The Whirry Two

Game Master shadowed samm

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


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F Aasimar (Garuda) Inquisitor/2

Franticly, Davina tries both to figure out what might be driving this hellish hand to act as it is, Know Rel: 1d20 + 7 ⇒ (12) + 7 = 19, and to wrest it off her neck, CMB: 1d20 + 2 ⇒ (20) + 2 = 22; she recognizes the nasty buggers, and rips hers off her throat.


Davina knows that crawling hands can be instructed to seek out and destroy a predetermined quarry by their creator. Unless the Two have unknowingly invoked the wrath of a necromancer, it's likely these ones have simply latched onto the first creature that caught their attention. Regardless, they won't stop until either they or their target is destroyed. She also knows that they are quite good at climbing and strangling and not bothered by darkness.

round 1
initiative:

22 Davina
19 hands
9 BMO
5 Dolgrin

claw vs Davina: 1d20 + 5 ⇒ (11) + 5 = 16
claw vs BMO: 1d20 + 5 ⇒ (9) + 5 = 14
claw vs BMO: 1d20 + 5 ⇒ (2) + 5 = 7
All three hands fruitlessly claw at leather and cloth.


Wyrwood Rogue/2

Round 1

BMO first steps forwards a little, to make way for Dolgrin, and then swings at the hand most conveniently located for swinging at,
Attack on: 1d20 + 5 ⇒ (2) + 5 = 7
Attack off: 1d20 + 5 ⇒ (14) + 5 = 19

Dmg off: 1d3 + 2 ⇒ (1) + 2 = 3

A 19 seems likely to hit...


M Duergar Warpriest/2

Round 1

Dolgrin runs up to the other Two, and, somewhat winded, he says he needs a moment before he can take a crack at these nasty critters.


F Aasimar (Garuda) Inquisitor/2

Round 2

Davina attempts to hit the closest hand with her dagger, Attack: 1d20 + 3 ⇒ (2) + 3 = 5, but fumbles.


you can have Dolgrin act before BMO so that BMO gets sneak attack
BMO sneak attack: 1d6 ⇒ 1

round 2
initiative:

22 Davina
19 hands (AC 14)
9 BMO
5 Dolgrin

claw vs Davina: 1d20 + 5 ⇒ (3) + 5 = 8
claw vs BMO: 1d20 + 5 ⇒ (12) + 5 = 17
claw vs BMO: 1d20 + 5 ⇒ (8) + 5 = 13
BMO's hands scamper after him. And once again none of the hands do more than tickle the Two's boots.


M Duergar Warpriest/2

Round 2

Dolgrin steps up to BMO, and takes a mighty swing at one of the crawliest hands on the floor, chanting an obscure ode to Gorum's destructive power;
Attack: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15 :-D
Dmg: 2d6 + 7 ⇒ (3, 4) + 7 = 14

Dolgrin delivers serious hurt upon the unlucky chosen one.


Wyrwood Rogue/2

Round 2

BMO slashes at a hand as well,
Attack on: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Attack off: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15

Confirm on: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27

Daaaaaaaaaaaaaayum!

Dmg on: 1d3 + 2 + 1d6 + 1d3 + 2 ⇒ (2) + 2 + (3) + (3) + 2 = 12
Dmg off: 1d3 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9

BMO is pleased with himself, and starts humming an old Azlant "making-wyrwoods"-aby.


F Aasimar (Garuda) Inquisitor/2

Round 3

Inspired by her friends' successful slashes and cuts, Davina again tries to stab the hand that claws at her feet,
Attack: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Dmg: 1d4 + 2 ⇒ (3) + 2 = 5

The hand takes a hit, and Davina's sense of accomplishment grows.


Dolgrin easily smashes a hand, sending rotting flesh goop and bits of fingerbone spraying all over everyone and everything while BMO skewers the other and expertly and cleanly dis-uh-fingers it.

round 3
initiative:

22 Davina
19 hand (AC 14)
9 BMO
5 Dolgrin

Davina lands a nice cut on her hand, severing its rotting pinky while it manages to get past her boots long enough to leave a decent gash on her thigh.
claw vs Davina: 1d20 + 5 ⇒ (14) + 5 = 19 damage: 1d1 + 1 ⇒ (1) + 1 = 2
grab vs Davina: 1d20 ⇒ 13


Wyrwood Rogue/2

Round 3

BMO rides his inspiration and quickly slashes at the hand that just gored Davina;
Attack on: 1d20 + 5 ⇒ (3) + 5 = 8
Attack off: 1d20 + 5 ⇒ (15) + 5 = 20

Not entirely successful he leaves a serious gash on the back of it;

Dmg: 1d3 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9


M Duergar Warpriest/2

Round 3

Although the hand that troubled Davina does look pretty bad, Dolgrin figures it can't hurt to make sure;
Attack: 1d20 + 6 ⇒ (18) + 6 = 24 Dmg: 2d6 + 7 ⇒ (4, 1) + 7 = 12

The Two then step back down the stairs to take a breather a bit away from the rotting pile of body parts.


F Aasimar (Garuda) Inquisitor/2

After some rest and a bite of their rations, Davina suggests they continue. She thinks it would be a good idea to go south in the corridor up ahead, just to check that they are keeping their bearings as Dolgrin previously thought.

They all go back up the stairs, and BMO moves on ahead.


Wyrwood Rogue/2

Being sick and mother f!*!ing tired of stepping into trouble no matter where he goes, BMO carefully makes his way southwards, taking care to both be silent, and vigilant, eyeing every nook, cranny and corner as if a trap is ready to spring at his presence, or some nasty ass bloater was ready to burst in his wooden face;
Sneak: 1d20 + 12 ⇒ (16) + 12 = 28 Perc: 1d20 + 7 ⇒ (9) + 7 = 16 +1 to traps.

On Roll20 I see there is a nefarious looking crossing path in front of BMO; I've left BMO two steps away from it, but assuming nothing else happens until then, that corner is absolutely a place where BMO would be careful and sneaky...


Although BMO did indeed manage to finish off the hand with his second stab, Dolgrin gives a final blow for good measure, once again splattering the Two with rotting hand juices.

As he carefully makes his way down the corridor, BMO sees two skeletal heads and arrow tips poking out of alcoves on either side of the corridor (4 skeletons total). They are just at the end of his vision.

I took the liberty of moving BMO back to where he can just see them at the end of his darkvision. By now he should know that they also have darkvision, so if he ventures too far into their line of sight they'll see him (there's nothing to stealth in/behind and he doesn't have "hide in plain sight" as far as I know).


Wyrwood Rogue/2

BMO decides to walk north instead, sneaking along the western wall, telling Davina about the skeletons when passing her, and continuing upwards. Davina and Dolgrin agrees that they best leave the skeletons alone for now.

Sneak: 1d20 + 12 ⇒ (1) + 12 = 13
Perc: 1d20 + 7 ⇒ (12) + 7 = 19

Once he sees the corridor widening at the edge of vision, he takes extra care before moving further. I've placed BMO so that the widening is at the edge of his vision; Davina apparently has longer sight, so it looks like she can see all the way to the wall. I think maybe that is wrong, since Dolgrin is the one with superior darkvision;
Davina has regular 60ft, just like BMO.


Although BMO can't see anything around the corner yet, he occasionally hears a light faint growl coming from further down the corridor.


Wyrwood Rogue/2

BMO moves a little further, to try and hear the growling better. He stops when he sees a pedestal looking thing on the floor of what now seems to be a chamber. He waits for Davina to catch up, since she might know what causes the growling. Although for good measure, BMO thinks about what growling creatures he knows as well: Know Dun: 1d20 + 8 ⇒ (20) + 8 = 28.


F Aasimar (Garuda) Inquisitor/2

Davina come up right behind BMO Stealth: 1d20 + 3 ⇒ (5) + 3 = 8, also surveying what she can see of the chamber Perc: 1d20 + 9 ⇒ (10) + 9 = 19.

Listening to the growls, she attempts to identify them as well Know: 1d20 + 7 ⇒ (12) + 7 = 19 Arc, Dun (add another +2 to dun), Nat, Plan, Rel.


M Duergar Warpriest/2

Dolgrin hangs back, as is usual when the sneakier Two are sneaking.

By the way, would the Chime of Opening possibly open the door at the entrance, so that we can get out and re-prepare a bit better?

Also, and this is a bit of a stretch, but Holy Water was given us, could be maybe just douse our weapons in it, and use that to overcome the DR of evil creatures, such as skeletons? I know it's a bit of a stretch, but I would also argue that it kinda makes sense as well; being touched by Holy Water is a bad deal for an evil creature, so if a blade is covered in it, at least for a skeleton with DR to bludgeoning, a hit with a large sword should be pretty successful, but maybe not for daggers and arrows.


For Dolgrin's musings.....:
yes the chime of opening will open the entrance door (that's the stated reason you were given it). Strictly speaking, this wasn't explicitly stated, but the implication should be that once you leave the crypt, the Pharasmins are unlikely to allow you back in. Basically, they'll likely consider you to have failed and look for someone else to do the job.

For Holy water, putting it on weapons wouldn't really work well. Even for coating weapons in poisons that are presumably intended to coat weapons, you only get one hit with the poison (i.e. misses don't count, but the hit creature only has to make a save the first time it's hit/damaged with the poisoned weapon). But if you look at the description of Holy Water, it functions as a thrown splash weapon for 2d4 damage against any undead creature or evil outsider.

That said, I think you're letting the encounter with the skeletal champion bias your view of how big of a deal a skeleton's DR is - the skeletons to the south don't seem to be particularly tough so while BMO may still have some trouble doing much damage, Dolgrin shouldn't have any problems with his +7 static (i.e. minimum 4 damage for DR 5). For the skeletal champion, if you can find the door on the other side of his crypt and instantly surround him (with easy escape routs on both sides), then (1) you'll get flanking bonuses so hitting him will get easier and (2) he'll have a very hard time moving into a position to actually hit you with that ranseur since it's a reach weapon and can't hit within 5ft (plus no more of those nasty AoOs for moving within reach of him).

And of course there's always the possibility of finding some kind of bludgeoning weapon in the crypt somewhere...

As BMO moves closer, he begins to see a room that appears to be a charnel house of blood, bones, and scraps of rotten flesh with strange runes sloppily drawn on the walls in some dark brown pigment. A moss-covered stone monolith stands in the center of the room, wreathed in gossamer wisps of gray mist that seem to congeal around the crumbling stone. He recognizes the runes as being Thassilonian in nature.

DC 20 knowledge (arcana) for runes:

These are the ancient Thassilonian runes for gluttony and necromancy

Just past the monolith in the center of the chamber, sits what looks like a hairless malformed corpse with grey-green, pustule-covered skin and oversized jaws, more beast-like than human.

I'd probably add at least 10, maybe even 15 to this DC to ID this just from the growls, but go ahead and keep the same check for when she sees it.

DC 16 knowledge (religion) for creatures:

This creature is a Festrog: undead risen from the corpses sworn to the sin of gluttony, they are consumed with ravenous hunger for living flesh. Mostly standard undead traits. Also, those pustules are nasty if poped with any slashing or piercing natural, light, or one-handed weapon.

Unfortunately for the Two, even with the lack of Dolgrin's clanky presence, they don't seem to have sufficient sneakiness to avoid the notice of this creature, which looks at them with hungry eyes...

initiative rolls:

Dolgrin: 1d20 + 2 ⇒ (8) + 2 = 10
Davina: 1d20 + 10 ⇒ (18) + 10 = 28
BMO: 1d20 + 7 ⇒ (16) + 7 = 23

round 1
initiative:

28 Davina
23 BMO
20 festrog (AC 14)
12 Dolgrin


F Aasimar (Garuda) Inquisitor/2

Round 1

Davina moves towards the beast, getting both a good look at it, and seeing the runes Know Arc: 1d20 + 7 ⇒ (7) + 7 = 14, but she does not really understand what they mean.

She fires her arrow at the Festrog, Longbow: 1d20 + 2 ⇒ (9) + 2 = 11, but misses.


Wyrwood Rogue/2

Round 1

BMO moves up right in front of Davina, and fires his shortbow Shortbow: 1d20 + 5 ⇒ (2) + 5 = 7, but misses. He needs more practice it seems...


M Duergar Warpriest/2

Round 1

Dolgrin spends all his time running towards his friends, while at the same time, expending one use of his Fervor to cast Divine Favor on himself.


round 1
initiative:

28 Davina
23 BMO
12 Dolgrin
20 festrog (AC 14)

The festrog charges at BMO, it's bite barely missing his arm.
bite: 1d20 + 2 ⇒ (15) + 2 = 17

Another festrog trots around the corner, snapping at the air in next to BMO.
bite: 1d20 + 2 ⇒ (3) + 2 = 5


Wyrwood Rogue/2

Round 2

BMO attempts to slither through to the other side of the two Festrogs, Acrobatics: 1d20 + 8 ⇒ (6) + 8 = 14

I am leaving BMO where he is, and then you move him in roll20 according to success or not.

If successful:
BMO waits for Dolgrin to come up and give flanking, since Davina will try to use her bow again. Once he has flanking,
Atck On: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 Dmg On: 1d3 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10
Atck Off: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 Dmg Off: 1d3 + 2 + 1d6 ⇒ (2) + 2 + (6) = 10
This, of course, means that BMO suddenly is at the bottom of the Init order, and that the Rogs get to go before him, but hopefully they are still in more or less the same place as before, so he just slashes at whichever is most convenient.

If NOT successful:
BMO stops his move to avoid two AoO's, and just strikes at the Rogs despite no flanking,
Atck On: 1d20 + 5 ⇒ (3) + 5 = 8 Dmg On: 1d3 + 2 ⇒ (2) + 2 = 4
Atck Off: 1d20 + 5 ⇒ (5) + 5 = 10 Dmg Off: 1d3 + 2 ⇒ (2) + 2 = 4


F Aasimar (Garuda) Inquisitor/2

Round 2

Davina steps back a little, and then fires her bow at the rightmost Rog,
Bow: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0

:-(


M Duergar Warpriest/2

Round 2

Dolgrin again spends his time trotting towards the field of battle.

I added a bar for his Divine Favor (lasts a minute, so 10 rounds)


IIRC I though we decided that the Two could act together on their highest initiative so Dolgrin got bumped up to act with Davina and BMO.

round 2
initiative:

28 Davina
23 BMO
12 Dolgrin
20 festrog (AC 14)

After eaisly blocking BMO's attempt to slip between them, the festrogs can't help but attempt to maul the fresh meat that has so willingly stumbled into their layer. The first one narrowly misses BMO (WTF!?!?! three 14's?!?!?) while the second lands a solid scratch across Dolgrin's shoulder.

claw vs BMO: 1d20 + 2 ⇒ (14) + 2 = 16
claw vs BMO: 1d20 + 2 ⇒ (14) + 2 = 16
bite vs BMO: 1d20 + 2 ⇒ (14) + 2 = 16

claw vs Dolgrin: 1d20 + 2 ⇒ (18) + 2 = 20 damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw vs Dolgrin: 1d20 + 2 ⇒ (9) + 2 = 11
bite vs Dolgrin: 1d20 + 2 ⇒ (10) + 2 = 12


F Aasimar (Garuda) Inquisitor/2

Oh, yeah, that's true! It makes the whole thing easier.

Round 3

Davina, not really wanting to fire her bow at Dolgrin's back, again tries her trick of calmly guiding Dolgrin so he might strike true and fierce. She expends another use of her Tactics Inquisition.


M Duergar Warpriest/2

Round 3

Dolgrin takes to his task with gusto, and swings his blade unnaturally fast, while, as is customary, chanting about how great Gorum is, and about how Dolgrin serves him well by spreading destruction;
Attack 1: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Attack 2: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
I've baked the hastened +1 to hit into the 7 (6 static plus 1),
and keep the Divine Favor bonus (+2) separate.

He lands both of his hits, eviscerating the Festy in front of him;
Dmg 1: 2d6 + 7 ⇒ (6, 2) + 7 = 15
Dmg 2: 2d6 + 7 ⇒ (6, 1) + 7 = 14

Well, Im pretty sure it has been eviscerated with 29 damage...
Truth be told, I would guess just one of those hits are sufficient to plaster the walls with its innards... Maybe Dol would be allowed to just swap his target for the second hit, and basically kill both right away? I'll put a spoiler on BMO's actions depending on that.


Wyrwood Rogue/2

Round 3

If Dol did NOT change target:
BMO steps to the left of the Rog preparing to move behind it as soon as he can, and swings both daggers at him;
Atck On: 1d20 + 5 ⇒ (10) + 5 = 15
Atck Off: 1d20 + 5 ⇒ (20) + 5 = 25

Confirm Off: 1d20 + 5 ⇒ (10) + 5 = 15

Dmg On: 1d3 + 2 ⇒ (3) + 2 = 5
Dmg Of: 2d3 + 4 ⇒ (2, 3) + 4 = 9

If Dol DID change target:
BMO no longer has anything to strike at, and although he is a little sullen at his lost opportunity, he quickly perks up as he takes a proper look at the room they're in; Perc: 1d20 + 7 ⇒ (1) + 7 = 8 O_o Blind as a bat...


Wyrwood Rogue/2

After laying waste to the Roggos, BMO very carefully makes his way around the corner, Sneak: 1d20 + 12 ⇒ (14) + 12 = 26 and looks for more trouble Perc: 1d20 + 7 ⇒ (6) + 7 = 13.

If he cannot see anything, he takes a good look at the room they're in Perc: 1d20 + 7 ⇒ (1) + 7 = 8, and invites the other Two to do the same;

Perc Davina: 1d20 + 9 ⇒ (20) + 9 = 29
Perc Dolgrin: 1d20 + 3 ⇒ (9) + 3 = 12


Dolgrin quickly obliterates the festrogs, spraying himself in pus from their boils.
Dolgrin v pus 1: 1d20 + 6 ⇒ (15) + 6 = 21
Dolgrin v pus 2: 1d20 + 6 ⇒ (4) + 6 = 10
Dolgrin is sickened for about half a minute as he tries to get globs of sticky pus out of his beard and mouth. Perhaps he should reconsider opening his mouth to chant when confronting disease-ridden creatures.

DM only:

Dolgrin v filth fever: 1d20 + 6 ⇒ (2) + 6 = 8
onset (days): 1d3 ⇒ 1
filth fever

repeating the description since it's been awhile

BMO sees nothing down the corridor other than a closed door at the end. With any concerns about more nasty creatures sneaking up on them abated, BMO finds himself in a room full of blood, bones, and scraps of rotten flesh. Strange runes have been sloppily drawn on the walls in a dark pigment. A moss-covered stone monolith stands in the center of the room, wreathed in gossamer wisps of gray mist that seem to congeal around the crumbling stone. He recognizes the runes as being Thassilonian in nature.

Davina believes that the runes are actually drawn in blood.

DC 20 knowledge (arcana) for runes:

These are the ancient Thassilonian runes for gluttony and necromancy

examining the monolith:

Silent unintelligible whispers seeming to come out of the air near the monolith. The mist around the stone feels cold and clammy but does not seem to be doing any harm. (Assuming detect magic is cast) The entire stone radiates strong conjuration magic.


F Aasimar (Garuda) Inquisitor/2

All Two step into the chamber proper, and Davina studies both the runes and the monolith (including Detect Magic), trying to make any sense of the Thassilonian script;

Know Arc: 1d20 + 7 ⇒ (13) + 7 = 20

She suggests to Dolgrin that perhaps he should reconsider the practice of chanting to the Greatness of Gorum at every opportunity, seeing as certain opportunities carry with them elevated risk of stuff getting in his mouth; "I mean, if we fought an evil S*!% Elemental, would you still want to chant your war hymns?"


M Duergar Warpriest/2

"Aye, Gorum shall forever..." *blllllaaaaaarrrrrrrpppppphhhhhh*... "By, Gorum..." *hhhhrrrrrrrmmmmmuuuuuuoooooooaaaaaaaahhhh*...


Wyrwood Rogue/2

After a while, BMO loses interest, although he tries an extra time to remember anything about the runes Davina identified; Know His: 1d20 + 4 ⇒ (16) + 4 = 20.

He then sneaks up to the door at the end of the corridor, Stealth: 1d20 + 12 ⇒ (1) + 12 = 13, and listens intently at the door, Perc: 1d20 + 7 ⇒ (20) + 7 = 27.

If nothing seems amiss at the door, he gently cracks it open, to peer beyond, Perc: 1d20 + 7 ⇒ (3) + 7 = 10.


The runes are just standard (albeit crappily drawn). The fact that they are Gluttony and Necromancy suggest ties to the Thassilonian magic system.

spellcraft for Davina: 1d20 + 7 ⇒ (14) + 7 = 21 Davina suspects that the monolith is actually some type of portal, though she doesn't know where it would lead or how to activate it.

After taking a moment to be completely positive that there is absolutely nothing moving behind the door, BMO cracks the door open to find a circular room that is almost entirely filled with a 30ft diamater pit encircled by a 5ft walkway. The bottom of the pit is lost in darkness. Another door is set in the wall across the pit.


Wyrwood Rogue/2

BMO inches up to the edge of the pit, and throws a small pebble into it, listening for echoes and whatnot, trying to gauge how deep the pit might be, Perc: 1d20 + 7 ⇒ (1) + 7 = 8, INT: 1d20 + 3 ⇒ (10) + 3 = 13.

If nothing special happens:
BMO proceeds to walk along the narrow path around the pit, to have a look at what might be on the other side, notably, listening at any doors he finds Perc: 1d20 + 7 ⇒ (18) + 7 = 25

Something nasty happens:
"S*$#!"


M Duergar Warpriest/2

Dolgrin comes up behind BMO, and peeks into the abyss as well, peering about 120 feet downwards... He mutters about Gorum and his just quest for destruction and desolation.


F Aasimar (Garuda) Inquisitor/2

Provided BMO does not start a chain of terrible events by throwing the pebble, Davina moves up to BMO at the other end of the pit, and gives a good listen at the door too, Perc: 1d20 + 9 ⇒ (12) + 9 = 21, and lets BMO open it, if they agree that nothing terrible is lurking behind the door, but only a small crack, no barging in...


After waiting for several seconds without hearing his pebble hit anything, BMO figures that the pit must be pretty deep and moves onto more interesting endeavors. Dolgrin also sees nothing other the rough (and climbable) walls of the pit. FYI actually climbing down is beyond the scope of this module but a possible direction for the future.

On his way around the pit, BMO notices a hidden door in the northern part of the room. Nothing can be heard by either Davina or BMO through either the northern door or the western door.

DC 25 disable device+cracking the secret door:

A small chamber, roughly a 5-ft square, with an ornately carved stone sarcophagus near the northern wall lies behind this door.

cracking the western door:

This door leads to a 50 ft hallway with a door at the far end and another passage to the south just below the door. There is a carving on the door that is difficult to decipher without a better look.


Wyrwood Rogue/2

BMO is very excited about the secret door, and spends some time trying to open it; Dis Dev: 1d20 + 9 ⇒ (1) + 9 = 10, upon bending one of his tools, he swears in Azlant, and picks out a new set, and takes his sweet time getting it right this time Dis Dev, Take 20: 20 + 9 = 29, and then cracks the door ajar, and peeks inside; Perc: 1d20 + 7 ⇒ (1) + 7 = 8.

Not in the mood to wake whatever might be in the sarcophagus at the moment, BMO moves on to the western door.

After looking for traps and other possible dangers; Perc: 1d20 + 7 ⇒ (4) + 7 = 11 add +1 for traps, he slowly moves into the hallway, aiming to reach the end of it, while also not falling pray to anything on the way; Perc: 1d20 + 7 ⇒ (9) + 7 = 16 Stealth: 1d20 + 12 ⇒ (15) + 12 = 27.


F Aasimar (Garuda) Inquisitor/2

Davina follows after BMO, looking at what he's looking at, and agreeing to treat the sarcophagus with reverence. She motions for Dolgrin to walk around the pit on the southern side.

She tries her best to be silent, but let's BMO move a little ahead down the hallway; Stealth: 1d20 + 3 ⇒ (13) + 3 = 16. She also keeps her eyes open; Perc: 1d20 + 9 ⇒ (17) + 9 = 26.


M Duergar Warpriest/2

Dolgrin accurately identifies the present as one in which stealth and perception is key, and resumes he usual place way at the back of the group, conveniently within one round of running, should s!&+ go down. He does attempt to be silent, and does try to look for things, though; Stealth: 1d20 - 3 ⇒ (1) - 3 = -2, Perc: 1d20 + 3 ⇒ (11) + 3 = 14.

He only barely manages to NOT fall into the bottomless pit, but in so doing also smacks every single square centimetre of his body, and every piece of armor, and every piece of weaponry upon several distinct locations on the wall. It makes quite a ruckus.


Withe the door open, BMO gets a much better look at the door at the end of the hall. It's emblazoned with a strange seven-pointed star and does not appear to have any conventional means of opening it. This is another of the possibilities for future endevors.

knowledge (arcana) DC 20 or (history) DC 30:

The star is a Sihedron Rune, an ancient symbol representing the seven schools of Thassilonian magic.

Not seeing any nasty surprises, BMO can easily make his way to peer around the corner. This passage opens up to a 4-way intersection after about 30 ft. BMO does not see any nasty surprises here either.


Wyrwood Rogue/2

BMO cannot recall anything worthwhile about the seven-pointed star, and decides to make his way down the passageway instead. Carefully, he checks both directions of the intersection, diligently attempting to not fall into a trap, or be ambushed; Stealth: 1d20 + 12 ⇒ (2) + 12 = 14, Perc: 1d20 + 7 ⇒ (19) + 7 = 26.


F Aasimar (Garuda) Inquisitor/2

Davina takes a long look at the star, Know Arc: 1d20 + 7 ⇒ (4) + 7 = 11, but can't recall anything either.

She follows a little behind BMO as he walks down the passage to the north.


M Duergar Warpriest/2

Dolgrin avoids getting in the way. He, also, cannot tie any useful information to the star on the door.


To the west are a set of (unlocked) double doors. To the east is another hallway that's longer than BMO can see from the intersection and has two (unlocked) doors across from each other about 25 feet from the intersection. The south passage appears to open onto into another hallway near the end of BMO's vision.

While taking a moment to look at the odd star on the door, Dolgrin turns to see a skeletal snake with a humanoid skull and snake's jaws moving it's head back after failing to nip his shoulder.
bite: 1d20 + 4 ⇒ (2) + 4 = 6

knowledge (engineering) DC 13:

This is a necrophidius. Although it's made from the skeleton of a snake, it's actually a construct.

initiative rolls:

Dolgrin: 1d20 + 2 ⇒ (11) + 2 = 13
Davina: 1d20 + 10 ⇒ (5) + 10 = 15
BMO: 1d20 + 7 ⇒ (6) + 7 = 13
baddie: 1d20 + 3 ⇒ (15) + 3 = 18

round 1
initiative:

18 monster (AC 15)
15 Davina
13 BMO
13 Dolgrin

The creature starts swaying back and forth, instilling a growing sense of dread.
DC 15 will save: (Dolgrin only)

pass:
You feel as though someone has walked over you grave but are otherwise fine.

fail:
You are dazed while all the horrible ways this creature could kill you hijack your mind.

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