The Tower (Inactive)

Game Master PDXCook

The Map-Ground Floor
The Map-Second Floor
The Map-Third Floor
The Map-Fourth Floor


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Male Human Alchemist 1; Init +1; hp 10/10; AC 17 (19), T 11, FF 16 (18), CMD 13 (15); F +4, R +3, W +1; Perception +5; Bombs 4/5, Extracts 2/2, Mutagen 0/1

Marlak approaches the rightmost door searching for traps.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

"Good choice Marlak," Sister Bicor says. She removes a scroll from her bag as she replaces the rope. "Can one of you cast this on me please. If there is another naughty, naughty spider, I would like to be prepared."


Male Human Alchemist 1; Init +1; hp 10/10; AC 17 (19), T 11, FF 16 (18), CMD 13 (15); F +4, R +3, W +1; Perception +5; Bombs 4/5, Extracts 2/2, Mutagen 0/1

Marlak replies, "I am only just learning how to use such magical items. I am afraid I might destroy the scroll if I were to try to use it. Can anyone else cast a spell from a scroll?"


NG Male ( half orc) Cleric of Erastil 1 | HP: 12/12 | AC: 16 (11 Tch, 15 Ff) | CMB: +5, CMD: 15 | F: +5, R: +1, W: +4 | Init: +5 (+7 surprise) | Perc: +3 (darkvision) | Speed 30’ (20’) | Spells */2+1 Channel 3/3 | Active conditions: Light, X-Guidance-X

"I do no dabble in the arcane." Alduin shrugs positioning himself close to the door Marlak is investigating, readying his sword to meet whatever wait inside.

Grand Lodge

Female Human Inquisitor of Gorum 1

I am not versed in the arcane methods either. I'm more of a blunt instrument for Our Lord in Iron. Will this setback hamper your ability to fight effectively?


Male Human Alchemist 1; Init +1; hp 10/10; AC 17 (19), T 11, FF 16 (18), CMD 13 (15); F +4, R +3, W +1; Perception +5; Bombs 4/5, Extracts 2/2, Mutagen 0/1

Marlak looks from face to face and says, "Very well, I will try, but I make no guarantees. This could all go horribly wrong, so stand back all of you, except for Sister Bicor. First I must remove this cumbersome armor." He removes his breastplate, then peruses the arcane writings on the scroll. Marlak cracks his knuckles, then he gestures and mumbles with just enough enunciation to confound the gods of magic. After casting the spell, he again dons his armor.

Use Magic Device: 1d20 + 5 ⇒ (16) + 5 = 21 (cast spell from scroll DC 21)


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

Bolstered by the skill of her ally, Sister Bicor opens the door.

Assuming no traps were found, and if there were she'll wait. AC improves to 18 for an hour.

"Thank you Marlak."

Grand Lodge

Rataji the Disgraced

A shimmer covers the body of Bicor for a moment that then seems to absorb into her skin.

The door shows now signs of being trapped.

Grand Lodge

Female Human Inquisitor of Gorum 1

Kala nods in approval then readies her sword in anticipation of the dangers that lay beyond the now open door.


Male Human Alchemist 1; Init +1; hp 10/10; AC 17 (19), T 11, FF 16 (18), CMD 13 (15); F +4, R +3, W +1; Perception +5; Bombs 4/5, Extracts 2/2, Mutagen 0/1

Marlak follows his eager comrades into the next room. He holds his bardiche at the ready.

Grand Lodge

Rataji the Disgraced

No one opened the door yet but you are all ready in case someone does.


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

"Naughty, naughty door. I think it's stuck. I shall try again."

Bicor Capshin & Breacher wrote:
Bolstered by the skill of her ally, Sister Bicor opens the door.


NG Male ( half orc) Cleric of Erastil 1 | HP: 12/12 | AC: 16 (11 Tch, 15 Ff) | CMB: +5, CMD: 15 | F: +5, R: +1, W: +4 | Init: +5 (+7 surprise) | Perc: +3 (darkvision) | Speed 30’ (20’) | Spells */2+1 Channel 3/3 | Active conditions: Light, X-Guidance-X

Alduin aids Bicor in opening the door.

Grand Lodge

Rataji the Disgraced

GM was dazed for one round and missed that sentence.

The door opens to reveal a darkened room lined with shelves that once might have been a storeroom. A crack in the northern wall lets in a sliver of light that reveals that it has also let in rain over time. The floor has collected pools of water.

Sister Bicor:
This dog-sized lizard has two horns, one on either side of its head, and green scales that crackle with sparks of lightning.


Male Human Alchemist 1; Init +1; hp 10/10; AC 17 (19), T 11, FF 16 (18), CMD 13 (15); F +4, R +3, W +1; Perception +5; Bombs 4/5, Extracts 2/2, Mutagen 0/1

Marlak inspects the damage. "The storage capacity is good, but this crack will have to be mended. I hope this doesn't get too expensive."

Perception: 1d20 + 5 ⇒ (2) + 5 = 7 (look for secret doors)

Grand Lodge

Rataji the Disgraced

Bicor stops Marlak before he can enter the room.

Sister Bicor gets one action and then we may go into initiative. Check the map for where each of you are at this time.


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

"Look out, that lizard sparkles!" the elf steps forward to place herself between the sparky creature and her new allies.

Grand Lodge

Rataji the Disgraced

Initiative Lizard: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative Bicor Capshin: 1d20 + 4 ⇒ (18) + 4 = 22
Initiative Alduin Ralikanthae: 1d20 + 5 ⇒ (5) + 5 = 10
Initiative Kala Ironblade: 1d20 + 7 ⇒ (10) + 7 = 17
Initiative Marlak: 1d20 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Rataji the Disgraced

The lizard looks up from its nesting place as the party opens the door.

Bicor and Kala are up


NG Male ( half orc) Cleric of Erastil 1 | HP: 12/12 | AC: 16 (11 Tch, 15 Ff) | CMB: +5, CMD: 15 | F: +5, R: +1, W: +4 | Init: +5 (+7 surprise) | Perc: +3 (darkvision) | Speed 30’ (20’) | Spells */2+1 Channel 3/3 | Active conditions: Light, X-Guidance-X

"I never thought I'd hear that cause for alarm in my travels. Ah, what a thrill, the unexpected."

Grand Lodge

Female Human Inquisitor of Gorum 1

Grinning from ear-to-ear, Kala leans the greatsword she hefted against her and began a chant to Gorum. She shivered as she felt the divine favor of the Lord in Iron flow though her.

Kala casts divine favor on herself.


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

Sister Bicor circles around the lizard making big shooing motions with waving arms. "Clear the way, clear the way!"

Move action to get behind it, standard to bull rush toward the door.

bull rush: 1d20 + 3 ⇒ (1) + 3 = 4

Grand Lodge

Rataji the Disgraced

You can't really get behind it.

Bicor roll for Handle Animal


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

untrained handle animal: 1d20 - 1 ⇒ (14) - 1 = 13

Grand Lodge

Rataji the Disgraced

Lightning flashes between the horns on the creature head as it moves towards Bicor. When she give it a command it stops and looks at her. It seems like it is waiting for something.

Marlak and Alduin you are up. You are still outside the room at the door.


Male Human Alchemist 1; Init +1; hp 10/10; AC 17 (19), T 11, FF 16 (18), CMD 13 (15); F +4, R +3, W +1; Perception +5; Bombs 4/5, Extracts 2/2, Mutagen 0/1

Marlak takes a piece of rations from his backpack that he guesses might interest the lizard, then he tosses it non-threateningly toward the creature.


NG Male ( half orc) Cleric of Erastil 1 | HP: 12/12 | AC: 16 (11 Tch, 15 Ff) | CMB: +5, CMD: 15 | F: +5, R: +1, W: +4 | Init: +5 (+7 surprise) | Perc: +3 (darkvision) | Speed 30’ (20’) | Spells */2+1 Channel 3/3 | Active conditions: Light, X-Guidance-X

Alduin enters the room and keeps to the opposite wall from the lizard and then readies a charge if the creature attacks. "Is it trained or should we just move past it. It guards nothing, and could be more trouble than it is worth."

Grand Lodge

Rataji the Disgraced

The lizard snaps up the food and looks towards Marlak.

Start round two. Everyone roll Perception


Male Human Alchemist 1; Init +1; hp 10/10; AC 17 (19), T 11, FF 16 (18), CMD 13 (15); F +4, R +3, W +1; Perception +5; Bombs 4/5, Extracts 2/2, Mutagen 0/1

Perception: 1d20 + 5 ⇒ (4) + 5 = 9


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

"What a good sparkle lizard you are," the elf croons.

1d20 + 6 ⇒ (20) + 6 = 26

*fist pump* Nat20! :)

Grand Lodge

Rataji the Disgraced

Bicor:
A quick glance around the room shows that there are no exits or entrances for the creature. It is either trapped in this room or being kept in this room. Wait for the other to respond before you post anything.

Marlak:
He still looks hungry. Wait for the others to respond before you post anything.

Grand Lodge

Rataji the Disgraced

Just waiting for Kala and Alduin to make Perception Checks


NG Male ( half orc) Cleric of Erastil 1 | HP: 12/12 | AC: 16 (11 Tch, 15 Ff) | CMB: +5, CMD: 15 | F: +5, R: +1, W: +4 | Init: +5 (+7 surprise) | Perc: +3 (darkvision) | Speed 30’ (20’) | Spells */2+1 Channel 3/3 | Active conditions: Light, X-Guidance-X

Perception: 1d20 + 3 ⇒ (9) + 3 = 12

Not that you have to do this, but anytime there is a mass roll like initiative or perception it is 100% ok as the gm to roll for the players to aid moving things along. :)

Grand Lodge

Rataji the Disgraced

I know but I like to let players have some control. I hope it keeps them interested in the game and active in the process. I won't wait more then 48 hours to move the adventure along. Kala has about 8 hours left to roll perception and then I will post.

Alduin:
The lizard still looks hungry. Wait for Kala to respond before you act on that information.

Grand Lodge

Rataji the Disgraced

Bicor is up.


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

"the only exit is the one we came in. I think it was being kept in here."

bull rush: 1d20 + 3 ⇒ (5) + 3 = 8

"Shoo! Shoo!"

Grand Lodge

Rataji the Disgraced

Your shouts and sudden movement startled the creature. It delivers a powerful shock as you approach then bolts for the open. door.

Shock: 1d8 ⇒ 2
reflex: 1d20 + 6 ⇒ (3) + 6 = 9

2 Electrical damage.

Party is up. You can attack it as it runs out or just get out of the way.


NG Male ( half orc) Cleric of Erastil 1 | HP: 12/12 | AC: 16 (11 Tch, 15 Ff) | CMB: +5, CMD: 15 | F: +5, R: +1, W: +4 | Init: +5 (+7 surprise) | Perc: +3 (darkvision) | Speed 30’ (20’) | Spells */2+1 Channel 3/3 | Active conditions: Light, X-Guidance-X

Alduin was anticipating trouble and charges the creature as it shocks Bicor Readied action triggered

Falcion: 1d20 + 7 ⇒ (17) + 7 = 242d4 + 6 ⇒ (2, 1) + 6 = 9
Falcion Crit confirmation: 1d20 + 6 ⇒ (10) + 6 = 162d4 + 6 ⇒ (3, 4) + 6 = 13


NG Male ( half orc) Cleric of Erastil 1 | HP: 12/12 | AC: 16 (11 Tch, 15 Ff) | CMB: +5, CMD: 15 | F: +5, R: +1, W: +4 | Init: +5 (+7 surprise) | Perc: +3 (darkvision) | Speed 30’ (20’) | Spells */2+1 Channel 3/3 | Active conditions: Light, X-Guidance-X

The lizards fleeing leaves an opening for the Erastilian zealot who is all too willing to exploit the misstep.

AoO Falcion: 1d20 + 4 ⇒ (6) + 4 = 102d4 + 6 ⇒ (2, 3) + 6 = 11

Though it would seem his charge left him out of position.

Grand Lodge

Female Human Inquisitor of Gorum 1

Been having trouble posting this week.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Kala takes AoO at giant lizard...
Greatsword: 1d20 + 4 ⇒ (2) + 4 = 6 (includes divine favor bonus)
Greatsword Damage: 2d6 + 5 ⇒ (5, 2) + 5 = 12 (includes divine favor bonus)


Male Human Alchemist 1; Init +1; hp 10/10; AC 17 (19), T 11, FF 16 (18), CMD 13 (15); F +4, R +3, W +1; Perception +5; Bombs 4/5, Extracts 2/2, Mutagen 0/1

If the creature is running toward where we just climbed up, Marlak lets it escape. If it is running deeper into the castle, judging by the map, Marlak is not in position to attack it. "Why did you startle the creature? It was just hungry. We could have fed it until it was full. Then it would not have troubled us."

Grand Lodge

Rataji the Disgraced

With a yelp and a burst of speed the lizard makes his escape out of the open door and heads for the open countryside.

This leaves you alone in the room. A look around shows nothing but rotting shelve with nothing of value on them.

Secret DM rolls:
1d20 ⇒ 8 1d6 ⇒ 1


NG Male ( half orc) Cleric of Erastil 1 | HP: 12/12 | AC: 16 (11 Tch, 15 Ff) | CMB: +5, CMD: 15 | F: +5, R: +1, W: +4 | Init: +5 (+7 surprise) | Perc: +3 (darkvision) | Speed 30’ (20’) | Spells */2+1 Channel 3/3 | Active conditions: Light, X-Guidance-X

I think Alduin's crit might have killed it, but moving on.

"The matter is resolved, let's not question reasons in the heat of now. Let's press on."


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

falchion crits on a 18-19 right? Or does alduin have a special trait?

"It will leave us alone now that it is in wilderness too right?

Grand Lodge

Rataji the Disgraced

Also you cannot move and then ready a charge. Charge is full round action so you would not have had the +2 to attack. The confirm would have missed.


NG Male ( half orc) Cleric of Erastil 1 | HP: 12/12 | AC: 16 (11 Tch, 15 Ff) | CMB: +5, CMD: 15 | F: +5, R: +1, W: +4 | Init: +5 (+7 surprise) | Perc: +3 (darkvision) | Speed 30’ (20’) | Spells */2+1 Channel 3/3 | Active conditions: Light, X-Guidance-X
Bicor Capshin & Breacher wrote:

falchion crits on a 18-19 right? Or does alduin have a special trait?

"It will leave us alone now that it is in wilderness too right?

Good point


Male Human Alchemist 1; Init +1; hp 10/10; AC 17 (19), T 11, FF 16 (18), CMD 13 (15); F +4, R +3, W +1; Perception +5; Bombs 4/5, Extracts 2/2, Mutagen 0/1

"I don't know," responds Marlak, "I can't imagine it returning, unless it expects us to feed it, but we only gave it the one morsel, so probably not. It's a shame, really. The experiments I could have devised for such a creature would have advanced science greatly."

He enters the storage room and looks for traps or hidden doors.

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Grand Lodge

Rataji the Disgraced

A search of the room reveals nothing of interest. No traps or hidden doors were found.

One door leads deeper into the tower.

Is anyone having trouble with the map?


Male Human Alchemist 1; Init +1; hp 10/10; AC 17 (19), T 11, FF 16 (18), CMD 13 (15); F +4, R +3, W +1; Perception +5; Bombs 4/5, Extracts 2/2, Mutagen 0/1

Marlak approaches the next door, flings it open, then steps back to see what mischief he has unleashed.

Grand Lodge

Rataji the Disgraced

Marlak Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14

The second Marlak opens the door a stench hits him that almost makes him loss his last meal. He has not smelled anything this bad since that alchemical experiment involving old roc eggs and mackerel.

As he turns to the others to complain a javelin flies out of the doorway and lands harmlessly on the floor.

Bicor and Kala are up. If you enter the doorway you will need to make a Fort Save at DC13 or be sickened.

Initiative:

Initiative Bad Guys: 1d20 ⇒ 20
Initiative Bicor Capshin: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative Alduin Ralikanthae: 1d20 + 5 ⇒ (3) + 5 = 8
Initiative Kala Ironblade: 1d20 + 7 ⇒ (13) + 7 = 20
Initiative Marlak: 1d20 + 1 ⇒ (4) + 1 = 5

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