The Whirry Two

Game Master shadowed samm

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


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M Duergar Warpriest/2

Dolgrin and BMO snicker a little among themselves, but take stock of the situation, seeing what the flesh roil does after being so unsuccessfully the target of Davina's bow.


Wyrwood Rogue/2

Just for giggles and s!@!s, BMO fires an arrow at the roil;
Shortbow: 1d20 + 4 ⇒ (15) + 4 = 19
just to show Davina how it's supposed to be done.


Coming back to the north north-western door, the Two see that the flesh blob has congealed to a vaguely humanoid shape. It begins lumbering towards the door when Davina's mega-crazy-hopped-up-spell-that-can-never-hit-anything hits the wall several feet away from it. BMO's arrow hit it squarely in the torso-ish area (although his boring regular arrow doesn't seem to hurt as much as he'd expected) as it lumbers to the entrance to the crypt.
BMO's arrow damage: 1d4 + 1d6 ⇒ (3) + (3) = 6

Nobody's really surprising anybody at this point, and since the Two are shooting into the crypt, nothing would have changed if this thing had won initiative. So I'm going to assume that Dolgrin has a readied action to swing at it if it comes close and just jump into combat.

round 2
initiative:

The Two
Humanoid fleshy-blob (AC 14, touch 10)

knowledge planes DC 11:
This is a Lemure, the lowest of devils. More info with higher checks.


F Aasimar (Garuda) Inquisitor/2

Round 1

Know Plan: 1d20 + 7 + 4 ⇒ (5) + 7 + 4 = 16

Davina knows what this is, and spends her turn guiding and tacticsing Dolgrin through the carnage.


M Duergar Warpriest/2

Round 1

Dolgrin steps lithely up to the lemure, and rips him a new one with his greatsword while under the influence of haste;

Greatsword Hastened: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Greatsword Regular: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

Dmg: 4d6 + 14 ⇒ (1, 4, 3, 4) + 14 = 26


Wyrwood Rogue/2

Round 1

BMO is not thrilled at the position Dolgrin has decided to take, as it is harder for him to stab the roil; he still gives it a go, after walking up to the doorway;
Stabby stab: 1d20 + 8 ⇒ (18) + 8 = 26
Dammy dam: 1d3 + 2 ⇒ (2) + 2 = 4


Dolgrin completely obliterates my poor defenseless devil...despite its resistance to non-silver weapons...and it vanishes in a puff of smoke. BMO stabs uselessly at the lingering smoke.

After thoroughly searching this crypt, BMO and Davina find nothing of value.

Now onto your favorite skeletal champion?


M Duergar Warpriest/2

Being the voice of reason, Dolgrin suggests that the Two retire for the night, and rest in the alchemist's crypt.

Hm... I feel we already spent a night, BMO chatting with Zombie Girl... Well, the point is, we needed to regain spells and abilities.
We didn't need much of that for the clearing of the secret doors so far, so the detail here is not so important.

While getting ready to deal with the Champ, the Two agree that BMO will sneak down into the Champ's crypt from behind, being super stealthy, while Davina will stand in front of Skeletor out in the main chamber. Dolgrin will use his invisibility ability to carefully make his way into the crypt, wait for BMO to be in flanking position (since Davina will be distracting Skeletor, BMO should be able to move silently enough to get at least close to in position), and then they can take him down.


F Aasimar (Garuda) Inquisitor/2

BMO makes his way to the winding staircase, being careful not to make much noise moving down. For now, he is only there listening for Davina's arrows; Stealth BMO: 1d20 + 12 ⇒ (4) + 12 = 16, Perc BMO: 1d20 + 7 ⇒ (17) + 7 = 24

Dolgrin takes care to stay out of sight of the crypt entrance, so that only Davina is visible to Skeletor.

Assuming Skeletor is in the same position as before, and assuming that no surprises are in store:
Davina cocks her bow, and lets rip an arrow, right at the chest of Skeletor; Bow: 1d20 + 4 ⇒ (11) + 4 = 15. She comes as close as she ever has to actually hitting him.

At any rate, with Skeletor distracted by arrows narrowly missing him, BMO and Dolgrin make their moves:


Wyrwood Rogue/2

BMO sneaks down into the crypt proper, and stabs at Skeletor;
Stealth: 1d20 + 12 ⇒ (2) + 12 = 14 Well, maybe not... Perhaps he is able to get in range, so that Dolgrin gets flanking, but he stumbles or something right before he can slice with his dagger, triggering Skeletor's action?


M Duergar Warpriest/2

Dolgrin, having donned his invisible hem moves gently into the crypt, and stands right in front of the Champ, his mace poised to strike as soon as BMO is in position behind the skeleton.

Regardless of what fancy way BMO f*#@s up, Dolgrin swiftly imbues himself with Divine Favor, and then lets his mace swing;
Mace: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Dmg: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11


luckily for the Two, skeletor has critically failed his perception roll for a grand total of 1

Davina's arrow pings harmlessly off of skeletor's armor (that shot would have hit the flat-footed AC for just about anything else here, but skeletor's got some real armor) but does succeed in drawing all of skeletor's attention to her.

BMO's dagger: 1d20 + 8 ⇒ (17) + 8 = 25 damage: 1d3 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8

BMO nicks skeletor's spinal cord and Dolgrin takes advantage of that nick to smash through the rest of the way, leaving skeletor a pile of dust and armor.

Searching this crypt, the Two find 90 gp worth of various goods amonst the dusty bones of the crypt's inanimate inhabitants and pull half-plate armor, a heavy steel shield, and a mw ranseur out of skeletor's dust pile.

I believe that just leaves the small room off of the pit room to the north uncleared? The brown mold in the east south-eastern crypt shouldn't be a problem to leave since it's not actually a creature.


M Duergar Warpriest/2

Invigorated by the grand success, Dolgrin does a little jig, an old Duergar way of thanking their gods after difficult struggles.

He then brings the Two with him up to the nook by the pit to the north. While certainly cocky, he still figures it best that one of his more perceptive friends do the looking once they arrive at the pit;
Perc BMO: 1d20 + 7 ⇒ (3) + 7 = 10
Perc Davina: 1d20 + 9 ⇒ (13) + 9 = 22


Davina doesn't see anything threatening yet, just an ornately carved closed stone sarcophagus with ancient Thassiloian carvings.


M Duergar Warpriest/2

The Two shuffle around a bit as indicated on roll20, and swinging his arm around the corner, Dolgrin gives the lid of the sarcophagus a good whack with his mace, thinking that this might wake up any potential creature within.


As Dolgrin smacks the lid of the sarcophagus, a snake head bites his mace.
bite: 1d20 + 3 ⇒ (8) + 3 = 11

initiative rolls:

Dolgrin: 1d20 + 2 ⇒ (16) + 2 = 18
Davina: 1d20 + 10 ⇒ (4) + 10 = 14
BMO: 1d20 + 7 ⇒ (20) + 7 = 27
snake: 1d20 + 6 ⇒ (19) + 6 = 25

round 1
initiative:

The Two
snake (AC 20, touch 13)

knowledge engineering DC 12:
This is a construct called an iron cobra, not an actual snake. It's difficult to damage both with weapons and spells. It's bite is poisonous.


M Duergar Warpriest/2

Round 1

Dolgrin steps back away from the alcove, wanting to tempt the snake to move out, so BMO and Dolgrin can flank it.

Safely out of harms way, Dolgrin casts Divine Favor on himself 1 minute of +2 (fate's favored trait) luck to atck and dmg.

Dolgrin also scours his brain for info on the creature; Know Eng: 1d20 + 6 ⇒ (1) + 6 = 7, and shares whatever he knows with the other Two.


Wyrwood Rogue/2

Round 1

BMO holds his actions, as he too sees the benefit of flanking.

Essentially, BMO readies a somewhat complicated action: once the snake is within range AND he has flanking with Dolgrin, BMO'll slice it up. It seems most likely that the snake will 5ft slither and attack BMO, so that'll just have to happen. Hm, well, that basically amounts to BMO giving up his turn, though, since Dolgrin can only move back to flank on his next turn. OK, so I guess once the snake is in range,
BMO will attack it, even if there is no flanking from Dolgrin.

Attack:

Dagger On: 1d20 + 6 ⇒ (14) + 6 = 20
Dagger Off: 1d20 + 6 ⇒ (4) + 6 = 10
Dmg: 1d3 + 2 ⇒ (2) + 2 = 4


F Aasimar (Garuda) Inquisitor/2

Round 1

Davina moves so she is more or less opposite the snake, and readies herself to cast Ear-piercing scream at the construct if it moves out of its nook. 25ft +5/2 levels should put her just in range from where she is now, even if that location is precariously close to the edge of the pit...


how does Davina know it's a construct? Dolgrin didn't make his knowledge check and no one else rolled one.

The snake 5-ft slithers out of it's nook only to be the target of BMO's attack (which doesn't even scratch its scales). It seems entirely unfazed by Davina's spell and snaps at BMO's arm several seconds too late.
bite: 1d20 + 3 ⇒ (4) + 3 = 7


F Aasimar (Garuda) Inquisitor/2

Round 2

Fair enough; Davina does not know it's a construct. Although BMO might.

Seeing as her spell did not work at all, Davina figures it'd be better if she uses her vantage point to guide Dolgrin's actions. Pointing, shouting, cajoling and rousing, she spurs Dolgrin to new heights expending a point of her Tactics Inquisition.


M Duergar Warpriest/2

Round 2

Dolgrin steps up to the snake, and pummels it with his mace Although, perhaps the sword would be better. Let's see the damage,
and make a decision for next round.
;
Attack Hastened: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Attack Regular: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Dmg: 1d6 + 5 ⇒ (4) + 5 = 9


Wyrwood Rogue/2

Round 2

BMO swings both his daggers, trying to get to some soft spot forgot to add flanking for Dolgrin, but it wouldn't have changed anything;
Dagger On: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Dagger Off: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
but, apparently, BMO's daggers are behaving like Davina's bow... :-(


Dolgrin puts a dent in the snake, though not as much as he would have expected. Both Dolgrin and BMO can tell that this thing seems to have some resistance to their normal damage.

The snake whips it's head around, biting the air where Dolgrin's arm just was.
bite: 1d20 + 3 ⇒ (11) + 3 = 14

round 3
initiative:

The Two
snake (AC 20, touch 13)


F Aasimar (Garuda) Inquisitor/2

Round 3

Davina, again, tries to release, with a twang, a deadly bolt of solid wood-magic aimed at the snake's guts;
Wood magic: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10
As usual, her wood magic falls flat.

She also offers advice to Dolgrin on his path to snakey destruction, suggesting he use his sword instead of his mace.


M Duergar Warpriest/2

Round 3

Begrudgingly, Dolgrin agrees that the woman backseat driving this fight might have a point about the sword. He drops his mace right by the wall, so as to not have it slide down the pit, and draws his sword.

He proceeds to slash at the snake With his luck bonus! It lasts for a minute, not a turn... I forgot that too...;
Greatsword: 1d20 + 6 + 2 + 2 ⇒ (2) + 6 + 2 + 2 = 12 :-(


Wyrwood Rogue/2

Round 3

BMO keeps at what he was already doing;
Dagger On: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Dagger Off: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Dmg On: 1d3 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8
Dmg Off: 1d3 + 2 + 1d6 ⇒ (3) + 2 + (4) = 9


While not as destructive as usual, BMO's attacks are definitely whittling away at this snakey thing. In retaliation it whipps it's head around to catch one of his hands in its fangs.
bite: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 + 1 ⇒ (2) + 1 = 3

round 4
initiative:

The Two
snake (AC 20, touch 13)


F Aasimar (Garuda) Inquisitor/2

Round 4

Dolgrin now has his mighty great sword at hand, and Davina, accepting that bow and arrow is not for this fight, acts as Dolgrin's extra eyes and brains.


M Duergar Warpriest/2

Round 4

Dolgrin swings his blade ultra fast;
Blade hastened: 1d20 + 6 + 1 + 2 + 2 ⇒ (14) + 6 + 1 + 2 + 2 = 25 Haste + Flanking + Divine Favor
Blade Reg: 1d20 + 6 + 1 + 2 + 2 ⇒ (1) + 6 + 1 + 2 + 2 = 12
Dmg: 2d6 + 7 + 2 ⇒ (2, 2) + 7 + 2 = 13 +2 from Div Fav


Wyrwood Rogue/2

Round 4

BMO, keen on retaliating the bitten hand, slashes deftly with his daggers once again;
Dagger On: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Dagger Off: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
He is, however, off balance, a tad, and misses the snake by a hair.


BMO clearly missed the snake by a very large hair because Dolgrin just finished flattening it into the ground.

opening the coffin...:
...reveals an extraordinarily well-preserved human man with dark hair, a high forehead, and expressive brows. He wears robes f a deep emerald and a medallion of a seven-pointed star around his neck and well-made leather bracers on his forearms.

I believe that just leaves getting Esme out of the crypt and talking to the cleric again.


F Aasimar (Garuda) Inquisitor/2

Hol' up! We're gonna be doing some knowleding on this bloke!

All Two study the man;
Perc Davina: 1d20 + 9 ⇒ (13) + 9 = 22
Perc BMO: 1d20 + 7 ⇒ (13) + 7 = 20
Perc Dolgrin: 1d20 + 3 ⇒ (11) + 3 = 14

Know Rel, Plan Davina: 1d20 + 7 ⇒ (18) + 7 = 25
Know Hist, BMO: 1d20 + 4 ⇒ (7) + 4 = 11
Know Rel, Eng Dolgrin: 1d20 + 5 ⇒ (10) + 5 = 15


None of the Two can find anything particularly out of place with this guy (other than how obviously well preserved his corpse is - and it is definitely an inanimate corpse). I'm sure that during all of this examining it occurs to Davina to cast detect magic which clearly reveals that the seven-pointed star medallion and the bracers are magical. spellcraft anyone?


F Aasimar (Garuda) Inquisitor/2

Ye' boiii!

Davina spellcrafts it up; Spellcraft: 1d20 + 7 ⇒ (17) + 7 = 24.
If the medallion and the bracers seem safe to touch, Davina takes them.

After this, they do one more pass over the crypt, just to make sure they've dealt with everything. If nothing seems awry, they head back to Esme (the zombie girl), and explains that now they have pretty much cleared the crypt, and that they will go up to the Pharasmins and tell them that it's all clear. They also tell Esme that they, of course, will not rat her out, regardless of what Esme decides to do, but if she would like to hang around, The Two saw a bunch of spots they wanted to check out more in detail, so The Two'll probably be around, sneaking back in through that little passage. Also, this was discussed with Esme before, and nothing has changed with The Two's ideas or anything, so the talk is probably pretty jovial, and nothing new is likely to come up.

So, unless anything else happens, The Two make their way out of the crypt through the door they entered, so as not to betray the location of the secret door they found out of the Alchemist's, now Esme's, lair.

Presumably, the can find their way back to the priest they spoke with the day before yesterday, and explain the situation. They tell her the story, including all the fancy stuff like zombies and Skeletor, the little devil they found, the floating runes, the traps, the Alchemist. They conveniently forget to mention anything about Esme, and also say nothing about the two tengus, since that would risk betraying the existence of the little passage into the crypt. They hand off any obviously Pharasmin paraphernalia, and also show the priest all the other gear, just in case there is something else the priest might think is rightfully hers or her order's.

Finally, they mention that they left some moss or fungus or whatever that thing in the cold room was - it is pretty much inert, and will not really grow much, and can be dealt with easily enough by non-adventurers in the future, should they suddenly find a use for that particular room.


The bracers are bracers of armor +1. Davina can tell that it's the medallion is keeping this corpse preserved since any body wearing it is indefinitely under the effects of gentle repose. It will also give a living wearer a +1 resistance bonus on all saving throws and bestow the effects of false life once per day.

Nothing else seems amiss in their final pass through the crypt. It would probably be prudent to move Esme out of the crypt sooner rather than later and do something to conceal the passage out to the cliffs. The Two are familiar enough with Pharasmins to know that they don't usually move very fast on things but there's always the chance that they have some reason to start using this level of the crypt in the very near future.

The cleric is quite pleased with the Two's efforts and gives them the full reward and substantial payment for the Pharasmin paraphernalia. (I'll give the module a final pass-through to pull out everything you found with selling values before we restart so I'm not gonna look it up now.) If the Two are interested in exploring the next level of the crypt (the stairs the goblin snake went down) she says she'll need to discuss it with her superiors but does not foresee any reason not to higher the Two to clear it as well. She requests that they return in a week to discuss it further.

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