City of Strangers - The Godsmouth Heresy (Inactive)

Game Master FuriousPhil

An adventure for 1st level characters set in the city of Kaer Maga.


51 to 100 of 225 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Half-Elven Inquisitor Lvl 1 HP 3/9 INIT+2 AC 12 CMB+0 CMD+10 H.Mace 1d8/x2 Long Bow 1d8/x3 Saves: F+2 R+0 W+6

If I can still get away with it I meant to buy an oil and lantern as well.


THP: 1/6; HP 43/43; NL 4; AC 18, t 12, ff 16; Fort +9/Ref +7/Will +3; CMD 18; Perception +7

I will purchase a mace and an acid vial from the Tengu, then I'm ready to go.

"Are any of you skilled in the detection of traps? If so, you should lead the way. If not, I will do so. I can see in the dark with no problems." Gaius asks the group, while adjusting the new weight of the mace on his belt.


With a short huff of what may have been a sigh, or perhaps the adjustment of her nose to the dry and dust smell of the ossuary, Nichelle made her way to the front, mostly by sound and feel, rather than sight. She was mostly certain that there was nothing special that she had to be wary of just yet, and it was likely that there would be torches once they reached the bottom and the first chamber. It was a fair guess, at least. It was not like she had been in here-- or similar places before, no...

So she moved until she felt(or smelled) the Hobgoblin, and hit his shoulder twice with her hand, hooking a thumb back at herself before she took the lead. The steps were regular, though by habit she stayed to the right side, following the steps to the bottom. As for light, she was unconcerned, knowing one of the others would be producing a source soon.


THP: 1/6; HP 43/43; NL 4; AC 18, t 12, ff 16; Fort +9/Ref +7/Will +3; CMD 18; Perception +7

Gaius watches Nichelle move to the front impassively. Once she has cleared him by at least ten feet, he will begin to follow her into the depths.


Male Dwarf Cleric of Torag 1 | HP 10 | Init +1 | AC 17 | Touch 10 | FF 17 | CMD 12 | F +4 | R +0 | W +6 | Perc +3

Azrim keeps pace as best he can as they go down the steps, putting himself as close to the front of the line as possible. As Nichelle pushes past the group and beyond Gaius, he says nothing, but does his best to keep on the hobgoblin's heels. He has his warhammer in his hand as he goes, muttering prayers under his breath. "And he used the hammer to forge a world of peace and order and to cast down anything that threatened it...I am the anvil, solid and unyielding, that accepts the Father's craft, each hammerblow a deliverance of wisdom...""


THP: 1/6; HP 43/43; NL 4; AC 18, t 12, ff 16; Fort +9/Ref +7/Will +3; CMD 18; Perception +7

After a few paces Gaius stops and turns back to Azrim. "Azrim, I understand your piety is important to you, but can your prayers not be uttered silently? I would hate for anything down here to hear us. I mean no disrespect, I simply want us all to succeed." He then turns back around and continues on after Nichelle unwilling to let it develop into an argument. If the dwarf continues aloud he will say nothing further.


Half-Elven Inquisitor Lvl 1 HP 3/9 INIT+2 AC 12 CMB+0 CMD+10 H.Mace 1d8/x2 Long Bow 1d8/x3 Saves: F+2 R+0 W+6

Presuming Alexi was able to acquire the lantern ...

Alexi pauses to light his lantern, holding it up in his left hand, while his right contains hs heavy mace.

Much better he whispers.

This is what he has schooled and trained for, for many years. Yet in this moment of the realization of his ambitions he is as terrified as he is exhilerated. The others are so assured, almost indifferent to the task, pushing past each other to get to their objective. In his mind, their confidence amplifies his own akwardness.

'Stay alert, shake it, follow your training. May the light of Sarenrae guide us' he thinks to himself as his heart races, the pulsing of blood pumping through his ears like a drum beat.


Tom was preparing to light his lantern, but Alexi does do first. He decides that one lantern is enough for now, and who knows how long this will take, so might need another in the future. He places the lantern in his backpack, looks back, and realizes he is now last in line. Well it shouldn't matter for the trip down the stairs at least.

He stays as close to Alexi as he can without stepping on him.


Nichelle Perception 1d20 + 5 ⇒ (1) + 5 = 6

The catfolk rogue prowls ahead, seeking out any hidden dangers in the dark, but finds no obvious traps or hazards. Using the light from the party, she stays ahead just far enough to be out of sight.

As you descend the steps, you are all struck by the eerie silence. Whatever this place once was, it feels much like a tomb now.

Nichelle finally reaches the bottom first, where there is a small landing. The rest of you are following about ten feet behind on the spiral stairs when suddenly you notice that your lights are beginning to dim....

Tom Initiative 1d20 + 3 ⇒ (7) + 3 = 10
Alexi Initiative 1d20 + 2 ⇒ (14) + 2 = 16
Azrim Initiative 1d20 ⇒ 1
Gaius Initiative 1d20 + 3 ⇒ (14) + 3 = 17
Nichelle Initiative1d20 + 3 ⇒ (6) + 3 = 9
Darkmantle Initiative 1d20 + 4 ⇒ (4) + 4 = 8

A dark shape seems to drop from the space between the stairs and the hexagonal wall from above! It must have been waiting to pick off some prey once most of the party was past, and attempts to attack Tom!

Post your actions in any order, and once everyone has posted, I'll update for the round. Anyone without darkvision has a 20% miss chance due to the darkmantle's spell-like ability darkness which grants concealment. The darkmantle doesn't get a surprise round, since using darkness tipped you off to its presence.

You can make a move action into the room at the end of the stairs without taking an attack of opportunity, while the darkmantle is clumsily trying to fly into position to attack.


Half-Elven Inquisitor Lvl 1 HP 3/9 INIT+2 AC 12 CMB+0 CMD+10 H.Mace 1d8/x2 Long Bow 1d8/x3 Saves: F+2 R+0 W+6

Alexi quickly moves to support Tom (He will attempt to flank the creature if possibe given the space and distance, otherwise position himself beside him.).

He swings his heavy mace at the creature in a wide arc, as it comes crushing down upon it with a solid thud:

Attack: 1d20 + 0 ⇒ (18) + 0 = 18

Damage: 1d6 + 0 ⇒ (5) + 0 = 5


THP: 1/6; HP 43/43; NL 4; AC 18, t 12, ff 16; Fort +9/Ref +7/Will +3; CMD 18; Perception +7

I don't think it will really change my action, but is the creature behind us on the stairwell, or have we already moved onto the landing when it attacks? How wide is the stairwell? How big is the landing (5x5, 10x10)? What's a hexagonal wall? Also you forgot your miss chance Alexi, and with a +0 BAB you need a move action to draw your weapon. Meaning depending on how wide the stair case is you may or may not be able to get into position this turn. Hard to say without a map.

Round 1
Init: 18

HP:14/14

Gaius, seeing the light dim and the creature drop from the ceiling, reacts quickly to defend the gnome. He shoves his way back up the stairs past his allies and past the squid-like creature, drawing his sword as he goes. (If he has enough movement, and I am understanding positioning right. He's willing to take an AOO to get into a position for Alexi to flank.). Once he's in position, he brings his falcata down in a brutal overhead chop at the monster...

Move 30' back up stairs to opposite side of Darkmantle from party if possible, willing to take AOO.

Attack (Power Attack)1d20 + 3 ⇒ (16) + 3 = 19
Damage 1d8 + 5 ⇒ (7) + 5 = 12


Tom looks at the strange creature dropping towards him and lets out a yelp. He draws his quarterstaff and takes a swing.

Attack1d20 + 2 ⇒ (9) + 2 = 11

Damage: 1d4 + 1 ⇒ (2) + 1 = 3


DM FuriousPhil wrote:
The stairway is narrow and cramped, with only a small gap between the vertical stone shaft, which is shaped roughly hexagonal, and the stone slabs which make up the spiralling stairs and central column. The space is tight, and you have to descend single file down the stair without squeezing.

From an earlier post. Doing a 3-dimensional map of a spiral staircase proved problematic, which is why I gave the option to make a move into the room without provoking an AoO (allowing you to flank without squeezing or provoking AoO). In other words, this is going to be a strictly narrative combat so you guys can see how I usually do it, and we'll start using the grid/map immediately after this. I'll assume you have enough space to maneuver as you quickly clear the stairs, and move into the landing area (10 x 10). Also, I'll resolve the miss chance rolls (for those it applies), and if you were paying attention, Alexi already had his weapon drawn prior to combat. :)

Alexi miss chance 20% 1d100 ⇒ 1

Alexi wheels around to help the gnome, but even with his heightened vision, manages to miss the creature concealed in the dim light.

However, the hobgoblin moves quickly to assist, and being able to see in the dark, delivers a powerful and accurate blow to the creature, and it emits a terrible spitting, squealing sound.

Tom tries to put the thing out of its misery, but it recoils, skidding on the ground and trying to flap itself airborne again.

Nichelle is up.


THP: 1/6; HP 43/43; NL 4; AC 18, t 12, ff 16; Fort +9/Ref +7/Will +3; CMD 18; Perception +7

Clearly I need to go back and read previous posts before opening my mouth :P Sorry, my bad.


Encountering something that could make it dark whenever it wanted was a slightly scary thing, and it was currently between her and the rest of the party... She moved further down the stairs until she could see, and called out to the rest, "Who is between the thing and me?"


Male Dwarf Cleric of Torag 1 | HP 10 | Init +1 | AC 17 | Touch 10 | FF 17 | CMD 12 | F +4 | R +0 | W +6 | Perc +3
Gaius wrote:
"Azrim, I understand your piety is important to you, but can your prayers not be uttered silently? I would hate for anything down here to hear us. I mean no disrespect, I simply want us all to succeed."

Azrim stops his praying abruptly and narrows his eyes at Gaius, but holds his tongue, preferring to tug on his beard-braids. His mind wanders for a brief moment and recalls another passage that speaks of the virtues of preparedness, the defense as the best offense, and awareness. Realizing that the vocalizations of his prayers could have put such things in jeopardy, he gives the hobgoblin a solid nod. The cleric was not above admitting his mistakes, and Gaius had been surprisingly respectful.

Combat

As the creature erupts from the darkness and causes its brand of chaos, Azrim mentally offers thanks to Torag for giving his chosen children the advantage of darkvision. Cradling his warhammer, he moves in to strike the creature.

Attacking, or readying an attack to strike it if it is currently out of reach. Assuming it lives until my turn, of course.

Warhammer 1d20 + 2 ⇒ (8) + 2 = 10
Damage 1d8 + 2 ⇒ (4) + 2 = 6

Also, forgot to update my stats on the header to reflect the +1 initiative bonus I get for having taken Warrior Priest. Not that it mattered this time.


Nichelle, assume everyone moved to where you were, near the landing area. You can 'see' the creature's shape well enough to make a ranged attack or move to sneak attack without anyone blocking you, but you still have a 20% miss chance due to the darkmantle's darkness ability.

I'm glad I did a map for the rest of the Ossuary! No matter how well you try to explain it through words, nothing beats having a visual aid for determining position.

Azrim, noted.


Quietly hissing a curse, a seeming brush of her hand across her back produced a simple dagger, hastening up the steps as she moved forward to attack the creature, though she was more aware of the others that were also attacking, not wanting to bump into them, or be the recipient of an accidental swing. From the sound, Azrim was the closest, and she moved up next to him, closing her eyes once she entered the darkness and relying on her ears.

Attack:1d20 + 1 ⇒ (17) + 1 = 18, 1d4 ⇒ 1, Sneak(if applicable)1d8 ⇒ 2


Nichelle miss chance 1d100 ⇒ 96

The agile catfolk rogue slips between everyone and places a surgically precise dagger blade into the creature's...something.

The darkmantle does not attack and does two move actions to escape, moving 40ft into the stairwell

Evidentally, the blade hits something vital, since the creature ceases its attack and begins moving back into the stairwell, even as Azrim tries to end it with a blow from his warhammer - which goes wide.

You can pursue if you wish, but finding it in the space between the stair and the wall will probably take at least 2 hours of searching - and the party receives 400 XP for driving it off anyways. With critical wounds and 1 hp remaining, it won't be attacking again.


As the commotion dies down from the brief skirmish with the creature from the stairwell, you find yourself at the bottom of the stairs where a small landing leads into a square chamber.

Map

Look familiar?

Old carvings cover the walls, thick with dust and cobwebs. Three sets of stone double doors stand in the three facing walls. Heavy bronze seals emblazoned with the symbol of Pharasma (a comet with a spiraling tail) secure the doors at whatever lies beyond.

Assume the top of the map is always north. So, in order to tell me what direction you want to go, or what door you want to look at, it's fine to say 'west' or 'south'. If you want to move to a specific point on the grid from your current location, use the direction and how many 5 ft squares you want to move (so, N2,E2 for a four square move of 20 ft, and so on). If you have a question about where you are or where you want to go, just ask! I'll do my best to keep it all straight.


Looking at the blood on her dagger with a disgusted expression on her face, Nichelle smirked all the same and with a flick of her wrist, cleared what she could off of the blade before wiping the rest on the corner of her cloak. She let the cloak fall with a shrug of her shoulder and by the end of the motion, the blade had disappeared again. She began walking the room, looking for anything of interest. Around the doors, specifically was where she was looking, because if something like that had made its way into the stairwell of the sealed ossuary, then there went any feeling of security that she may have had.

It was her hope that, before.. Things had started happening, there was some sort of legend or map or guide on the stones. Wandering was not something that she was fond of. "So", she said cheerfully, "that went well. Which door first?"
Perception(10): 15


THP: 1/6; HP 43/43; NL 4; AC 18, t 12, ff 16; Fort +9/Ref +7/Will +3; CMD 18; Perception +7

Gaius will move into the center of the room and wait. If we don't find any clues, always turning in the same direction will eventually lead you through a maze."


Male Dwarf Cleric of Torag 1 | HP 10 | Init +1 | AC 17 | Touch 10 | FF 17 | CMD 12 | F +4 | R +0 | W +6 | Perc +3

"From what we were told, it sounds like any door will lead us to something that needs taken care of. I might say straight...may be it leads to the heart of things."

Whenever we choose a door, I'll cast resistance and guidance on everyone before we move through it, saying "Allow me to impart us with the protection and guidance of the Forge-Father."


Tom shivered at the thought of that thing that had attacked them. I hope that creature doesn't make a reappearance on our way out. He contemplates Azrim's suggestion. Well, I suppose straight is as good as any. This time, though I'd prefer not to be in the back. I mean, I don't even have any armor on me.


Half-Elven Inquisitor Lvl 1 HP 3/9 INIT+2 AC 12 CMB+0 CMD+10 H.Mace 1d8/x2 Long Bow 1d8/x3 Saves: F+2 R+0 W+6

"Ready when you are, I suppose any door is fine unless there is something that suggests otherwise."

He sight having returned, he carefull examines the room for details or anything of interest and pauses at the doors - can he hear anything beyond them or sense anything?

Perception: 1d20 + 11 ⇒ (9) + 11 = 20


As Nichelle and Alexi look around the chamber with its ornate engravings, they notice some more recent (but still old) graffiti, scrawled in Common on the northern wall.

"My heart beats on the wrong side of my chest, or is it right? Is left right, or is it wrong? I don't know what it means, or why."

The stone doors all seem to be locked, but there doesn't seem to be any mechanical locking device or keyholes.


THP: 1/6; HP 43/43; NL 4; AC 18, t 12, ff 16; Fort +9/Ref +7/Will +3; CMD 18; Perception +7

What are the engravings pictures of? I will dust them off to get a better look.


Hmmm. I believe it is some sort of riddle. Based on the riddle, I would think we need to take the passage to the right. Or maybe left. No I think it is the right. As far as opening the doors, there is the chime that we were given.


Half-Elven Inquisitor Lvl 1 HP 3/9 INIT+2 AC 12 CMB+0 CMD+10 H.Mace 1d8/x2 Long Bow 1d8/x3 Saves: F+2 R+0 W+6

Do any of the doors or the floors in front of them look like they have signs of recent traffic?


Gaius Knowledge (history) 1d20 ⇒ 8

The engravings depict stylized figures engaged in various scenes that look like orgies devoted to different types of pleasures. One shows a portly man at a great feast, another a sneering man with a crown with supplicant prostrating themselves at this feet; and yet another that show several writhing, naked figures in various decadent positions.

Tom, since you mentioned it, you are in possession of the chime of opening.

Alexi Survival (tracking) 1d20 + 4 ⇒ (16) + 4 = 20
(in addition to your previous perception check)

Even though the hard stone floors makes it difficult to see any tracks, the layers of dust do show some slight disturbances that might be boot prints that lead through the door to the north.

Do you proceed through the north door or the eastern door using the chime of opening?


THP: 1/6; HP 43/43; NL 4; AC 18, t 12, ff 16; Fort +9/Ref +7/Will +3; CMD 18; Perception +7

"I'm no priest, but these don't strike me as motif you would normally find in a tomb watched over by the Lady of Graves. What do you make of these Azrim?" Gaius says, pointing to the newly revealed engravings.


Looking at the surrounding engravings, and the scrawl on the wall, Nichelle was even less satisfied with what she had agreed to. "Would these be.." Thinking hard, she tried to find the word. "..Sins? Could this mausoleum have been repurposed-- appropriated-- converted! That's it!" Pausing, she shook her head, still thinking that something was odd, but unable to pin down what it was.


THP: 1/6; HP 43/43; NL 4; AC 18, t 12, ff 16; Fort +9/Ref +7/Will +3; CMD 18; Perception +7

"Perhaps these are the graves of sinners. If only I had more knowledge of religious matters." Gaius says with a sigh. "Do you see anything Alexi?"


Male Dwarf Cleric of Torag 1 | HP 10 | Init +1 | AC 17 | Touch 10 | FF 17 | CMD 12 | F +4 | R +0 | W +6 | Perc +3

Azrim moves forward at Gaius's request, narrowing his eyes at the imagery. "Nothing wholesome, I'll say. Let me see..."

Knowledge (Religion): 1d20 + 4 ⇒ (20) + 4 = 24
Knowledge (History) (Untrained): 1d20 ⇒ 14


Half-Elven Inquisitor Lvl 1 HP 3/9 INIT+2 AC 12 CMB+0 CMD+10 H.Mace 1d8/x2 Long Bow 1d8/x3 Saves: F+2 R+0 W+6

Alexi examines the ornate designs on the doors, looking for some releasing mechanism, even a seam that might indicate a means of entry, focusing especially on the north door.

Perception: 1d20 + 10 ⇒ (10) + 10 = 20


If we can't find a way to open these dang doors, I will use the chime on whichever one.


THP: 1/6; HP 43/43; NL 4; AC 18, t 12, ff 16; Fort +9/Ref +7/Will +3; CMD 18; Perception +7

Alexi, did you mention the tracks to the rest of us?


Half-Elven Inquisitor Lvl 1 HP 3/9 INIT+2 AC 12 CMB+0 CMD+10 H.Mace 1d8/x2 Long Bow 1d8/x3 Saves: F+2 R+0 W+6

Doh!

"Azrim, Gaius, look here. Faint, but discernable ... foot traffic from this door here, somewhat recent I think, at least more so than the other doors. This might be the way to begin our search." As he kneels, placing a hand to support himself on the full bosom of a 'writhering' form depicted in the door. And I agree this hardly appears to be the imagery of Pharasma."

Smiling at Tom, "And yes gnome, you shall get to play with your trinket."


As Azrim ponders the nature of the engravings on the walls, and the seals on the otherwise unadorned stone doors, he recalls what he knows about ancient Thasillonian religion.

The ancient empire of Thasillon was built upon seven rewards of rule-envy, gluttony, greed, lust, pride, sloth, and wrath-which in turn became known as the seven great sins of the soul. Each sin was associated with a school of magic-envy with abjuration, lust with enchantment, pride with illusion, sloth with conjuration, and wrath with evocation. Divination was not considered a separate school of magic.

You also realize that the Thasillonians did recognize Pharasma, but she was only a minor god in their pantheon. The symbol on the doors is archaic.

Alexi Knowledge (arcana)1d20 + 7 ⇒ (2) + 7 = 9

The doors are magically sealed.


Male Dwarf Cleric of Torag 1 | HP 10 | Init +1 | AC 17 | Touch 10 | FF 17 | CMD 12 | F +4 | R +0 | W +6 | Perc +3

"You weren't far off...eh, you there," Azrim says, inclining his head towards Nichelle. "Thassilonian rewards that were transmuted to sins in later times. From what I can tell, these markings each depict one, and if my memory serves me ably, each one should have some link to a school of magic. I will test this." Moving up to the image depicting Envy, Azrim grasps his holy symbol, muttering "Impart this servant with thy protection,", casting resistance and then touching the image.

I don't believe Nichelle told us her name, though correct me if I am wrong.


THP: 1/6; HP 43/43; NL 4; AC 18, t 12, ff 16; Fort +9/Ref +7/Will +3; CMD 18; Perception +7

"I see. Well, if the northern door has been most recently used, I agree that we should start there. Shall we Hallingtom?" Gaius asks, pointing to the door with his sword.


I suppose now is as good a time as any. Tom walks up to the northen door, and rings the chime. As soon as the door begins to open, he will move back towards the way they entered.


As Tom strikes the chime against the symbol, the chime makes a not unpleasant resounding ringing that reverberates for several seconds.

A moment later, the circular brass seal rotates, and the stone doors slide apart with a grating sound.

Map

Looking through the door, you see no immediate threats, only a long corridor with a copious amount of stringy, thick cobwebs hanging from the ceiling. Everything is coated in a layer of dust, and there are at least two alcoves you can see set into the walls on each side, about five feet wide. It appears that on each side of the alcove are recessed areas that hold what look like very, very old interred corpses.

I'm going to do Perception checks in the background for everybody for now, and assume you move forward cautiously through the doors. Don't worry, if something seems suspect or fishy, I'll give you a clue in the narrative text. In fact, I give a lot of 'clues' in the narrative text. Keep your eyes peeled!


Remembering what happened the last time, 'Chel had a dagger in one hand and cautiously crept forward, trusting the rest of her senses to tell her more about than just what sight would grant her. It was the same way she could stand with her eyes half-lidded, playing "bodyguard" for someone in a crowded taphouse, and just get a sense of how things were moving around them. More than once had it tipped her to something that she was going to have to deal with, even though she could not tell anyone just what it was that let her know before anyone else.

Quietly moving until the grey of her cloak was almost blending into the edge of the shadows of the lantern, she progressively paid momentary attention to the alcoves as she passed them.


THP: 1/6; HP 43/43; NL 4; AC 18, t 12, ff 16; Fort +9/Ref +7/Will +3; CMD 18; Perception +7

Gaius' eyes carefully scan the dust on the newly revealed floor for other footprints before stepping into the hallway behind Nichelle. "Hallingtom, behind me please. I can protect you more easily that way." He says, waiting to allow the Gnome to follow.

Moving forward behind Nichelle. I'll keep 3 squares between me and her.


Half-Elven Inquisitor Lvl 1 HP 3/9 INIT+2 AC 12 CMB+0 CMD+10 H.Mace 1d8/x2 Long Bow 1d8/x3 Saves: F+2 R+0 W+6

Alexi keeps pace beside Tom, supporting his flank and assuring a two man front should something come up frm behind. He'll also be mindful of the door closing.

He has his mace in hand, at the ready and his lantern in the other. As he walks he is keeping an eye especially on the webs and cieling - he doesn't want anything else to get the drop on them.


Male Dwarf Cleric of Torag 1 | HP 10 | Init +1 | AC 17 | Touch 10 | FF 17 | CMD 12 | F +4 | R +0 | W +6 | Perc +3

Azrim tries to keep near the front of the group, glancing into each of the alcoves as he passes them to make sure nothing is hiding in wait. He has his shield out and at the ready, but carries nothing in his right hand.

Did I manage to cast those orisons on whoever was willing before we went through?


Azrim, you cast resistance and guidance on each party member including yourself as you passed through the door. All saves are at +1, and anyone can take a +1 competence bonus on any single attack roll, saving throw, or skill check; choosing to use the bonus before making the roll to which it applies. The duration of both is one minute.

As you move further through the catacombs, Nichelle hears a rattling, creaking sound. Suddenly, a large spider comes crawling out of one of the eye sockets of a skull attached to one of the corpses. Several more rattling noises echo out in the chamber. They look aggressive, and not at all friendly.

Map - Round 1

Initiative:
Skull Spider A 1d20 + 2 ⇒ (17) + 2 = 19
Skull Spider B 1d20 + 2 ⇒ (18) + 2 = 20
Skull Spider C 1d20 + 2 ⇒ (10) + 2 = 12
Skull Spider D 1d20 + 2 ⇒ (4) + 2 = 6
Azrim 1d20 + 1 ⇒ (13) + 1 = 14
Gaius 1d20 + 3 ⇒ (3) + 3 = 6
Tom 1d20 + 3 ⇒ (16) + 3 = 19
'Chel 1d20 + 3 ⇒ (18) + 3 = 21
Alexi 1d20 + 2 ⇒ (17) + 2 = 19

Nichelle is first up. I'll keep track of which spider is which.


(using guidance)Attack:1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21, 1d4 ⇒ 3, Dagger thrown towards the closest spider on the left.

Wasting no time with even saying anything, Nichelle's arm lashed out, hurling the dagger she had in one hand at the nearest spider that she saw, her other hand going under her cloak to produce another dagger like the first. "Spiders!", she called out, taking a step back and crouching as she held the dagger in front of her warily.


Half-Elven Inquisitor Lvl 1 HP 3/9 INIT+2 AC 12 CMB+0 CMD+10 H.Mace 1d8/x2 Long Bow 1d8/x3 Saves: F+2 R+0 W+6

Not sure if I can, with the width of the hall, make it past Azrim, or if some acrobatic maneuver is required, or if I just have to wait. Ideally:

Alexi slips past Azrim and races to engage the spider on the left, raising his mace high in the air and bringing it down with ferocious thud, the blunt end of his weapon crushing into the skull though he can't tell if the spider caught in the dust kicked up from the blow is injured or not.

Attack: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Otherwise I'll wait for my turn to engage if I can't get past, keeping my eye out for anyome that might arrive.

51 to 100 of 225 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Furious Phil's City of Strangers - 'The Godsmouth Heresy' All Messageboards

Want to post a reply? Sign in.