CrazyHedgehog's Serpent Skull

Game Master CrazyHedgehog

Taking part in the Serpent's Skull Adventure Path, PbP style.


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Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"Good thought Cat. Wouldn't do us much good if I dropped senseless at this point would it?" Yekskya bears his wound stoically as Zag summons the viper and Aerys repeats the arcane inscription. 1d3 ⇒ 2 for hp 34/36

As the air charges with ill intent, Yekskya drops his sword and quickly covers his ears, "Quickly, protect your ears..." He hunches over, fearing that the lightning might strike everyone dead.
Fort 1d20 + 5 ⇒ (14) + 5 = 19

When the doors swing open and Cat speaks, Yekskya replies "Off the island? It would be worth the hornet's if only that were so." Picking up his sword again and sheathing it behind him, Yekskya unslings his bow and begins striding toward the doors.


Looking at Yekskya, I see his lips move without hearing much of what he says. I look at the others, fear flickering across my face as I realize that the enormous thunderclaps may have cost me my hearing.

Hardly "A delicate sound of Thunder". Points for those who catch the reference. And it's indicative of my age ;-)


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

"Agreed," Grym replies to Cat, offering out his hand. He barely registers the pain of the cut before he proceeds to bind it.

Fortitude: 1d20 + 5 ⇒ (12) + 5 = 17

As quickly as Yekskya shouts the warning, Grym has his ears covered by his great meaty hands. Despite his precautions, the thunder buffets him but his hearing is mercifully saved.

"So we have a way forward once again," he speaks as the doors open. Noting Cat's distress, he turns to the others.

"I suggest we wait until Cat's hearing has returned, to proceed otherwise would be a mistake," he continues, casting a glance over at Cat.

From where he stands, Grym peers at the door to see if anything lies in wait for them.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"Are you sure its coming back? I've heard there are spells to destroy your hearing and only magic can bring it back. Do you suppose this could be one of those?"


Zag accepts a cut as well, and dismisses the summoned viper when it has done its task. He grips his spear tightly, unnerved as Aerys invokes such dark forces. As the thunder erupts, he nearly falls to his knees in obeisance to the explosion of nature and magic. After the shock of the events washes away, Zag stands fully again but looks puzzled as all he can hear is a ringing in his ears. He looks around to everyone and sees them speaking. Not knowing if he can speak as well, he clears his throat and shrugs, tapping his ears.

Cut: 1d3 ⇒ 3
Fort: 1d20 + 5 ⇒ (8) + 5 = 13


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"Uh oh Grym, it appears that Zag has also been affected. Do you think we should wait to see if their hearing returns or press on? I'm worried it may not stay open forever."

The Exchange

Looking around the field, you spot Aerys shaking her head, and you guess that the half-elf woman has been deafened by the loud noises as well. Hopefully your hearing will return soon. Rowena and Zag, for now you have the deafened condition, so -4 penalty on initiative checks and most Perception checks; 20% chance of spell failure casting spells with a verbal component.

You begin to move down the slope towards the rope bridges that run across the tide pools and exposed rocks. Along the face of the slopes of the Red Mountain, a waterfall cascades down to the waiting waves below. You also see a ship, or what remains of a ship, stuck upon the rocks and once again exposed to the air. The name Salty Strumpet is just visible on its bow.

As you walk along, suddenly a shadow falls across you. You look up, to see an enormous winged lizard diving towards you! The creature swoops down, trying to bite at Shiv. But the crocodile refuses to be dragged away, protected by his tough hide. For those who have been deafened, it's eerie to see this creature thrashing about soundlessly. For the rest of you, it's a cacophony of noise as the lizard creature roars and wails. You are suddenly reminded of all the shrieks in the night, of the times when you felt something was watching you, all the strange dreams you have had - this creature must have been stalking you all over the island!

To avoid holding the game up any more than I have this week, I rolled Perception checks, but the creature rolled a high score. Please can everyone make initiative checks (don't forget penalties for deafness if required) and give their first actions.

Battle Map

Initiative

10 - winged chupacabra
3 - Aerys

------

GM rolls:

Aerys Fort 1d20 + 4 ⇒ (6) + 4 = 10
2d6 ⇒ (4, 4) = 8
Shiv Fort 1d20 + 5 ⇒ (16) + 5 = 21
Zag 2d6 ⇒ (6, 6) = 12
Rowena 2d6 ⇒ (1, 3) = 4
stealth 1d20 + 14 ⇒ (6) + 14 = 20
init 1d20 + 6 ⇒ (4) + 6 = 10
Aery percept 1d20 - 2 ⇒ (9) - 2 = 7
Aerys init 1d20 + 2 ⇒ (1) + 2 = 3
Grym percept 1d20 + 8 ⇒ (1) + 8 = 9
Rowena percept 1d20 + 2 ⇒ (17) + 2 = 19
Yeks percept 1d20 + 3 ⇒ (3) + 3 = 6
Zag percept 1d20 + 3 ⇒ (9) + 3 = 12
Shiv percept 1d20 + 5 ⇒ (5) + 5 = 10
acrobatics 1d20 + 10 ⇒ (6) + 10 = 16
bite 1d20 + 9 ⇒ (8) + 9 = 17


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

Grym's action shall depend on whether he can attack the creature in melee or not.

If he can attack in melee:
Grym lets out a guttural howl and charges the creature. His greataxe cuts through the air as he swings at the beast's scaly hide.

Attack (greataxe, Power Attack, charge): 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Damage (greataxe, Power Attack): 1d12 + 6 ⇒ (10) + 6 = 16

AC is 15 for the next round. Should the lizard count as an animal, both rolls are 2 higher.

If he can't attack in melee:
Narrowing his eyes at the scaly lizard's sudden appearance, Grym pulls out his bow, nocks an arrow and lets it fly!

Attack (comp. shortbow (+1 Str), Point Blank Shot): 1d20 + 6 ⇒ (8) + 6 = 14
Damage (comp. shortbow (+1 Str), Point Blank Shot): 1d6 + 1 ⇒ (5) + 1 = 6

Should the lizard count as an animal, both rolls are 2 higher.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Initiative 1d20 + 4 ⇒ (8) + 4 = 12

Yekskya cries out, "Look out! Some sort of winged lizard!" He takes a step up toward the creature and begins rapidly firing arrows hoping to bring it down before it can fly off with anyone.
Attack 1 (Rapid Shot, Deadly Aim, Point Blank) 1d20 + 6 ⇒ (3) + 6 = 9
Damage 1 1d8 + 5 ⇒ (6) + 5 = 11
Attack 2 (Rapid Shot, Deadly Aim, Point Blank) 1d20 + 6 ⇒ (9) + 6 = 15
Damage 2 1d8 + 5 ⇒ (7) + 5 = 12


If there's one thing that spending years with friends my parents didn't approve off taught me, it's that one needs to be flexible and to adapt to circumstances. My hearing gone, and not knowing whether it's permanent or merely a temporary inconvenience, I rely on my other senses to keep me safe, or at least alive. Whether it's a displacement of air, a hint of shadow in the sky or a combination of these or something else entirely, the moment the flying lizard attacks, I whirl around and am ready to face the danger it poses.

Initiative: 1d20 + 3 ⇒ (17) + 3 = 20

Will use ranged attack if possible, melee if ranged not possible

Whipping out my rapier, I stab at the monster, but it's too agile for me to hit it.
Attack, rapier: 1d20 + 5 ⇒ (4) + 5 = 9
Damage, rapier: 1d6 + 1 ⇒ (2) + 1 = 3

My shortbow is coming up as I whirl around, an arrow on the string for the briefest of moments, before it hurtles towards the flying monster
Attack, shortbow: 1d20 + 5 ⇒ (13) + 5 = 18
Damage, shortbow: 1d6 + 1 ⇒ (4) + 1 = 5

AC 16, touch 13, flat-footed 13
Current HP 23/23


There were beasts of the deep dark and beasts of the sea that made due without certain senses. Zag tried to channel those creatures now, his hearing stolen from him by the rousing of foul magics. As the group moves on, Zag stays close to Shiv, relying on the iron-jawed amphibian's own senses to be an extension of his. That is why the flying monster makes its presence and tries to snatch the crocodile, a moment of primal fury usurps the druid's usual calm. He lets out a defiant roar, silent to himself but its loudness perhaps overcompensatory to the others. He shoves his spear at the creature full force as Shiv defends himself with a vicious snap of his fangs. Unfortunately, Zag's disorientation causes his thrust to go wide.

Initiative: 1d20 - 3 ⇒ (9) - 3 = 6

Spear: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Shiv Bite: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

The Exchange

Round 1
Something alerts Rowena to the presence of the winged lizard, and the half-elven rogue whirls around with shortbow in hand. An arrow hurtles up at the flying monster, biting deep into its shoulder. Chupacabra hit for 5 points of damage from ranged attack.

Grym lets out a guttural howl and charges the creature. He has to hop-skip a bit as the slope down to where the water's edge used to be is a bit steep but he still chases down the creature. His greataxe cuts through the air as he swings at the beast's scaly hide, cutting deeply. The chupacabra is flying low so as to be able to attack prey at ground level, so it can be hit by melee weapons. But in this instance given Grym's position on the slopes leading down to the beach, I'm going to rule that the ground is too uneven to be able to charge, so this round just a normal melee attack - still hits! And, the creature is a magical beast.

Yekskya cries out, "Look out! Some sort of winged lizard!" He takes a step up toward the creature and begins rapidly firing arrows hoping to bring it down before it can fly off with anyone. His second arrow hits, inflicting another wound to add to its other bleeding injuries. Second arrow hits, for 12 points of damage.

The creature, reeling from its wounds, veers away, trying to break off the fight. Grym takes an ineffective swing at it as the lizard dodges a lunge from Shiv and and skirts over the spires, turning to fly up the cleft, up the mountain and flee.

With a raging cry that startles those of you that can hear, Zaghigoth charges forward at the retreating beast. Unable to catch up to it, he hurtles his spear at it but missing. Shiv tries to follow after the creature, lunging again but unable to reach the creature now.

Aerys hurriedly tries to nock an arrow to her own bow. She snaps off a quick shot, but luckily manages to hit the creature, piercing one of its leathery wings. The creature cries out angrily as it tries to gain altitude. Aerys hits for 4 points of damage.

The Red Mountain Devil

Updated Map

Initiative
20 - Rowena
18 - Grym
12 - Yekskya
10 - winged chupacabra
6 - Zaghigoth & Shiv
3 - Aerys

------

GM rolls:

chupa acrobatics 1d20 + 10 ⇒ (19) + 10 = 29
Grym attack 1d20 + 5 ⇒ (9) + 5 = 14
Aerys attack 1d20 + 5 ⇒ (19) + 5 = 24
damage 1d8 ⇒ 4


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Yekskya takes a step back toward the creature and fires off another pair of arrows, hoping to either bring the creature down or drive it off.
Attack 1 (Rapid Shot, Deadly Aim, Point Blank) 1d20 + 6 ⇒ (13) + 6 = 19
Damage 1 1d8 + 5 ⇒ (2) + 5 = 7
Attack 2 (Rapid Shot, Deadly Aim, Point Blank) 1d20 + 6 ⇒ (18) + 6 = 24
Damage 2 1d8 + 5 ⇒ (4) + 5 = 9
If its climbing it might be out of point blank range in which case subtract 1 from each of the attack and damage rolls.


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Grym attempts to quell the building rage of his forefathers and drops his greataxe, pulling out his shortbow as he gives chase to the beast. As he pauses to fire an arrow, he holds his breath and lets the arrow fly.

Attack (shortbow, composite (+1 Str)): 1d20 + 5 ⇒ (8) + 5 = 13
Damage (shortbow, composite (+1 Str)): 1d6 + 1 ⇒ (4) + 1 = 5


"Get back here, you cowardly lizard! Get back here, so that we may kill you!" My frustration clearly audible in my voice, to those able to hear it, I call after the flying monster. Accompanying my words is another arrow, hurtling after the retreating form of the monster, but falling short of its mark.

Attack, shortbow: 1d20 + 5 ⇒ (3) + 5 = 8
Damage, shortbow: 1d6 + 1 ⇒ (3) + 1 = 4

AC 16, touch 13, flat-footed 13
Current HP 23/23

The Exchange

Round 2
"Get back here, you cowardly lizard! Get back here, so that we may kill you!" Rowena yells, firing another arrow at the beast. Her frustration mounts as the arrow falls short of the mark.

Grym too fires an arrow, but this also just falls short of hitting the lizard creature.

Taking a step closer to the retreating form, Yekskya has better luck as both of his arrows pierce the escaping beast. With a cry the creature falls back to earth with a crash. It thrashes around a bit, trying to regain its feet, before slumping into unconsciousness. 16 points of damage to the chupacabra, putting it into the minuses. Another 5 points of damage from falling. Well done! Especially as that was meant to be a pretty tough encounter, but your ranged attacks paid off.

GM rolls:

1d6 ⇒ 5


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Grym crosses to the fallen body of the chupacabra and ensures that it will not rise again. He inspects the carcass of the beast, specifically to see if the hide of the beast could be used for armour.

"Is anyone able to craft armour from the hide of beasts?" he asks, hopefully.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"Not a skill I've learned I'm afraid Grym. Perhaps one of us could start learning how. In the meantime, I think we'd better get ourselves into that opening! Everyone ready to go? Hearing back yet?"


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Grym nods and begins to head towards the opening, scanning the edges for any hazards.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28

The Exchange

At Grym's question, Aerys shakes her head vigorously and merely indicates that she still can't hear. Zaghigoth indicates the same, but Rowena finds that sounds are coming back to her along with a buzzing in her ears - it appears the effects are temporary.

As you continue to head down towards the open gates, you pick your way past exposed rocks where the shoreline has pulled back. Seaweed, sea urchins of all colors, bright green anemones, scuttling kelp crabs, and bare rocks glisten here, laid bare to the sky by the unnaturally low tide. You are forced to take your time, as the seaweed and algae leave the rocks quite slippery and treacherous.

Grym:
Taking the time to look around carefully, you see that the low tide has left numerous tide pools, and where the lagoon as actually receded to, the water averages as much as 10 feet deep. In this much reduced lagoon, you do see a particularly fearsome predator cruising about - a blue shark.

Heading south towards the gates, off to your left in the east you see a fifteen-foot wide waterfall cascading from the cliff a hundred feet up Red Mountain. Off to your right, to the west, are the remains of the sailing ship you saw, exposed to the sky again. The front two-thirds of the wrecked ship lie upon the rocks here, its bow mostly submerged but its ruined midsection propped up on a ridge of slimy rock. The sides of the wreck are thick with seaweeds and barnacles, and dozens of crabs clatter about on deck. A carved figurehead of a leering demon is attached to the bow of the ship. Where before you could see a plaque on the side of the ship naming it the Salty Strumpet , you see now that the plaque was actually covering up another name for ehe ship - The Briny Demon.

DC 10 Intelligence check [/spoiler:

You recall the tale of Jask Derindi's fall from power in the Sargavan government. One of the characters involved in besmirching his reputation was Captain Kinkarian of the Briny Demon.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Intelligence check 1d20 - 2 ⇒ (13) - 2 = 11
Yekskya continues toward the gates, bow ready, taking in the sights and sounds of the drained lagoon. Nearing the ship, something hits him as familiar, "Briny Demon? Where have I heard that before...oh, didn't the Captain of that ship have thing to do with Jask's problems? Should we take a look or keep going?"
I'm leaning toward continuing on and then maybe coming back to show Jask later.


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

"We should probably press on, we don't know how long it will be until this lagoon fills again," Grym replies, "And watch out for that blue shark." Grym indicates towards the shark as it cruises around the reduced lagoon.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"Yeah, let's see about these doors. We can always bring Jask back here later." Yekskya takes a look over the doors as he approaches.
Perception 1d20 + 3 ⇒ (8) + 3 = 11


After the flying beast falls, Zag breathes in relief, feeling less than useful with his stolen hearing. He looks on somewhat puzzled when Grym checks over the corpse of the creature, but idles patiently until the group starts moving again. He is rather amazed at the sights that the vacant water has revealed - all of the colors and formations and creatures - though at the same time is unsettled by the fact that they have lost their home and hopes the water returns at some point. His eyes linger on the ship as well as he studies the plaques. Zag remembers Jask's tale, and his personal vow to the old priest to see that justice would be done. He starts to open his mouth to speak out about it, but resigns to wait until his hearing as returned.

Intelligence: 1d20 ⇒ 16

When the group stops again and Grym points Zag follows his finger, squinting to see the shark, but then sees that his companions' focus is taken to the doors and follows on.

The Exchange

You press on, making a note to explore the shipwreck later if there is time before the lagoon fills with water again.

As you reach the two large stone doors, they stand open at the base of a cliff above a curling spur of rock. Seaweed covers the doors, hanging down in thick green and black sheets, just obscuring some sort of carvings on their surface. Beyond, a passageway fifteen feet high stretches away into darkness. A few small puddles dot the passageway, and just at the edge of the daylight you see stone steps leading upwards.

Wiping away some of the seaweed, you see that the ancient stone doors are covered in elaborate carvings of vampiric demons feasting on defenseless maidens.

I didn't think anyone in the party has these skills, but just in case, see below.

DC 25 Knowledge (religion):
Though the style of these carvings is incredibly ancient and unusual, they look to be associated with Zura, the demon lord of cannibalism and vampires.

DC 25 Knowledge (history):
These carvings, and likely the whole complex, look to be Azlanti in origin, though there are indications that this structure might be built over the site of an even more ancient complex. This is significant, as Azlanti ruins this far south is quite rare. A complete map of the complex, not to mention knowledge of its location, would likely be of great value to an organization such as the Pathfinder Society.

Map of the Doors
What light sources are you using?


Currently I'm having two weeks off from work, but hardly time to sit down behind the computer, as we are in the process of rebuilding our attic into a new bedroom. Roof being raised about 5 feet, so running hither and dither. Don't want my baby boys in the dust of all the breaking and tearing down walls, wife is staying at her father's place with the Twins with me driving there and back home every day. Will return to the game asap.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"Whoever built this place wasn't very nice. I wonder if they became some of the darker tribes of this region."
Yekskya doesn't have those skills. Can anyone cast light? Otherwise, I guess we'll use torches.

The Exchange

Torches it is!

Gathering some torches, you head into darkness. The tunnel soon turns into steps leading upwards, until you find yourselves in a large underground chamber. Over a dozen stone pillars support this cavernous chamber’s sixty-foot-high vaulted ceiling. To the north, four empty alcoves sit in the walls, their edges carved to resemble yawning, fanged
mouths. To the south, a pair of bronze doors that seem to drip with blood sit under a stone bridge that passes through the upper portion of the room from east to west forty feet above. The walls are decorated with unsettling carvings of bats, human sacrifice, and the walking dead. The dismembered, skeletal bodies of three humans lie scattered on the floor of this chamber.

With a cursory look, sharp eyes spot a lever near the entrance to the chamber - it looks like it could be used to open the large doors. You You also notice in the floor of the alcove in the north-eastern corner what looks like it could be a poorly concealed trap door.

But, what really grabs your attention, as you gaze up at the stone bridge that spans the chamber, are the two serpentine skeletons reaching over the bridge railing to hurl javelins at you!

Okay, roll initiative!

Degenerate serpentfolk skeleton foes

Map of the chamber

------

GM rolls:

Grym percept 1d20 + 8 ⇒ (9) + 8 = 17
Rowena percept 1d20 + 6 ⇒ (11) + 6 = 17
Yekskya percept 1d20 + 3 ⇒ (13) + 3 = 16
Zaghigoth percept 1d20 + 7 ⇒ (8) + 7 = 15
1d20 ⇒ 18
1d20 + 6 ⇒ (18) + 6 = 24


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Initiative 1d20 + 4 ⇒ (10) + 4 = 14
Quickly spotting the skeletons, Yekskya grabs a pair of arrows and fires them at one of the javelin-wielding horrors.
Attack 1 1d20 + 6 ⇒ (2) + 6 = 8
Damage 1 1d8 + 5 ⇒ (5) + 5 = 10
Attack 2 1d20 + 6 ⇒ (4) + 6 = 10
Damage 2 1d8 + 5 ⇒ (6) + 5 = 11


Am I still deafened? Determines my course of action.

Initiative: 1d20 + 1 ⇒ (5) + 1 = 6

Or 2 if I'm deaf still.


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Initiative :1d20 + 2 ⇒ (5) + 2 = 7

Where on the map are the skeletons?

The Exchange

Zaghigoth, your hearing should have returned by the time you all reached the stone doors leading underground. Aerys I believe may still be deafened.

Ha, good question, where did the skeletons go? They are on the stone bridge (purple-gray strip on the map, running east-west), leaning over the near edge at about the same positions as Yekskya and Grym.

Should have an update up tomorrow or the next day, it's been a bit crazy this week so far. And I'll post up an amended map.


"Get away from the bridge, I say. Back towards the steps. I have a spell and don't want to catch any of you in it."


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

I took a full round action, but if you'll allow it, Yekskya will take a 5-foot step back.


If allowed, that should be fine. It's a 40 ft. radius spell but if I use the very far edge of the map as the point of origin, a 5 ft. step book should put you just outside of it. You and Grym are right on the 40 ft. out line of squares.

The Exchange

@Yeksya: I think even with a full-round action you are allowed a 5-foot step.

@Zag: The bridge the skeletons are standing on is forty feet high, so I'll allow that you can target the bridge on its own without it necessarily affecting the sanctum below it.

Round 1
The serpent-headed skeletons move incredibly swiftly, snatching up javelins and hurling them down at you. One whizzes past Yeksya and shatters as it smashes into the stone floor near Rowena's feet. The other hits Grym, and the rangy half-orc has a look of surprise as the javelin easily pierces his armor, nearly pinning him to the nearby pillar. 7 points of damage to Grym!

Aerys leaps forward to crouch behind one of the pillars, though they don't offer much protection. Her ears still ringing, the half-elf shouts over-loudly to Rowena next to her. "Cat, quick! You still have that mace? Could make use of it just now. But how are we going to get up there?"

Rowena dances about, trying not to present a stationary target for the serpent undead to aim at. As she does so, she digs out her light mace and tosses it over to Aerys. "Here, knock yourself out. And head for that bridge! If we get underneath, they won't have anything to aim at."

Yekskya slowly moves back a few steps, shooting at the horrors as he goes. But the skeletons seem supernaturally quick, and his two arrows are unable to find their target.

Over to Grym and Zag!

Amended Map (with added skeletons! :)

Initiative
24 – skeletons
19 – Aerys
16 - Rowena
14 – Yekskya
7 - Grym
6 – Zaghigoth & Shiv

------

GM rolls:

Cat init 1d20 + 3 ⇒ (13) + 3 = 16
Aerys init 1d20 + 2 ⇒ (17) + 2 = 19
skeleton 1 attack 1d20 + 5 ⇒ (3) + 5 = 8
skeleton 2 attack 1d20 + 5 ⇒ (17) + 5 = 22
damage 1d6 + 5 ⇒ (2) + 5 = 7


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Cool, I'd be thinking more that I'd already started my action, but it is a little harder to work out those sorts of things in PbP versus at the table, so I appreciate the flexibility.


Alrighty, all good.

Zag narrows his eyes at the abominations on the bridge, growling softly in the back of his throat as he witnesses yet more undead. Gesturing towards the bridge and the skeletal creatures atop it with his spear and focusing his divine energy, he mutters "spirits of ancient stone and fecund earth...punish these foul things." As he finishes beseeching the spirits, a hail of stone and gravel falls from the ceiling and pummels the once-serpents.

Casting Stone Call. 2d6 ⇒ (3, 4) = 7 bludgeoning damage (no save). 40 ft. radius, 20 ft. high cylinder of falling stone centered on the middle of the bridge. The area affected is also considered difficult terrain for 3 rounds. (I suppose the ground of the level we are on won't be difficult terrain since it is technically under the 20 ft. cylinder? Your call on that one.


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Is there any way for Grym to get up onto their level?

The Exchange

Sure, Grym. The walls of the chamber are worked stone, you can find narrow handholds and footholds that you can use to pull yourself up to the stone bridge forty feet up. It would require Climb checks against DC 20.

@Yekskya: Yeah, visualizing things PbP does seem tricky at times. I realize how dependent I've become on using miniatures and markers as 3D aids. If there's anything I can do to make it more accessible, let me know, though I'm pretty low-tech.


Tossing the mace to Aerys, I grin as I realize the irony in my words. "And I don't mean that literally. Knock out those undead, but not yourself, please. Don't wanna see any lumps and bruises on that pretty face of yours."

Dashing after Grym, I start looking for hand- and footholds as I approach the wall under the bridge. Once again a rush job proves to be ill-advised as I select a loose piece of rock to set my foot upon. It breaks away and I cuss in anger as I look at the wall again, this time more closely to find an appropriate spot for my foot.

Climb check: 1d20 + 7 ⇒ (1) + 7 = 8
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Wow! Talk about crappy rolls ;-)
Status: AC 16, touch 13, flat-footed 13
Current HP 23/23
Saves: Fort: +3, Ref: +6, Will: +1


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Climb: 1d20 + 3 ⇒ (20) + 3 = 23

Grym practically vaults up the first part of the wall as his toned muscles easily pull him up.

Grym climbs up five foot of wall. This is going to be a slow and laborious climb!


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

As the others move to climb the wall, Yekskya looses another pair of arrows at the creatures, hoping to provide cover for his allies assault.
Attack 1 1d20 + 6 ⇒ (9) + 6 = 15
Damage 1 1d8 + 5 ⇒ (5) + 5 = 10
Attack 2 1d20 + 6 ⇒ (1) + 6 = 7
Damage 2 1d8 + 5 ⇒ (7) + 5 = 12

The Exchange

Sorry everyone - tried posting last Wednesday but the paizo site seemed to become unresponsive, and I had stuff on that kept me from getting back to the computer later in the week. Good news is, I'd copied my post from before so I was able to save it.

Round 1 continued
Grym moves over to one side of the chamber, vaulting up the stone wall towards the overhanging bridge and the skeletons. With his well-built frame he pulls himself up easily, but it will take some time to pull himself up. May be slow, but you're still making progress!

Zaghigoth gestures towards the skeletons with his spear, and summons divine energy. At once, a whirlwind of dirt, gravel, and small pebbles pummel the skeletons and the bridge. The serpent skeletons pay no heed as the rocks knock them about, raising javelins and focused solely on you. Shiv lumbers forward a few feet, hissing, as if anticipating bones to crunch. 7 points of damage to each of the skeletons. I've marked the area affected by the spell on the map - the bridge is primarily affected, but I think the swirling dirt and rocks would have settled on the ground below as well, enough to make the area below the bridge difficult terrain too.

Round 2
A quick twist from Yekskya keeps him from being impaled by a javelin hurled by one of the skeletons. Another whizzes past Rowena as she rushes towards the opposite wall from Grym. The half-elf passes Aerys who is attempting a similar tactic from the far side of the bridge. Both of the women seem to be having trouble scrambling up the wall. Aerys smiles at Rowena's remarks: "They need us up there! Race you to the top!" Suddenly a DC 20 climb result seems like a lot to ask for :)

Yekskya looses another pair of arrows at the skeletons. One sticks in the hip joint of the first skeleton, causing it to become a bit unsteady in its movement. The second arrow sails by. 5 points of damage to first skeleton.

Back to Grym! Zaghigoth! Shiv!

Updated Map - debris square shows difficult terrain on and below the bridge from the stone call spell.

Initiative
24 – skeletons
19 – Aerys
16 - Rowena
14 – Yekskya
7 - Grym
6 – Zaghigoth & Shiv

------

GM rolls:

skeleton 1 attack 1d20 + 5 ⇒ (12) + 5 = 17
skeleton 2 attack 1d20 + 5 ⇒ (7) + 5 = 12
Aerys climb 1d20 + 2 ⇒ (9) + 2 = 11


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Grym continues to pull himself up the wall, attempting to get up to the skeletons so that he can introduce them to his axe.

Climb: 1d20 + 3 ⇒ (10) + 3 = 13


"You're on, girl! Winner gets to decide on the prize."
Reaching up to a point on the rock wall, I try to make some progress, eager to win this race. Alas, despite my eagerness, or because of it, I am still not getting anywhere. With a grim smile, I look over my shoulder, checking on Aerys.

Climb check: 1d20 + 7 ⇒ (10) + 7 = 17
Status: AC 16, touch 13, flat-footed 13
Current HP 23/23
Saves: Fort: +3, Ref: +6, Will: +1


Zag moves his eyes from the skeletons to his allies climbing up the wall and ponders for a moment. He then moves his hand over the tip of his spear and begins murmuring for several seconds, beseeching the spirits for a warrior to aid the group.

Sacrificing Frost Fall to start casting Summon Nature's Ally 2


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Standing firm and seeing the slow progress of his allies up the walls, Yekskya continues attempting to pepper the undead with his arrows.

Attack 1 1d20 + 6 ⇒ (10) + 6 = 16
Damage 1 1d8 + 5 ⇒ (7) + 5 = 12
Attack 2 1d20 + 6 ⇒ (18) + 6 = 24
Damage 2 1d8 + 5 ⇒ (6) + 5 = 11

The Exchange

Round 2 continued
Resolutely Grym keeps clambering up the wall towards the skeletons. The skeletons seem intent on targets on the ground, so the big half-orc takes advantage of not being noticed.

Zaghigoth places his hand over the tip of the his spear as he begins to gesture to use a spell. The powerful magic begins to summon a creature to your side, but it takes some time for the spell to take effect. Summoned creature will arrive next turn. Shiv continues to look up at the skeletons, longingly.

Round 3
The skeletons continue to hurl javelins, though they don't come near to hitting Yekskya or Zaghigoth, the javelins clattering off stone pillars.

Rowena and Aerys keep climbing, trying to catch up to Grym and seemingly in competition with each other. Neither have gotten very far off the ground, so far.

Having dodged the skeletons' javelins, Yekskya fires back, hitting both monstrosities. Both times he manages to inflict damage on the undead. 7 points of damage to the skeleton on the left, 6 points of damage to the skeleton on the right.

Map - Same as last round; everyone basically is in their same place as the previous round.

Initiative
24 – skeletons
19 – Aerys
16 - Rowena
14 – Yekskya
7 - Grym
6 – Zaghigoth & Shiv

------

GM rolls:

skeleton 1 attack 1d20 + 5 ⇒ (8) + 5 = 13
skeleton 2 attack 1d20 + 5 ⇒ (9) + 5 = 14
Aerys Climb 1d20 + 2 ⇒ (14) + 2 = 16


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

1d20 + 3 ⇒ (8) + 3 = 11

Keep on climbin', keep on climbin'

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