DM Berwick's Serpent's Skull Adventure

Game Master Lost Gamer

Continuing a great game with some great players.


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Scarab Sages

Top of Round 2

Combat:

Spells in Effect:
Inspire Courage: +1 to hit and damage (weapons only), +1 save vs charm and fear
Triple Time: Isandril, Brynmor, and Yuuwa 57 mins - +10' movement
Pro Evil(Brynmor): 3 mins (29/30 rounds) - +2 AC, cannot be touched by summoned outsiders

Round 1:
Isandril(24/29) - double move (50'), AoO as monster flees - miss
Brynmor - move, load weapon, attack - hit, dmg=7
Origen - cast pro. evil, moves
Jonagher - double move (40')
monster(06/13) - attack, 1d20 + 3 ⇒ (2) + 3 = 5, then turns and runs(draws AoO)
Aedalis - inspire courage, move
Yuuwa - 5'step, total defense

OOC:

Ok Isandril, Brynmor, and Orgien are up.

Please make a perception check in your post. If you forget I will roll for you.

I will be rolling opposed rolls for monsters about and add in the necessary modifiers. And then let you know what and from where you might hear something.

________________________________

Current Map


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

Origen's action won't be changed much by Brynmor's or Isandril's.

Repeating the same spell of protection, Origen touches his friend Jonagher, imbuing him with the same defense. Then he hurries after Isandril and Aedalis, glancing down the new passages as he runs past their dark openings.

Standard action: Cast Protection from Evil on Jonagher.
Move action: Move 30' toward Isandril, which I think will put Origen at O18. If Isandril and Brynmor don't pursue, Origen will not advance beyond the frontline fighters.

Perception (Cave 2): 1d20 + 7 ⇒ (12) + 7 = 19
Perception (Cave 3): 1d20 + 7 ⇒ (10) + 7 = 17
Perception (General): 1d20 + 7 ⇒ (18) + 7 = 25
He'll call out a warning if he detects any opponents.

OOC Re. Perception Checks

Spoiler:

I think that you should definitely roll Perception for us when we forget. I'm also fine with Alex's suggestion that you roll for us all whenever convenient for plot progression. (This also happens a lot with initiative rolls, but I think that you're doing that already.)


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

Everyone who has or will soon have Protection from Evil, please don't forget its +2 resistance bonus to your saves from evil-produced effects (e.g., a ghoul's touch) as well as your PC's immunity to enchantment effects cast by evil creatures.


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

"I do not believe we have much choice other than pursue the creature," Isandril suggests. "We would not want to move some other way only to have it rouse whatever friends it has down here and come after us when we least expect it."

Perception 1d20 + 9 ⇒ (2) + 9 = 11


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)
Isandril Velahrn wrote:
"I do not believe we have much choice other than pursue the creature," Isandril suggests. "We would not want to move some other way only to have it rouse whatever friends it has down here and come after us when we least expect it."

"Agreed," says Origen, as he begins to follow the elf.

Scarab Sages

OOC:
Will take it Isandril goes into the tunnel and Orgien is still in the room lighting the way. If you wish different actions will get you next time.

Update is in a few hours I hope Brynmor has time to give me an action or two I really don't wish to post up for everyone.

Scarab Sages

Isandril moves and sees the creature squeezing through another narrow tunnel. The elf quickly makes his way to the thing and stabs at it. The blade buries itself deep into the small of the creatures back. Black blood spills from the things lips as it cries out in pain.

Brynmor reloads quickly and seeing Isandril disappear into the tunnel makes a bold move to catch up. He hops down of the ledge and hurts his ankle as he slips on the uneven floor.

Origen casts his spell and then heads over as fast as he can to catch up to Isandril. Near the southwestern cave entrance Origen hears something scuffling in the dark just beyond the short tunnel. Looking into another natural room he knows, something is coming.

Jonagher hears Isandril fighting the creature and moves quickly down the sloped ledge to assist. He gets to the tunnel entrance in time to see the thing fall. And everyone hears it's cry of anguish as it gasps it's last breath.

"Mother! Help me!"

Combat:

Spells in Effect:
Inspire Courage: +1 to hit and damage (weapons only), +1 save vs charm and fear
Triple Time: Isandril, Brynmor, and Yuuwa 57 mins - +10' movement
Pro Evil(Brynmor): 3 mins (29/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Pro Evil(Jonagher): 3 mins (30/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders

Round 2:
Isandril(24/29) - move, attack 1d20 + 9 ⇒ (8) + 9 = 17, 1d6 + 2 ⇒ (4) + 2 = 6
Brynmor(34/35) - PRONE reload, jump down 1d20 - 1 ⇒ (7) - 1 = 6, DMG 1d6 + 0 ⇒ (1) + 0 = 1
Origen - cast pro. evil(Jonagher), moves
Jonagher - double move (55')
monster(00/13) - DEAD
Aedalis - IS UP
Yuuwa -

Rolls
Opposed stealth vs Perception 1d20 + 7 ⇒ (3) + 7 = 10
Jonagher Perception 1d20 + 9 ⇒ (6) + 9 = 15

_____________________________________________

Combat MAP: HERE
Exploration MAP: HERE


HP 39/30, AC- 11 (15 MA) T- 11 FF- 10 (14MA), CMD- 12, F +6, R +4, W +7, P +7, In +5

Seemingly able to maintain the steady beat of his drums, heralding the death of the first Undead monstrosity, Aedalis moves to N16 and creates a vaguely humanoid shape with a cantrip, emanating light from it equal to a torch. His arcane magic seems to fuel his own bardic abilities Harmonic spell as he sends the humanoid figure of light into the chamber ahead of him.

Cast Dancing Lights as a standard action in square M14.

The Exchange

F Human Cleric/ 3

"Gozreh protect us fools rushing headlong into the belly of the beast," hisses Yuuwa. She spares not a glance for any of the sidetunnels, trying to keep out of the growing darkness as Origen shadows Isandril.

Spoiler:
Look! A pun! Don't hurt me!:-)

She watches Brynmor leap down the ledge not so gracefully as she rounds the turn. "Bryn! Bryn! Talk to me!" She will pause at N14 ready to rush to Bryn if he does not stand up by then.

Contingent future action:

Spoiler:
If Brynmor is not standing up, she'll assume he is hurt, in need of help and convert a 1st level domain spell obscuring mist to Cure minor wounds 1d8 + 3 ⇒ (5) + 3 = 8. Otherwise she allows him to enter the tunnel whilst she follows with a comment of "Plenty of time later for a nap, git your landlubber legs moving!"

GM TSL:

Spoiler:
Actions Yuuwa will take if unable to post later. Her unstated thoughts are to let the fools charge ahead as she races to keep within the light and the radius of any healing burst or undead purge should one be required. As for guarding thier backs, she'll go total defensive against the ghouls and try to get them to bunch up before unleashing undead purge for maximum effect.
Channel Positive Energy (30'radius 2d6 heal or dmg to undead (DC 13: Will save 1/2) 6/day, no AO)


HP 39/30, AC- 11 (15 MA) T- 11 FF- 10 (14MA), CMD- 12, F +6, R +4, W +7, P +7, In +5

I just made more light so staying within your ownisn't necessary Yuuwa.


Male Human Fighter 3

Brynmor grunts in pain as he lands awkwardly on a loose stone that slips from underneath his foot, and sprains his ankle. He seems to stay there for a second trying to get his bearings and get up. Looking around he puts the crossbow away and draws his greatsword as he rises.

Yuuwa Majid wrote:
She watches Brynmor leap down the ledge not so gracefully as she rounds the turn. "Bryn! Bryn! Talk to me!"

"I hurt my ankle somewhat, but it should be OK. That's what you get when you try to do monkey tricks in armor and gear...'

Hu rushes to follow Isandril and Jonagher but pauses for second to take a look at the room paying attention to the multiple tunnel entrances

Perception check 1d20 + 4 ⇒ (13) + 4 = 17

"This is a good way to get ourselves in trouble. Anything could come out of those tunnels and jump us from the rear. We have to watch our backs carefully."

He then moves to O15 next to Jonagher.


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

"Brynmor's right. There's something in this tunnel."

Origen speaks a familiar-sounding spell, and the tunnel to the southwest is coated with a layer of blackish grease, dark even against the dancing shadows in the cavern.

He says loudly, "But if it steps on this dangerous magical spell, it'll learn why it shouldn't have."
Bluff (untrained): 1d20 + 3 ⇒ (18) + 3 = 21 or Intimidate: 1d20 + 9 ⇒ (15) + 9 = 24 whichever is appropriate--he's trying to make it doubt whether it should come through the passage with the Grease.
Standard action: Cast Grease (DC 14) on N18, N19, M19.

Origen then moves warily away from the passage mouth, pulling out a dagger as he awaits the attack.

"Move up, Yuuwa, Aedalis, so you don't get cut off." His voice betrays a hint of nervousness.

Move action: Step 10' to N16, pulling out his dagger as he moves.
Should have gotten his crossbow back from Torden too. Sigh. . . .

Scarab Sages

Yuuwa moves up to join the others as Aedalis lights up the area further.

Allowing Isandril to see into the chamber just beyond the dead monster at his feet.

Combat:

Spells in Effect:
Inspire Courage: +1 to hit and damage (weapons only), +1 save vs charm and fear
Triple Time: Isandril, Brynmor, and Yuuwa 57 mins - +10' movement
Pro Evil(Brynmor): 3 mins (29/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Pro Evil(Jonagher): 3 mins (30/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Dancing Lights: 1 min (10/10 rounds)

Round 2:
Isandril(24/29) - move(l-14), attack hit; DMG = 6
Brynmor(34/35) - (PRONE) reload, jump down(Q-14);failed DMG = 1
Origen - cast pro. evil(Jonagher), moves(O-18)
Jonagher - double move (55')(N-14)
monster(00/13) - DEAD
Aedalis - move(N-16), casts dancing lights
Yuuwa - double move(65')(O-14)

End of Round 2

Scarab Sages

Top of Round 3

Origen releases his spell to protect the flank while Brynmor joins the others crossbow in hand.

Combat:

Spells in Effect:
Inspire Courage: +1 to hit and damage (weapons only), +1 save vs charm and fear
Triple Time: Isandril, Brynmor, and Yuuwa 57 mins - +10' movement
Pro Evil(Brynmor): 3 mins (28/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Pro Evil(Jonagher): 3 mins (29/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Dancing Lights: 1 min (09/10 rounds)
Grease: 3 mins (30/30 rounds) N-18/19, M-19 and walls (easier to squeeze through, long as you don't slip)

Round 3:
Isandril(24/29) - IS UP
Brynmor(34/35) - stand from prone, move (O-15); Perception 17
Origen - cast grease, 5'step(O-17), draw dagger
Jonagher -
Aedalis -
Yuuwa -

Notes
- Will start adding area moved to in posts for the round as above for Brynmor. Twice someone tried to move where someone else already was. You'll be able to find them easily there.
- If you wish to make changes to your actions please list them in an ooc spoiler along with the action you wish to change. I know it is hard to know when we go a little out of order.
- Please don't forget your perception checks each round. Have Brynmor's for round three need Origen's please.

_______________________________

Combat Map: HERE
Origen and Brynmor's moves added to this. Yellow dot is dancing light and gray area is grease effect.


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

Movement

Spoiler:

According to his post, Brynmor moved to O15, not N15, didn't he?

Brynmor Drakh wrote:
He then moves to O15 next to Jonagher.

Given that Aedalis was at N16, Origen would have moved slightly further (to N15 or beyond if necessary) to get off of the front lines. He has an attack bonus of +1, so he can draw his dagger as part of the move.

Scarab Sages

Drat messed up, new map below.

______________________________

Combat Map: HERE


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

Isandril moves a little ahead, swords drawn and ready. Pausing for a moment to look down a side passage to his left, he then moves ahead cautiously if he feels certain that nothing is coming their way from there.

"Let us not make too much noise," the elf suggests in a soft voice. "Although that creature's death cry has probably alerted whatever is down there about our presence, anyway."

Taking a moment to look down the side passage at K14, just in case he can see that is. Then, moving ahead into the room.

Stealth 1d20 + 9 ⇒ (2) + 9 = 11
Perception 1d20 + 9 ⇒ (5) + 9 = 14

Scarab Sages

Isandril:
You enter a long natural cavern littered with bits of bone, body parts, and seaweed. Two creatures like the dead one, come from the far side of the room roaring as they do.

"ARWWW..."

"YOWLLLL..."

Everyone hears the shrieking of something foul, as it echoes off the walls. Jonagher rushes fowrad disappearing from the room everyone was in seconds ago. Move to K-12

Rolls:

Opposed Sense Motive: 1d20 + 2 ⇒ (18) + 2 = 20
Opposed Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Perception-Jonagher: 1d20 + 0 ⇒ (14) + 0 = 14
Opposed Stealth: 1d20 + 7 ⇒ (10) + 7 = 17


Male Human Fighter 3

"Sweet. I am sure that thing is as ugly as it's shriek..."
The mercenary curses softly and rushes to follow Jonagher into the other room, ready for trouble.

Move to K14

Perception check 1d20 + 4 ⇒ (16) + 4 = 20

Scarab Sages

Isandril is at K-14, Jonagher is at K-12

Scarab Sages

Aedalis and Yuuwa are up to end round three. Brynmor's action are for round 4 and have not gone off yet.


HP 39/30, AC- 11 (15 MA) T- 11 FF- 10 (14MA), CMD- 12, F +6, R +4, W +7, P +7, In +5

Round Three Action-

Aedalis moves as far into the next chamber as he can, casting another Dancing Lights, dismissing the previous one in favor of four wisp like lights in front of whoever's out in front in a ten foot diamond pattern.

The Exchange

F Human Cleric/ 3

Hearing the shriek sends a shudder down her stiffening spine, "To arms! The beast awakens." She casts Guidance upon herself and waits for the path to clear before her as the others rush forward. She casts her eyes about the chamber, looking for stealthy ghouls emerging from the darkened side tunnels.

Perception1d20 + 4 ⇒ (17) + 4 = 21
She'll encourage the others move towards the combat as she watches the pool chamber. If one of the others motioins for her to enter the tunnel as they cover the rear then she'll not argue and follow the sounds of combat to do what she can.

Scarab Sages

End of Round 3

Isandril awakes an evil in the dark. Trouble coming in - 1d4 + 0 ⇒ (1) + 0 = 1 rounds

Yuuwa takes up a position near the tunnel entrance and watches about behind the group as Jonagher and Aedalis quickly make for the sounds of battle. Origen's spell is hopefully watching the flank, but he draws his dagger just in case, and a slightly limping Brynmor readies himself to run into the next chamber, when...

Combat:

Spells in Effect:
Inspire Courage: +1 to hit and damage (weapons only), +1 save vs charm and fear
Triple Time: Isandril, Brynmor, and Yuuwa 57 mins - +10' movement
Pro Evil(Brynmor): 3 mins (28/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Pro Evil(Jonagher): 3 mins (29/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Dancing Lights: 1 min (10/10 rounds)
Grease: 3 mins (30/30 rounds) N-18/19, M-19 and walls (easier to squeeze through, long as you don't slip)
Guidance - Yuuwa: 1 min (10/10 rounds) +1 to next attack roll, skill check, or save

Round 3:
Isandril(24/29) - move (J-12), total defense(AC 21); Perception 14
Brynmor(34/35) - stand from prone, move (O-15); Perception 17
Origen - cast grease, move(N-15), draw dagger; Perception ??
Jonagher - double move (K-12); Perception 14
Aedalis - move (L-14), casts dancing lights; Perception ??
Yuuwa - 5'step(N-14) guarding tunnel entrance, casts guidance; Perception 21
monsterA - double move (I-11)
monsterB - double move (I-12)
monsterC - double move (half speed); stealth

Scarab Sages

Top of Round 4

..."Behind!! Behind!! They seek to catch us unawares!" Yuuwa screams gesturing with her trident at the tunnel near the top of the slope. Tunnel 1

From her position Yuuwa sees a clawed foot near the first tunnel entrance. Looking harder she sees a set of yellow glowing eyes reflecting the light from Origen's ioun torch. Spot on! One less and you would have missed the opposed roll due to distance.

Combat:

Spells in Effect:
Inspire Courage: +1 to hit and damage (weapons only), +1 save vs charm and fear
Triple Time: Isandril, Brynmor, and Yuuwa 57 mins - +10' movement
Pro Evil(Brynmor): 3 mins (27/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Pro Evil(Jonagher): 3 mins (28/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Dancing Lights: 1 min (09/10 rounds)
Grease: 3 mins (29/30 rounds) N-18/19, M-19 and walls (easier to squeeze through, long as you don't slip)
Guidance - Yuuwa: 1 min (09/10 rounds) +1 to next attack roll, skill check, or save

Round 4:
Isandril(24/29) - IS UP
Brynmor(34/35) - actions posted but allowed to change if wishes to...
Origen -
Jonagher -
Aedalis -
Yuuwa -
monsterA -
monsterB -
monsterC -


_____________________________________________________

Map is everyone's current location at start of round 4. To save from confusion will not post maps between rounds - only at the start of each round.

COMBAT MAP: HERE


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

Round 4

"Good eye, Yuuwa!"

Stepping back behind Brynmor, Origen prepares to attack the creature as soon as it approaches.

Out of sequence, but unless Brynmor's action brings down the creature with one shot, Origen will move to O14 and ready an action to hit the ghoul with acidic ray if it approaches within 30'.

Acidic Ray (ranged touch): 1d20 + 4 ⇒ (6) + 4 = 10
Damage (if relevant): 1d6 + 2 ⇒ (2) + 2 = 4

EDIT: I missed the Inspire Courage +1 on attack rolls, but I suspect that's still not enough to hit.


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

Finding himself facing two of the creatures, Isandril hears Yuuwa's warnings about a third one coming from behind the group, but trusts in his companions to take care of it. "Two of them for two of us, Cousin," he calls out to Jonagher, who is close by. "Our friends are probably going to have their hands full soon enough."

Even before he finishes talking, the elven warrior has already started his attack, as one sword and then the other flash in two quick slashes, the intention behind his strike to at least drop one of them by focusing on it.

Round 4

Full attack against creature at I12.

Main hand melee attack (masterwork short sword) 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Damage (piercing) 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Off-hand melee attack (masterwork short sword) 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Damage (piercing) 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6


Male Human Fighter 3

Brynmor is indeed going to change his action to defend the group from the imminent assault from the rear. Since, he cannot reach the monster in time he will shoot it with his crossbow. Next he is going to drop the crossbow, draw his greatsword and attack the monster/s in close combat as they come in range.

Yuuwa Majid wrote:
..."Behind!! Behind!! They seek to catch us unawares!" Yuuwa screams gesturing with her trident at the tunnel near the top of the slope. Tunnel 1

"Way to go lass! Now, let's take care of that matter!" the mercenary yells as he aims quickly and lets another bolt loose.

Perception Check 1d20 + 4 ⇒ (10) + 4 = 14

Attack with Crossbow 1d20 + 4 ⇒ (6) + 4 = 10

Damage 1d8 ⇒ 3

Please adjust for darkness penalties as I am not sure what would apply


HP 39/30, AC- 11 (15 MA) T- 11 FF- 10 (14MA), CMD- 12, F +6, R +4, W +7, P +7, In +5

Everyone please remember Inspire Courage (pretty sure Brynmor will still miss with an 11 though)- its going to be even more relevant next round.


Seeing Isandril missing the quick creature Jonagher decides to fight smart.

He steps up and uses his hand to feint a blow while keeping his sword held at the ready.

Bluff 1d20 + 6 ⇒ (7) + 6 = 13
Sense Motive 1d20 + 2 ⇒ (14) + 2 = 16

The creature doesn't take the bait watching the sword warily as Jonagher swings.

Attack 1d20 + 5 ⇒ (7) + 5 = 12

The short blade misses and the half-elf curses. "Not the same as fighting mindless zombies or dumb cannibals. These things are quick and smart." he says keeping his sword up defensively.

"What's that? Sounds like bare feet on stone, and running this way," he says cocking his head to hear better.

Notes: 5'step to J-11 - Using Combat Expertise current AC 17, HP 25/25
Perception 1d20 + 9 ⇒ (14) + 9 = 23

Yuuwa and Aedalis to finish the round.


HP 39/30, AC- 11 (15 MA) T- 11 FF- 10 (14MA), CMD- 12, F +6, R +4, W +7, P +7, In +5

Assume Isandril stepped into J11.

Stepping up to K12, Aedalis increases the tempo of his drum beat to an incredible crescendo of furious beats, lifting the spirits of his new companions with a blend of magic and music.

Now we will dictate the final fates of these grim beasts! he exclaims. The beginning of our victory is at hand! Be not afraid!

Aedalis is now threatening the two ghouls with his scorpion whip, a important distinction to note in case they try and coup-de-grace a paralysed victim. He has just cast Moment of Greatness (link) on everybody, meaning that at any time in his current performance you can double the bonus from Inspire Courage's boost to saving throws VS charm and morale for a single saving throw.

Edit: Horror of horrors! I forgot the bonus to attack and damage rolls is no longer morale, but COMPETENCE! Enjoy your extra +1 to a save VS charm and fear (+2 total) ifit becomes necessary... I hope Yuuwa can cast Bless so we get a bit more use out of it. Edited the above too.

The Exchange

F Human Cleric/ 3

"Light. We need more light!" exclaims Yuuwa followed by a muffled curse and short hymnal as the tines of her trident burst into light held aloft. Yuuwa casts Light upon her trident.
"Reload that crossbow Bryn! Origen, Bryn let them come out and fight us in the tunnel. Too many shadowed entrances to watch here. Full speed ahead and let us not be divided."

As Origen comes into reach, she tugs him into the tunnel before double tapping Bryn, then 5' step backwards into Origen.

Spoiler:
1)Yuuwa should be sandwiched between Origen and Brynmor. If the tunnel ceiling allows it, she'll angle her 4'trident above and a little forward of Bryn so he is not backlit yet not so forward he is blinded.
2)Bless? These landlubbers need Endure Elements every frick'n morn'n.
3)Light! Reread my "today spells" and I forgot I adjusted orisons to include light. Handslap to the forehead!
4)As I reread this post, I see some military training seeping out. Not sure if Yuuwa would necessarily make these observations/actions but I can't help but fallback onto certain habits drilled into me in RL. If the call is metagaming, I'll revise tactics accordingly.


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

Origen pauses for a second, his attention momentarily diverted from Brynmor's target. He glances over his shoulder at the tunnel behind, hearing the sounds of fighting from Isandril's melee.

Yuuwa has the right of it.

He prepares to fall back, though he still keeps his attention on the creature lurking in the far wall.

I like that plan, Yuuwa. Origen will fall back into the tunnel as soon as he can next round.

Scarab Sages

Suddenly a croaking female voice fills the caverns so that everyone can hear her.

"Who are you to disturb the Caves of Mother Thrunefang?" she says stepping into the light. Hideous to behold the woman is like a female version of the things Isandril and Jonagher fight. "Come here my children," she calls to the two creatures, who back away from the elf and half-elf and huddle near her seeking comfort.

Looking back towards the others she says with a wicked smile. "You seem a capable lot. You would make fine additions to my family. Join with me and live forever."

The creature alone near Brynmor and Origen slinks back into the dark out of sight of the greatsword wielding warrior. Origen notices the crossbow sitting at Brynmor's feet ready to be wielded.

Combat:

Spells in Effect:
Inspire Courage: +1 to hit and damage (weapons only), +1 save vs charm and fear
Triple Time: Isandril, Brynmor, and Yuuwa 57 mins - +10' movement
Pro Evil(Brynmor): 3 mins (27/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Pro Evil(Jonagher): 3 mins (28/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Dancing Lights: 1 min (09/10 rounds)
Moment of Greatness: 3 mins (30/30) - double morale bonus (currently +1 to saves vs charm and fear) Also note only usable once per person.
Used so far - None
Grease: 3 mins (29/30 rounds) N-18/19, M-19 and walls (easier to squeeze through, long as you don't slip)
Light: 1 min (10/10 rounds)

Round 4:
Isandril(24/29) - full attack - miss
Brynmor(34/35) - range attack = miss, drop weapon(free), draw greatsword
Origen - move O-14, ready action (cast acid splash when in range)
Jonagher - 5'step J-11, attack = miss
Aedalis - cast moment of greatness, move K-12
Yuuwa - casts light
Mother - move, total defense
monsterA - withdraw to E-09
monsterB - withdraw to D-10
monsterC - double move (half speed) Stealth 1d20 + 7 ⇒ (1) + 7 = 8


_____________________________________________________________

Mother

Yuuwa:
I can allow you to bark orders - perhaps your character has seen her fair share from an ex-military man turned pirate. Things like that can be added to the background as we play, bring the charactr to life as we get a feel for them.

But I can't allow you to move other PCs - specially if they went before you. NPCs - that's iffy it may be possible. But PCs have their own player and no one - not even me - can make them move to a certain spot (outside the rules - there is always drag or push LOL). Sorry.

End of Round 4

Scarab Sages

Top of Round 5

The cavern echoes with the croaked words from the creature as it stands and pets one of her children.

"...forever... forever....forever,"

Combat:

Spells in Effect:
Inspire Courage: +1 to hit and damage (weapons only), +1 save vs charm and fear
Triple Time: Isandril, Brynmor, and Yuuwa 56 mins (next minute 10/10 rounds) - +10' movement
Pro Evil(Brynmor): 3 mins (26/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Pro Evil(Jonagher): 3 mins (27/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Dancing Lights - Aedalis: 1 min (08/10 rounds)
Moment of Greatness: 3 mins (29/30) - double morale bonus (currently +1 to saves vs charm and fear) Also note only usable once per person.
Used so far - None
Grease: 3 mins (28/30 rounds) N-18/19, M-19 and walls (easier to squeeze through, long as you don't slip)
Light - Yuuwa: 1 min (09/10 rounds)

Round 5:
Isandril(24/29) - IS UP
Brynmor(34/35) -
Origen -
Jonagher -
Aedalis -
Yuuwa -
Mother -
monsterA -
monsterB -
monsterC -


________________________________________________

COMBAT MAP - HERE

Please don't forget your Perception checks as they are still things about. If you don't roll you get an auto fail.


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)
GM - The Serpent God wrote:

"...forever... forever....forever,"

Take 10 on Perception to hear Mommy T's conversation 90' away.

Origen hears the ghoul queen's sinister "offer." "Sounds as if they need us in the other room."


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

"I plan to live long enough myself," Isandril retorts, "but thank you for the offer nevertheless." Moving forward, the elf closes the distance between himself and the nearest ghoul, attacking with one of his short swords as soon as he does so.

Round 5

Move action to get to E11 (and make room for more people to join us -the more the merrier, folks! :-P) and standard action to attack the ghoul thingy at D10.

Main hand melee attack (masterwork short sword) 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Damage (piercing) 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Hrmph...


Male Human Fighter 3
Origen Leanthris wrote:
Origen hears the ghoul queen's sinister "offer." "Sounds as if they need us in the other room."

Perception check 1d20 + 4 ⇒ (3) + 4 = 7

Brynmor seems in two minds regarding whether to stay there or join Isandril and Jonagher in the other room. Without taking his eyes off the tunnel where the other ghoul was ready to emerge from, he talks to Origen in a low and steady voice:

"I would love to join them, but I don't want to leave our backs unprotected. The gods only know how many of these undead freaks lurk just beyond the shadows in there. Who's gonna cover our backs?"


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)
Brynmor Drakh wrote:
". . . Who's gonna cover our backs?"

"Too many backs to cover right now," responds Origen, as he snatches up the Chelaxian fighter's dropped crossbow.

OOC

Spoiler:

Move action: Pick up an item (the crossbow).

Of course, it's useless to Origen without quarrels, but it'll allow Brynmor to advance with his sword at the ready.

Origen hustles into the tunnel toward the Mother.

OOC

Spoiler:

Move action: Move 30' to K11 if possible.

If that's not possible because he'd have to squeeze through part of the tunnel, he'll stop in L14 rather than K13, which would be better filled by a less squishy character.

If we can't all make it to the next room this round, I suggest falling back with a readied action to attack any enemy that comes within melee range, but we need to support Isandril.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Scarab Sages

OOC:
I will allow for Brynmor to take off his bolt case and hand it to Origen as a move action. Just guessing it is one of those over the shoulder straps to put the case on your hip types.

Origen would need to accept it and don it (move action) next round. Then he'll have the case.

The back-up bolts are probably in his backpack, correct?


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

OOC

Spoiler:

GM - The Serpent God wrote:

I will allow for Brynmor to take off his bolt case and hand it to Origen as a move action. Just guessing it is one of those over the shoulder straps to put the case on your hip types.

Origen would need to accept it and don it (move action) next round. Then he'll have the case.

That seems reasonable. But Origen doesn't think that they have time for the transfer right now. He's worried about being split into two separate groups.

GM - The Serpent God wrote:
The back-up bolts are probably in his backpack, correct?

Sadly, Origen probably doesn't have his quarrels.

F. Castor wrote:
Concerning Origen's Crossbow: At least for the time being, I believe the crossbow is to be loaned to Torden. As for the backpacks thing, I was actually going to get a masterwork one as soon as we have the means (well, if ever we have the means, all things considered ;-)). And probably a bow of some sort at the same time.

I had assumed that Origen handed over all his ammunition too.

Scarab Sages

OOC:
Was thinking about Brynmor's extra bolts actually. Also if you wish I will allow for you to be adjacent to Brynmor and retrieve a bolt as a move action if he is not in melee with an enemy. So if he moves close to Origen next round and doesn't had over the case you could at least grab one bolt to load for use when needed.

The Exchange

F Human Cleric/ 3

Yuuwa will backtrack with Origen, stepping into K14, facing the offshoot with shield and lit trident. She will wait until Brynmor has also retreated past her or, if he insists on being vanguard, will continue into the room alongside Origen.

OOC:

Spoiler:
Perception1d20 + 3 ⇒ (4) + 3 = 7
She will only do total defense until an united front can be formed. Yuuwa will make an effort to target weakened enemies(with Electrical Arcs or Trident) or if opportunity presents itself channeled positive energy against multiple ghouls or healing if everyone is fully engaged. (heal check)

Scarab Sages

With Isandril's charge Jonagher moves right beside the elf. "Time to die a second time! You ugly bastards!"

Aedalis steps up to cast a spell to help, while his inspiration feeds of the magic. He casts a pinprick of light at the creature known as Mother and is shocked when it has no effect whatsoever. "Be careful she is powerful," he says in warning.

"Since you defy me, you are only worthy to feed me and mine!" the homely creature retorts. "You value all this light to much. I think it is time to take it away." With a gesture and a toss of a stone the cavern goes dark, unnaturally dark.

Meanwhile Origen and Yuuwa start into the narrow tunnel, as Brynmor guards the rear. Having seen Origen take up the crossbow the warrior quickly doffs the case strap over his head and hands them to the sorcerer. "Lock and load!" :P

A startled yelp from Yuuwa turns them back to the woman who pulled ahead and they see her stabbing at a creature in the tunnel that turned south from the one they are following.

Combat:

Spells in Effect:
Inspire Courage: +1 to hit and damage (weapons only), +1 save vs charm and fear
Triple Time: Isandril, Brynmor, and Yuuwa 56 mins (next minute 10/10 rounds) - +10' movement
Pro Evil(Brynmor): 3 mins (26/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Pro Evil(Jonagher): 3 mins (27/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Dancing Lights - Aedalis: 1 min (08/10 rounds)
Moment of Greatness: 3 mins (29/30) - double morale bonus (currently +1 to saves vs charm and fear) Also note only usable once per person.
Used so far - None
Grease: 3 mins (28/30 rounds) N-18/19, M-19 and walls (easier to squeeze through, long as you don't slip)
Light - Yuuwa: 1 min (09/10 rounds)
Darkness - Mother Thrunefang: 5 mins (50/50 rounds)

Round 5:
Isandril(24/29) - move(E-11), attack - miss
Origen - pick up crossbow, move(L-14)
Brynmor(34/35) - hand over bolts, move(M-14)
Jonagher - move(F-10), attack 1d20 + 5 ⇒ (19) + 5 = 24
possible crit, 1d20 + 5 ⇒ (16) + 5 = 21
confirmed dmg 2d6 + 2 ⇒ (1, 3) + 2 = 6
Aedalis - move(I-12), casts daze DC 14 (at Mother, who is unaffected HD to high)
Yuuwa - move(K-13), attack 1d20 + 3 ⇒ (9) + 3 = 12 squeezing penalties offset, miss
Mother - cast darkness, rest unknown to PCs
monsterA - full attack(Jonagher) AC:19(CE + pro evil)
1d20 + 3 ⇒ (9) + 3 = 12 - bite
1d20 + 3 ⇒ (1) + 3 = 4 - claw
1d20 + 3 ⇒ (19) + 3 = 22 - claw, hit 1d6 + 1 ⇒ (6) + 1 = 7
monsterB - full attack(Isandril)
1d20 + 3 ⇒ (7) + 3 = 10 - bite
1d20 + 3 ⇒ (4) + 3 = 7 - claw
1d20 + 3 ⇒ (10) + 3 = 13 - claw
monsterC - hiding (for now)
monsterD - full attack(Yuuwa)
1d20 + 3 ⇒ (14) + 3 = 17 - bite, hit dmg 1d6 + 1 ⇒ (1) + 1 = 2
1d20 + 3 ⇒ (15) + 3 = 18 - claw, hit dmg 1d6 + 1 ⇒ (3) + 1 = 4
1d20 + 3 ⇒ (6) + 3 = 9 - claw

Scarab Sages

The darkness gives the ghouls the advantage but everyone can hear Joangher and Isandril as they continue to fight on.

Combat:

Spells in Effect:
Inspire Courage: +1 to hit and damage (weapons only), +1 save vs charm and fear
Triple Time: Isandril, Brynmor, and Yuuwa 56 mins (next minute 09/10 rounds) - +10' movement
Pro Evil(Brynmor): 3 mins (25/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Pro Evil(Jonagher): 3 mins (26/30 rounds) - +2 AC and saves vs evil creatures, cannot be touched by summoned outsiders
Dancing Lights - negated by darkness spell
Moment of Greatness: 3 mins (28/30) - double morale bonus (currently +1 to saves vs charm and fear) Also note only usable once per person.
Used so far - None
Grease: 3 mins (27/30 rounds) N-18/19, M-19 and walls (easier to squeeze through, long as you don't slip)
Light - Yuuwa: 1 min (08/10 rounds)
Darkness - Mother Thrunefang: 5 mins (49/50 rounds)

Round 6:
Isandril(24/29) - IS UP
Origen -
Brynmor(34/35) -
Jonagher(18/25) - Save 1d20 + 3 ⇒ (18) + 3 = 21
Aedalis -
Yuuwa(18/24) - Need two Fort Saves DC-13 or become paralyzed
Mother -
monsterA(08/14) -
monsterB -
monsterC -
monsterD -

Note:

- Origen the ghoul next to you has cover due to the corner of the wall.
- Aedalis could search for the stone and cover it but it will be difficult and take at least two rounds (maybe more depending on rolls).
- Sorry I took actions for characters I thought I had waited long enough.

_______________________________________

Combat Map: HERE

The Exchange

F Human Cleric/ 3

GM TSL:

Spoiler:
Yuuwa's stated action of Total Defense until Origen and Brynmor pass by should give her a +4 towards AC and no attempts to attack. This should bump her AC up to "19" unless you rule otherwise. With a modified AC of 19 both strikes by ghoul would miss and no fort save required.
However, if ruled otherwise, as requested my fort save(s) are
Fort#11d20 + 4 ⇒ (13) + 4 = 17
Fort#21d20 + 4 ⇒ (16) + 4 = 20

Scarab Sages

Yuuwa:

Sorry then I must have gotten what you were trying to say wrong. It seemed to me you wanted to move to K-14 to let everyone by - I thought that would have been a double move (forgot your +10 movement).

Since you didn't list actions I figured you would have wanted to get in an attack. That is what I thought you meant by weaken enemies, you moved saw it attack and then would withdraw next round letting the fighter step up.

To help me please list your actions which could be as simple as move(??-??), cast spell or double move(??-??).

And thanks I hope we get all the bugs out of this soon.

Your character was not damaged by the ghoul so HP are still at full.

Aedalis:
Moved you to F-11 as you can attack them if they turn to run - when you can see again.


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

Err... Kinda confused here. Is it my imagination or was there a post earlier with the ghouls attacking us and missing and then moving on to round 6?

Scarab Sages

Catching up(sort of?):

Round 1 Isandril double moves to threaten the ghoul in the room with water.
Round 2 no actions posted but you said you wish to pursue so had your character move and catch up (due to +10 movement) and attack - kills first ghoul
Round 3 you moved cautiously and had an action left over so I put your character in total def and the ghouls in that room move in to attack
Round 4 Isandril attacks and misses, Mother comes from around the corner and the ghouls withdrew
Round 5 your character and Jonagher moved to attack - so the ghouls counter attacked

It is top of round 6.


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

I remember as much about round 5, but I cannot seem to find your post about it anymore. I do remember their attacks missing, though. So, are we now on round 6? I recall seeing the round 6 initiative order in the same post with the ghoul attacks, but I can no longer find it. Was it edited out? Regardless, here goes. :-)

Finding himself in darkness, Isandril takes a more defensive stance. The elf still presses the attack, relying more on sound rather than sight, but realizes he is at a disadvantage.

"We could use some light here, if it is not too much bother," he calls to his friends as he attacks the same ghoul as before, this time taking more care to shield himself from incoming blows rather than going all out against his target.

Round 6

Full attack on the same ghoul as before.

Main hand melee attack (masterwork short sword) 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Damage (piercing) 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Off-hand melee attack (masterwork short sword) 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Damage (piercing) 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Not sure what kind of concealment they have and thus what the miss chance is, so if you would be so kind to roll it for me?

Edit: Having just seen the OOC thread, there is no point to fight defensively or use total defense, since dodge bonuses do not apply. So, regular attacks. Changes already made above to reflect that.

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