Adventures in Otari

Game Master nilesr

Map of Otari


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Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3

The more martial of the party make quick work of the arachnid, before Daxur could even think to bring for this magical might!

"Excellent work! " he declares.

He moves forward to examine the spider's remains...

Back in Investigate mode...


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"Indeed it was a well excuted fight" - Reknar grunts, then moves to search the area.

Exploration mode action, is it?: Search the cave. Trying to check if there are more spiders, victims, etc.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Yes that went well. We had the Dawnflowers blessing there, clearly. Thank you my goddess!
Amunet-Ra kisses her holy symbol and puts it back to her bandoleer.

Shall we move on?
When everyone is ready she would take the lead progressing through the cave.

She diverts to "search mode".


Encounter Map

Amunet and Reknar begin searching through the spider's nest while Charyx looks around for tracks, Kromnir scouts ahead with Staryth.

Amunet and Reknar find a small corpse wrapped in webbing. The corpse is a desiccated kobold, on the corpse is a small sword (shortsword) with a black onyx in the pommel. Discarded to the side is a vial with a viscous red liquid, its easily identified as a minor potion of healing

Crafting DC10:
The sword is of exceptional quality, easily worth 5GP with the stone.

Society DC15:
Kobolds have a history in Otari. Several hundred years ago a tribe occupied the area that the city was built on.

Kromnir scouts ahead a little bit and spots the next area

After the web-infested cave, the passageway leading deeper underneath the streets of Otari appears to be mostly natural, but someone, or something, has worked to open the cavern and level out the floor, making the passage easily traveled. A crude barricade made from old wooden planks and part of a barrel blocks the entrance to a side tunnel, while the main passage continues off into the gloom.

map updated. let me know what happens next


M Dwarf Barbarian 1
Stats:
AC 18; Hp's 24; Per: +6; Fort: +7/Ref: +5/Will: +6
Exploration action: Scout

Crafting: 1d20 + 4 ⇒ (11) + 4 = 15
Society: 1d20 - 1 ⇒ (8) - 1 = 7

Kromnir pulls out his scythe and works to cut through the webbing in an effort to retrieve his javelin. "Bah! I hate spider webs! Especially when they get in me beard and on me face! It's like you can never get the lot of it! Bah!" the dwarf grumbles, yet, refusing to desist in reacquiring his weapon.

Once that's finally been settled, "Okay, I'm good now," he declares as he resheathes his scythe. He then aids the others in searching the area while at the same time working to pull webbing off of his face. "Bah!" he grumbles under his breath.

And when that is finished, he resumes scouting, remaining wary of anything coming from any direction.

Taking a quick gander at the sword, "That's a nice sword ye've found there. Real nice. If your intent is to sell it, could easily get ya four or five gold. Nice."


Male Elf Rogue 1 (AC 18, Saves Fort +4, Ref +9, Will +6 HP 6 out of 15?)

"Well, that was humiliating." the elf sighs "Web in my hair... and I think a bit in my mouth, tastes terrible." then a smile, "On the plus side, I've made some aquantices who clearly know how to exterminate."

Society 1d20 + 4 ⇒ (1) + 4 = 5
Crafting 1d20 + 4 ⇒ (8) + 4 = 12

"VERY nice sword," Admiring and agreeing with the dwarf "Seems almost a shame to sell it. Anyone fancy the short sword in a fight here?"


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Society: 1d20 ⇒ 5


Encounter Map

There's a decision to be made, investigate what's behind the barricade, or continue on the path.

1d20 + 4 ⇒ (18) + 4 = 22

Charyx finds several tracks he identifies as kobold. They lead down the tunnel.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

I say we investigate what is behind this barricade. It looks suspicious, something bad is hiding there, i can feel it.


Encounter Map

1d20 + 5 ⇒ (18) + 5 = 23

As Amunet nears the barricade she hears some faint clattering from somewhere far beyond it.

To remove the barricade, you could smash it fairly easily or you could try and take it apart piece by piece. Craft Check


M Dwarf Barbarian 1
Stats:
AC 18; Hp's 24; Per: +6; Fort: +7/Ref: +5/Will: +6
Exploration action: Scout

As Kromnir falls in behind the healer, he looks curiously upon the barricade. "Should we smash it? I'm for smashin' it. I can tell ya it's a poorly constructed barricade simply by how poorly constructed it is." He looks to the others and shrugs. "Just sayin'. A blind dwarf could build one better'n that."


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Society: 1d20 + 3 ⇒ (12) + 3 = 15

"I think I remember hearing something about kobolds in Otari a few years back" - Reknar comments - "Something about this whole area actually having been occupied by a whole tribe of them even before Otari was built"

Staryth wrote:
"VERY nice sword," Admiring and agreeing with the dwarf "Seems almost a shame to sell it. Anyone fancy the short sword in a fight here?"

"I used to have an old army instructor who liked a quote - 'the secret is not the blade, but the hand which wields it' - or something like that" - he chuckled - "Not sure I completely agree, but even if it is so, better to wield a good blade than a poor one"

Does 'exceptional quality' have any impact on game terms? Reknar is more about utility than looks :D

Kromnir Deepcairn wrote:
As Kromnir falls in behind the healer, he looks curiously upon the barricade. "Should we smash it? I'm for smashin' it. I can tell ya it's a poorly constructed barricade simply by how poorly constructed it is." He looks to the others and shrugs. "Just sayin'. A blind dwarf could build one better'n that."

"I am sure they could Deepcairn, and I am fine with smashing it" - Reknar shrugs - "Though if there is anyone on the other side... Parley options might fly out the door right off the bat"


Encounter Map

No, it's just a fancy looking normal sword. It's worth more than a regular short sword though. Edit: Forgot about Daxur's investigate. Engineering Lore is actually of use here lol

Daxur recognizes that beyond the palisade is worked stone, it's not expertly worked, but something created that part of the cavern. It isn't natural.


Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3

Daxur casts his expert gaze on the worked stone beyond the barrier, "Not natural...that's worked stone." he observes, nodding at Reknar's statement, "Indeed....though the question come to mind, is the barrier there to keep us out or to keep something else ....in?"


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Well let's find out. When we are to clean out this place, better be thourough. It would be awkward when some monsters come out here and eat everyone some days or weeks after we finish this.

She nods to Kromnir.
Go aheas and smash it! The fun is all yours.

Then she looks to Reknar:
I didn't know kobolds used to live here before. How long ago is that? You think some are still here? They could cause quite some trouble i imagine. Maybe this is the beginning of a kobold invasion, coming on force to retake the land?


M Dwarf Barbarian 1
Stats:
AC 18; Hp's 24; Per: +6; Fort: +7/Ref: +5/Will: +6
Exploration action: Scout

Looking to Reknar and then Daxur in thought, he next turns his attention to Amunet-Ra as she speaks. Grinning, "Now you're talkin'." And with that, he removes his polearm and proceeds to smashing. Once that is taken care of, "I'm thinkin' there's not to many willin' ta talk with a barrier around," he says to Reknar. Then turning to the goblin, "And I'm bankin' on its use for 'keepin' us out' more so than keepin' anythin' in. But either way, we're about ta find out, hm? Should be fun," he says with a wink.


Encounter Map

Kromnir proceeds in smashing the barricade into splinters, it doesn't take long, but it's noisy.

Then the party heads down that way, the stone has been chiseled out to form a passage 1d20 + 4 ⇒ (4) + 4 = 8 Charyx doesn't think anything has passed this way in a while.

The chiseled passage opens into a room....
Beyond the barricade, an old cavern corridor winds down into the earth, ending in an ancient burial vault lit by a strange torch with a blue flame. Alcoves line the walls, each one containing a rotten wooden coffin, while the center of the room has a raised platform holding a stone sarcophagus.

The Barricaded Tomb

Initiative:

Amunet: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Reknar: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Staryth: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Kromnir: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Charyx: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Daxur: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Skeleton: 1d20 + 2 ⇒ (7) + 2 = 9
Zombie: 1d20 + 3 ⇒ (17) + 3 = 20

1d20 + 4 ⇒ (11) + 4 = 15

Daxur!:
Daxur knows these are undead. Specifically, a zombie and some skeletons. Slashing weapons are useful against the zombie, but only smashing weapons will work well against the skeletons

Round 1
Staryth
Charyx
Reknar
Zombie
Kromnir
Amunet
Daxur
Skeletons

Staryth, Charyx and Reknar are up. Map is updated. Everything is flatfooted against you Staryth


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Round 1

On her turn...
Recall Knowledge Religion: 1d20 + 5 ⇒ (3) + 5 = 8

Amunet-Ra pauses for a moment, seemingly stunned, letting everything sink in, to assess her knowledge about what she sees.


Male Elf Rogue 1 (AC 18, Saves Fort +4, Ref +9, Will +6 HP 6 out of 15?)

(Round One)

Okay. Step back out of view. Then step forward stealthing. Then move closer hoping stealth works . I think move stealth move is three actions

Stealth: 1d20 + 7 ⇒ (7) + 7 = 14


Encounter Map

Yeah, it's one action to move outside of LOS, one to Hide, and then one move (1/2 speed) out into the area.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"I cannot see anything - this place is getting crowded" - Reknar grumbles, then catches a glimpse of the unnatural creatures - "Ok... now I see them... What are those?"

Religion?: 1d20 + 1 ⇒ (11) + 1 = 12

"I guess you were right in forgetting about parley Kromnir - let them have it!" - he adds, raising his shield and moving forward.

Action 1: Inspire Courage
Action 2: Raise shield
Action 3: Move

----------

AC: 19
HP: 18/18
Effects: Inspire Courage


M Dwarf Barbarian 1
Stats:
AC 18; Hp's 24; Per: +6; Fort: +7/Ref: +5/Will: +6
Exploration action: Scout

Noticing several deep within the cave, "Oh blast. I'm seein' at least three of 'em. But as big as this place is, I'm willin' ta bet there's more; especially around that corner. There's ALWAYS somethin' around the corner. And don't move all the way in, Reknar! Let them come ta us, lad. We bottleneck 'em right here at this entrance. No since in takin' the whole lot of 'em on at once. Unless, of course, they got magic and decide ta blow us up. Then that would be bad. But if not and we go in there, they'll surround us and simply beat us ta death. We cannot allow ourselves ta be surrounded," the dwarf warns. He then steps out and catches sight of one just around the corner, strikes at it, and then moves back to his original spot. "Hit and run, lot, hit and run."

(Move/Attack/Move): Move 10'; Attack #4 with glaive(*I* know I've got to get me a bludgeoning weapon. Kromnir will probably learn that soon enough from somebody. Well as long as DR still exist. But I think it's all called "resistance" now.); Move 10' back to same spot.

Guisarme(10' reach): 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Damage: 1d10 + 4 + 1 ⇒ (1) + 4 + 1 = 6

AC 18; Hp's 24/24


Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3

From a safe distance, Daxur offers the following, "Ah, the animated dead! The fleshy one is colloquially known as a 'Zombie'. I suggest the use of edged, slashing weapons to dispose of that one. The others, surprisingly enough, are referred to as skeletons, the use of blunt weapons is recommended!"

His lesson on the proper use of weaponry against the walking dead finished, Daxur cranes his neck to see what's going on.

Nodding, he draws his dagger, holds it in he palm wiggles his fingers over it , then whispers to it, "Go Get it!"

The dagger flies through the air towards the Zombie!

Hand of the Apprentice x 3, Range 500ft

Attack 1: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

No other action this round...


M Dwarf Barbarian 1
Stats:
AC 18; Hp's 24; Per: +6; Fort: +7/Ref: +5/Will: +6
Exploration action: Scout

Okay, the spell takes 1 action. According to the spell, you can actually cast it 2 more times because THE DAGGER actually returns back to you that very same round regardless of whether you hit or miss.

But here's the catch: The spell costs you 1 Focus point. If you've got 3 Focus points then you CAN cast it three times. But if you have less than three, then you only get the 1 or 2 attacks with the spell. And that's accepting the fact that you actually WANT to burn all of your focus points for that spell. You won't be able to cast any more spells if you've burned them all up. Not until we get a chance to rest in which case it would then only take 10 minutes to recover them. Make sense?

Kromnir listens in on the goblin's information. "Bludgeoning?" he asks himself, looking at the end of his weapon. Thinking about it a moment, he simply shrugs. "Ah well, just goin' ta have ta hit 'em harder I guess," he concludes.


Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3

Yup, makes sense. I see the Focus 1 in the spell description now :) Thanks, Kromnir! My post now edited!


Encounter Map

The Barricaded Tomb

Round 1
Staryth sneaks around stealthily. You can consider yourself hidden from everything man, we're all learning still.
Charyx strides 25', then he hunts the zombie and lets loose with an arrow 1d20 + 7 ⇒ (2) + 7 = 9
Reknar moves up, raises his shield and inspires his allies.
Zombie moans and struggles forward slowly. It approaches Charyx and swings a meaty rotting fist at him 1d20 + 11 ⇒ (16) + 11 = 27 Charyx is struck for 1d8 + 6 ⇒ (6) + 6 = 12 and the zombie has grabbed him
Kromnir
Amunet
Daxur
Skeletons

Kromnir, Amunet and Daxur are up, you might want to redo your actions based on the fact that the Zombie is closer now. Everyone is Inspired +1 to attack and damage


M Dwarf Barbarian 1
Stats:
AC 18; Hp's 24; Per: +6; Fort: +7/Ref: +5/Will: +6
Exploration action: Scout

Yep! Redo sounds like a great idea!

Eyes going wide as the undead grabs his fellow companion, "Blast! Kill that thing! Kill it! It's got Charyx!" The dwarf then attempts to do exactly that.

Guisarme(10' reach): 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Damage: 1d10 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Guisarme(10' reach): 1d20 + 7 - 5 + 1 ⇒ (19) + 7 - 5 + 1 = 22
Damage: 1d10 + 4 + 1 ⇒ (7) + 4 + 1 = 12

Guisarme(10' reach): 1d20 + 7 - 10 + 1 ⇒ (7) + 7 - 10 + 1 = 5
Damage: 1d10 + 4 + 1 ⇒ (3) + 4 + 1 = 8

AC 18; Hp's 24/24


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Redoing the first action like you offered.

Amunet-Ra gasps.
Oh no, the undead! We have to cleanse this place!
She strides forward into the room and strikes at the zombie.
Strike Scimitar: 1d20 + 7 ⇒ (11) + 7 = 181d8 + 4 ⇒ (7) + 4 = 11
Then she raises her shield.


Encounter Map

The Barricaded Tomb

Round 1
Staryth sneaks around stealthily.
Charyx strides 25', then he hunts the zombie and lets loose with an arrow which goes wide
Reknar moves up, raises his shield and inspires his allies.
Zombie moans and struggles forward slowly. It approaches Charyx and swings a meaty rotting fist at him. Charyx is struck painfully and the zombie has grabbed him.
Kromnir steps forward and hacks at the zombie, the glaive carves huge gashes into the creature. 22 damage
Amunet strides into the room and hacks at the zombie, her scimitar slices the rotting creature easily. 21 damage
Daxur sends his dagger at the zombie and it sticks into it with a wet splat. 9 damage
Skeletons
1 strides and strikes at Amunet 1d20 + 5 ⇒ (2) + 5 = 7 1d20 + 0 ⇒ (2) + 0 = 2 but she artfully protects herself
2 strides and strikes at Amunet 1d20 + 5 ⇒ (2) + 5 = 7 1d20 + 0 ⇒ (15) + 0 = 15 but she artfully protects herself
3 clambers over the sarcophagus and strikes at Amunet 1d20 + 5 ⇒ (16) + 5 = 21 hitting 1d8 + 3 ⇒ (1) + 3 = 4 but Amunet's shield catches the blow. 0 damage to shield
4 strides and strikes at Amunet 1d20 + 5 ⇒ (13) + 5 = 18 1d20 + 0 ⇒ (18) + 0 = 18 and even though she is flatfooted she defends herself well.
5 strides and strikes at Amunet 1d20 + 5 ⇒ (1) + 5 = 6 1d20 + 0 ⇒ (18) + 0 = 18 and even though she is flatfooted she defends herself well.

Round 2
Staryth
Charyx
Reknar
Zombie
Kromnir
Amunet
Daxur
Skeletons

Staryth, Charyx and Reknar are up. Map is updated. Everything is flatfooted against you Staryth


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"Amunet wait! Defend in the chokehold..." - Reknar's words die out in his throat as his companion rushes into the room - "Damn it!" - he curses with a growl, and moves forward to attack the zombie.

1) Raise Shield
2) Move (Stride?)
3) Attack.

Morningstar: 1d20 + 6 ⇒ (17) + 6 = 23
Damage if it hits: 1d6 + 3 ⇒ (6) + 3 = 9

----------

AC: 19
HP: 18/18
Effects: Raised Shield


M Dwarf Barbarian 1
Stats:
AC 18; Hp's 24; Per: +6; Fort: +7/Ref: +5/Will: +6
Exploration action: Scout

Shaking his head at the healer's actions, "What is she doin'?! She's goin' ta get herself killed!" the dwarf swears under his breath, not wasting a moment attacking the zombie.

Attack zombie

Guisarme(10' reach): 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d10 + 4 ⇒ (2) + 4 = 6

Guisarme(10' reach): 1d20 + 7 - 5 ⇒ (18) + 7 - 5 = 20
Damage: 1d10 + 4 ⇒ (2) + 4 = 6

Guisarme(10' reach): 1d20 + 7 - 10 ⇒ (9) + 7 - 10 = 6
Damage: 1d10 + 4 ⇒ (10) + 4 = 14

AC 18; Hp's 24/24


Encounter Map

Gonna give Staryth and Charyx a bot, it's been a while.

The Barricaded Tomb

Round 2
Staryth lashes out with his rapier at the zombie 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 and hits 1d8 + 1d6 + 4 + 1 ⇒ (2) + (5) + 4 + 1 = 12 Staryth stabs the zombie through the brain with an expert lunge and it topples over. He then swiftly moves out of the way to flank with Amunet and slashes at a skeleton 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15 hitting for 1d8 + 4 + 1 + 1d6 - 5 ⇒ (8) + 4 + 1 + (2) - 5 = 10 and although it's harder to do, he dispatches a skeletal enemy.
Charyx withdraws from the fight, wounded shoulder throbbing.
Reknar moves up and staves in a skeletal skull. He has an easier time of it with his club like weapon.
Kromnir moves up and slashes at one of the remaining skeletons, he misses with his first strike, but then lands a blow that gets tangled in some rib bones. only 1 damage because it has resistances
Amunet
Daxur
Skeletons

Amunet and Daxur are up. The skeletons are pretty easy Ac 13 HP 5 with Resistance 5 to P and S.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Let's say the wizard didn't move that far away...
Amunet-Ra conjures the holy power of Sarenrae, hlding up her holy symbol and a wave of divine energy washes through the room.
Heal: 1d8 ⇒ 4 DC 15 basic fortitude save for the undead.


Encounter Map

@Amunet, casting a spell with a material component (3 action Heal spell) requires a free hand, you have a shield and a scimitar in your hands.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Oh my mistake, didn't know that the heal spell required that. Need to keep that in mind for the games i run as well! Seems i have to do something else then.

Amunet-Ra just had a vision of blasting away all the skeletons with divine energy, but then decides to attack them, since she would need to prepare for that.
Shield Bash: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 3 ⇒ (1) + 3 = 4
Shield Bash: 1d20 + 3 - 5 ⇒ (11) + 3 - 5 = 91d4 + 3 ⇒ (1) + 3 = 4
And just to be sure she raises her shield again.


Encounter Map

Gonna give Daxur until this afternoon and then bot.


Male Goblin Wizard 1 HP:17 /17 AC:16 F+4 R+6 W +5 Perception:+3

Apologies, a post got eaten...

Daxur's dagger returns to his hand with a satisfying slap sound, the goblin glances at it, happy that his prowess was yet again displayed.

Seeing the rash Amunet-Ra beset, Daxur extends his other hand and while uttering a now familiar set of syllables, causes an arc of electricity to jump towards the nearest skeleton. There it limes it's decrepit bones before jumping to the other close by skeleton.

Electric Arc vs Skeleton 4, then 3, DC17 Reflex to avoid damage

Damage vs Skeleton 4: 1d4 + 3 ⇒ (3) + 3 = 6
Damage vs Skeleton 3: 1d4 + 3 ⇒ (3) + 3 = 6


Encounter Map

Round 2
Staryth lashes out with his rapier at the zombie and hits. Staryth stabs the zombie through the brain with an expert lunge and it topples over. He then swiftly moves out of the way to flank with Amunet and slashes at a skeleton hitting, and although it's harder to do, he dispatches a skeletal enemy.
Charyx withdraws from the fight, wounded shoulder throbbing.
Reknar moves up and staves in a skeletal skull. He has an easier time of it with his club like weapon.
Kromnir moves up and slashes at one of the remaining skeletons, he misses with his first strike, but then lands a blow that gets tangled in some rib bones.
Amunet lays about her with her shield, and manages to smash the skeleton that Kromnir struck, the collapses into brittle bones.
Daxur snaps his finger and a lound ZZZZZAAAP happens 2d20 ⇒ (11, 1) = 12+7 one of the skeletons crumbles and the other is merely scorched a little.
Skeletons
The one remaining skeleton attacks 1d2 ⇒ 2 Reknar 1d20 + 5 ⇒ (1) + 5 = 6 1d20 + 0 ⇒ (5) + 0 = 5 1d20 - 5 ⇒ (19) - 5 = 14 but the bard holds them off with his shield.

Round 3
Staryth
Charyx
Reknar
Kromnir
Amunet
Daxur
Skeletons

All of the good guys are up, and there's only one wounded skeleton left. This one is pretty much done.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Moving up and surrounding the skeleton, Amunet-Ra brings her shield to work again.
Shield Bash: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 3 ⇒ (2) + 3 = 5
Shield Bash: 1d20 + 3 - 5 ⇒ (1) + 3 - 5 = -11d4 + 3 ⇒ (2) + 3 = 5

Praise Sarenrae for this victory of light over darkness!
She takes a composed moment to thank her goddess.

Now let's see what we have here. Is everyone allright? Daxus i believe you were hurt?


M Dwarf Barbarian 1
Stats:
AC 18; Hp's 24; Per: +6; Fort: +7/Ref: +5/Will: +6
Exploration action: Scout

Kromnir lets out a relieved sigh as he moves into the cave and takes a moment to look upon the scene. "Nice work, lot." Then turning to Amunet-Ra, "All good here, lass." The dwarf then takes a moment to examine the coffins, starting off with the one located in the middle.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Going to check out the "main" coffin first. I actually moved Kromnir next to it.


Encounter Map

Charyx the Kobold was hurt, Daxur is fine.

Kromnir takes some time to search the room, the main thing is the strange blue fire torch. The torch emits no heat, but otherwise functions exactly like a normal torch, making it very handy.

One of the skeletons was wielding a gold inlaid shield with a roaring lion on the face. The shield is probably worth several gold marks due to it's well made artistry.


Male Elf Rogue 1 (AC 18, Saves Fort +4, Ref +9, Will +6 HP 6 out of 15?)

"Oddly less terrifying than the spider"


M Dwarf Barbarian 1
Stats:
AC 18; Hp's 24; Per: +6; Fort: +7/Ref: +5/Will: +6
Exploration action: Scout

Taking the torch(if possible), "Hm. You've got ta see this torch, lot." He places his other hand practically right upon the blue flame and shows no expression of pain. "It's not hot. Interestin'." He examines it for a moment longer before turning to the others. "Any of you want a constantly burnin' torch? I don't really have a problem with the dark, so, no real need for a torch; but I'll keep it if none of you want it. It's just to blasted fascinating. Ya know, ya just can't help but stare at it," he says as he stares at it almost mindlessly.

If any of you want a endless burning torch just say so. I mean, I guess it burns all the time. I haven't doused it in water to test that theory or anything but if somebody wants it just holler. Or just take it. Whatever. :)


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Amunet-Ra will tend to Charyx wounds...
Medicine: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14

The shield looks very nice, let's bring it. The torch is good as well. The more light the better. I have my own, so maybe one of you should carry it.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Reknar nods in appreciation as they crush the last skeleton - "Amunet, you risked a bit too much there. Just saying..."

Then he takes a few moments to look the shield over.

Recall Knowledge (for the Heraldry?) - is it Society?: 1d20 + 3 ⇒ (15) + 3 = 18


Encounter Map

Society or a Lore

Reknar knows that a roaring lion is a common motif among Taldan nobles and adventurers.

The Torch. Arcana DC10 (untrained):


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AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Amunet-Ra looks at Reknar and shrugs.
This is the way.

Sarenites don't negotiate with undead, they are anathema to Sarenrae, so i act accordingly. If we hadn't cut them down so fast i would have blasted them with holy energy from Sarenrae. That would surely have finished them off, back to their graves and ended their unnatural existance. Also they couldn't even touch me.


Male Elf Rogue 1 (AC 18, Saves Fort +4, Ref +9, Will +6 HP 6 out of 15?)

Staryth inclines his head "Well, we need all the help we can get" He looks up in a skyward direction "So thank you, Sarenrae for sending us this quite fierce fellow." he looks at the others "tend to favor Desna myself, but it always helps to keep your contacts open." Despite his rambling, he seems sincerely grateful


M Dwarf Barbarian 1
Stats:
AC 18; Hp's 24; Per: +6; Fort: +7/Ref: +5/Will: +6
Exploration action: Scout

Arcana: 1d20 + 1 ⇒ (16) + 1 = 17

Kromnir can only shake his head at the overconfidence of the healer. "This time, lass. They couldn't touch you this time. Ya know what they say, play with fire long enough you're eventually goin' ta get burned. Reknar's got a point, ya could've gotten yerself killed and then where would ya be? But we're only tellin' ya this because we care, lass," he says with a wry grin, giving a wink.

His eyes then suddenly go wide as a revelation hits him. He looks back at the torch, "Wait a minute! I remember that at some point someone was tellin' me about these kind of torches. I didn't believe it of course but here we are! What are the odds? I think it's called a 'something'-burning torch. Always? Constant? Continuous? Endless? No, no, none of those. Ummmm, never? Ever? Wait... is it 'ever'? Ya know, I think it is! EVERburning torch! Yep! That's got ta be it. Sounds better than the rest of 'em for sure. Boy that would've bugged me for days if I hadn't figured that out. Pretty clever if you ask me ta come up with somethin' like this. Place it in yer home and you'll always have a light ta read by," he nods matter of factly. "Nice."


Encounter Map
Amunet-Ra wrote:

Amunet-Ra looks at Reknar and shrugs.

This is the way.

heh.

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