Mended Wall's PBP for beginners (Inactive)

Game Master Hoary and Wizened

BATTLE GRID

Current Initative = Illiam, Kairon, Bombardier, Chillel, Dolok, Goruck, Merlokrep


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Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Little gal, you got spirit, I grant ya, but you ain't ready for this. Fire. Blood. Slime. And a lotta pain. I can mend hurts, by Sarenrae's grace, but the five of us are more ready to take the punishment to get this done than you are. Kairon takes a moment to extricate himself from Kimi's grapple before he continues. But I know what you can do to help -- we found a room upstairs that you can stay in while we go get the others. You keep an eye on Mikra and stay put, and we'll get the others to ya. You stand guard, and let us do the rescuin'.

Diplomacy (Don't make me threaten you with your mother!): 1d20 + 2 ⇒ (18) + 2 = 20


Edgrin listens to Illiam, but he also listens to Kairon's discussion with Kimi. Watching as the girl's face turns from fierce to forlorn as she resigns herself to the clear truth of what must happen. He then says, "While I would love to accompany you and use my magic to aid you, I think someone needs to go with Kimi and Mikra, to make sure the girl doesn't run off and do something... less than wise. Besides, having seen a bit of what lies beneath, even if your ruse frightens a few, you'd only end up fighting them en masse later, as they retreated further and further back towards the whips of their masters. Seems to me you've reached the point in this thing where, as the priest said, the only things left are blood and fire to finish it." After his speech he reaches down and pulls Mikra from the floor, the boy having stopped whining and actually smiled a few times as he looked at the ruin that Goruck made of one of the most ferocious kobold warriors. "I think, gentleman, and lady," Edgrin says looking at Chillel, "unless there is something else you want from me, I would love to take these children to the surface, to see the sun and smell the fresh air."


Battle Grid

Illiam's inspection of the magic auras reveals two potions, both of which contain the liquid form of the spell Owl's Wisdom.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Illiam retrieves the potions. Disappointed that they are not particularly useful to him, Illiam shows them to Kairon, and asks if he needs them (though he hopes that they will go unused, and that he can sell them when they get back to town).

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Illiam will also take Chillel aside and speak in a low voice, so as not to be overheard. I don't like how chummy those two are. Taking Gurtlekrep with us was one thing, but I think the two of them together will plot against us, and they could give us away to the others at an inopportune moment. I don't think we should keep both of them with us. We could tie one or both of them up and leave them in the kitchen, and we should consider keeping both of them gagged. Trigatark is particularly dangerous because he understands common and could listen in on our plans.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Those potions could be a great boon! They'd give any of us a better chance to throw off the kobolds' magic, right? And make my own magic a little harder to fend off -- though I don't have any magic of that sort prayed for, today . . . . Apart from that one fire spell, that is. . . . . We can figure it out in a minnit. We need to sort out our two prisoners and Edgrin and the kids, first, don'tcha think?

'N speakin' o' which -- Edgrin, you're sure you're for the surface and guardin' these two? 'Cause I'm sure you'd be a great help to us; make your friend, the wizard, more likely to come along with us when the time comes . . . . I don't doubt that Kimi here'd try somethin' over the top if we left her alone with Mikra, but you're right about 'em bunchin' up -- we've got tougher fights comin'.


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Watching the young boy smile at his handiwork, the half orc shakes his head in melancholy. The world of blood and blades comes early once more.

Giving Trigatark a wary glance, Goruck taps where the spear glanced off his new armor. "Wise indeed, but there is also the possibility of escape. We could leave him bound with Kimi and Edgrin as insurance, to prevent him from sending us feet first into the depths of the abyss."

His pieve said, the swordsman calmly relaxes while waiting for his allies to decide their course.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

You are a brave man Edgrin. It makes me feel better about leaving the youngsters in this environment if you are with them. Kimi, your courage does you credit. But we will bring your friends back. Please be sensible and don't make our task harder.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Are you sure we shouldn't take them with us? It would be very helpful if they could show us where the others got separated, and they can warn us of any dangers we might encounter in those areas. Illiam's unspoken implication is that the kobolds might try to lead them into a trap. Gurtlekrep has so far proven relatively trustworthy (as much so as one can expect from a captured enemy, at least), but Illiam definitely does not trust Trigatark, and thinks the two should be separated.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Chillel motions with her index finger to have the party members gather close, then speaks quietly, saying:-

This is ... difficult. I don't think we want Mikra with us. Perhaps if we have Edgrin take Mikra and a bound Trigatark back to town. I trust Trigatark about as far as I can throw him, and having him taken back to town is if anything too gentle an option. Gurtlekrep seems trustworthy, I would keep him with us and untied. Not past argument, he might be a fine actor, you never quite know. Kimi can show us the way and I am sure we can find her a missile weapon.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

By sun's fire!! We've come out here to get the kids home safe. Turning Kimi around to go back into that fight ain't happenin', no matter how much she could help us. Since we need to know where to go to find the others, and to help us keep peace with the wizard, Edgrin's gotta come with us. Means we hafta keep Kimi and Mikra in the room we slept in last night. That much of it's pretty simple.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Kairon gestures at Trigatark. And we gotta do somethin' with this one. I probably should have speared him, but I . . . I just don't know. Seems he gave us information we can use, but I know we can't keep him around. What does Gurtlekrep think we should do with 'im?


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Nodding at Kairon, Chillel leads Gurtlekrep away a couple of yards and asks him quietly:-

Mae fy ffrindiau yn ddiffyg ymddiried Trigatark, beth ydych chi'n meddwl y dylem ei wneud gydag ef?

Draconic:
My friends distrust Trigatark, what do you think we should do with him?


Gurtlekrep looks at Trigatark, back at Chillel, at Trigatark, back again at Chillel, and then scratches a clawed finger underneath his chin, repeatedly. Clearly the dragon-kin is engaged in some moral dilemma or quandary. Finally, as Chillel gauges by his expression, a grand idea has come to him. "Cloi ef yn y twr clo. Efallai ei fod yn lladd pryfed cop, efallai y pryfed cop yn ei ladd. Y naill ffordd neu'r llall, mae wedi cloi i fyny."

Draconic:
Lock him in the bell tower. Maybe he kills spiders, maybe spiders kill him. Either way, he locked up.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Listening to the conversation, but speaking in common, Illiam adds For that matter, there was a windowless closet or two up there that we could lock him in.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Sounds sensible. We leave Kimi guarding him and Mikra, then the rest of us head below to complete our mission. Shall we be about it? Chillel asks, her voice showing a hint of impatience for the first time anyone can recall.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

In case it wasn't clear, Illiam's concern is not that the kobold might die if locked in the tower with the spiders, but rather that if he does prevail, there are windows that he could climb out of.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

I like that idea, now. Closet with no windows! Let's do it!

Kairon begins to move with purpose for the first time in many, many minutes. He takes the rope from which Gurtlekrep was recently freed and binds Trigatark as thoroughly as he can. Then, hoisting the kobold over his left shoulder like a bag of grain, he begins hauling him out of the dungeon complex. He calls back over his shoulder: C'mon, gang. Let's get Trigatark in a good spot, and the kids someplace safe.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

"Yes, let's do this already! And don't forget to gag him as well!"


Battle Grid

Kimi harumphs loudly, and drags her feet, but does not argue with her superiors. That is until she gets a look at the section of building where they want to place her. "This is a prison!!??" She exclaims in shock and despair. "You want to lock Mikra and I in a prison?! I'd rather take my chances with the kobolds." Amazingly it's Edgrin that steps in to assuage her.


"Kimi, it is important to remember, this is a prison of choice. For your protection, and for Mikra's protection. That prison we were in, down in the warrens of the Truescale tribe, that dungeon, it was not by choice, and certainly not for our protection. This does seem to be the most defensible and safe place to stay while the rest of us go save the others. Be strong, stay safe, and remember my old axiom, fun is a choice, not an activity." The little bard says with a grand smile and a sweep and flourish of his arm, just like a natural performer.

Thankfully his convincing works, and after Chillel kisses Kimi and Mikra on the forehead, Kairon shuts the door, and Goruck places a massive chunk of stone in front of it.

Now off to save the others.


Battle Grid

Trigatark puts up a small struggle as he's locked in the former coat closet, but tied as he is, there's little point to his struggle. Dolok slams the door shut on him, and holds it while Goruck gets another huge hunk of debris and places it firmly in front of the door. Illiam fidgets with the lock as well, so the door is locked and blocked.

Then, heading back down to where they came from, moving past the mess hall the group finds a juncture in the hallway. Here they are faced with choices, Edgrin seems to be fairly certain the doors to the north are where Savram ran, and he's not at all certain which of the doors down the hallway, the one in the northern corridor, or the one at the eastern end, leads to the caves that descend into the Truescale's warren.


"Sorry." He says. "Everything happened so quickly... I can't be sure which is the way. I do think those doors," he says pointing straight ahead, "are the doors that Savram ran through."


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

"Then that is the way we should go" says Chillel moving forward.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Well, even if it ain't the right door, we need to check it anyway -- only light can reveal truth. Kairon quietly advances along the party line until he is in a position to quickly move to cover anyone on the team. [smaller]Just kick in the door? Or take a listen first? he whispers as he nears the closed doorway.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

I'm always one to listen first. Illiam approaches the door and puts his ear to it.

Perception: 1d20 + 3 ⇒ (4) + 3 = 7

But unless there's heavy machinery running inside, I'm thinking he doesn't hear anything.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

May I?asks Chillel,moving to the door, Athena on her shoulder.

Perception, Chillel: 1d20 + 2 ⇒ (20) + 2 = 22

Perception, Athena: 1d20 + 10 ⇒ (20) + 10 = 30

By contrast, I am all ears. And Athena even more so.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Wow, two natural 20's in one post. Looks like we know where the dice mojo has gone...


Battle Grid

As Chillel and Athena listen through the door, they hear so well, that it feels like they are actually in the room. They hear many sounds, the loudest of which is a child's soft whimpering cry. Beneath that there is a steady drip drop of water onto wet stone. Softer yet, but still discernible by their acute senses, is the sound of ancient bone scraping against ancient bone, and, occasionally, ancient bone scraping against stone. Chillel is fairly certain there are animated skeletons in the room, perhaps even now they are baring down on the only son of Falcon's Hollow's resident wizard Sharvros...

Is anyone else a bit concerned that Goruck hasn't even checked in in a while? This module would be a LOT harder without a true frontline fighter...


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Chillel moves back from the door and then motions the others close, saying softly:-

A child sobbing, the drip of water onto wet stone and bone grinding on bone, skeletons I think. Can you pick the lock Illiam? One of the children is in there.


Did I say it was locked? If so, my bad, the doors are not locked, just shut. I assumed you wanted to listen at the door to be sure you weren't walking into an ambush or something. Maybe Kairon's post about "kicking down the door" made people think the door was locked?


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Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Illiam can still try to pick the lock. He will just have to lock it first. Perhaps we could securely spike it shut, then break it down.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

. . . but only after we assassinate all the baddies inside the room.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Why would it be locked? Illiam thinks to himself. He approaches the door and pushes lightly on it, just enough to confirm that it is not locked. It's open. He then backs off again, making room for Kairon and Goruck to be the first ones through.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

More skeletons? Hmm. Kairon stows his spear and draws his morningstar and shield, preparing to crush any bony undead within.

Then, once everyone has signaled their readiness, the priest kicks in the doorway, looking for a child.


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Moving with the group, Goruck readies himself as Kairon kicks in the door.

Sorry about my absence, college has been a mess and we just barely got wifi. I'm ready to rock and roll.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

"Old brittle bones you say? Yes, they will burn quite well! Let's rescue the kid!"


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Indeed Dolok. I am not much use against skeletons I am afraid.


Battle Grid

This dark ossuary is cold and full of the sound of dripping water. A dark corridor runs north down the center of the room, while to either side two large bays open into small niches that contain ancient dwarven skeletons. At the far end of the corridor rests a large iron anvil, behind which come the sounds of quiet whimpering. The tippy top of a small head, covered in brown hair, can just be seen above the anvil. In the catacombs lining the hallway, dwarven skeletons stand, yes, stand, not lay, swaying back and forth in some undead restlessness. The alcoves lining the main hallway are blocked on one side with thick metal bars. The alcoves that are recessed into the walls, though, are not blocked at all; their iron bars long since rusted and crumbled. Kairon looks around, using Dolok's light, and takes a head count. A full twenty skeletal dwarves occupy this ossuary's catacombs, ten seem to be locked up without chance of egress, but the passage is narrow enough that their clawed skeletal hands could probably reach out and strike anyone moving through the main corridor. The other ten, those in the walled alcoves, have no such barrier, should they decide to, they could close on the group using their superior numbers to cause the room to be occupied by many more corpses.

I'm not going to roll initiative for three reasons. Reason the first, the skeletons have a prerequisite before they attack, the condition for which I will not reveal, but has not yet been met. Reason the second, it's possible that with ingenuity and *ahem* diving magic, this battle could be won before it starts. Reason the third, I really don't want to roll initiative for that many bad guys... If/when I do have to roll initiative I'm going to be grouping the skellies into blocks of five each, which means five skellies will be able to move and attack on their turn in the initiative. In order to help with targeting, should that be necessary, I've assigned both colors and a column of numbers, so if targeting a single foe, please call out both the column number and the color. Example: 1-light blue. Have fun!


Battle Grid

Knowledge Religion DC 10, or Perception DC 15:
Looking carefully you realize that every skeleton in here is, indeed, ancient, even by elven standards; the bones of these restless undead appear ready to crumble into dust at the slightest touch.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Kn: Religion: 1d20 + 8 ⇒ (13) + 8 = 21

They look pretty fragile, Illiam whispers to Kairon, I bet one burst of positive energy could turn the whole lot of them to dust.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Kn (religion): 1d20 - 1 ⇒ (12) - 1 = 11

Peering closely at the creatures, Kairon reaches a similar conclusion. I think yer right, Illiam. Run right up the middle of 'em and call down Her light, problem solved 'fore it really starts. He stows his morningstar and brings forth his winged ankh, glancing back at the others: Just keep an eye out -- I'll go in first, but be ready to come get me! Whether or not it works, I'll head straight for that anvil and the young'un.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Perception: 1d20 + 1 ⇒ (13) + 1 = 14

Crap!

"Well, skeletons are just bones. Bones burn. I'll have my fire spells ready and if needed my magic missiles as well."


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Resting his new battleaxe over his shoulder, Goruck stares past the skeletons at the mop of hair. "Do what you must. I will be right behind you friend."


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

All right, then. Here we go. Kairon pauses long enough to utter a swift, silent prayer to the Dawnflower, and then moves as quickly as he can toward the middle of the room. Once he reaches the midpoint of the central corridor, he holds his holy symbol high overhead and calls out in a great voice: You have no place here, beasts of the dark! The cleansing light of Sarenrae purges you from this world!

Channel Energy (The power of Christ Sarenrae compels you!): 1d6 ⇒ 2 Will DC 13 half


Battle Grid

And your holy sort of holy symbol sputters and spurts out a few small sparks of light and then falls silent... Thanks Sarenrae, thanks for nothing...

As Sarenrae's priest moves up the central corridor some of the skeletons reach out their bony fingers to try and claw his flesh.

Skeletal Finger Attack 1: 1d20 - 3 ⇒ (2) - 3 = -1
Skeletal Finger Attack 2: 1d20 - 3 ⇒ (12) - 3 = 9
Skeletal Finger Attack 3: 1d20 - 3 ⇒ (6) - 3 = 3
Skeletal Finger Attack 4: 1d20 - 3 ⇒ (5) - 3 = 2
Skeletal Finger Attack 5: 1d20 - 3 ⇒ (5) - 3 = 2
Skeletal Finger Attack 6: 1d20 - 3 ⇒ (8) - 3 = 5

Their weak attacks bounce harmlessly off of Kairon's armor. As he calls down the light of his goddess, it appears that her response is less than exuberant. The sputtering sparks that briefly, stutteringly emit from his ankh send a dim wave of light out in a thirty foot radius around him.

For ease of use I'm just rolling one will save for everyone.

Will Save for half damage: 1d20 + 2 ⇒ (17) + 2 = 19

Boy that just figures doesn't it. FRICK!!!

Sadly, the only thing that Sarenrae's divine power does is cause every skeleton in the room to scream a bone-chilling undead howl in agonizing pain. Immediately those skeletons in the unblocked alcoves along the wall being to stir and move. When the skeletons all scream, they are echoed by a child's mournful and equally loud yell of absolute fear from behind the anvil. It seems all that Kairon did was anger the skeletons and further frighten Savram.

Okay here we go.

Initiative:

Illiam Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Kairon Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Dolok Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Chillel Initiative: 1d20 + 7 ⇒ (11) + 7 = 18
Goruck Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Skellies Column 1: 1d20 + 3 ⇒ (13) + 3 = 16
Skellies Column 2: 1d20 + 3 ⇒ (6) + 3 = 9
Skellies Column 3: 1d20 + 3 ⇒ (16) + 3 = 19
Skellies Column 4: 1d20 + 3 ⇒ (7) + 3 = 10

Initiative=Illiam, Skellies Column 3, Chillel, Kairon, Skellies Column 1, Dolok, Skellies Column 4, Skellies Column 2, and Goruck's initiative woes continue, as he is last... Illiam, batter up. I'm just glad Kairon goes before most of the Skellies, hopefully with a good dice roll he can actually kill all these fricken things in one fell swoop.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Illiam curses, then moves back up to the doorway to assess the situation. Thinking quickly, he begins to draw on his palm with his finger and mutter the words of Silent Image. He draws two straight lines near the base of his palm, then sticks his finger in the center and traces out a jumbled path up and down the center from that point. As he does this, illusory stone walls pop up, blocking the exits of the alcoves on both sides of the room, and Kairon appears to burst into dozens of Kairons, moving over, around and through each other, up and down the center line of the room. Hit them again! Illiam speaks, through teeth gritted in concentration.


You already leveled up? :D Wow! Such confidence. Great illusion! What's the DC of the Will save? I need to know because the Skellies that go after you are going to be interacting with that illusory wall, again, for ease of use I'm just going to give them all the same dice roll...

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

DC15


Battle Grid

Skeletons' Will Save to disbelieve multiple Kairons: 1d20 + 2 ⇒ (2) + 2 = 4

Reaching a hand out to attack one of the dozens of Sarenrae-an priests, the skeletons believe that they are suddenly confronted with a hallway full of clerics. Feeling this to be the truth, the skeletons in the locked cells on the east side of the room, shrink back in fear, if one could hurt them, dozens can certainly kill them outright.

Chille, then Kairon, and let us hope for some dice luck on that d6!!!

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