Thread and Circuses

Game Master ChesterCopperpot

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Myth-Speaker Prey for Death

Yeah, sorry. Lots of acid going around.

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

Thelonious will cast a first level Soothe on Orm for 7 hp and and a +2 status bonus to saves against mental fx for 1 minute.

1d10 + 4 ⇒ (3) + 4 = 7

He then sustains the spiritual weapon against the priest.

1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Orm double moves to get next to red priest, and then he’s going to try and shove him into the moat.

Athletics Attack Shove: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28

persistent dmg flat check: 1d20 ⇒ 4
1d6 ⇒ 6


Myth-Speaker Prey for Death

Junebug heals Orm a bit, then swings with his spiritual wepaon.

Orm hurries across the room and gives the red priest a mighty shove, dropping him into the moat!

Brian, are you aiming for the wind moat or the water moat?

Group Buffs: Inspire Courage +1/+1 (3/3)
~+~Round 2~+~
Derrikk
(-6)
--Celery
Papillion
Red (-4, dazzled, in moat)
--Mephit (+10 ft.)
Blue
Yellow
Junebug (-29)
Green
Orm (-33, d6 p acid, +2 v mental)

Map


”Papillon” | Female CG Halfling Cleric 4 | HP 42/42 | AC 18| F: +8, R: +8, W: +11 | Perc: +10 |Spell DC 20 - 2nd (3/3) - 1st (3/3) - Fon (3/3) | Speed 25ft | Conditions: None

From where she was standing, Papillon clenches her starknife, "Let the light of fate heal my friends!"
Heal, 3 action: 2d8 ⇒ (4, 5) = 9

Vigilant Seal

”Derrik” | Male NG Dwarf Ranger 6 | HP 81/81 | AC 23 | Class DC 22 | F: +12, R: +14, W: +14, | Perc: +14 | | Speed 20ft | Active Conditions: None

Derrikk moves into the room, shoots at the mephit, and directs Celery to attack the mephit as well.

attack: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 for damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6

bite: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24 for damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

let's go with air, especially if it seems bottomless.


Myth-Speaker Prey for Death

The priest falls into the moat of air, though the rushing winds seem to slow his fall somewhat, he lands 30 feet below with an audible grunt.

Madame P's healing power washes over the group, and Derrikk scores two hits against the mephit. (It's too high up for Celery, but that attack roll would have hit for: piercing: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

The mephit winks out of existance as its summoner fails to maintain the spell. Orm, you can see the priest stand and attempt to climb the walls.

Athletics: 1d20 + 1 ⇒ (2) + 1 = 3

Meanwhile, the remaining cultist says, "Two can play at that game," as he steps over and attempts to shove Orm into the moat.

Athletics: 1d20 + 6 ⇒ (18) + 6 = 24
We'll say this guy doesn't have his shield out, as these are his tactics.

Orm, he pushes you out over the air moat! Make a Reflex save to Grab and Edge (DC 23)

The guard howls in delight, and his veins seem to stand out from his skin as some dark power courses through him.

Group Buffs: Inspire Courage +1/+1 (3/3)
~+~Round 2~+~

Derrikk (-6)
--Celery
Papillion
Red (-9, in moat)
Blue
Yellow
Junebug (-20)
Green
Orm (-24, d6 p acid, +2 v mental)

Map


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Startled by this turn of events, Orm makes a desperate grab for the edge.

Reflex: 1d20 + 9 ⇒ (3) + 9 = 12

Spending last Hero Point to reroll
Reflex reoll: 1d20 + 9 ⇒ (16) + 9 = 25

Orm pulls himself up from the edge of the moat, Matt does an assured climb do it? And do I need to use an action to climb and stand or is that all part of the climb check?

If he only needs an action to climb and be on his feet:
Orm flurries on the priest and then moves away, relying on his allies ranged attacks.

Attack 1: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
dmg 1?: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

Attack 2: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
dmg 2?: 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10

If he needs two actions to climb and be on his feet:
Orm retreats from the remaining priest, leading him on a merry chase while his allies pepper it from afar.

persistent dmg flat check?: 1d20 ⇒ 1
1d6 ⇒ 6
gosh dang it!

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

Thelonious moves up to the doorway, extends the Inspire with a word of encouragement, and sustains the spiritual weapon on Yellow.

1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12


Myth-Speaker Prey for Death

I think it make sense that the Climb brings you right to your feet.

Orm clims up and smacks the trident-wielding guard, then retreats. Thelonious maintains his performance and his spell, though the strike misses.

Group Buffs: Inspire Courage +1/+1 (1/1)
~+~Round 3~+~
Derrikk
(-6)
--Celery
Papillion

Red (-9, in moat)
Blue
Yellow(-12)
Junebug (-20)
Green
Orm (-30, d6 p acid, +2 v mental)

Map

Vigilant Seal

”Derrik” | Male NG Dwarf Ranger 6 | HP 81/81 | AC 23 | Class DC 22 | F: +12, R: +14, W: +14, | Perc: +14 | | Speed 20ft | Active Conditions: None

Derrikk turns his attention to yellow hunt prey, shoots twice hunted shot and directs Celery to attack.

bow: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 for maybe damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

bow: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16 for unlikely damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

bite: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 for damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11 x2 if a crit


”Papillon” | Female CG Halfling Cleric 4 | HP 42/42 | AC 18| F: +8, R: +8, W: +11 | Perc: +10 |Spell DC 20 - 2nd (3/3) - 1st (3/3) - Fon (3/3) | Speed 25ft | Conditions: None

"Enough of this moat business!" She attacks the priest.
Starknife: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 141d6 + 1 ⇒ (6) + 1 = 7
Starknife: 1d20 + 9 + 1 - 5 ⇒ (14) + 9 + 1 - 5 = 191d6 + 1 ⇒ (2) + 1 = 3
Starknife: 1d20 + 9 + 1 - 10 ⇒ (11) + 9 + 1 - 10 = 111d6 + 1 ⇒ (5) + 1 = 6


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Papillon: The red priest is way down in a moat. Yellow is the only viable melee target.


”Papillon” | Female CG Halfling Cleric 4 | HP 42/42 | AC 18| F: +8, R: +8, W: +11 | Perc: +10 |Spell DC 20 - 2nd (3/3) - 1st (3/3) - Fon (3/3) | Speed 25ft | Conditions: None

In that case i can move and use my first two rolls on yellow. Why can't i target teh moat?


Myth-Speaker Prey for Death

Yeah, moving and attacking yellow is fine. The moat is 30 ft. deep and red is at the bottom of it.

Derrikk misses his shots, though Celery takes a solid chunk out of the guard.

Madame P moves over and takes a swipe at the remaining cultist, piercing his side once.

The guard looks like he's on his last legs, but overcome with rage. He strikes out at those around him.
trident (Madame P): 1d20 + 11 ⇒ (7) + 11 = 18 for piercing: 2d7 + 2 + 2 ⇒ (2, 3) + 2 + 2 = 9
trident (Celery): 1d20 + 11 ⇒ (12) + 11 = 23 for piercing: 2d7 + 2 + 2 ⇒ (3, 2) + 2 + 2 = 9

He then moves up and puts his back to the altar to avoid being surrounded.

Group Buffs: Inspire Courage +1/+1 (1/1)
~+~Round 3~+~
Derrikk (-6)
--Celery (-9)
Papillion (-9)
Red (-9, in moat)
Yellow(-26)
Junebug (-20)
Orm (-30, d6 p acid, +2 v mental)

Map


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Orm draws one of his javelins, throws it, and then readies the next.
Attack 1: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
dmg 1?: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

persistent dmg flat check?: 1d20 ⇒ 5
1d6 ⇒ 6

how many times can I roll a 6 on this, jeezel pete

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

Junebug two-action casts Inspire and Sustains spiritual weapon.

Perform: 1d20 + 12 ⇒ (19) + 12 = 31

Woohoo! 4 round Inspire!

Spiritual weapon: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6


Myth-Speaker Prey for Death

That bonk will be enough to put down the guard.

The priest in the pit isn't going anywhere. Want to call it here?

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

im happy to


”Papillon” | Female CG Halfling Cleric 4 | HP 42/42 | AC 18| F: +8, R: +8, W: +11 | Perc: +10 |Spell DC 20 - 2nd (3/3) - 1st (3/3) - Fon (3/3) | Speed 25ft | Conditions: None

Yabatha stands heroically over the pit, "So, ready to give up now? If you agree, I will consider dressing the wounds of you allies." The cleric offers her hand to the fellow priest, knowing good and well she would dress the guards wounds anyway.

She will look around and cast detect magic on the room.


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Orm will head towards the water moat and try to use some of it to get this acid off of him.

1d20 + 1 ⇒ (13) + 1 = 14

seems it is up to GM what doing anything does to reduce the check


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Orm will head towards the water moat and try to use some of it to get this acid off of him.

1d20 ⇒ 14

seems it is up to GM what doing anything does to reduce the check


Myth-Speaker Prey for Death

Orm, you're able to wash the acid off.

If you venture near the air moat, there's a loud oath and a flare of fire that barely reaches the edge of the trench. Otherwise, the priest down there refuses to talk to you.

An older man lays on the floor near the altar, unconscious and bruised.


”Papillon” | Female CG Halfling Cleric 4 | HP 42/42 | AC 18| F: +8, R: +8, W: +11 | Perc: +10 |Spell DC 20 - 2nd (3/3) - 1st (3/3) - Fon (3/3) | Speed 25ft | Conditions: None

Papillon rushes to the unconscious man first, applying some quick on-field medical aid to the bruises. Treat Wound: 1d20 + 10 ⇒ (5) + 10 = 152d8 ⇒ (1, 1) = 2

"Are you okay? What happened to you?"


Myth-Speaker Prey for Death

The man groans himself awake. "What? How did you get in here to save me?"


”Papillon” | Female CG Halfling Cleric 4 | HP 42/42 | AC 18| F: +8, R: +8, W: +11 | Perc: +10 |Spell DC 20 - 2nd (3/3) - 1st (3/3) - Fon (3/3) | Speed 25ft | Conditions: None
GM MattMorris wrote:
The man groans himself awake. "What? How did you get in here to save me?"

"Oh my dear, we merely walked through that door over there." She points to the large door, "We may of had to knock out a few cultists along the way, but that's for another time. What is your name, and what are you doing here?"

Does the man have any recognisable things on him?

Vigilant Seal

”Derrik” | Male NG Dwarf Ranger 6 | HP 81/81 | AC 23 | Class DC 22 | F: +12, R: +14, W: +14, | Perc: +14 | | Speed 20ft | Active Conditions: None

Derrikk and Celery retrieve the leopard before Derrikk turns to Celery's injuries.

medicine: 1d20 + 8 ⇒ (12) + 8 = 20 for healing: 2d8 ⇒ (4, 8) = 12

Vigilant Seal

”Derrik” | Male NG Dwarf Ranger 6 | HP 81/81 | AC 23 | Class DC 22 | F: +12, R: +14, W: +14, | Perc: +14 | | Speed 20ft | Active Conditions: None

[ooc]If we rush on without having the time for that, that's fine. I'll also wait to see if we have enough time for Derrikk to tend to himself.


Myth-Speaker Prey for Death

I think you will. It seems like you'll be chatting with this guy for a while.

"Ah, well. I put my trust in the Wind and the Waves, and here you are. Thank you for the effort. Have you put the demons infesting the hermitage to rout? They've been having quite the bad influence on my brother and sister hermits.”

With a strain, the man stands and stretches. "I am Abbot Harlock. I assume you have come from Abberton? Did you run into my friend the mayor, by any chance? The wayward hermits told me that they had captured him, but I wasn't sure if that was true or merely an attempt to break my spirit."

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

"They did capture him but we set him free. He should be on his way home. He was OK, though. Shook up, but OK. Listen, we did put the route to a few demons but who can say if we got them all? Who was the boss of the demonic operation here?


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Orm will retrieve his javelin, and when the opportunity presents itself, avail himself of Papillon's non-magical healing.

1d20 + 11 ⇒ (6) + 11 = 17
2d8 ⇒ (5, 2) = 7

"What should we do about the fellow down in the pit? Also, there were some of your former brethren that seemed concerned about ghouls behind a door that branched off to the north shortly after the entrance. Any idea what is going on there?”


”Papillon” | Female CG Halfling Cleric 4 | HP 42/42 | AC 18| F: +8, R: +8, W: +11 | Perc: +10 |Spell DC 20 - 2nd (3/3) - 1st (3/3) - Fon (3/3) | Speed 25ft | Conditions: None

"A friend of the mayor, is a friend of ours! Looks like we were lucky enough to get to you in time. Please, my friends ask some very good questions, anything you might know would help us solve this mystery."


Myth-Speaker Prey for Death

"I doubt that you would have made it in here if there were any demons left. I managed to seal the doors after they dragged me in here, and the Wind and Waves would have held them against you. Did you run into Nemmia? That halfling is certainly the mastermind of this nonsense. I fear that she ran into some harmful outside influence. She had been espousing some dangerous ideas, and she demonstrated powers that attracted some of our more gullible devotes. Survival of the most powerful is a treasured tenet of our beliefs, but her powers came from an unnatural source."

The abbot strides over to one of the columns in the grand inner sanctum and lifts an intricately-craved staff that is resting there.

He offers it to you and says, "Here, an animal staff as a reward for you. There's also a monkey pin on there as well. In fact, you're welcome to anything you found as you were helping clear up our current difficulties. Worldly possessions are a distraction, after all."

The abbot glances down at the pit after handing over the staff. "Don't worry too much about Enkrisha. I'll lower a rope when she is suitably repentant."

"I do appreciate your help. It sounds like there is some sort of difficulty in the northern crypts, and if you would be willing to help resolve it, I'm sure you would find some interesting rewards there."


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

"We did battle with that halfling, and have been cleaning up the messes she made all around town. Once we are bandaged up, we can see what is happening in the crypt. Then I'm afraid we need to leave, as we have a performance to prepare for!"

Doesn't seem like anyone can use the staff, right, since those are primal/arcane spells. I'm happy to take the monkey pin since it seems I'd be the one most likely to climb somewhere, but certainly don't need it.

Vigilant Seal

”Derrik” | Male NG Dwarf Ranger 6 | HP 81/81 | AC 23 | Class DC 22 | F: +12, R: +14, W: +14, | Perc: +14 | | Speed 20ft | Active Conditions: None

Derrikk eventually begins patching himself up as well.

healing: 1d20 + 8 ⇒ (11) + 8 = 19 for healing: 2d8 ⇒ (2, 5) = 7

Derrikk and Celery are both topped off


Myth-Speaker Prey for Death

"Well, I can certainly accompany you to the barricade, at least, to make sure that there isn't any trouble." The abbot seems to be moving with a spring in his step now, and he looks you over, sizing up your capability.

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

Should we look into the office situation en route to the barricade?

I need some medicine checks. If I may presume, I'll roll some and refocus?

1d20 + 11 ⇒ (1) + 11 = 12

1d20 + 11 ⇒ (2) + 11 = 13

1d20 + 11 ⇒ (18) + 11 = 29
4d8 ⇒ (6, 6, 1, 4) = 17

1d20 + 11 ⇒ (13) + 11 = 24
2d8 ⇒ (4, 4) = 8


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

"Abbot Harlock, do you have any healing magic at your disposal?"


Myth-Speaker Prey for Death

"I'm afraid that I exhausted all of my resources in resisting the advance of my...enthusiastic and misguided fellow hermits."

Looks like about 40 minutes pass. Anything else before exploring the north wing?


”Papillon” | Female CG Halfling Cleric 4 | HP 42/42 | AC 18| F: +8, R: +8, W: +11 | Perc: +10 |Spell DC 20 - 2nd (3/3) - 1st (3/3) - Fon (3/3) | Speed 25ft | Conditions: None

Question about the staff, casting the spells reduces the number of charges on the item, how many charges does it have? And yeah, none of us can actually use the staff sadly.

Madame Papillon joins her allies in healing the wounds, as much as she can. Mainly her attention is focused on Orm. She laughs, "Haha, we will definitely need to give you a prune when we get back to the circus."
Treat Wounds: 1d20 + 11 ⇒ (13) + 11 = 242d8 ⇒ (8, 2) = 10
Treat Wounds: 1d20 + 11 ⇒ (16) + 11 = 272d8 ⇒ (4, 2) = 6
Treat Wounds: 1d20 + 11 ⇒ (19) + 11 = 302d8 ⇒ (2, 6) = 8
Treat Wounds: 1d20 + 11 ⇒ (16) + 11 = 272d8 ⇒ (8, 4) = 12
On whoever needs it, still can take treatment.

She turns to the abbot, "Mr Harlock, so it sounds like this is all just one big ruse. A performance, if you may. We encountered Nemmia on our opening night, but she didn't seem like she could be all that potent in bringing on this destruction all on her own. I know halflings, heh, so i could tell. When we gave her to the authorities, she looked like she was looking for...forgiveness? It's like the poor thing had never seen kindness before..." She laughs, "Classic short person syndrome!"

...

She is ready to go into the crypt, "Okay, if somehting jumps out at us, i'm running the other way. Not saying i don't like undead but i reeeaaaaaly dont like undead." She squirms in place behind Orm.


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Feeling much better under the capable hands of Papillon, Orm asks a final question of the Abbot: "Could you sketch us a map of the crypts so we are not surprised by the lay out?"

Once the abbot as done that, Orm will help remove whatever the monks had placed in the way and starts down the hall.


Myth-Speaker Prey for Death

Harlock says, "I will give her a firm talking-to when I next go to town. I'm afraid that she fell under some kind of outside influence..." The abbot trails off as he talks to you. "I must consult my books. After you have explored the crypts, please meet me in my office."

I'll reveal the map of the crypts, as he can sketch their layout for you.

The stone steps from the secure chamber lead down into darkness. While torch sconces are mounted on the walls, the torches all burnt out long ago. The stairs lead to a narrow series of corridors containing over
a hundred burial niches. While most followers of Gozreh prefer sky burial or burial at sea, residents of the hermitage long ago established a tradition of being interred within the hermitage they occupied for so long. The horizontal niches are each large enough for a human body and are vertically arranged in groups of three: one niche at knee level, one at waist level, and another at eye level. Most niches hold a single corpse.

GM Screen:

Derrikk: 1d20 + 10 ⇒ (18) + 10 = 28
Junebug: 1d20 + 6 ⇒ (7) + 6 = 13
Orm: 1d20 + 7 ⇒ (20) + 7 = 27
Papillon: 1d20 + 9 ⇒ (10) + 9 = 19

Derrikk and Orm: Just at the base of the stairs, you spot a weakness in the walls and ceiling. In fact, it appears that an underground tunnel has collapsed, and that the area around it might be unstable. The ceiling in the rest of the crypt seems stable enough.

I moved Orm down to where you would be. What are you doing for light and where do you want to head?


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

anything we have to do to get past the danger or is just seeing it and being cautious enough? I'd say let's head for the rightmost bigger room first since it seems marginally closer. Seems like we don't have light so we'll need to light a torch and maybe Thelonious can carry it and we'll light more as we go?


”Papillon” | Female CG Halfling Cleric 4 | HP 42/42 | AC 18| F: +8, R: +8, W: +11 | Perc: +10 |Spell DC 20 - 2nd (3/3) - 1st (3/3) - Fon (3/3) | Speed 25ft | Conditions: None

Madame Papillon will cast light on her starknife and hold it above her head slightly, allowing the light to travel over her allies.

Everyone can the small halfling is uneasy being down here. She moves behind Orm slowly. Taking a step only when he does. "Maybe we can check out that room on the right first, and then move to the one on the left? But what would i know, catacombs are all the same."


Myth-Speaker Prey for Death

Yes, once you spot the danger you can just bypass the dangerous area.

With Madame P's glowing starknife lighting the way, you advance through the darkened crypts.

You make your way toward the larger room that comprises the right-hand side of the complex.

Just as Orm enters the room, clawed hands reach out of the darkness! But, you perceptively get the drop on them!

Initiative:

Derrikk: 1d20 + 10 ⇒ (18) + 10 = 28
Junebug: 1d20 + 6 ⇒ (13) + 6 = 19
Orm: 1d20 + 7 ⇒ (18) + 7 = 25
Papillon: 1d20 + 9 ⇒ (13) + 9 = 22
Red: 1d20 + 7 ⇒ (8) + 7 = 15
Blue: 1d20 + 7 ⇒ (3) + 7 = 10
Orange: 1d20 + 7 ⇒ (8) + 7 = 15
Pink: 1d20 + 7 ⇒ (7) + 7 = 14

~+~Round 1~+~
Derrikk
--Celery
Orm
Madame P
Junebug

Red
Orange
Pink
Blue

Map

Arrange yourselves wherever you would like behind Orm.


”Papillon” | Female CG Halfling Cleric 4 | HP 42/42 | AC 18| F: +8, R: +8, W: +11 | Perc: +10 |Spell DC 20 - 2nd (3/3) - 1st (3/3) - Fon (3/3) | Speed 25ft | Conditions: None

Religion: 1d20 + 9 ⇒ (1) + 9 = 10

"Eeeeeew! Are those undead? No, no no, i'm staying back here." As she casts guidance on Orm.

What do we know about these things? Spend an action to try and figure that out. Edit - hahaha nice, she would know nothing about these...

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

Steel your nerves, guys. We're almost through this blasted monastery.

2-action inspire for...3 rounds

Perform: 1d20 + 11 ⇒ (12) + 11 = 23


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Seeing the bottleneck as to his advantage for now, Orm remains where he is, enters Mountain Stance and prepares to Strike any undead who gets close enough.

so can I ready a Flurry since it’s a single action? Will roll for that but ignore the 2nd if I can’t

Attack 1: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
dmg 1?: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Attack 2: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
dmg 2?: 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10

Vigilant Seal

”Derrik” | Male NG Dwarf Ranger 6 | HP 81/81 | AC 23 | Class DC 22 | F: +12, R: +14, W: +14, | Perc: +14 | | Speed 20ft | Active Conditions: None

Derrikk will delay until an enemy is in sight.

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