Black Tom's Serpent Skull

Game Master Black Tom


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Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:

Aerys moves swiftly behind the undead creature AC24/Mobility to get a better strike, without getting in Torch's way. She raises her longsword high and with a quiet word to she asks Pharesma to make her aim true, before her sword crashes down towards creatures head.

Longsword power attack 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10 please add +2 if she gets to flank.
Longsword power damage 1d8 + 3 + 4 ⇒ (2) + 3 + 4 = 9


Male Human (mostly) Ex-cleric and Grumpy Cat

Aerys manages to get into position for a flank, deftly parrying the creature's clumsy blow, but she hasn't time to find an opening, so her blow is in turn deflected.

That means that Torch gets to flank too.


male half-elf ranger (guide) 2 / rogue 3

Torch takes advantage of the distraction Aerys provides and makes another slash at the undead, following it up with a stab from the blades on the back of his cestus.

Tom, was there any sign that Gelik's spear had to deal with any damage reduction? If not, Torch will switch to two-weapon fighting.

Scimitar attack with flank: 1d20 + 7 ⇒ (17) + 7 = 24, damage 1d6 + 4 ⇒ (3) + 4 = 7 plus 1d6 ⇒ 4 sneak.
Cestus attack with flank: 1d20 + 7 ⇒ (10) + 7 = 17, damage 1d4 + 1 ⇒ (3) + 1 = 4 plus 1d6 ⇒ 4 sneak.


Male Human (mostly) Ex-cleric and Grumpy Cat

The dead man falls before Torch. No damage reduction there. You get 240 xp each for these two.

Knowledge (religion) 18:
They are actually salt wights, who are like wights in most respects but drain water from your bodies instead of your life energy.

Beyond the bridge there is a small campsite. The campsite contains mining equipment, three mine carts, the desiccated remains of three mules, and a rusted iron strongbox.

The mines continue deeper into the mountain, of course, if you want to move on.


male half-elf ranger (guide) 2 / rogue 3

Torch carefully examines the strongbox. Once he has verified its safety, he retrieves his tools and begins working to open it.

Take 20 on a Perception check to look for traps on the box, total of 31. Then Disable Device - rusted may mean that's impossible, but if I can take 20 on that as well, it's a 33.


Male Human (mostly) Ex-cleric and Grumpy Cat

The box doesn't seem to be trapped and since you're not in a hurry, Torch manages to prise it open eventually. The chest holds the mine’s payroll of 500 gp and a bone scroll case with the deed to the mine. Athyra Crinhouse is named next of kin in the deed, and rightfully the mine is hers.

Not to dissuade you from discussing what to do with the mine, but I'll just assume that you press on for now. You can discuss the document on the way.

The mine winds deeper into the mountain, and you cross another bridge before you come to a bend in the river and hear a strange banging sound echoing through the mineshaft.

Perception 15:
Two more of the strange blue wights are huddled up near the ceiling and are banging ferociously on it.


male human oracle 5 (lore mystery, stargazer archetype, words of power)

Religion: use Focused Trance for +20 bonus

After reflecting, Ralf notes: "Hm. Those fellers were salt wights. They'll suck the water right out'n your body, they will!"

Perception: 1d20 + 8 ⇒ (5) + 8 = 13


male half-elf ranger (guide) 2 / rogue 3

Perception 1d20 + 10 ⇒ (20) + 10 = 30

Torch raises a hand. "More wights," he says, pointing toward the ceiling. "Not sure what the banging's about, though."

By the way, I did want to search the bodies of the wights for the keepsake we were told to look for.


Male Human (Mwangi) Druid (Jungle Druid) 4 AC 20/12/18 / HP 29/29 / F +5 R +3 W +9 (+4 vs animals and disease) / Init. +2 (+2 in Jungle's) / Perc. +12 (+2 in Jungles))

At the mention of more salt wights, Kamal takes a half step back to put Torch infront of him. He raises his hands and readys himself to throw another bolt of flame. He listened silently. He would not let them touch him.


Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:

Aerys waits, sword and shield in hand, watching the wights pointed out by Torch. Watching what they do, ready move to defend her friends if they need her. "Torch, what do you think they are doing up there?"


Male gnome Sorcerer 5 (maestro bloodline) HP: 32/38 AC: 13/13/11 F+3 R+3 W+4

They're probably trying to break out of here. I don't blame them; this place sucks.

He squints up at the ceiling where Torch pointed. perception 1d20 + 2 ⇒ (15) + 2 = 17

Gelik can see the enemy, and casts Spontaneous Immolation at one of them: damage: 3d6 ⇒ (4, 5, 5) = 14 (DC 15, 100 ft. + 10 ft./level, one creature, Fortitude half and Reflex) You point your finger at a creature, causing it to spontaneously burst into flame. The target takes 3d6 points of fire damage and catches on fire. A successful Fortitude save reduces this damage by half and prevents the target from catching on fire. Each round on your turn, a burning target can attempt a new save to extinguish the flames (DC equal to the DC of the spell); otherwise it takes another 1d6 fire damage.


male human oracle 5 (lore mystery, stargazer archetype, words of power)

Assuming someone points the wights out to Ralf, he'll cast Glitterdust on them.


Male Human (mostly) Ex-cleric and Grumpy Cat

Yeah, you'd better go into initiative. Sorry for the delay. Got distracted and can't post from work anymore.


Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:

Initiative 1d20 + 2 ⇒ (9) + 2 = 11


Male Human (Mwangi) Druid (Jungle Druid) 4 AC 20/12/18 / HP 29/29 / F +5 R +3 W +9 (+4 vs animals and disease) / Init. +2 (+2 in Jungle's) / Perc. +12 (+2 in Jungles))

Initiative 1d20 + 2 ⇒ (12) + 2 = 14


male human oracle 5 (lore mystery, stargazer archetype, words of power)

1d20 - 6 ⇒ (11) - 6 = 5


Male gnome Sorcerer 5 (maestro bloodline) HP: 32/38 AC: 13/13/11 F+3 R+3 W+4

initiative 1d20 + 2 ⇒ (20) + 2 = 22


male half-elf ranger (guide) 2 / rogue 3

Initiative: 1d20 + 6 ⇒ (14) + 6 = 20


Male Human (mostly) Ex-cleric and Grumpy Cat

Sorry guys. Down with a cold. But map is finally updated. Note that the wights are crouching near the ceiling, so they are out of reach from the ground.

Gelik immolates one of the wights. Torch is up, then the wights.

Torch:
It looks like the wights have been weakening the ceiling, so it might be a good idea to be careful before advancing. It is hard to tell which squares exactly are dangerous, but you should be safe where you stand.


male half-elf ranger (guide) 2 / rogue 3

"Watch your step! They're going to try bringing the ceiling down on us!" Torch calls out, dropping his blade. He readies his bow and sends an arrow up toward the roof.

Bow attack: 1d20 + 6 ⇒ (12) + 6 = 18, damage 1d8 + 3 ⇒ (7) + 3 = 10. If they're within 30 feet, add 1d6 ⇒ 1 sneak attack as well.


Male Human (mostly) Ex-cleric and Grumpy Cat

The burning wight jumps into the water to put itself out, while the other one launches itself at Torch, jumping down to a running start. Torch is hit for 5 points of damage and needs a Fort 14 save.

Then you are all up.


male half-elf ranger (guide) 2 / rogue 3

Fort save: 1d20 + 4 ⇒ (16) + 4 = 20

Taken aback by the speed with which the wight attacked, Torch realizes he can't pick his scimitar back up safely, so he drops his bow as well and simply tries to punch the thing with his cestus. Sam McQuarry, combat litterbug.

Cestus attack: 1d20 + 7 ⇒ (17) + 7 = 24, damage 1d4 + 3 ⇒ (4) + 3 = 7


Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:

Aerys will move forward and attempt to strike the wright (moving past to get to position to strike).

Move to flank, drawing AoO AC 21 with mobility
Longsword power attack 1d20 + 7 - 2 + 2 ⇒ (1) + 7 - 2 + 2 = 8 flank
Longsword power damage 1d8 + 3 + 4 ⇒ (2) + 3 + 4 = 9

But is unable to as she keeps an eye on the ceiling.


Male gnome Sorcerer 5 (maestro bloodline) HP: 32/38 AC: 13/13/11 F+3 R+3 W+4

Gelik giggles when the flaming wight falls into the water.

Ready an action: if he has clear line of fire, he'll cast Color Spray on the wet wight as it leaves the water. If the cone area affect could possibly hit a friendly, he'll use his crossbow.

how do you aim this thing again? 1d20 + 5 ⇒ (5) + 5 = 10
in the unlikely event of a hit 1d6 ⇒ 1


Male Human (Mwangi) Druid (Jungle Druid) 4 AC 20/12/18 / HP 29/29 / F +5 R +3 W +9 (+4 vs animals and disease) / Init. +2 (+2 in Jungle's) / Perc. +12 (+2 in Jungles))

Summoning up another ball of flame, Kamal flings his hand outward towards the creature engaged in combat with Torch.

___________________________
SA: Fire Bold
Ranged Touch Attack: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
Damage: 1d5 + 2 ⇒ (1) + 2 = 3


Male Human (mostly) Ex-cleric and Grumpy Cat

Kamal's bolt goes wide, and Aerys's blow fails to connect. Ralf delays.

The wight strikes at Torch again but he easily evades. The other wight comes crawling out of the water and is hit by a Color Spray from Gelik, but is undaunted. It takes an AoO from Aerys, though, as it climbs ashore.

And you are up again.


Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:

Aerys strikes at the one climbing from the water
AoO
Longsword power attack 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Longsword power damage 1d8 + 3 + 4 ⇒ (8) + 3 + 4 = 15
Standard action
Longsword power attack 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Longsword power damage 1d8 + 3 + 4 ⇒ (4) + 3 + 4 = 11


Male Human (mostly) Ex-cleric and Grumpy Cat

Aerys spins around and cuts down both of the wights, but then the ceiling, weakened by the wight's pounding, falls upon her for 8 points of damage (Ref 20 avoids), raising a cloud of salty dust. Like their companions, their clothes are rotted and neither is carrying anything of interest.

You get 300 xp each for the wights and their trap.

As you move on, the passage seems to split up. A narrower passage branches off to your left while the passage widens to about 50 feet as it continues to the right. Which one do you want to explore?


Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:

Reflex 1d20 + 3 ⇒ (16) + 3 = 19

With her attention taken by the fallen wights, Aerys is unable to avoid the rock, stones and pebbles that fall from the ceiling. She is covered in a cloud of grey dust, which turns red as her blood congeals from the many cuts caused by the rock fall. "Damn, can someone give me some healing, to make the pain of the fall go away?"

Aerys:

HPs: 32


male half-elf ranger (guide) 2 / rogue 3

"Well struck," Torch nods to Aerys as he scoops up his blade and bow and stores the latter away. He squints down the two tunnels. "I could sneak down one and take a glance what's there before we commit to one or the other," he offers.


Male gnome Sorcerer 5 (maestro bloodline) HP: 32/38 AC: 13/13/11 F+3 R+3 W+4

Would you like to be invisibibble? I can make it so.

Gelik will cast Vanish on Torch, if he's into it.


male half-elf ranger (guide) 2 / rogue 3

"That sounds helpful," Torch nods, grinning his horrifying grin.


Male Human (mostly) Ex-cleric and Grumpy Cat

Would you like to scout the narrow or the wide passage first?


male half-elf ranger (guide) 2 / rogue 3
Black Tom wrote:
Would you like to scout the narrow or the wide passage first?

I'll go with narrow first.


male human oracle 5 (lore mystery, stargazer archetype, words of power)

Ralf will give Aerys some of his healing magic.

1d6 + 4 ⇒ (4) + 4 = 8


Male Human (mostly) Ex-cleric and Grumpy Cat

Torch:
A strange metal and wooden device occupies the center of this passage. It consists of a central shaft running from floor to ceiling, surrounded by poles that form a large cage around the device, attached to a trough or basin perforated with tiny holes. Ropes run from the basin up through blocks mounted to the tops of the poles.

Also you see two more salt wights trying to hide in the water. You also notice a small leather satchel lashed under the crusher's basin. The wights give no sign of having noticed you.


male half-elf ranger (guide) 2 / rogue 3

Torch retreats back up the passage quickly, wary of the limited duration of his invisibility, and reports to the others. "More wights waiting in the water. There's also some mining contraption I have no idea the name or function of - it's a sieve in a cage, hooked to what might be a delivery chute or something - but it's got an interesting-looking satchel hooked to it."

Did the passage continue past the machine?


Male Human (mostly) Ex-cleric and Grumpy Cat

Hard to tell since the machine blocks the view, but it looks like it's getting narrower, so probably not.


Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:

Aerys thanks Ralf and smiles at the old man.

"How many did you see Torch? Shame we don't have anything that can take them out whilst they are still in the water, looks like we'll just have to use our blades again."

Aerys:
HPs 40


male half-elf ranger (guide) 2 / rogue 3

"Two," Torch replies, swinging his scimitar around. "And yes, that sounds like the plan."


Male Human (mostly) Ex-cleric and Grumpy Cat

I guess you'd better roll for initiative then. :)


male half-elf ranger (guide) 2 / rogue 3

Init: 1d20 + 6 ⇒ (13) + 6 = 19


Male gnome Sorcerer 5 (maestro bloodline) HP: 32/38 AC: 13/13/11 F+3 R+3 W+4

init 1d20 + 2 ⇒ (11) + 2 = 13


Male Human (Mwangi) Druid (Jungle Druid) 4 AC 20/12/18 / HP 29/29 / F +5 R +3 W +9 (+4 vs animals and disease) / Init. +2 (+2 in Jungle's) / Perc. +12 (+2 in Jungles))

Init: 1d20 + 2 ⇒ (11) + 2 = 13


Male Human (mostly) Ex-cleric and Grumpy Cat

The wights go on 8, so you all go before them. I think I'll try this mapless, so go get them. I'll assume that initiative starts when they are aware of you, so the first round you can reach them in a single move, and since they are getting out of the water you have the advantage of higher ground for the first round at least.

Go get them.


male half-elf ranger (guide) 2 / rogue 3

Torch rushes forward, two-handing his scimitar with great enthusiasm. Scimitar attack, two-handed, with higher ground and sneak attack: 1d20 + 9 ⇒ (4) + 9 = 13, damage 1d6 + 5 ⇒ (2) + 5 = 7 plus 1d6 ⇒ 2 sneak attack.


male human oracle 5 (lore mystery, stargazer archetype, words of power)

Ralf will try to hit the wights with Glitterdust.


Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:

Aerys joins Torch advancing with him and swinging her sword at the one in front of her.

Longsword power attack 1d20 + 7 - 2 + 1 ⇒ (19) + 7 - 2 + 1 = 25 higher ground
Longsword power damage 1d8 + 3 + 4 ⇒ (5) + 3 + 4 = 12

Longsword crit confirm 1d20 + 7 - 2 + 1 ⇒ (10) + 7 - 2 + 1 = 16 higher ground
Longsword power damage 1d8 + 3 + 4 ⇒ (5) + 3 + 4 = 12


Male Human (mostly) Ex-cleric and Grumpy Cat

The undead shake off Ralf's spell, and Torch's blow bounces off their crusty skin, but Aerys cuts deep. Kamal and Gelik delay.

The wights try to fight back, but both Aerys and Torch easily avoid their blows.

You are up again.


Male gnome Sorcerer 5 (maestro bloodline) HP: 32/38 AC: 13/13/11 F+3 R+3 W+4

Never one to pass up a cheap shot, Gelik stabs at the monster Aerys is fighting.

stab 1d20 + 4 ⇒ (6) + 4 = 10 flank, maybe for a big +2?
damage 1d6 ⇒ 2

That was a practice swing.

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