Black Tom's Castle Whiterock

Game Master Black Tom


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Male Human (mostly) Ex-cleric and Grumpy Cat

He's at negative hp. He'snot going to awaken for at least an hour unless you heal him.


HP 23/23(27), AC 17(15) (T 12, FF 15), F+5, R+4, W+0(2), CMB 3(5), CMD 15(17), init +2, perc +5 human(Alryan), M Barbarian(hurler)/1 Alchemist/1

damn, ok then I edited my last post to reflect that fact - thanks for the info :)


Male Human Druid 1

Nuts! I'm all out of healing for the day, too. What time of day is it currently?

"It appears we will have to wait some time. So he can regain the strength for interrogation." the words trail off from Eider's mouth as he takes a good look around the area. He looks again to everyone asking "Do we know what these symbols they are wearing suggest?" continuing on he states "I discovered 10 gold among the monks belongings, and some various weapons, armor, and a few other things."

After this last statement, Eider takes a sniff of the flask to try and decide if the substance inside is a natural substance, and if so, what it is.

Knowledge Nature:1d20 + 7 ⇒ (13) + 7 = 20


Male Human Inquisitor 1

As his companions secure the two unconscious monks, Tyros warily keeps watch in case the monks who fled return with reinforcements.

Perception: 1d20 + 3 ⇒ (3) + 3 = 6 - or not so warily!

If need be, we could take the horses from the stable, ride off, and find a safe place to camp. Getting back in here might be difficult, though.


Female Half-Elf Summoner/1

Melima posts Hector to watch for any returning monks
Perception 1d20 + 4 ⇒ (18) + 4 = 22

Mielima searches the tents looking for the missing girl or any clues.
Perception 1d20 + 3 ⇒ (8) + 3 = 11

Glad the Eidolon is alert LOL cause I rolled about as bad a Tyros


Male Human (mostly) Ex-cleric and Grumpy Cat

The glass flask contains a mixture of troglodyte gland oil and skunk musk. They are a poor man's stink bomb. Anyone hit by it (or within 5 feet of where it hits) needs to make a Fort save or be sickened.

The monks are not coming back. Do you need a map? You can basically explore the ruins to your right, the building to your left or the rubble ahead.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

"Should we chase down the rest of those not-monk men so they don't attack us in the middle of the night?" Zababa asked.


Female Half-Elf Summoner/1

"Well with Hector here, I think we'll be ok." Melima replies.


Male Human Inquisitor 1

A map would be great! What time of day is it now?

Tyros moves to check on the animals in the stable.


Male Human Druid 1

Eider slowly recoils with disgust at the smell of the stink bomb. "These 'non-monks' have a rather interesting choice of equipment. Akin to a hooligan, I'd say." noting, as he takes a look around with curiosity noticing the build to their left. "What is this building?" he asks, looking about it.

Perception Check:1d20 + 8 ⇒ (15) + 8 = 23


Male Human (mostly) Ex-cleric and Grumpy Cat

Map.

The building to your left is the remains of the old Castle Whiterock. There is no sign of the false monks.

The stables house 14 light riding horses and a pair of wagons with cloth coverings. Under the coverings are iron-barred cages attached to the wagon frame. Six fine-quality manacles are bolted to the floor of each cage.


Male Human Inquisitor 1

"Looks like we've found our means of transportation back to the Slumbering Drake," Tyros announces, informing his companions of the horses and wagons in the stables. "If we can capture these slaver-monks we can secure them in their own caged wagons and take them to the authorities. Who knows? There may be a reward."

"Now I wonder where the monks who fled could've gone..." Tyros muses aloud.


HP 23/23(27), AC 17(15) (T 12, FF 15), F+5, R+4, W+0(2), CMB 3(5), CMD 15(17), init +2, perc +5 human(Alryan), M Barbarian(hurler)/1 Alchemist/1

BT - Did we happen to notice which way the remaining monks fled?


Female Half-Elf Summoner/1

"Glad we found a way back. As for those monks, I'm sure we'll catch up with them eventually." Melima comments while looking around.

perception for finding any tracks 1d20 + 3 ⇒ (12) + 3 = 15


Male Human Druid 1

Eider steps over to the corner that the monk turned after Zababa hit him with a bullet from his sling and searches the ground for tracks left by the monks running off in a hurry."Over this way, Melima." he mentions, pointing toward the ground.

Survival Check/Tracking:1d20 + 10 ⇒ (3) + 10 = 13


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Zababa's attention perks up again when Eider says he's found a trail.


Male Human (mostly) Ex-cleric and Grumpy Cat

There are tracks all over the place, but the heaviest traffic is through the double doors. Besides, there isn't much of another place to hide for two grown men.


Male Human (mostly) Ex-cleric and Grumpy Cat

OK, do you want to go after them or do you have something else in mind?


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Go after them!


Male Human Druid 1

I agree, though we should bind and cage the recovering monks, who should be ready for questioning when we return. Making sure of course, that they do not have keys on them.


HP 23/23(27), AC 17(15) (T 12, FF 15), F+5, R+4, W+0(2), CMB 3(5), CMD 15(17), init +2, perc +5 human(Alryan), M Barbarian(hurler)/1 Alchemist/1

I agree with Eider... cage and bind the monks who were bandaged for later questioning, removing anything that could be used as a key or lockpick.


Male Human Inquisitor 1

Sounds good to me.


Male Human (mostly) Ex-cleric and Grumpy Cat

You shackle the unconscious monks to the wagons and bring the keys, then take a closer look at the doors. As you stand before them, you notice that there are holes in the walls on both sides, about 40 feet to the left (at the corner of the building) and 20 feet to the right). Do you want to try the doors or would you prefer to investigate?


Male Human Inquisitor 1

Black Tom:
The map linked above looks suspciously like the Zura temple from Smuggler's Shiv. Is that how the area we're exploring now looks?

"How about we check out one of these holes in the walls?" Tyros asks, pointing to the hole at the corner of the building.


Male Human (mostly) Ex-cleric and Grumpy Cat

This is your map.

If you are going to explore the hole in the wall, what's your marching order?


Male Human Inquisitor 1

"Master Zababa, would you care to take a stealthy peek through that hole in the wall?" Tyros asks the halfling.

Is the opening wide enough for us to enter double-file? If so, after Zababa reports back (if he wishes to scout) how about we enter with Tyros and Zababa in lead, followed by Hector and Melima and then Eider and Torric? If we need to go in single-file, how about we go with our default order of Tyros, Torric, Hector, Melima, Eider, and Zababa.

If Tyros is in the lead, he will enter with his fauchard in hand. Is the interior dark or lit?


Female Half-Elf Summoner/1

Hector will be near the front and Melima would stay near the middle if we explore the hole.


Male Human (mostly) Ex-cleric and Grumpy Cat

It's still daytime, so it's fairly light in there. I need a Stealth check from Zababa then.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

"Of course, it would be my pleasure!" exclaimed the excitable halfling.

Moving off ahead and doing his best to keep to the shadows and in between rocks or wagons or any cover available, Zababa sneaks ahead to see what can be seen with particular focus for anything potentially dangerous.

Stealth: 1d20 + 11 ⇒ (12) + 11 = 23
Perception: 1d20 + 6 ⇒ (3) + 6 = 9 +1 if traps


Male Human (mostly) Ex-cleric and Grumpy Cat

This 40-foot-by-40-foot room has been cleared of most debris. There is no ceiling, and the northwest wall has partially collapsed, providing a view of the courtyard. Scattered about are eight simple pallets, a battered wooden table, and a pair of benches.

A faint droning sound emits from the northeast corner of the room. Situated about 15 feet up the wall is an immense hornet nest, perhaps five feet in diameter.

Looking into the room, Zababa sees two men with crossbows, one pointed in his direction and one watching the double doors. They are lying on a pile of rubble that once was the wall between the room they are in and the entrance hallway.

They don't appear to have spotted you, so you can take a pot shot at them if you'd like to spend your surprise round. Or you could simply withdraw.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Zababa will withdraw back to the group to inform them of the two men hiding with crossbows.

"It's a big room with no ceiling. There's two of those monk people waiting with crossbows for someone to open the door, to," he informs the group.


HP 23/23(27), AC 17(15) (T 12, FF 15), F+5, R+4, W+0(2), CMB 3(5), CMD 15(17), init +2, perc +5 human(Alryan), M Barbarian(hurler)/1 Alchemist/1

"We could charge them... at most they'd get off one shot each. Unless someone has a better idea."


Male Human Druid 1

Looking over to the area where they have chained up the monks, Eider recalls there being a pair of wagons. Raising his hand to his chin he somewhat absently says "I think I have an idea, friends.". After which, he points toward the wagons, and then points toward the door, then claps one hand past the other. Implying that they should use one of the wagons to burst through the doors."Though we should use the one that does not contain the monks, of course. If you would like to take this course of action?"


Male Human Inquisitor 1

"What if we combined the two ideas? Use one of the wagons to burst through the doors and distract the men, while a group of us attack through the collapsed wall?" Tyros quietly suggests.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

"Such derring-do! But, who'd ride in the wagon?"


HP 23/23(27), AC 17(15) (T 12, FF 15), F+5, R+4, W+0(2), CMB 3(5), CMD 15(17), init +2, perc +5 human(Alryan), M Barbarian(hurler)/1 Alchemist/1

Torric nods to Tyros. "Sounds like a good idea. I'll volunteer to go through the collapsed wall."


Male Human Inquisitor 1

"I did not consider the thought of anyone riding in the wagon, although that does present an interesting option," Tyros replies to Zababa's question. "I thought perhaps Hector, Eider, and I would push it through the doors, while Torric, Lady Melima, and yourself attack the miscreants through the breach in the wall. I can cast a spell to give myself the stature of a giant to boost my strength. I could cast the spell on Eider as well, if he wishes."


Male Human Druid 1

"Whatever is needed. If we can gain the upper hand, we may be able to spare them grave injury while their comrades recover.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

"Excellent, excellent! Absolutely fantastic, friend Tyros! Such cleverness will have those ruffians defeated soundly, and before they even know what happened!"

Anyone else have anything to add?


Female Half-Elf Summoner/1

Melima nods in agreement and sends Hector to help out as needed.


Male Human (mostly) Ex-cleric and Grumpy Cat

So Tyros and Eider will be Enlarged. If you intend any more preparations, please let me know. If not, let's just roll for initiative, and I'll update the map for you.


Male Human Druid 1

Initiative (when everyone is prepared):1d20 + 2 ⇒ (2) + 2 = 4


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Initiative: 1d20 + 3 ⇒ (20) + 3 = 23


HP 23/23(27), AC 17(15) (T 12, FF 15), F+5, R+4, W+0(2), CMB 3(5), CMD 15(17), init +2, perc +5 human(Alryan), M Barbarian(hurler)/1 Alchemist/1

init: 1d20 + 2 ⇒ (16) + 2 = 18


Female Half-Elf Summoner/1

Initiative for Hector and Melima. 1d20 + 1 ⇒ (7) + 1 = 8


Male Human Inquisitor 1

Tyros' Enlarge Person spells only last for 1 minute, so let's plan to move the wagon over in front of the double doors before casting the spell, then Enlarge Tyros and Eider just before we push the wagon through.

Initiative: 1d20 + 2 ⇒ (5) + 2 = 7


Male Human (mostly) Ex-cleric and Grumpy Cat

Updated the map for you. Orange is doors and grey is rubble (which is difficult terrain).

The wagon crashes through the door, revealing a large room and a number of monks, among them the ones you drove away.

Zababa and Torric get to go first, then the bad guys.


HP 23/23(27), AC 17(15) (T 12, FF 15), F+5, R+4, W+0(2), CMB 3(5), CMD 15(17), init +2, perc +5 human(Alryan), M Barbarian(hurler)/1 Alchemist/1

BT, can you post a link to the updated map please, I clicked on the last link you posted and only see a greyscale map (no orange) so I'm not sure if I missed a link somewhere.

Torric will go be ready to go through a side opening after the wagon crashes through the door and he hears the monks react.

delaying until the bad guys react to the wagon, which was the plan - let them turn their attention on the wagon before crashing through the side openings

exactly what Torric does when his delayed action does come up depends on the placement of monks and wagon of course, so I need to see the map


Male Human Inquisitor 1

Link to Battle Map

The link can also be found under the Campaign Info tab at the top of this page.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Round 1 Or surprise round?

Zababa moves north to (P,40), from where he lets fly a sling-stone at one of the monks in the rubble of a nearby wall (S,49).

Attack (Sling, Sneak Attack): 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d3 + 1d6 ⇒ (2) + (3) = 5

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