Kaztor Firebeard |
Kaz swings his Warhammer and tries to squash the green tinged spider.
Attack 1d20 + 5 ⇒ (8) + 5 = 13
Damage 1d8 + 2 ⇒ (2) + 2 = 4
Halali Skyseeker |
Halali peers ahead at the tiny vermin...
know.nature: 1d20 + 6 ⇒ (14) + 6 = 20 any special attacks or defences?
"Funny you should ask, Grunigon" she says, as she gives him the answer in some detail.
"I believe there are numerous documented cases of them infesting dwarven ossuaries."
Halali steps forwards, and draws a new weapon: a bludgeon attached to a blade via a long thin chain. Holding it near the blade, she whirls the bludgeon about and lashes out at the vermin with it.
Kusarigama - a double weapon with reach and both B and S options.
kusarigama bludgeon: 1d20 + 4 ⇒ (5) + 4 = 9damage: 1d6 + 4 ⇒ (2) + 4 = 6
"Might take me a few swings to get the hang of this thing, boys."
Ander Therinor |
I'll stay back here...out of range of that twirly thing she's got...need me eyeballs... Ander says as he draws a bead on a beetle crawling on Grunigon.
Hold still, Grunigon...
bang!: 1d20 + 6 - 4 + 1 ⇒ (5) + 6 - 4 + 1 = 81d12 + 1 ⇒ (8) + 1 = 9
shooting at blue..move then shoot...
Dran Stoneheart |
Ghaa! it bit me! Dran exclaims as he tries to kill it.
Fort Save vs Poision: 1d20 + 9 ⇒ (10) + 9 = 19
mwk greatsword: 1d20 + 6 ⇒ (16) + 6 = 222d6 + 4 ⇒ (4, 2) + 4 = 10
GM TOP |
And the dwarves begin their game of whackamole… skullcrab… spiderskull… whatever. A flurry of strikes, swings, kablams and kabooms follow. In the end, two spiders are no more. The successful killers, Dran and Grunigon, have vermin guts and bone fragments dripping from their weapons.
Halali recognizes these to be uncommon vermin, known as skull spiders. A very unimaginative name, but a dangerous enough opponent. At least if there were more of them than you. Their bites slowly sap one’s physical fortitude (poison does one con damage) but is relatively weak, unless bitten multiple times.
The Magi, Bilos and Xev are up!
Bilos Nizhnyy |
And Bilos returns him to something passing for flesh.
GM TOP |
The magical mystic masked master strides up and blasts at a spider with a cold bolt!
Cold Bolt - No Precise: 1d20 + 1 - 4 ⇒ (20) + 1 - 4 = 17
Crit?: 1d20 + 1 - 4 ⇒ (6) + 1 - 4 = 3
And…
Cold Damage: 1d6 ⇒ 5
The third spider has just managed to climb up Dran’s back with him noticing and is about to plunge a stinger into his neck when a spear of cold ice drills it, picking it clean off the burly dwarf and sending pieces clattering along the stone floor. You can’t tell The Magi’s reaction behind his mask, but it may be elation?
The final vermin, mindless as the day it was born, attempts to sting Grunigon.
Green Sting vs. Grunigon: 1d20 ⇒ 9
But completely fails and then is utterly demolished by one or two of the next eight attacks coming it’s way.
Combat Over! This thing ain’t gonna survive a single hit and a lot are coming it’s way.
GM TOP |
Bodies wrapped in age-yellowed linens lie in alcoves lining both sides of this wide corridor. Thick cobwebs hang from the ceiling and drape the walls of the crypt; everything is coated in a deep layer of dust.
Once that spoiler is resolved, do you all wish to continue North or circle back to a prior door? Also, please be careful with dragging the map. I know it isn't a great map, especially on mobile, but just keep a wary eye out and undo if you move the background. Thanks!
Bilos Nizhnyy |
Knowledge Religion: 1d20 + 5 ⇒ (19) + 5 = 24
+2 to identify undead
Kaztor Firebeard |
”Dumb spiders! Is everyone feeling okay…looked like the little things may have gotten one or two of you? I don’t see anything else in here and I don’t think we need to disturb those bodies…”
Grunigon Durinslag |
Grunigon notices more symbols but shakes his head. Maybe he'd read a book about such things sometime in the future.... He stomps again on the spider that had stuck him. "Vermin. Brainless nasty things."
"Well, don't seem to be more. Continue?"
Halali Skyseeker |
"Grim, c'mere" Halali waves her spirit animal over.
"What do you make of those markings?"
GM TOP |
Contrary to the bird's condescending opinion, Bilos is quite sure that the rock slug trails actually mean something. Pictographic depictions of Pharasma's domains, really. But not like modern ones, these are definitely some sort of very old depictions. Probably important to note!
Nothing else to find here, the Delver's (tm) head further in. The next door seems safe enough so they shove it open and look inside.
The ceiling of this cavernous chamber vaults to a height of sixty feet, forming an architectural wonder unsupported by any visible columns or buttresses. Forty feet overhead, a wide stone bridge with an elaborately carved railing arches over the chamber from north to south, joining two sets of massive bronze doors at either end. The central portion of the chamber contains an inlaid spiral symbol and is recessed into the floor, with eight staircases leading up to a wide ledge that encircles the room ten feet above. On this ledge stand bronze doors to the east and west. Eight larger-than-life statues stand upon the ledge as well, evenly spaced around the room’s circumference—seven carved from white stone, and the eighth carved from black stone.
The Spiral Symbol, as you can guess, is Pharasma's Holy Symbol.
I updated to a different section of the map. This is a massive open room. The bridge (outlined in blue) you are on is about 20 ft from the ceiling and goes straight across to more double doors. It is a 40 or 50 ft drop off the bridge to the room below, depending on where you drop down. Head across to keep going North? Break out the ropes?
Kaztor Firebeard |
Kaz votes to keep continuing on the bridge. Breaking out ropes didn’t sound like his idea of a fun time.
Ander Therinor |
I think the bridge might be more prudent then a gang of stubby legged folk trying to scale things....just my two coppers worth... Ander says as he grabs some snacks from his seemingly always full pouch.
Qadiran mints, anyone? Got a bit of a zip to them..fair warning...
GM TOP |
Two to head across and check out the north set of doors. Any oppose?
Halali Skyseeker |
"I prefer nuts" Halali says with a sigh.
Just look at that. We should be able to glide off the bridge, soar wherever we will. But no. We stopped at the surface. Well, I'm not stopping. Halali looks at Grim and smiles. No. I'm not stopping before I dwell amongst the birds like you Grim Stormcrow.
Over the bridge is fine with Halali.
Bilos Nizhnyy |
Bilos is fine with heading over the bridge.
Dran Stoneheart |
Dran nods in agreement, shuddering slightly at the idea of the catwalks. He takes a mint and heads across.
GM TOP |
It might be this evening, but most likely tomorrow before I can get the next part of the map together. Hold tight! Don’t fall off the bridge!!!
Halali Skyseeker |
"Salty nuts best nuts, Shooter" Halali grins under her hood and extends a hand to be filled.
Grunigon Durinslag |
Grunigon digs a coil of silk rope out of his pack. "Anybody else got some rope? If we tie together and somebody slips the rest of us can anchor together and stop the fall."
GM TOP |
The other dwarves ignore him, instead taking the long walk across the sturdy bridge to the other set of doors. Checking them over, they seem safe and are opened into... a hallway. The pathway ahead branches to the left and right, with multiple doors and offshoots either way.
Alright, the next map is up! Left (west) or Right (east)?
Halali Skyseeker |
"The secret to stopping the fall, Grunigon" Halali advises her colleague casually, "is missing the ground. Master that, and we'll finally have found the Sky."
Don't mind which way we go.
Kaztor Firebeard |
”Anyone want to get up here and check the way for traps? Last thing I need is to go hind quarters over head into some nasty pit!”
Grunigon Durinslag |
Grunigon shrugs and packs the rope away. He stays in the center of the bridge while crossing so he doesn't have to look down. "Someday I'll just have to learn to fly...."
When Kaztor calls for someone to check for traps he moves up and searches. Perception: 1d20 + 9 ⇒ (8) + 9 = 17 He turns to the right and scans the floor as he approaches the visible door. "This way first? I'll check the door." Perception: 1d20 + 9 ⇒ (8) + 9 = 17 Is it locked? Disable Device: 1d20 + 7 ⇒ (9) + 7 = 16
GM TOP |
Grunigon moves up slightly ahead and searches for dangers. He focuses quite a bit on the door ahead of him, but is quickly tuned in to the flapping sound of wings down in the large room to his right.
This long chamber is 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.
The flapping noise is quickly identified as coming from... a head with wings. What the hell. Seriously? How does it even fly?!? Also, it looks very evil and mean and dangerous.
Initiative
Halali: 1d20 + 2 ⇒ (1) + 2 = 3
Dran: 1d20 + 1 ⇒ (6) + 1 = 7
Grunigon: 1d20 + 4 ⇒ (17) + 4 = 21
Bilos: 1d20 + 5 ⇒ (15) + 5 = 20
Xev: 1d20 + 1 ⇒ (11) + 1 = 12
Ander: 1d20 + 5 ⇒ (14) + 5 = 19
Kaztor: 1d20 ⇒ 19
The Magi: 1d20 + 3 ⇒ (4) + 3 = 7
Enemy: 1d20 + 2 ⇒ (11) + 2 = 13
Round 1: Flying Head Thing?
Grunigon
Bilos
Ander
Kaztor
Enemy Thing
Xev
The Magi
Dran
Halali
Bold may act. Trained K: Religion to ID.
Kaztor Firebeard |
Kaztor double moves to the strange creature, shielding his team. ”Stay behind me! I’ll hold this thing off,” he yells to the others.
Could someone move me up to the thing, please?
Grunigon Durinslag |
"Crap! Incoming. A flying head!" He swings his sling around and fires a stone at the monster.
attack: 1d20 + 3 ⇒ (18) + 3 = 21
damage if it hits?: 1d4 + 1 ⇒ (1) + 1 = 2
GM TOP |
You get sneak attack! ROLL IT AND ROCK THIS FIEND!!!
Ander Therinor |
Shove over, Grunigon...I got something to shoot! Ander says as he barrels forward and shoots at the thing.
Firing!
if Grunigon takes a 5 ft step to his side, I can move into his spot ans shoot...assuming that's fine...can someone move the tokens? on my phone right now..ty!
bang, PBS: 1d20 + 6 + 1 - 4 ⇒ (5) + 6 + 1 - 4 = 81d12 + 1 ⇒ (1) + 1 = 2
Bilos Nizhnyy |
Speaking of rocks...
Telekinteic Projectile: 1d20 + 4 ⇒ (13) + 4 = 17
Bludgeoning Damage: 1d6 ⇒ 2
Grunigon Durinslag |
I forgot the flat-footed rule.... Sneak damage: 1d6 ⇒ 4
Then he ducks to the side....
GM TOP |
Grunigon and Bilos manage to combine their attacks with frightening efficiency, the roguish one even connecting with the creature's eye!
Then Ander decides... well hey, the wall over there just chuckled. I'mma shoot it!
Lastly, Kaztor offers his tasty self up as food for the flying head thing, who takes him up on the offer.
Enemy Bite: 1d20 + 5 ⇒ (19) + 5 = 24 for BPS: 1d4 + 1 ⇒ (2) + 1 = 3
Enemy Slam: 1d20 + 5 ⇒ (6) + 5 = 11
Round 1: Flying Head Thing?
Grunigon (-1 NL)
Bilos
Ander
Kaztor (-3 HP)
Enemy Thing (-6 HP)
Xev
The Magi
Dran (-1 NL)
Halali
Bold may act, I'll let most of round one finish before rolling to round 2. Trained K: Religion to ID.
Halali Skyseeker |
"What is it, Grim?" Halali calls as she approaches.
Grim know.religion: 1d20 + 2 ⇒ (5) + 2 = 7
"Caw! A flying head!" the bird replies.
"A flyer! Watch yourselves boys! Until we claim our rightful place amongst the clouds, beasts such as this will try to keep us down."
Ever wary of winged threats, Halali snaps off a shuriken at the thing as she rounds the corner...
shuriken into melee: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13damage: 1d2 + 3 ⇒ (1) + 3 = 4
Ser Xev Grimhammer |
Xev thanks the gods for 15 foot wide corridors as he rushes in to strike.
Darksteel Anvil: 1d20 + 4 ⇒ (14) + 4 = 18
Bludgeoning Damage: 1d8 + 4 ⇒ (5) + 4 = 9
GM TOP |
The ectoplasmic entity lays into the undead entity with almost all his force available. His anvil cracks skull bone and almost finishes the thing off. It still flaps around a bit though, not quite done.
Halali whips a shuriken at it after rounding the corner. It does not hit and the miss does not grant her any knowledge of the creature's weaknesses.
Rounds 1 & 2: Flying Head Thing?
Grunigon (-1 NL)
Bilos
Ander
Kaztor (-3 HP)
Enemy Thing (-15 HP)
Xev
Halali
The Magi
Dran (-1 NL)
Bold may act. Trained K: Religion to ID.
Kaztor Firebeard |
Kaz tries to grind the creature into dust with his hammer.
Attack 1d20 + 5 ⇒ (11) + 5 = 16
Damage 1d8 + 2 ⇒ (4) + 2 = 6
Grunigon Durinslag |
Grunigon slips another bullet into his sling and looks at the flying head again. If ugly killed they'd all be down! Once he spots a gap between the melee folk he slings the bullet at it.
Sling attack: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
And watches as the bullet bounces along the floor....
Dran Stoneheart |
Seems I am often confused about the map. Things are doing melee damage to the creature yet on one is even close to it???
Dran moves up and readies to attack should an enemy approach.
GM TOP |
Seems I am often confused about the map. Things are doing melee damage to the creature yet on one is even close to it???
Dran moves up and readies to attack should an enemy approach.
There are two allies next to it. Try backing out of the slides, updating them and going back in. I have that issue if I use my phone. Did you move on the map? I'm not seeing any movement from your character.
GM TOP |
Kaztor whacks it really hard with his hammer, finishing the job Kaz started. It collapses to the ground and old rotted brains ooze out. It smells really bad.
There is a door here and no loot. Go through the door or backtrack?
Dran Stoneheart |
Dran Stoneheart wrote:There are two allies next to it. Try backing out of the slides, updating them and going back in. I have that issue if I use my phone. Did you move on the map? I'm not seeing any movement from your character.Seems I am often confused about the map. Things are doing melee damage to the creature yet on one is even close to it???
Dran moves up and readies to attack should an enemy approach.
Yes I moved. ?
Halali Skyseeker |
Is it possible you edited an off-line version of the slide, Dran?
"Ugh. Let's get that door open boys" Halali points to the portal next to Grunigon. "But watch your heads!"
Grunigon Durinslag |
Grunugon shrugs and returns to the door, searching for traps. If he doesn't find any he checks to see if the door is locked.
Perception for traps on the door?: 1d20 + 9 ⇒ (2) + 9 = 11
Disable if there are any traps or if the door is locked?: 1d20 + 7 ⇒ (4) + 7 = 11