GM SpiderBeard's Second Darkness (DrEvil Group) (Inactive)

Game Master Barvo Delancy

Chapter 4: Endless Night

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Trapped in the Tower - Round 6 - continued

Saphren races down the hill, sliding into the pile of debris to grab the battered gnome. He lunges for her small form, and she, seeing him coming reaches out. Just as a large chunk of masonry bounds down on the spot, Saphren successfully pulls Trig clear of the debris field. Both lay on the ground for a moment huffing and puffing from the close-call.

So you made both those checks, right on the number. Hope the cinematic feel of the scene comes through. I see a Michael Bay movie in the making.

One of the Cyphermages tumbles within bite range of the vicious akata which snaps at him but fails to catch the tumbling mage.

A small crack appears next to Magnus. He sees it as a potential escape route, though he may not be nimble enough to make it through.

Magnus starts out braced. To stay braced, needs a DC 15 Climb check but wiht a +4 bonus. Failure means you get shook loose and take 1d6 damage from tumbling about. If you want to try the crack to escape, needs a DC 15 Acrobatics, then a DC 15 Reflex to avoid the landslide behind the rolling tower.

Reva manages to hold onto the solid beam and does not need a check to stay braced.

Blossom also has a crack appear near her and she tries to dive out the hole to (hopefully) safety. She fails to hit the hole, and tumbles around her hair flailing wildly about.

Samaritha grabs for a window-ledge where another akata is trying to worm its way inside. The rolling tower takes a big bounce, and both are sent flying, the akata crushed under the weight of the structure.

Cyphermages Random: 1d20 ⇒ 6
Magnus random: 1d20 ⇒ 12
Reva Random: 1d20 ⇒ 18
Blossom Random: 1d20 ⇒ 11
Akata bite: 1d20 + 2 ⇒ (2) + 2 = 4
Blossom DC 15 Acrobatics: 1d20 - 1 ⇒ (11) - 1 = 10
Falling damage, Blossom: 1d6 ⇒ 1
Samaritha random: 1d20 ⇒ 16
Samaritha DC 15 Climb: 1d20 - 1 ⇒ (2) - 1 = 1
Akata DC 15 Acrobatics: 1d20 + 4 ⇒ (2) + 4 = 6
Samaritha Falling Dmg: 1d6 ⇒ 2

Reva and Magnus (and Blossom) can take actions now as they like. Magnus may try to escape or stay braced (or something else).


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

"Thanks for the save, big guy! We better follow that tower so we don't get caught out here by ourselves!"

Trig pulls out her scroll of expeditious retreat and uses it on herself, then starts moving as quickly as she can towards the tower. As she moves, she takes out a potion of Cure light wounds and drinks it. CLW: 1d8 + 1 ⇒ (8) + 1 = 9 Now at 11 HP I think.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva continues to cling onto the beam she's discovered. She likes her beam. Beam is safe. However, with Trig and Saphren out she starts looking for any kind of exit.


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Acrobatics: 1d20 + 0 - 5 ⇒ (18) + 0 - 5 = 13 Those 5% odds, though...
1d6 ⇒ 4

"Hold on, leetle Trig. I am coming! HRAAAGHH!" Heedless of the danger, Magnus makes the ill-advised decision to attempt to leap through the crack, dropping his shield as he leaps for the crack, his heavy mail slowing him down enough that he falls short, clipping his head on the heavy stonework. "געוואלד!!"


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

We are a team. I got your back. I got their back too. Saphren says as he stands and moves along beside the flowing debris hoping to catch up with the tower again.

Move action to stand Trig. Also move action to get out scroll. So Saphren is ahead, for now. :)


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Meanwhile, in the tower:

aaaaaaaaaaaAAAAAAAAAAAAAAAAaaaaaaaaaaaaaAAAAAAAAAAAAAAAAaaaaaaaaaaaaaAAAAAAAAAAAAAAAAaaaaaaaaa


Trapped in the Tower - Round 6 - concluded

Reva holds fast to the beam, keeping her from bouncing around inside the rolling tower.

Magnus dives for the fresh opening in the masonry, but his aim is less then skilled and he crashes into the wall with a clang. No longer braced he continues bouncing around inside the tower as it spins towards the sea.

Trig, free of the debris field, takes out one of her healing potions and restores a bit of her vitality, keeping her from the near edge of consciousness.

End of round 6


Trapped in the Tower - Round 7

21 Saphren (safe outside)
21 Cypermages
17 Magnus
17 Blossom
11 Reva (braced)
10 Samaritha
10 Akata
7 Trig (safe outside)

The rolling tower continues its plunge down the hill. As Saphren and Trig watch, it nears the edge of the land, where a fall of about 100 ft into the sea below. It looks like the fall is imminent.

Saphren is up now. I will give the random events for those still trapped inside so they can act on their turns.

Cypermage Random: 1d20 ⇒ 20 Brace chance DC Climb
Magnus Random: 1d20 ⇒ 17 Brace change DC 15 Climb
Blossom Random: 1d20 ⇒ 5 Nothing unusual
Reva Random: 1d20 ⇒ 6 Visitor - may attempt to grab one of the falling Cyphermages - Melee touch plus DC 14 STR
Samaritha: 1d20 ⇒ 17 Brace chance DC 15 Climb
Akata Random: 1d20 ⇒ 16 Brace Chance DC 15 Climb


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Touch Attack: 1d20 + 6 ⇒ (20) + 6 = 26

Reva springs off of the beam, slamming into the Cyphermage and protectively wrapping her body around the falling caster.

"HOLD ON!"


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Saphren continues to double move or even run if needed to keep up with the tower. He is looking for threats and would consider surfing the slide if it would help him catch up...

Perception: 1d20 + 8 ⇒ (5) + 8 = 13


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Trig will use the Expeditious retreat scroll and start running as quick as she can for the edge of the land, screaming at the top of her lungs, "REVA! MAGNUS! GET OUT OF THE TOWER!"


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Acrobatics: 1d20 + 0 - 5 ⇒ (20) + 0 - 5 = 15
Reflex: 1d20 + 1 ⇒ (3) + 1 = 4
Can I attempt that acrobatics again? If not treat the above as a climb check at +2. Might be a slow few days from me. My very first trip to the snow. Cue schoolboy excitement.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

"the snow"?


Trapped in the Tower - Round 7 - concluded

Saphren runs after the tower, but there is little he can do to stop its descent or to help his friends who are still stuck inside. While a few akatas have been spun off during the descent, they have either bolted or been crushed by the rolling tower and there is no combat threat at present.

One of the cyphermages falls past an exposed beam, and while her fingers scrabble on the wood for purchase, she just can't hold on while the tower turns violently. The low-level wizards have bumped as much as they can take and they, one by one, begin to pass out from the damage of rolling about inside.

Magnus has rolled past the point where he can leap out of the tower, so instead he lunges for a stone protrusion, grasping and holding on for dear life, preventing him from taking any damage this turn.

Blossom continues being tossed about like a ship in a gale. She bangs her head and shoulders, her animated hair grasping all about for something safe to hold on to.

Seeing one of the unconscious cypermages tumble past, Reva is able to lunge out and snag the damaged wizard, holding him safely to the beam this round.

The akata inside scrambles for purchase with its jagged claws, and is able to hold onto a large stone, preventing it from tumbling further. fA second akata tries to wriggle into the window, popping in just as a revolution rolls around that might have crushed the strange predator.

Using her scroll for a burst of speed, Trig races for the tower, but cannot do much to stop it. Her cries to her friends inside are drowned about the constant roaring of the rolling masonry.

End of Round 7

climb DC 15: 1d20 - 1 ⇒ (13) - 1 = 12
Cyphermage dmg: 3d6 ⇒ (1, 5, 5) = 11
Blossom Dmg: 1d6 ⇒ 5
Akata climb DC 15: 1d20 + 9 ⇒ (7) + 9 = 16
Akata 2 DC 15 acrobatics: 1d20 + 4 ⇒ (18) + 4 = 22
Samaritha DC 15 Climb: 1d20 - 1 ⇒ (3) - 1 = 2


Trapped in the Tower - Round 8

The deafening roar of the tower rolling downhill ceases and everyone inside is thankful until they realize that means the tower has left the land. Like a log rolling into a river, the tower hits the edge of the land, rotates in space helplessly a few times as Saphren and Trig watch from the cliff, and then falls precariously into the lagoon below.

The concussion from the splash knocks everyone in side loose from their perches, and all take serious damage as the force of the impact is felt. The tower buckles in the middle, and begins to rapidly fill with seawater. The buoyant fluid has two effects, first it seems to wash everyone, even the unconscious forms, from the remains of the superstructure. Second, the sea water seems to have a very negative impact on the remaining akata. They seem to scream out silently as the water disintegrates them. Soon all are nothing more than a few bones bobbing on the water.

All characters in the tower take 2d6 (you can roll your own) damage from the fall. All are free fo the tower, but are now in the water, and must make Swim checks or have those negative consequences. If unconscious, please let me know. The cliff is about 20' down to the sea, and that is where Saphren and Trig watch with dismay.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

"Magnus! Reva! Blossom! Samaritha! Oh, hells, Saphren, we have to get down there!"

Could I use Expeditious Excavation to excavate my way down the cliff? If I do it right at the edge of the cliff?


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

2d6 ⇒ (5, 6) = 11
Swim: 1d20 + 3 - 10 ⇒ (2) + 3 - 10 = -5

Magnus splutters out a few curses as he sinks like a stone, his helmet missing and a deep gash across his brow.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

With barely a pause in his running Saphren dives from the cliff into the lagoon. He tries tries to identify the person in the most trouble and moves to help them.

Swim Check: 1d20 + 7 ⇒ (12) + 7 = 19


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva shrieks as the tower plummets into the lagoon before her cry is cut short by the powerful impact. Kicking off from whatever she's against, she desperately tries to find the surface of the water. However, with her world turned upside-down she simply plunges further in, and begins to panic.

Damage: 2d6 ⇒ (5, 6) = 11

Swim: 1d20 + 2 ⇒ (5) + 2 = 7


Saphren dives into the water, swimming to where the heavily armored dwarf was last seen.

Magnus struggles against his armor, and ends up starting to sink to the bottom.

Reva, disoriented by the fall, also starts to panic, and sucks in lungfuls of water, rather than air.

Samaritha, and one of cyphermages bob to the surface, but the white-haird witch is nowhere to be seen.

Trig, you can use Expeditious Excavation, but it only affects a 5' cube of earth. It won't allow you to tunnel to the beach.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

I'm thinking of using multiple castings.

-Posted with Wayfinder


Using one each round might work, moving 5' of earth with each cast. Looks like Saphren, Reva, and Magnus need swim checks again, with both Reva and Magnus underwater at present. Remember the breath holding rule, though I suppose Saphren will reach you both before you run out of air.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Well, on the other hand, is there a beach that people who can't swim well can get to? I'm not sure I fully understand the layout here.


There is a cliff about 20' high from which the tower fell. At the base there is a narrow beach, enough for someone to stay dry on, right below the cliffs. There is not a good way back up to the top without climbing.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

So that's... 1 round? 19 to go!

Swim: 1d20 + 2 ⇒ (17) + 2 = 19

While she struggles in the water Reva manages to orient herself, and kicks up towards the surface.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

OK, Trig will start using expeditious excavation to work down toward the beach. Will stop after 3, leaving me 5 feet above the beach. That makes a chimney-type thing with two walls to brace against, making the climb back up much easier.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Suspecting that dwarves sink like rocks and armored dwarves sink like armored rocks Saphren kicks downward. He was already underwater from his dive and continues deeper looking for Magnus.

Swim: 1d20 + 7 ⇒ (9) + 7 = 16


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Swim: 1d20 + 3 - 10 ⇒ (3) + 3 - 10 = -4 I've never noticed but it seems Pathfinder did away with the double ACP to Swim checks? If so add +5 to this roll. Which makes it positive! Hooray!

Magnus fumbles with the clasps of his mail, grasping wildly toward the surface.


Kicking for the surface, Reva is able to fill her lungs with fresh air again. She surfaces just in time to see Saphren dive below the surface, searching for the sunken dwarf.

Stuck on the bottom by his heavy gear, Magnus is able to hold his breath for quite a while. He starts to undo the straps on his mail, but only succeeds in churning up mud on the bottom.

Saphren dives down into the lagoon, frantically searching for his underwater friend.

DC 20 Perception check to find the dwarf in the murky water. Once you have him, you can get him to the surface with another Swim check at a -5 penalty for the additional weight. Remember you have lots of rounds of breath holding (Con-each round of standard action). Reva, one swim action to move to the beach where Trig is.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

How are the cyphermages doing?


The low level cyphermages were unconscious when the tower hit the water; they arent going to make it. Samaritha was not, she should be swimming for the shore. I will get her rolls in the next post.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Noooo! Trig would try to go get them except she can't swim much better than Magnus, and can't give orders to a water elemental to get them to save the mages.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Saphren searches for the dwarf trying to see through the murky water and glad that he has his racial dark vision.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Spotting him, Saphren swims to the bottom and grabs his armor, then begins to kick towards the surface.

Swim: 1d20 + 7 ⇒ (16) + 7 = 23


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Swim (aid another): 1d20 + 3 - 5 ⇒ (14) + 3 - 5 = 12

At first Magnus nearly pulls away in his panic, as strange hands grab him beneath the ways. Steeling himself, he kicks from the bottom and makes for the surface with Saphren.


Nicely done. Surviving the tower fall and the associated mayhem earns you each 900xp. This brings the total for each player to 10313 or enough to reach 5th level. Let's do the level up in Discussion tab.


After Saphren dives for Magnus and drags the sputtering dwarf to the surface, they kick for the shore, and soon the three are drip-drying on the shale beach, near the make-shift sinkhole created by Trig's magic.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

"BLOSSOM!" shouts Reva as she realises that they're missing someone. Heedlessly, she leaps back into the water, but unable to swim soon finds herself sputtering and back at shore where she looks on helplessly.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Trig steps out of her tunnel and sees Reva running for the sea. She realizes the same thing the Iomedean did, and calls out, "Blossom! Bu! Don't... don't leave us! Samaritha! Did you see Blossom in the tower?" she calls out to the cyphermage, seeing her swimming to shore.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Sapphire makes sure the dwarf is on solid ground and immediately dives back into the water to look for Blossom but also for other tower wizards that need saving.

Swim: 1d20 + 7 ⇒ (12) + 7 = 19

After searching for likely too long he finally returns crestfallen and defeated. I, I could not find her. he admits looking somewhat horrified.


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Magnus, soaked through and sullen. He spits out a mouthful of seawater and splutters at Saphren. "Sh'koyakh. I thank you." he manages, before the half-orc dives in again.

The dwarf takes out his waterlogged account book and begins to tally the survivors. At the news of Blossom he sets his jaw, but says nothing and returns to his brooding.


Down an ally after losing the elf witch in the lagoon, the somber group climbs the makeshift stairs created by Trig's earth magic. On the climb up they can see the ridge where the large impact crater stands. To the east, a column of smoke rises from what appears to be a good-sized bonfire.

To the west, a solitary lighthouse stands at the far end of the island. There doesn't seem to be a good path that direction, though a simple trail seems to lead along the coast to the east where the fire burns.

Which way to proceed?


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Do we want to check out the crater? Might be metal down there...

How many of the mages are now with us?


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva looks wearily around, having been silent until faced with the group's choice.

"We will need shelter if we run into a difficult battle; I'd go for the lighthouse personally. It also affords us a good view."


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Seeing how the last tower worked out so well, I am a little hesitant to head for another. Saphren says with a sly grin. And I see no path that leads that way. Let us check out the crater and then the fire and see what we learn before we head to the far side of the island.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva shrugs wearily.

"My opinion isn't strong either way. Let's move on."


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

"Let us gather vhat ve heff come here for, at the very least. I am vith you." Magnus fixes his gaze on Saphren as he joins in the trudge up the hill, his expression sullen and almost resentful.


Moving back up to the cliff top, you see that the road from Witchlight leads towards teh crater and from thence to the bonfire and camp you can see in the distance.

Gathering you wits again, you set of down teh road that runs parallel to the southern coast of the island. You soon find that it does not branch or veer towards the crater, which is on the northern coast. It seems the closest you can get by land is within a half-mile or so. After that, it will be difficult overland travel over and around thousands of fallen trees and the loose soil churned by the falling star. Terrain will be difficult and movement will be quite slow.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

We have a choice to make. It seems the island does not make it easy for us to explore the crater or bonfire. I say let us try this trailless approach and see how difficult it really is. If it turns out to be impossible for us we can turn back.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

"I'd rather go to the bonfire. There might be many of those creatures at the crater, if that's where the falling star landed."


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

I might be confused but I was thinking that the bonfire was on the other side of the crater and the crater was sorta on the way. Plus we did come here partially to find some sky metal..

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Community / Forums / Online Campaigns / Play-by-Post / DM Doctor Evil's Second Darkness - What Happens in Riddleport ,Stays in Riddleport. All Messageboards

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