Reggie Bottleberry
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"I always like it when they make it easy for me. Not only did I not have to actually move to this guy but he missed, too. If only all opponents were like this!"
He lets his sword fall and whips out his halfling sling staff, clubbering the skeleton with it since it is better for cracking skulls and breaking bones than his blade.
Attacking the one next to me.
Halfling Sling Staff as Club: 1d20 + 4 ⇒ (17) + 4 = 21
Bludgeoning Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Stigand Ufgood
|
With Zoey taking care of the skeleton beside him, he lets go of the crossbow with the shoulder strap to keep it from hitting the ground starting to think I need to get a Weapon Cord to simulate that. what is everyone's thought on that?. "Thank you Zoey!"
With the crossbow out of the way, Stigand casts Disrupt Undead at the one by Hullric.
dex+point-blank+IC: 1d20 + 2 + 1 + 1 ⇒ (9) + 2 + 1 + 1 = 13
damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
School necromancy
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
then with the crossbow laying sideways, wouldn't the bolt fall out?
Reginald Bottleberry's Rowdy
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Rowdy's mouth waters as more walking wolf treats pop up. He takes a bite out of the one that took a shot at Reggie.
Bite plus Inspire Courage: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Bite Damage plus Inspire Courage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Trip Attempt plus Inspire Courage: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
000dafi03
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Weapon Cord doesn't specify melee only, so that sounds good to me. Personally, I'm not going to rule your bolt falls out as that seems too nitpicky to me for something that I don't think is covered in the rules.
Reggie smashes the skeleton in front of him to the point that it is no longer moving on its own. Stigand's ray of anti-undeadness strikes the skeleton next to Hullric, but isn't enough to fully disrupt the animating energies.
Initiative order, bold may go!
Combat Slide
>>>Andy
>>>Oloch
3 Enemies, Blue -3hp
Stigand
Reggie
Zoey
>>>Hullric
Bonuses: Inspire Courage +1
000dafi03
|
@Reggie, since you took the one out, I'm gonna say Rowdy 5ft steps you guys over to orange and then bites it. If you don't want to do that for some reason, let me know.
Rowdy rips a leg bone right from under the skeleton harassing Andy, causing it to smash to the floor and cease moving.
| Oloch - Iconic Warpriest |
Oloch starts to run with a loud cry "Skeletons die again !!!"
He runs and attacks.
greatsword attack: 1d20 + 5 ⇒ (6) + 5 = 11
greatsword damage: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Hullric Torsol
|
Liking how his companions have taken care of so many skeletons quickly, Hullric steps toward the last skeleton and uses the hilt of his dagger as a bludgeoning weapon against the skeleton's skull.
Dagger +IC -Improvise Weapon: 1d20 + 5 + 1 - 4 ⇒ (7) + 5 + 1 - 4 = 9; Darn. Up to you Andy.
Bludgeoning Damage +IC: 1d6 + 2 ⇒ (3) + 2 = 5
Free: 5' Step
Standard: Attack
000dafi03
|
I'm going to roll the skeleton's attacks to see if it even does anything if Andy doesn't kill it, if not, you guys kill it and we can move on.
Scimitar vs Hullric: 1d20 + 0 ⇒ (18) + 0 = 18 well, it just barely manages to miss Hullric, so if Andy doesn't kill it, one of you other guys does it before it gets to act again.
When one of you opens the Southeast door, you see a large chamber that is essentially a maze of pillars that obscure the far side of the room. Next to the south door is a pile of empty saddlebags and three brooms.
This room would be a little difficult to run in normal PbP format, but can be quite interesting in a real time game, so I'm going to try a slightly different approach here that keeps the game moving.
Perception, Oloch: 1d20 + 4 ⇒ (10) + 4 = 14
Perception, Andy Applebottom: 1d20 + 7 ⇒ (7) + 7 = 14
Perception, Reginald Bottleberry: 1d20 + 3 ⇒ (18) + 3 = 21
Perception, Hullric Torsol: 1d20 + 2 ⇒ (4) + 2 = 6
Perception, Zoey Arvanxl: 1d20 + 5 ⇒ (20) + 5 = 25
Perception, Stigand Ufgood: 1d20 + 6 ⇒ (14) + 6 = 20
Zoey takes the lead, followed by Oloch, however neither of them get very far before Zoey points out a hidden pit trap only 5ft in front of the door. Since the pit only takes up a 5ft square, you all can easily jump over it or find some other easy way to move across it.
Perception, Oloch: 1d20 + 4 ⇒ (7) + 4 = 11
Perception, Andy Applebottom: 1d20 + 7 ⇒ (2) + 7 = 9
Perception, Reginald Bottleberry: 1d20 + 3 ⇒ (14) + 3 = 17
Perception, Hullric Torsol: 1d20 + 2 ⇒ (12) + 2 = 14
Perception, Zoey Arvanxl: 1d20 + 5 ⇒ (16) + 5 = 21
Perception, Stigand Ufgood: 1d20 + 6 ⇒ (10) + 6 = 16
Again, Zoey in the lead lands on the other side of the pit and immediately notices that there is another pit 5ft in front of her. Having seen this a second time, you quickly establish that this pattern continues almost every other square in this room. Upon investigating one of these pits, you discover that they are filled with stuffed pillows, likely to prevent injury. It is pretty obvious after a minute that these traps were likely a part of the actual Everflame ceremony and were meant to teach the dangerous of a dungeon.
After further investigating the chamber your group discovers three switches spread out around the chamber, upon pressing all three at the same time you realize that the south door unlocks for 6 seconds and then locks itself back up if not open. Figuring this out, one of you opens the door when it unlocks and simply leaves it open when it would normally lock itself, allowing unhindered travel. Once the door is kept open, the wailing sound you heard before is much more obvious and you can tell that it is very close by and directly south of you. There is a pathway that leads either west or south from here
So, this takes away some of your agency here and I apologize, but I feel like this section could take an enormous amount of time for no reason in PbP as there are no hazards or rewards. If you'd like to roleplay out any of the transpired events, feel free to, but regardless, you are now able to proceed further south or west at your discretion.
Stigand Ufgood
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Stigand grabs a broom and pretends to be flying on it when he jumps the pits.
Hullric Torsol
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Hullric looks down at the pits, "Could've been fun to watch one of you scream before landing on the soft pillows."
Through the maze he goes with the rest of them. "Let us continue south, to see who is wailing. We can always come back to investigate these other paths."
Andy Applebottom
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Sorry for the missed posts. I finally got my computer back and signed in.
Andy moves next to Hullric and pears west..
perception: 1d20 + 7 ⇒ (6) + 7 = 13
Stigand Ufgood
|
With everything starting to seem of the undead variety, Stigand unreadies his crossbow, putting the bolt back in quiver and swinging crossbow behind him. "Don't think rib shots with that will be helping us any." Then unstraps quarterstaff from backpack to have handy.
Reggie Bottleberry
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I don't mind having to skip over that part at all. Thanks for the description. It gives a good feel for the room and the intent without us spending the next 3 pages of posts making perception and jump checks.
"It's nice that they left all these pillows here, actually. If we have to stay here overnight, we can just sleep in these bed pits. They look pretty comfy."
When they arrive at the south door, Reggie pokes one of the saddlebags left there with the tip of his lance. Assuming it does not explode or move, he'll dismount and examine them more closely.
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
000dafi03
|
Reggie determines that one of the packs contains a large pillow and two quivers (each containing 10 blunted arrows). The other pack has 2 days’ worth of rations, a full waterskin, and a pair of smokesticks.
The mournful wailing grows louder with each step toward the door at the end of this musty hallway. There are a host of bones strewn on the floor here, many of which are cracked and broken. As you get closer, you see another passage that goes off towards the west.
One of you discovers that the south door is locked and that the wailing becomes quieter as you approach and check the door.
"ANGRY BONES, THE ANGRY BONES ARE COMING FOR ME!" you hear from behind the door.
Hullric Torsol
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"We might have a survivor behind this door. Perhaps he can tell us what happened."
Stigand Ufgood
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"Or our deaths! We've already encountered skeletons. Only the gods know what foul creature is behind that door screaming for us!"
Reggie Bottleberry
|
Reggie frowns at the contents of the bags. None of it is particularly useful for him and they have plenty of supplies but he holds up the arrows and smokesticks.
"Can anyone use either of these? We've run into skeletons so these arrows will be useful for anyone with a bow," he says.
He quirks an eyebrow at Stigand. "That doesn't sound like death to me. But just in case..." he arranges himself in front of the door, but a bit back, with his lance at the ready.
"Someone want to knock and talk? It's not my strong suit. Well...I'm pretty good at knocking but he may not come out if I'm the one doing talking."
000dafi03
|
With a little bit of off-scene work, Stigand can convert the blunt arrows into blunt bolts if he would like. They work the same except deal bludgeoning damage instead.
Stigand Ufgood
|
I’m good, can throw staff and have Disrupt Undead
Stigand Ufgood
|
Stigand takes the smokesticks, just incase of a getaway.
Stigand Ufgood
|
"We could let Zoey be their knight in shining armor?" Stigand says with a shrug.
000dafi03
|
Need someone to be the door opener. It is locked, so you'll need a disable device or a strength check. If no one volunteer's I'll roll for it.
| Oloch - Iconic Warpriest |
"I will try to open it! Hmmm ... locked! Then muscle is what we need!"
strength: 1d20 + 4 ⇒ (12) + 4 = 16
000dafi03
|
Oloch gets the door 2/3 of the way open, giving just enough space for people to squeeze through...and apparently also a crossbow bolt!
Crossbow: 1d20 + 6 ⇒ (12) + 6 = 18 however, the bolt slams into the mostly open door, narrowly missing Oloch.
One more strength check to open the door, however you can squeeze through at half speed.
Pseudo-initiative order!
>>>Everyone
Roldare
| Oloch - Iconic Warpriest |
Oloch squeezes through the door and simultaneously gets his sword ready and attacks whoever stands there.
greatsword attack: 1d20 + 5 ⇒ (11) + 5 = 16
greatsword damage: 2d6 + 6 ⇒ (2, 1) + 6 = 9
000dafi03
|
Oloch slashes into Roldare and causes his blood to splash all over the room. He clutches his wound and looks and Oloch in horror.
"Evil men that walk! You're here to kill me and my sister! ANGRY BONES EVERYWHERE!"
Zoey Arvanxi
|
"Gods damnit," Zoey mutters, pushing past Oloch. She strikes with the flat of her longsword, intent on not killing the poor bastard.
Attack: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
damage: 1d8 + 4 ⇒ (1) + 4 = 5 nonlethal
Stigand Ufgood
|
Not knowing the situation in the room, Stigand asks, "Is the crossbow situation resolved in there and is there enough room for the rest of us?"
Hullric Torsol
|
Hullric enters the room and sees the frightened man. "HOLD! We might have a survivor here."
Hullric tries to calm the man down. "Drop your weapon and surrender so we can rescue you. Otherwise, Oloch here might decide to hit you again."
Intimidate: 1d20 + 7 ⇒ (11) + 7 = 18
Reggie Bottleberry
|
"If you don't let us rescue you we're going to have to kill you!" Reggie says with a fierce grin on his face as the absurdity of the situation hits him.
He holds steady for the moment, letting those ahead of him deal with the situation. He and Rowdy aren't really needed at the moment.
000dafi03
|
Hullric further panics the clearly traumatized man and he begins screaming even more.
Reggie would you like to roll a diplomacy or similar check? Still need Andy to take a turn.
000dafi03
|
You don't recognize this man, but it would make sense to think he is from the town. Whether he is friend or foe, it's looking like foe currently.
Reggie Bottleberry
|
"Despite what my scary half-orc friend has done and my creepy human friend has said, we don't want to hurt you! In fact, we'll help you get out of here, if you'll let us!" Reggie says, drawing closer to the door and calling out to the man in the room.
Diplomacy: 1d20 + 4 ⇒ (6) + 4 = 10
Stigand Ufgood
|
"Nope, still doesn't sound safe enough to stick my head in there. Think I'll take a peek down this corridor." Stigand stands at edge of west corridor to look down the hall.
perception: 1d20 + 6 ⇒ (5) + 6 = 11
000dafi03
|
Well, the man doesn't a hear a word Reggie says to him, instead he attempts to load and fire his crossbow point-blank at Oloch, provoking an AoO.
Crossbow: 1d20 + 2 ⇒ (4) + 2 = 6 and he misses horribly, likely due to the massive gash he has in his side from Oloch's blade.
Everyone is up! (assuming the man lives through the AoO)
Neither Stigand nor Andy notice anything unusual down the hall, save for a door at the end of it.
Stigand Ufgood
|
"Watching rear guard!"
Hullric Torsol
|
Hullric sighs and throws a punch at the man, looking to knock him out.
Punch: 1d20 + 3 ⇒ (7) + 3 = 10
Non-Lethal Damage: 1d3 + 2 ⇒ (1) + 2 = 3
| Oloch - Iconic Warpriest |
"I am so sorry! This was not my goal!" Oloch is truly confused and does not know what to do.
000dafi03
|
Stigand keeps rear guard while Hullric attempts to knock the man out with his fist, but misses. Oloch stand by (delay) confused by the events playing out before him.
Andy, Zoey, and Reggie are still up
Andy Applebottom
|
Brave halfling that he is, Andy moves down the hall, puts his ear to the door, and tries to listen for noises beyond.
perception: 1d20 + 7 ⇒ (11) + 7 = 18
000dafi03
|
Andy hears the skittering of some insect-like creature of above average size, but not much other than that.
Zoey Arvanxi
|
Zoey strikes again with the flat of her blade in response to his crossbow, and when that fails, takes another shot.
Attack of Opportunity: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5
Nonlethal Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Attack: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Nonlethal Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Hullric Torsol
|
Hullric looks down at the man, "I say we leave him here for now, to sleep off his headache. Shutting the door to provide some protection while we continue onward."
000dafi03
|
Someone checks the top-west door and discovers that it only opens from one way (the other side). This leaves only the bottom-west door available to the group unless they want to go back the way they came to the first west door at the entrance hall.
>>>Bottom West Door (bug door)
>>>Entrance Hall West Door
Cast your votes!