = 27 another +1 to find traps, also, smooth sailing on the roll! Maybe that is how I should deal with Davina's bow;
call it perception..?

Walking up to the very poorly hidden trap, BMO attempts to disable it;
DisDev: 1d20 + 9 ⇒ (15) + 9 = 24.

While he is busy securing the area, Dolgrin and Davina investigate the crypt further.

Know Rel Dolgrin: 1d20 + 5 ⇒ (10) + 5 = 15
Know Rel Davina: 1d20 + 7 ⇒ (15) + 7 = 22

They don't find much of interest and make their way over to BMO after a while, eager to see what's beyond the bone gate.


Around the corner BMO finds a narrow corridor ending in a solid wall. A narrow alcove in the east wall is filled by a square shaft dropping straight down into the darkness. This is another "beyond the scope of this adventure" points that can be explored later.

Also forgot to mention that this crypt is sloping downward (and going around the southern corner is particularly steep) so between the entrance and the dead-end wall the Two have descended about 30 ft.

perception DC 25:
There is a secret door in the dead-end wall.

perception DC 30:
The secret door is not trapped.

perception DC 35:
Still no traps.

perception DC 40:
Definitely no traps.


Wyrwood Rogue/2

BMO gets quite excited about the pit, and trots back up to Davina and Dolgrin, making them come with him to look at it too.
Perc: 1d20 + 7 ⇒ (4) + 7 = 11


F Aasimar (Garuda) Inquisitor/2

As Davina and Dolgrin make their way down the corridor, they too are quite taken by the apparent depth of the pit.
Perc Davina: 1d20 + 9 ⇒ (7) + 9 = 16
Perc Dolgrin: 1d20 + 3 ⇒ (6) + 3 = 9

BMO suggests roping down there, while Davina and Dolgrin suggests not to do that. The Two proceed to go back to the alchemist's lab, and then they carefully squeeze past the chute down which rotten hands must have been dropped, across to the bedroom of the alchemist and Magus Girl. Once there, they take a proper look around;
Perc BMO: 1d20 + 7 ⇒ (4) + 7 = 11
Perc Davina: 1d20 + 9 ⇒ (8) + 9 = 17
Perc Dolgrin: 1d20 + 3 ⇒ (3) + 3 = 6


This large chamber has a vaulted ceiling, and unlike the rest of the ossuary, bears a distinct impression of habitation rather than abandonment. Lit candelabras reveal old tapestries hanging from the walls to ward off the subterranean chill, and a threadbare carpet covers the floor. Shabby furniture—a few chairs and tables, an armoire, and a dresser—flanks a large canopied bed in the center of the room, topped with satin sheets and a heap of lumpy pillows. Although everything has obviously been setup with great care, the pieces themselves have likely been liberated from rubbish piles.

I believe that just leaves the skeletal champion...


M Duergar Warpriest/2

Now that The Two have a proper overview of the crypts layout, Dolgrin makes some quick calculations, and estimates where the door to the west of the Skeletal Champion ought to be. In the process of doing so, The Two spend some time also properly looking through the crypt, and discussing where they think the door might be.

Perc Dolgrin: 1d20 + 3 ⇒ (1) + 3 = 4
Perc Davina: 1d20 + 9 ⇒ (16) + 9 = 25
Perc BMO: 1d20 + 7 ⇒ (19) + 7 = 26

Know Eng Dolgrin: 1d20 + 6 ⇒ (20) + 6 = 26

Dolgrin for the win!!! With that roll, plus BMO and Davina's solid perception checks I feel they would know where to look, at the very least. On the map in Roll20 it does appear as if the door from the SkelChamp crypt ends up in the large central cavern, so maybe there is a secret door there (or maybe we just rolled really bad when we came through, though...).

Regardless of whether The Two find the door or not, they need to sleep to prepare some nice spells to deal with the runt, and to gain other resources back as well. Unless the Magus Girl objects, they go back and spends the evening and night in the alchemist's lab, talking with her, probably skirting around getting her on their team. BMO is the only one with any diplomacy to speak of, so he does most of the skirting Diplomacy BMO: 1d20 + 4 ⇒ (3) + 4 = 7. Well,
well... He probably is not very subtle about it I guess...


The Two can indeed find a secret door behind the statue directly south of the western entrance to the large central cavern. Davina and BMO both notice that all the statues in this room actually have secret doors behind them. BMO realizes that seven of these statues are trapped to shock anyone touching them (for the sake of efficiency, the disable device DC on them is 26). With a bit of help from a detect magic spell that Davina is sure to remember to cast, the statue of Phrasma (south-southeast statue) has an aid effect on it that will affect any creature to touch it once a day. All the statues will need to be moved over several feet to open the doors behind them.

failed disable device:
Shocking grasp for 2d6 electricity damage, DC 12 reflex save for half. The trap resets itself automatically after 7 minutes.

IIRC the two rolled crappily on their general perception checks for this room and then didn't really poke around at anything specifically their first time through.

Esme (zombie magus girl) doesn't seem too bothered by BMO direct approach to conversation. Actually, she seems to find it preferable to Svilennius’s mad ramblings. She doesn't seem inclined to join the Two in actual adventuring for the moment, but could likely be convinced to provide support (scrolls, crafting, etc.) in exchange for their protection and assistance in finding a way to help her. (If we go this way, I'll rebuild her character as more of a support character and the Two will have access to her crafting feats and time to get whatever she can make at cost.)


Wyrwood Rogue/2

The Two go over to the statue to the east-northeast, where BMO gets cracking at disabling the trap;
Disable Device: 1d20 + 9 ⇒ (3) + 9 = 12
BMO slips, and triggers the trap, taking REF: 1d20 + 7 ⇒ (5) + 7 = 12 Shocking Graps trap: 2d6 ⇒ (5, 2) = 7 4 damage.

While the trap is resetting anyway, they take the opportunity to move the statue. Dolgrin grabs it, while Davina and BMO try to help him;
STR Dolgrin: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19.

First of all, BMO realizes that he needs to use patience with the harder-than-expected mechanism of the trap, and hunkers down for the long run, meticulously studying and then disabling the trap while it is still recharging anyway taking 20 gives him 25+9=34.

BMO and Davina, then, both take good hard looks at the door, and also listens at it, to determine if it's dangerous to open it;
Perc BMO: 1d20 + 7 ⇒ (14) + 7 = 21
Perc Davina: 1d20 + 9 ⇒ (10) + 9 = 19

If it seems safe, BMO opens the door, and peeks inside.

BMO is not thrilled at having to go through all the remaining traps if every one of them ends up shocking him...


You can't take 20 on anything that has consequences for failure because taking 20 is actually saying you're going to do something over and over again until you get it right, thus triggering the failure consequences a some point(s). (Also, the 20->25 only applies for a natural 20 rolled on the first attempt at doing something.) For this first statue I guess it works because he can't really trigger the trap while it's resetting, but he won't be able to take 20 on any that haven't been triggered yet. Since he's already disabled one, I'll give him a +2 circumstance bonus on disabling the others.

With the trap disabled (either permanently or temporarily) the statues aren't too hard for the Two to scoot over a few feet so no checks required.

Neither BMO nor Davina hear anything through the door. Upon cracking the door, BMO sees that the skeleton must have heard all the noise the Two made moving the statue because he's watching both the secret door and the other entrance. (i.e. no surprise round.) If he has noticed BMO peaking through the door, there is no indication that he intends to do anything before someone actually enters the crypt.

Go ahead and set-up your battle plan then open the spoiler below for initiative

initiative:
Dolgrin: 1d20 + 2 ⇒ (10) + 2 = 12
Davina: 1d20 + 10 ⇒ (12) + 10 = 22
BMO: 1d20 + 7 ⇒ (19) + 7 = 26
skeletal champion: 1d20 + 5 ⇒ (12) + 5 = 17

round 1
initiative:

26 the Two
17 skeleton (ff AC 20, ff touch 11)

closing with the skeleton:
Might be on shaky footing by RAW, but since this is an undead guardian who is aware of creatures outside of his crypt, I'm going to give him a readied-action attack on the first creature to come within his range even if it takes the Two awhile to actually enter the crypt. This will NOT affect him being flat-footed until he acts on his turn.
readied ranseur attack: 1d20 + 7 ⇒ (7) + 7 = 14


Wyrwood Rogue/2

Just to be clear, we are saving the door/statue with the skeletal champion behind it for last, since there are tons of other secret doors to open first (the door to the east-northeast is the door right to the north of the stairs with all the crawling hands on the landing).

On the other hand, just dealing with that champ right now might be just as good. Dolgrin has his mace out anyway. So f@+# it. Let's get the guy with his pants up, even if we wanted some spells and such prepped. It's more exciting this way!

Also, since BMO is an unchained Rogue, and made his Reflex save, he took no damage before, so we're all at a 100% B-)

Round 1
BMO, and the other two of The Two just stand outside the passage, and waits for the champion to make his way out to them.

They are lined up so that his shitty ranseur cannot immediately strike them.


The skeletal champion turns towards the now open secret door and waits for someone to enter his crypt.


Wyrwood Rogue/2

After waiting for a minute or two, Skelethor remaining where he is, BMO grows tired, and goes to disarm a few other traps. Dolgrin follows, while Davina remains to keep an eye on Skelthor.

BMO starts with the first statue clockwise after Skelthor's crypt meaning the one to the west-northwest.

Disable Device: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12

As he moves his tools up to the statue, he sneezes, for the first time in his entire thousands-of-years existence, and the violence of it all propels him toward the statue;
REF: 1d20 + 7 ⇒ (11) + 7 = 18
In an instant he regains control over his body, and manages to twist just at the right second to not get struck by the statue's shock.

With the trap already triggered, he easily disarms it, and Dolgrin can pull the statue away from the door.

Instead of listening at the door, though, he moves to the next statue, clockwise, and repeats the process;
DisDev: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26.
This one he manages to disarm in the nick of time, no sneezing involved, and Dolgrin pulls away the statue.

The next statue over the one to the north-northeast gets the same treatment;
DisDev: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Feeling that he was getting close, he makes a false move, and inadvertedly trips the trap;
REF: 1d20 + 7 ⇒ (14) + 7 = 21
but easily pulls back his hands right before the shock strikes proper.

With the trap already triggered, he takes the time to disarm it, and Dolgrin then pulls it away from the door.

He then moves on to the next statue in line, to the east-northeast;
DisDev: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
but also this time he slips up
REF: 1d20 + 7 ⇒ (2) + 7 = 9
and worse than before, Shocking Grasp: 2d6 ⇒ (5, 2) = 7, taking quite a sting.

Be that as it may, he still disarms the trap now that he has plenty of time after being f%*&ing fried, and then Dolgrin removes the statue.

On to the next in line, to the east-southeast;
DisDev: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Having triggered a good many traps by now, he is getting more familiar with them. Dolgrin removes the statue.

Now the statue to the south-southeast;
DisDev: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
REF: 1d20 + 7 ⇒ (17) + 7 = 24
"Dammit! OINVDosodivomc iamedfo imswerim i owmefiowiowet094gioeofnvsascoid weoiwemf!" he trails off on a tirade of Azlant swearing as he deftly dodges away (he's bodging the trigger at a particular point, usually, so he is at leat a little prepared for having to skedadle when he eventually does trigger the thing).

With the statue triggered, he disables it easily enough, and then Dolgrin removes it, with a sly smile on his face, at seeing BMO so flustered with the traps.

Having gone all the way around, BMO is now at the last statue;
DisDev: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22,
and almost disables it, but not quite;
REF: 1d20 + 7 ⇒ (14) + 7 = 21
but no matter, he dodges the shock, disables the now triggered trap, after which Dolgrin removes the statue.

Dolgrin decides to spend the last of his fervor for today on healing BMO back up a bit; Fervor Heal: 1d6 ⇒ 2, to almost no avail...

Assuming Skelethor has remained put, The Two walk up to the first door, and listens at it;
Perc BMO: 1d20 + 7 ⇒ (6) + 7 = 13
Perc Davina: 1d20 + 9 ⇒ (12) + 9 = 21.

If it seems safe, BMO cracks it open, and peeks inside.


You got one too many disable device checks I think. The skeletal champion's statue was already disabled and one of the statues has an aid effect on it instead of a trap.

Hearing nothing behind this door, BMO opens it to find a crypt with attractive, pristinely preserved, naked bodies carefully arranged in lewd positions. Many of these bodies are, however, wearing jewelry. If the Two loot these corpses they find 400gp worth of various pieces.

Assuming the Two continue moving clockwise through the doors...

perception DC 32:
There's a faint odd sound barely perceptable through this door. Possibly semi-fluid flesh?

cracking the door:
A roiling wave of flesh is slowly gushing around the center of this crypt.


Wyrwood Rogue/2

The Two are now 400 gp worth of jewelry richer.

Moving on to the next door, both BMO and Davina listen carefully;
Perc BMO: 1d20 + 7 ⇒ (19) + 7 = 26
Perc Davina: 1d20 + 9 ⇒ (10) + 9 = 19

Convinced it is all clear, BMO cracks the door open.

Wanting to NOT be caught in the roiling flesh, BMO, and the other two of the Two, remain outside, and move on to the next door;
Perc BMO: 1d20 + 7 ⇒ (9) + 7 = 16
Perc Davina: 1d20 + 9 ⇒ (9) + 9 = 18


DM only:
ghoul 1 stealth: 1d20 + 7 ⇒ (14) + 7 = 21
ghoul 2 stealth: 1d20 + 7 ⇒ (16) + 7 = 23

Hearing nothing at the door, (I'm assuming) BMO cracks it to reveal another crypt. All that remains of the corpses in this one is bare bones, many of which seem to have been chewed on.


Wyrwood Rogue/2

BMO steps inside this chamber, looking out for any sort of danger;
Perc BMO: 1d20 + 7 ⇒ (9) + 7 = 16
Davina and Dolgrin follow after him, also keeping their eyes and ears peeled;
Perc Davina: 1d20 + 9 ⇒ (15) + 9 = 24
Perc Dolgrin: 1d20 + 3 ⇒ (14) + 3 = 17


BMO cautiously moves into the crypt, unaware of anything other than more piles of gnawed bones in the deeper alcoves. As Davina passes the first set of alcoves, she notices a pair of eyes tracking her from behind the bones.

initiative rolls:

Dolgrin: 1d20 + 2 ⇒ (1) + 2 = 3
Davina: 1d20 + 10 ⇒ (15) + 10 = 25
BMO: 1d20 + 7 ⇒ (18) + 7 = 25
ghoul 1: 1d20 + 2 ⇒ (10) + 2 = 12
ghoul 2: 1d20 + 2 ⇒ (6) + 2 = 8

surprise round
initiative:

25 Davina
12 baddies (AC 16, touch 14, ff 14 ff touch 12 [includes a +2 cover bonus from the pile of bones])

After Davina has a chance to take her surprise round action, a humanoid creature with long sharp teeth and saggy pallid skin hanging off of its starved frame bursts out from behind its bones, biting at the air over a foot in front of Davina's face.
ghoul 1 bite: 1d20 + 3 ⇒ (1) + 3 = 4

Another creature steps out of the Alcove to the north-east of BMO, biting the air well over his head.
ghoul 2 bite: 1d20 + 3 ⇒ (1) + 3 = 4

knowledge religion DC 11:
These creatures are ghouls. Their bites have been known to turn their victim's corpses into ghouls.

round 1
initiative:

26 the Two
12 baddies (AC 14, touch 12)

Davina first gets her surprise action (technically before her creature attacks). Then the Two act first in round 1.


F Aasimar (Garuda) Inquisitor/2

Surprise round

Davina deftly lets the (Know Rel: 1d20 + 7 ⇒ (6) + 7 = 13) ghoul taste her wrath, and lays him down with a mighty arsenic blow to his chest;
Attack with unknown weapon: 1d20 + 4 ⇒ (7) + 4 = 11
She fails.

Round 1

Cocking a new sledge on her bad boy, she reattempts her knifing;
Attack with another unknown weapon: 1d20 + 4 ⇒ (3) + 4 = 7
She fails again.

She shouts to Dolgrin and BMO that the creatures behind the piles are ghouls.


Wyrwood Rogue/2

Round 1

BMO, no hint of hesitation to his poise, strikes the beast with his dual blades;
Dagger On: 1d20 + 6 ⇒ (17) + 6 = 23
Dagger Off: 1d20 + 6 ⇒ (9) + 6 = 15
and easily connects with the creature's sickly flesh;
DMG: 2d3 + 4 + 2d6 ⇒ (1, 1) + 4 + (6, 5) = 17
"Nice B-)" he says.


M Duergar Warpriest/2

Round 1

Dolgrin, realizing that Davina will be in trouble since she's in a fight, rushes in to strike down the ghoul that would try to bite her. He drops his mace to the floor, wasting no time, and draws his greatsword as he moves;
The way things look on Roll20, the ghoul ought to have a +2 to AC from cover around the corner.
Greatsword: 1d20 + 6 ⇒ (16) + 6 = 22
His blade fulfills the destiny bestowed upon it by Gorum's destructive might;
DMG: 2d6 + 7 ⇒ (6, 2) + 7 = 15
"Gorum hath no patientsie for thy, laying wasted at my feet." He says.


Wyrwood Rogue/2

BMO is pretty sure that the two ghouls are no more, that they are ex ghouls, that they have passed on, and are now roaming the hills of ghoul heaven, and subsequently, he and the other Two search the crypt;
Perc BMO: 1d20 + 7 ⇒ (11) + 7 = 18
Perc Davina: 1d20 + 9 ⇒ (5) + 9 = 14
Perc Dolgrin: 1d20 + 3 ⇒ (5) + 3 = 8


While Davina/Dolgrin's ghoul is dusted, BMO's is still lurching towards him, guts spilling everywhere.

round 2
initiative:

26 the Two
12 ghoul (AC 14, touch 12)

bite: 1d20 + 3 ⇒ (12) + 3 = 15
claw 1: 1d20 + 3 ⇒ (4) + 3 = 7
claw 2: 1d20 + 3 ⇒ (16) + 3 = 19 damage: 1d6 + 1 ⇒ (3) + 1 = 4

results from perception checks after the ghoul is destroyed:
The Two find nothing other than gnawed bones here.


Wyrwood Rogue/2

Round 2

With surprise, BMO notes that the ghoul is still lumbering along, and he gives the undead a good talking-to;
Dagger on: 1d20 + 6 ⇒ (12) + 6 = 18
Dagger off: 1d20 + 6 ⇒ (1) + 6 = 7

DMG: 1d3 + 2 ⇒ (2) + 2 = 4

----------------------------------------

After having dealt with the tenacious ghoul, BMO and the Two find themselves rather disappointed by the lack of valuables in this crypt. They take a breather, and move on.

At the next door, BMO and Davina, as is tradition, listens intently;
Perc BMO: 1d20 + 7 ⇒ (2) + 7 = 9
Perc Davina: 1d20 + 9 ⇒ (5) + 9 = 14

Since everything seems nice and safe, BMO cracks the door, and peeks inside.


Hearing nothing through the door, BMO peeks into another crypt, this one with a plush red carpet running down the narrow corridor between wood-paneled walls polished to a high sheen. Floating lanterns cast a gentle glow into each alcove flanking the corridor, where bodies wrapped in pristine linen are laid to rest in niches. Rather than the clammy chill of most underground rooms, this chamber is pleasantly warm, and the soothing sound of chimes tinkles softly in the distance.

DC 20 will save:
Upon closer inspection, the finery in this crypt slowly begins to fade into a shadowy image, apparently just an illusion masking an otherwise cold bland crypt.

BMO gets his trap bonus on this one...

perception DC 26:
There's a trap that triggers whenever a creature steps between the first two alcoves. Disable Device DC 26

moving 15 feet into the crypt:
If the above perception or disable device checks failed, the first person to walk between the first set of alcoves triggers a vivid cone of clashing colors so overwhelming that they and anyone else in the crypt entrance is knocked unconscious, blinded, and stunned (DC 12 will to negate). other stuff happens so stop your actions here...

moving 20 feet into the crypt:
A gore-soaked skeleton is lurking in the middle northern alcove. initiative! so stop your actions here...


Wyrwood Rogue/2

WILL BMO: 1d20 + 2 ⇒ (11) + 2 = 13
WILL Davina: 1d20 + 7 ⇒ (8) + 7 = 15
WILL Dolgrin: 1d20 + 6 ⇒ (12) + 6 = 18

While BMO cares little for the warmth, he appreciates that the crypt seems rather free of enemies at the moment. Davnia and Dolgrin are pushing a little from behind, wanting to reach the comfort of the tomb.

Trapfinder 2000: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15

Shit...

BMO, not seeing anything noteworthy by the entrance walks in, Dolgrin behind him, and Davina at the rear, hoping to find treasure.

The flashing colors take all Two by surprise;
WILL BMO: 1d20 + 2 ⇒ (6) + 2 = 8
WILL Davina: 1d20 + 7 ⇒ (3) + 7 = 10
WILL Dolgrin: 1d20 + 6 ⇒ (19) + 6 = 25
and both BMO and Davina slump to the floor, seemingly as unconscious as two lumps of rock.

In the 15ft spoiler you ask that I stop my actions here; so I'll stop here. If, however, backtracking is still allowed, Dolgrin will move the unconscious two of the Two out into the main room, and prop them up against the wall, and try to wake them up.


Since this is a magical sleep effect, it only takes a standard action to shake someone awake. They also wake up if they take any damage.

As Dolgrin prepares to pull Davina back outside of the crypt, he sees a gore-soaked skeleton emerge from the second northern alcove.

initiative rolls:
Dolgrin: 1d20 + 2 ⇒ (2) + 2 = 4
skeleton: 1d20 + 6 ⇒ (9) + 6 = 15

round 1
initiative:

15 skeleton (AC 16, touch 12)
4 Dolgrin

condition tracking (DM only):
Davina: unconsious/blind/stunned 5 rnds
blind/stunned +1
stunned +1
BMO: unconsious/blind/stunned 7 rnds
blind/stunned +2
stunned +1

If this were a regular game, I'd add Davina and BMO to the initiative after whatever woke them up (or roll their initiative when the spell effect wore off). But with the way we're doing initiative, I think they'll just go where ever Dolgrin ends up. Also, just re-read construct immunities, so see my chat message and if you don't want to tweak things, BMO is only blinded.

The skeleton smacks BMO with a claw, but it harmlessly glances off of his armor.
claw 1: 1d20 + 2 ⇒ (5) + 2 = 7


M Duergar Warpriest/2

Round 1

Dolgrin quickly figures that getting Davina out of the chamber is less pressing than getting BMO away from the skeleton, and as such, quite forcefully, Dolgrin rips BMO from his slumber;

BMO jerks awake, his head spinning 360 degrees, running through some sort of self test of his systems, Dolgrin realizes, as BMO keeps saying "Post on self test, Post on self test". Quickly, though, a gradually less confused BMO steps to the side, into the northern alcove, to get some cover from the miserable skeleton.

Dolgrin grabs his chance, and steps up to the skeleton, letting it taste the sweet steel of his mace;
Mace to the Face: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm Maaaaaaaaace to the Faaaaaaaace: 1d20 + 4 ⇒ (5) + 4 = 9
Oh, well...
DMG: 1d6 + 5 ⇒ (4) + 5 = 9


Waking BMO up was Dolgrin's standard action for round 1. Thus his attack on the skeleton is round 2 and the skeleton gets its round 2 turn first.

claw 1: 1d20 + 2 ⇒ (17) + 2 = 19 damage: 1d4 + 2 ⇒ (1) + 2 = 3
claw 2: 1d20 + 2 ⇒ (5) + 2 = 7
The skeleton manages to scratch Dolgrin before gory shards of its skull are scattered across the crypt.

Davina and BMO's blindness and stunned-ness will fade within a minute. If the Two search the crypt, roll will saves again (DC 20), this time with a +2 bonus.

pass:
Upon closer inspection, the finery in this crypt slowly begins to fade into a shadowy image, apparently just an illusion masking an otherwise cold bland crypt.

fail:
All of the finery in this crypt remains stuck where it is despite any attempts to remove it.


Wyrwood Rogue/2

After a short while, Davina and BMO regain their sight. BMO wants to investigate the rest of the crypt, now that there is no skeleton of cones flying around;

Will BMO: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Will Davina: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Will Dolgrin: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26

"Oh, sweet lord, those are some nice gems! Help me grab them, guys!"

"I... BMO... It's not really, eh, real? You know about illusions, don't you? Yeah, this is one of those," Davina says.

"What are you on about? See here," BMO says, grabbing at a large gemstone in a sconce, but grabbing only air. "What the..."

After some more back and forth, BMO gives up, accepting his lot as gemless and illusioned.

Determined to find treasure in the next hidden room, BMO walks passes the stairs, sortwards, and listens at the door, Davina next to him, doing the same;
Perc BMO: 1d20 + 7 ⇒ (13) + 7 = 20
Perc Davina: 1d20 + 9 ⇒ (2) + 9 = 11

If all seems clear, BMO cracks the door ajar, and peeks inside, especially attentive for loot.


Hearing nothing, BMO opens the door to the next crypt to find a room even colder than the rest of these rooms. A rime of ice crystals coats the walls and the remains of the dead interred here.

perception DC 15:
The floor of the far end of the crypt is covered by a thick brown substance under a thick layer of dust.


Wyrwood Rogue/2

Both BMO and Davina keep their senses tuned, as it seems pretty unlikely that there is nothing masty going on in here;
Perc BMO: 1d20 + 7 ⇒ (4) + 7 = 11
Perc Davina: 1d20 + 9 ⇒ (19) + 9 = 28

"Hm, there is a thick brown substance covering the floor at th..."

BMO moves into the crypt proper;
Stealth: 1d20 + 12 ⇒ (13) + 12 = 25
aiming for the sludge.
As he gets there, he carfully pokes at the thing with his dagger really hard;
Dagger: 1d20 + 8 ⇒ (4) + 8 = 12
DMG, just in case: 1d3 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7

Dolgrin comes trotting into the crypt when he sees BMO attacking something.


As BMO reaches the brown stuff, the temperature continues decreasing and he feels his arm start to seize up as he stabs it with his dagger (taking 3d6 ⇒ (5, 4, 6) = 15 points of nonlethal cold damage). He does succeed in liberating enough of the stuff from under the dust to get a decent look at it.

knowledge (dungeoneering) DC 17:
This is brown mold. It feeds on warmth, drawing heat from everything around it. Thus fire and other extreme heat sources cause it to grow. It can be destroyed by cold damage.


Wyrwood Rogue/2

Know Dun: 1d20 + 8 ⇒ (13) + 8 = 21

To the best of BMO's knowledge, the Two have no simple means of doling out cold damage at the moment, and as such, he disengages the mold, and indicates to Dolgrin that he should make his way out of the chamber posthaste.

After thawing, BMO and the other Two advance to the next chamber.

At the door, both BMO and Davina listen fr dangers;
Perc BMO: 1d20 + 7 ⇒ (20) + 7 = 27
Perc Davina: 1d20 + 9 ⇒ (4) + 9 = 13

Provided all seems safe, BMO cracks open the door as usual.


BMO opens this door to find another crypt, although this one is somewhat different from the others. Only one side of this crypt has alcoves and the bodies they contained are mostly dust. The Two are able to find several ancient holy symbols of Pharasma among what's left of the remains (7 total, worth 25gp each, but recall that the Pharasmians were particularly interested in any Phrarasma paraphernalia the Two find). There is also a bone wand of disrupt undead (30 charges) and a secret door in the far wall.


Wyrwood Rogue/2

Davina takes the symbols and the wand, fully intending to hand the symbols over to the Pharasmins at some opportune time.

BMO checks out the secret door;
Perc BMO: 1d20 + 7 ⇒ (10) + 7 = 17

If all seems safe, he cracks it open and peeks inside.


This secret door opens into the dead-end of the secret crypt in the alchemist's lair.

Moving on the the final unopened secret door
After listening carefully at the door, neither Davina nor BMO hear anything from the crypt beyond. Cracking the door revels a final crypt with several alcoves on either side, the remains of their occupants mostly decayed.

perception DC 20 (BMO gets his trap sense bonus):
The first 10 feet of this crypt are rigged to release a swinging glaive. disable device DC 20


Wyrwood Rogue/2

BMO, quite suspicious of the rather silent assailants they have faced lately, looks long and hard into the room upon entry;
Perc BMO: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
He's pretty sure there are no traps or nothin'.
Perc Davina: 1d20 + 9 ⇒ (4) + 9 = 13
Davina agrees.

To BMO's surprise, he gets a big-ass glaive right in his face upon stepping into the room proper.
REF BMO: 1d20 + 7 ⇒ (17) + 7 = 24

Assuming BMO is fine:
BMO checks out the crypt. Davina joins him.

Assuming BMO is NOT fine:
Well... We'll cross that bridge when we get there...


Unfortunately for BMO, the glaive is attacking him, not reflexing him...barely nicks him though, so maybe his reflexing helped?
glaive attack: 1d20 + 10 ⇒ (15) + 10 = 25 damage: 1d10 + 1 ⇒ (1) + 1 = 2

Within about 10 seconds of beginning to search the crypt, BMO and Davina notice that the glaive trap resets itself. Despite their best efforts at searching, they are only able to find about 50 gp worth of coins and jewelry.


F Aasimar (Garuda) Inquisitor/2

Well, a fifty is a fifty...

BMO takes a breather, and then Davina moves back to the doorway behind which the roiling mass of flesh was hanging out.

She launches a mega crazy hopped up spell right into the center of it;
mega crazy hopped up spell: 1d20 + 4 ⇒ (1) + 4 = 5

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