The Whirry Two

Game Master shadowed samm

The adventures of Davina, Dolgrin and BMO. Which is actually three...


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F Aasimar (Garuda) Inquisitor/2

Round 1

Davina spends her turn calmly focusing her thoughts on Dolgrin, imbuing him with Haste for this round meaning, she spends another use of her tactics inquisition.


M Duergar Warpriest/2

Round 1

Will: 1d20 + 6 ⇒ (20) + 6 = 26

Strengthened by Davina's focus, Dolgrin overcomes whatever puny grave-slithering this little bone-snake attempted without difficulty, and lets his sword rain down upon the xylophone, while praising the Might of Gorum;

Atck 1: 1d20 + 6 ⇒ (18) + 6 = 24
Atck 2: 1d20 + 6 ⇒ (13) + 6 = 19

Combining the two damage rolls
Dmg: 4d6 + 14 ⇒ (4, 3, 2, 2) + 14 = 25

He also wrecks his head trying to figure out what kind of creature this might be Know Eng: 1d20 + 6 ⇒ (5) + 6 = 11, to no avail.


Wyrwood Rogue/2

Round 1

BMO legs it back, coming up behind Dolgrin, then past him, to the other side of the nasty bone-tube.

By my counts, this takes him 55ft of movement, so all good. Also,
he takes an AoO from the snake, I assume. Furthermore, just in case,
I'll roll Will for BMO;

Will: 1d20 + 2 ⇒ (14) + 2 = 16


The swaying/will save is a special attack so I'm pretty sure a will save is only necessary for characters that can see it when it takes the action.

Dolgrin's improvised xylophone is the perfect accompaniment to Gorum's praises and the creature is left with many cracked ribs and dislocated disks.

Unfortunately for BMO, Dolgrin's 'music' was not sufficient to prevent the creature from lashing out at BMO and biting his shoulder.
bite: 1d20 + 4 ⇒ (15) + 4 = 19 damage: 1d8 + 4 ⇒ (1) + 4 = 5
Since BMO is trained in acrobatics he can try to avoid the AoO:
acrobatics v AoO: 1d20 + 8 ⇒ (6) + 8 = 14 nope

round 2
initiative:

18 monster (AC 15)
15 Davina
13 BMO
13 Dolgrin

The creatures continues to sway in a very creepy manner. DC 15 will saves from Dolgrin and BMO. Right now Davina can't see the skeleton snake thing, but would she really not have taken a 5ft step up so she could see what was going on?

pass:

You feel as though someone has walked over you grave but are otherwise fine.

fail:

You are dazed while all the horrible ways this creature could kill you hijack your mind.


F Aasimar (Garuda) Inquisitor/2

Round 2

In order to use the Inquisition, she has to give up ALL actions,
including free ones, that turn, so she did not 5ft step. She saw Dolgrin, though, right around the corner.

Davina moves to get a view of the bone-snake, and fires an arrow (without Power Attack (or whatever the equivalent is called for bows)),
Ranged: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14, but misses.


Wyrwood Rogue/2

Round 2

Will: 1d20 + 2 ⇒ (15) + 2 = 17

BMO first attempts to recognize the slithering creature, Know Eng Untrained: 1d20 + 3 ⇒ (2) + 3 = 5, but only recognizes it as a construct, and not much more.

Being in a good flanking position, he lets both is daggers fly
Atck On: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Atck Off: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23

Dmg On: 1d3 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9
Dmg Off: 1d3 + 2 + 1d6 ⇒ (1) + 2 + (5) = 8


M Duergar Warpriest/2

Round 2

Will: 1d20 + 6 ⇒ (5) + 6 = 11 @_@

Even with his additional +2 (that is not in there) for Duergar immunities (+2 racial against spells and spell-like effects), that may or may not be relevant here, he is Dazed...


BMO's daggers are not particularly well suited to damaging a hollow skeleton, however he is able to precisely target weak points in the creature's spine, slowly rendering it less useful. It has DR 5/bludgeoning...and is cracked?.

round 3
initiative:

18 monster (AC 15)
15 Davina
13 BMO
13 Dolgrin

DM only:

Dolgrin dazed 2/5 rounds

With Dolgrin continuing to be dazed (this one isn't wearing off after only 1 round), the snake skeleton thing sinks its teeth into Dolgrin's arm
bite: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d8 + 4 ⇒ (3) + 4 = 7
Dolgrin needs to roll a fortitute save (DC 13):

pass:

Your arm feels a little numb but you're able to shake it off.

fail:

You are paralyzed.


F Aasimar (Garuda) Inquisitor/2

Round 3

Davina moves up behind Dolgrin, and imbues him with Resistance, as he seemed pretty out of it there, and could probably need the help.


Wyrwood Rogue/2

Round 3

On the one hand, Dolgrin is kinda out of the fight for the moment,
and therefore might not provide flanking. On the other hand, the bone-tube is pretty preoccupied with Dolgrin at the moment... I'm going to assume flanking for BMO's next attacks, and then you just adjust that according to what you think is best.

BMO dislikes the bone-tube not taking as much damage as he wants to give it, but takes solace in there being plenty of vertebra rather exposed for him to wiggle his daggers in between;

Atck On: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Atck Off: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16

Confirm On Crit: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14

Dmg On: 1d3 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6
Dmg Off: 1d3 + 2 + 1d6 ⇒ (1) + 2 + (1) = 4


M Duergar Warpriest/2

Round 3

Dolgrin's mind is spinning, Fort: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14, and only with great effort does he manage to shake off a weird numbing of his arm, where the bone-tube bit him.


That's what I was thinking regarding flanking - Dolgrin doesn't strictly threaten it since he can't do anything to harm it but as long as it's not ignoring him, BMO can still take advantage of not having its full attention.

I've also decided that if the creature attacks someone it dazed they'll get another save because I said so. Now, Dolgrin had to make the fort save immediately after the bite attack so he doesn't get the +1 from resistance on it. Luckily 13 is just enough to shake off that effect. And now the +1 goes to his will save to snap out of the daze, giving him just enough to overcome that too.
will vs dazed: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
The shock of teeth sinking into his arm snaps Dolgrin out of his stupor, and giving him the opportunity to sever several of its ribs.
attack: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 damage: 2d6 + 7 ⇒ (1, 3) + 7 = 11

round 4
initiative:

18 monster (AC 15)
15 Davina
13 BMO
13 Dolgrin

Still fixated on Dolgrin, the creature once again tries to bit him, but is still off balance from Dolgrin's last hit that the attack misses wildly.
bite: 1d20 + 4 ⇒ (4) + 4 = 8


F Aasimar (Garuda) Inquisitor/2

Round 4

Davina steps to the side of Dolgrin, and fires an arrow at the bone-tube; Bow: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7, but misses.


Wyrwood Rogue/2

Round 4

BMO again swings both his daggers at the creature;
Atck On: 1d20 + 5 ⇒ (20) + 5 = 25
Atck Off: 1d20 + 5 ⇒ (12) + 5 = 17

Confirm On: 1d20 + 5 ⇒ (16) + 5 = 21

and strikes the tuber right in between where it would have been best for the snake not be struck;

Dmg: 3d3 + 6 + 2d6 ⇒ (1, 2, 3) + 6 + (6, 5) = 23

That should be plenty, even with DR to snuff the guy, so I'll post new stuff related to out-of-combat stuff.


M Duergar Warpriest/2

Both Dolgrin and BMO take a breather, just plumping down in the corridor, amidst the scattered remains of the bone-snake. Davina keeps them company, as she has caught on to the whole "be vigilant or be ambushed" bit this crypt keeps throwing their way; Perc Davina: 1d20 + 9 ⇒ (13) + 9 = 22.


Wyrwood Rogue/2

After resting, BMO resumes his exploration, moving carefully down the corridor again, and around the eastern corner;
Stealth: 1d20 + 12 ⇒ (9) + 12 = 21 Perc: 1d20 + 7 ⇒ (6) + 7 = 13

He comes up to the northern door, and listens carefully for what might be behind it, keeping in mind that traps might lurk everywhere; Perc: 1d20 + 7 ⇒ (1) + 7 = 8.


F Aasimar (Garuda) Inquisitor/2

Davina follows a little behind BMO, Stealth: 1d20 + 3 ⇒ (3) + 3 = 6 Perc: 1d20 + 9 ⇒ (14) + 9 = 23, and goes to listen at the southwards facing door; Perc: 1d20 + 9 ⇒ (13) + 9 = 22.


M Duergar Warpriest/2

Note that I have not returned the HP to full in Roll20, just in case all these posts make no sense because of the snake suddenly doing some survival crap...

Dolgrin sneaks down the corridor and listens intently at the westwards facing double doors; Stealth: 1d20 - 3 ⇒ (13) - 3 = 10 Perc: 1d20 + 3 ⇒ (20) + 3 = 23.

Having taken heed of all the times he has concluded that only hearing his breath meant that the room beyond is empty while reality proves him severely wrong, he foregoes any such conclusion here, and awaits the second opinion of Davina or BMO. He gently backs up, away from the door; Stealth: 1d20 - 3 ⇒ (16) - 3 = 13.

As he stands there, he begins thinking about how to deal with the nasty ass skeletal champion from a ways back. Hmm... If I pray for Hide from Undead, BMO and I can just walk to flank him, and then Davina can distract him, and make him come out of his nook, and we nab the sucker!
Maybe I can even use Weapons Against Evil to overcome the pesky bludgeoning issue...


Dolgrin, once again, hears nothing at his door - although this time he is quite sure that he's managed to hold his breath while listening and thus would be able to hear something that was at least readily noticeable.

Neither Davina nor BMO hear anything at their doors, though BMO is perhaps somewhat annoyed at Davina's unusually heavy footsteps. Davina can, however, make out a faint sound of distressed flapping and something soft and mushy occasionally hitting something solid at irregular intervals coming from further down the eastern corridor.

I'm not ignoring Dolgrin's musings, just skipping over them for tonight since properly addressing them will take a bit of work and I wanted to get something quick up in case you have time to decide which direction you want the Two to continue in.


Wyrwood Rogue/2

BMO whispers to Davina to be more stealthy, and also tells her that he will open his door first, and that she should be prepared to fight whatever is almost certainly behind BMO's door.

BMO then proceeds to carefully crack the door ajar, and peeks inside; ]Perc: 1d20 + 7 ⇒ (2) + 7 = 9.

Davina keeps behind him, and Dolgrin seems lost in thought at the moment.


BMO opens the door to a small, mostly circular room with the floor and ceiling polished to a glossy shine. The curving walls appear to be made of a faintly silver reflective material as smooth as flawless glass.

entering the room:

You feel a faint deep vibration in the walls and a slow humming at the end of your hearing. moving within about a foot of the glassy walls causes any hair on your body to stand on end.

Dolgrin would be aware that since the skeletal champion is likely intelligent, it would get a save to ignore the effects of Hide from Undead. Weapons against evil will definitely overcome the DR (and I'll say it lowers DR by 5 if it's more than 5 rather than being completely useless), though it will only last for 2 rounds so you'll need to time things carefully. Luckily it's an area effect that won't affect the skeleton so (assuming no successful will saves), you'd be able to cast if once you're already in position. Overall, Dolgrin believes this is an excellent plan. Also keep in mind that you know there's another door on the other side of his crypt and with some effort Dolgrin should be able to figure out about where it should be.


Wyrwood Rogue/2

BMO enters the room, carefully, somewhat struck with the craftsmanship of the room's walls. BMO tells the others to come see the room, as it does funny things; vibrating and also there is this strange static electricity feel close to the wall.

The Two all step in, and twist their brains trying to understand what is going on, while also making funny faces in the mirror.

BMO knowledges
Dungeoneering: 1d20 + 8 ⇒ (4) + 8 = 12

Davina knowledges
General roll: 1d20 ⇒ 11 +7 for (Arc, Nat, Plan, Rel) +9 for (Dun)

Dolgrin knowledges
General roll: 1d20 ⇒ 15 +6 for (Eng) +5 for (Rel)


F Aasimar (Garuda) Inquisitor/2

After spending some time in the mirror chamber, Davina walks out and cracks open the door opposite the mirror room's, looking in, carefully; Perc: 1d20 + 9 ⇒ (3) + 9 = 12.

If she feels it is completely safe, and no trickery might surprise her, she asks BMO to come look for traps; TrapLooking BMO: 1d20 + 8 ⇒ (7) + 8 = 15.

If both BMO and Davina agree that it's safe, Davina steps into the room beyond.


M Duergar Warpriest/2

While horsing around in the mirror room, Dolgrin takes the opportunity to explain his ingenious plan to the other Two. They like it, and agree to first sniff out the door on the other side of the champion, and then beat him senseless.


As the Two spend a few moments in the mirror room, the vibrations and humming quickly become more noticeable and the curving walls appear to start rotating faster and faster around the room (somehow without ever actually blocking the way out). After a few more seconds the humming and vibrations quickly die down and the walls are once again still. The door, however is now closed.

DC 15 perception (BMO only):

Davina and Dolgrin now mirror images of themselves - weapons are held in opposite hands, crests reversed, etc. BMO also notices that any scratches and stains he's accumulated are now on the opposite sides of his body.


Wyrwood Rogue/2

BMO is pretty excited about this fancy development, and interestedly looks around for anything that might have changed, requesting some help from Davina, who casts Guidance on him; Perc: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27.

"Holy sheit! We're the wrong way round!"

He tries to open the door, and finding it stuck, he first tries to investigate what might make it stuck, then tries to pick it open (if it's locked) Perc: 1d20 + 7 ⇒ (5) + 7 = 12 Dis Dev: 1d20 + 9 ⇒ (3) + 9 = 12.


The door's not stuck - just closed. It opens easily enough. A second room identical to the one the Two are in is through the open door directly across the hall. BMO is able to quickly figure out that the Two are now in the southern room.


F Aasimar (Garuda) Inquisitor/2

Davina and Dolgrin looks at each other, and try to figure out what has happened, but does not really feel like they understand particularly much of what is going on. Davina Detect Magics it up in here.

She also tries to think of any magic that might do this; I'll roll a new Arcana, but if you think it makes more sense to keep the old one, just stick with that. Know Arc: 1d20 + 7 ⇒ (14) + 7 = 21 Spellcraft: 1d20 + 7 ⇒ (15) + 7 = 22.


Wyrwood Rogue/2

As it dawns on BMO what has happened, he steps into the chamber to the north again, to see if the same thing happens again.


Sorry forgot to address this before...
No amount of knowledgey thinking or brain-wracking is able to make heads or tails of this. Upon casting Detect Magic, Davina is momentarily stunned by an overwhelming aura of conjuration.


Nothing happens to BMO or the room after waiting for a few minutes.


Wyrwood Rogue/2

BMO steps back into the corridor, and asks Davina and Dolgrin to step out of their chamber. Once they are out, he walks into the southern chamber, and waits. If nothing happens he asks Dav&Dol to come in with him. If, still, nothing happens, all Two walk out into the corridor, and then he walks alone into the northern chamber and waits for anything to happen. If nothing happens, he asks the remaining Two to join him.

If still nothing happens, he sulks a bit, and resigns himself to his fate of being mirrored.

He then sneaks east, towards the flapping noise Davina had heard before Stealth: 1d20 + 12 ⇒ (4) + 12 = 16 Perc: 1d20 + 7 ⇒ (12) + 7 = 19.

How deep does the mirroring go? Dav&Dol are both right-handed originally; are they now left-handed? And internal organs, etc?


BMO is unable to trigger anything in either of the rooms regardless of what combinations of people in/out of either room he tries.

The mirroring is everything everything - Dav&Dol's handedness has changed as well as internal organs. It's actually changed so completely that it takes some effort for them to convince themselves that they have flipped since their left hands now feel exactly like their right hands used to and everything they do still feels completely natural. Even small things like if you always leaned say a little left when standing up, now you'd lean a little right. BMO was only able to notice the change because his perfect symmetry has resulted in him not thinking in terms of left/right (or more accurately dominant/non-domant) sides.

BMO sneaks about 30ft further down the corridor. He is able to peer around the corner to see that the hallway to the south end in a double door after 35 feet. At the end of his vision straight ahead, he sees a head with tattered bat wings that are barely able to keep the creature aloft. It is circling around outside of a closed door, occasionally ramming itself into the wood.

knowledge religion DC 16 or planes DC 11:

This is an undead vargouille, kindof an extraplanar raven or vulture that constantly search for fresh souls to torment. A fully functional vargouille can do some rather nasty stuff to potential victims, but this one seems to have lost most of it's abilities at some point during the process of dying/undying and can likely only bite/slam potential victims.


Wyrwood Rogue/2

BMO carefully makes his way back towards Davina and Dolgrin, and tells them that there is a flappy-head he does not recognize at the end of this corridor. He suggests that Davina shoots it with her bow.


F Aasimar (Garuda) Inquisitor/2

Davina has given up trying to understand what is going on with the mirroring chambers, and follows BMO out. She, as carefully as she can manage, Stealth: 1d20 + 3 ⇒ (10) + 3 = 13, makes her way to where she can see the creature. Spotting it, she recognizes it immediately; Know Plan: 1d20 + 7 + 4 ⇒ (20) + 7 + 4 = 31 I keep forgetting her "Monster Lore" ability. When identifying creatures, she adds her WIS modifier to the roll. Also, hot dayum!.

Regardless of whether or not Davina was stealthy enough to avoid being detected by the Vargouille, the events unfold pretty much like the following, given the distance, although potentially modified with initiative order, if relevant.

Davina fires an arrow at the creature, as she sees BMO charging it.
Ranged: 1d20 + 3 ⇒ (1) + 3 = 4
Her arrow may or may not hit BMO in the back...


Wyrwood Rogue/2

BMO charges the flappy-head;
Attack: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Dmg (flat-footed flappy-head): 1d3 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8


M Duergar Warpriest/2

Hearing the clamor, Dolgrin trots out of the mirroring chamber, ready to spread the destructive grace of Gorum.


Luckily for BMO, he charged after Davina shot her arrow. And the vargouille was quite preoccupied with the door so the Two's first actions were a surprise round.

After Davina's rather embarrassing so-called "shot", BMO charges the vargouille, landing his dagger right in one of its rotting eyes.

initiative rolls:

Dolgrin: 1d20 + 2 ⇒ (6) + 2 = 8
Davina: 1d20 + 10 ⇒ (9) + 10 = 19
BMO: 1d20 + 7 ⇒ (18) + 7 = 25
Baddie: 1d20 + 0 ⇒ (5) + 0 = 5

round 1
initiative:

25 the Two
5 vargouille (AC 14)


Wyrwood Rogue/2

Round 1

The flappy-head is terribly slow, BMO thinks, and he lets it taste both of his daggers now;
Atck On: 1d20 + 5 ⇒ (3) + 5 = 8
Atck Off: 1d20 + 5 ⇒ (8) + 5 = 13.

Alas, he got cocky, and fumbles, the daggers glancing off each other, and missing the flappy-head.


F Aasimar (Garuda) Inquisitor/2

Round 1

Davina pretends like her miserable ranged attack never happened, and tries again after moving a little closer (within 30 ft);
Ranged: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14. She hits.
Dmg: 1d8 + 3 ⇒ (6) + 3 = 9.


M Duergar Warpriest/2

Round Not Any More

Dolgrin grumbles as the vargouille flops to the floor without having tasted any of Gorum's destructive might.


Wyrwood Rogue/2

BMO and Davina both walk down to the southern double doors, listening intently;

Perc BMO: 1d20 + 7 ⇒ (10) + 7 = 17
Perc Dav: 1d20 + 9 ⇒ (7) + 9 = 16

If they hear nothing particularly scary, BMO peeks in after cracking the door ajar.


Not that it matters, but technically BMO's off-hand attack probably killed the thing since it's flat-footed AC was only 12. Which means that Davina's arrow actually went through a cloud of dust to stick into the door...

Neither Davina nor BMO hear anything through the double doors at the end of the southern hallway. Cracking one open reveals the walkway above the walkway above the large round-ish room with the 8 statues.

walking out onto the walkway:

There is another set of closed double doors at the southern end of the walkway.

and for completeness:
The room the zombie vargouille was in is a long chamber decorated with large carvings of religious ceremonies and priests handing down judgments to the common people. Stone benches are lined up before a podium at the southern end of the room. A single door stands in the northeastern wall.

knowledge religion DC 15:

The carvings are Pharasmin, although the vestments are quite different from those worn today.


F Aasimar (Garuda) Inquisitor/2

Davina's pride takes a bit of a dive as it becomes painfully apparent that her arrow did little to subdue the mighty beast.

Upon seeing that the double doors lead to the walkway above the grand hall they passed by before, Davina lets BMO check out the closed doors on the other side, while she herself goes back to investigate the room the flappy-head was in, and the door it was in front of.

Know Rel: 1d20 + 7 ⇒ (12) + 7 = 19.

Not so surprised that this nasty-ass crypt contains stuff related to Pharasma, she listens at the door to the northeast; Perc: 1d20 + 9 ⇒ (17) + 9 = 26.

If nothing especially strange seems afoot, she cracks it open, and looks inside.


Wyrwood Rogue/2

BMO carefully makes his way across the walkway, Stealth: 1d20 + 12 ⇒ (14) + 12 = 26, up to the doors on the other side, and listens for nasties and traps Perc: 1d20 + 7 ⇒ (4) + 7 = 11 (+1 for traps).

If none seems around, he opens the door and peeks inside, carefully.


M Duergar Warpriest/2

As BMO seems to have the greatest tendency to get himself in trouble, Dolgrin remains at the corner, so he can see both Dav and BMO, in case something goes down Recall, superior darkvision Perc: 1d20 + 3 ⇒ (11) + 3 = 14


It's a bit hard to tell, but Davina thinks she hears an occasional mutter from the other side of the door. She can also tell that the door has been barricaded from the other side.

BMO hears nothing at his door. Cracking it reveals a long crypt with bodies wrapped in age-yellowed linens lying in alcoves lining both sides. Thick cobwebs hang from the ceiling and drape the walls; everything is coated in a deep layer of dust.


Wyrwood Rogue/2

With Davina's door being barred, all Two start getting down the southward walkway/crypt/hallway/whatever, with BMO in front as usual.

BMO sneaks into the crypt, and takes special care to not fall prey to any of the creatures that probably have readied actions, hiding in the nooks and crannies along the walls; Sneak: 1d20 + 12 ⇒ (17) + 12 = 29 Perc: 1d20 + 7 ⇒ (3) + 7 = 10.

Until anything nefarious happens, BMO just keeps going, with the other Two in tow, a safe distance back.


BMO is able to make it to the closed double doors at the other side of the crypt without incident and fairly sure there is actually nothing nasty in this particular crypt.

If either of the other Two are following BMO into the crypt, I'll need stealth/perception from them as appropriate.


Wyrwood Rogue/2

BMO follows his usual MO at the door: listen, check for traps, if safe crack door open and look inside: Perc: 1d20 + 7 ⇒ (9) + 7 = 16.

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