Dark Tower
Game Master
brvheart
Roll20
Something seemed odd about this town, Mitra’s Fist. And the tavern they were in, The Overlord’s Inn, was certainly
a bit strange as well. [Everyone in the town seemed to stare at them as they walked through, and he had heard more
than one comment about how they didn’t get any visitors here anymore. He began to wonder if they had made a
mistake coming here, but what choice did they have after their guide had died from a scorpion’s bite and a sandstorm
had driven them into this mysterious mountain pass?
Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor
"Sure, why not?" agrees Tal. "I'll take the first watch," she suggests as before.
Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
So there were beds back in the wizards room, 4 of them. We can bed down there.
Male Kelish/Dervish Warpriest Crusader 7 init +1, HP 66, Perception +15, AC 28; Fort +11, Ref +5, Will +11
cure moderate powerful healing on jim: 2d8 + 7 + 5 ⇒ (3, 1) + 7 + 5 = 16
Male Human Rogue6/Clr1 Current Map
rnd: 1d8 ⇒ 6 rnd: 1d20 ⇒ 14 rnd: 1d4 ⇒ 3
With healing done you settle in for the night. It is uneventful. In the morning you can resume your journeys.
Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor
Do we still get the same benefits from the fountain of water we had before?
Tal is immensely thankful that sleep remains uninterrupted. "So, we ready to head down into the depths again?"
Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
Spellcraft writing spells, web: 1d20 + 15 ⇒ (2) + 15 = 17
Spellcraft writing spells, see invisible: 1d20 + 15 ⇒ (6) + 15 = 21
in the morning heading down, but we never touch level 1
Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Jim nodded, "Yes I'm ready. Are you planning to scout ahead?"
Male Human Rogue6/Clr1 Current Map
Tal'ariel Rhuidon wrote: Do we still get the same benefits from the fountain of water we had before?
Tal is immensely thankful that sleep remains uninterrupted. "So, we ready to head down into the depths again?"
The benefit appears to be permanent.
"My master has been gone a long time, are we not going to go find him? He left his ring and it seems to be glowing but it was not glowing when we went downstairs'
There was another door to explore above the one going down where Sam the giant was. About a third of level two is left unexplored but that is up to the party. However, you is going to take the patriarch's ring?
Male Human Rogue6/Clr1 Current Map
Tal has the lion ring? Well, it is glowing.
Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor
"Good point, Planchett. My ring's glowing too. Maybe another sign that we oughta stay upstairs?"
Tal has had enough of glowing rings for now, and sees if someone else wants to pick up the newest one. But she tries to study it without touching it.
Spellcraft: 1d20 + 11 ⇒ (8) + 11 = 19
Male Half-orc Rogue (Thug) 7
Felix looks at the ring and shrugs. "I can wear it for a while. It seems a lucky trinket, the user dies when he is not wearing it!"
He then points to the uncharted door."Lets check it up, I have to be honest nothing better to do!"
Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
No silly bean, it's your ring with George in it that's glowing, I think it might be sensing another mitraic artifact nearby, like brighter and louder humming the closer we get to it. Remember we are looking for a belt, amulet and a mace.
Male Human Rogue6/Clr1 Current Map
You stand in front of the double doors.
Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Jim tries to open them and peers inside.
Perception: 1d20 + 11 ⇒ (15) + 11 = 26
Male Human Rogue6/Clr1 Current Map
He sees a T-shaped passage. What is the party doing for light btw?
Male Half-orc Rogue (Thug) 7
Felix smiles and points to his eyes, happy having darkvision and sneaks forward to check the left passage.
Stealth: 1d20 + 17 ⇒ (18) + 17 = 35
Male Human Rogue6/Clr1 Current Map
You see a curving passageway off to the right and left. Appears that if might go in a circle.
Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor
Tal lets her keen-eyed half-orc friend do the scouting, while conjuring Dancing Lights to allow the rest of the party to see their surroundings.
Male Human Rogue6/Clr1 Current Map
Well Dancing Lights does give off light as a torch and you can control it pretty well, but the problem is the duration is only 1 minute.
Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor
Can she just keep the lights up as the party is in non-combat situations? It would be like a spell with duration Concentration + 1 minute.
Male Human Rogue6/Clr1 Current Map
Quote: as the party is in non-combat situations Just as she says that two cb bolts come from out of no where at here, flat footed:
heavycb: 1d20 + 6 ⇒ (12) + 6 = 18 damage: 1d10 + 1 ⇒ (1) + 1 = 2
heavycb: 1d20 + 6 ⇒ (14) + 6 = 20 damage: 1d10 + 1 ⇒ (1) + 1 = 2
Male Human Rogue6/Clr1 Current Map
Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor
Thank goodness it's minimum damage!
Initiative: 1d20 + 13 ⇒ (9) + 13 = 22
Male Human Rogue6/Clr1 Current Map
init enemy: 1d20 + 2 ⇒ (15) + 2 = 17
Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Init: 1d20 + 7 ⇒ (18) + 7 = 25
Male Dwarf Cleric/6
::Mutters:: Init: 1d20 + 2 ⇒ (2) + 2 = 4 LOL back to my normal rolls I see
Male Half-orc Rogue (Thug) 7
Ini: 1d20 + 6 ⇒ (15) + 6 = 21
Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Perception: 1d20 + 12 ⇒ (10) + 12 = 22
I cast light on my wand of shield, that way I have it at the ready, in addition, Zireal shreds light also.
Male Kelish/Dervish Warpriest Crusader 7 init +1, HP 66, Perception +15, AC 28; Fort +11, Ref +5, Will +11
initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Perception: 1d20 + 14 ⇒ (16) + 14 = 30
Male Human Rogue6/Clr1 Current Map
Initiative Order Round One
Jim
Tal
Felix
Iz
them
Ciri
Thoron
Male Human Rogue6/Clr1 Current Map
Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor
Not at all sure of where those nasty crossbow bolts came from, Tal focuses on enhancing her allies for battle! Haste!
Is there a map to this? I still see the map from the ghoul fight.
Male Human Rogue6/Clr1 Current Map
Tal'ariel Rhuidon wrote: Not at all sure of where those nasty crossbow bolts came from, Tal focuses on enhancing her allies for battle! Haste!
Is there a map to this? I still see the map from the ghoul fight.
You are just north of there in the exit from where you fought Sam the giant. So scroll up please
Male Human Rogue6/Clr1 Current Map
brvheart wrote: Tal'ariel Rhuidon wrote: Not at all sure of where those nasty crossbow bolts came from, Tal focuses on enhancing her allies for battle! Haste!
Is there a map to this? I still see the map from the ghoul fight. You are just north of there in the exit from where you fought Sam the giant. So scroll up please. Felix moved down the hall and off to the left.
Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
GM am I right in thinking we can't see any enemies yet on the map? Also can we go east? If so Jim will advance as far as he can. Edit I've double moved Jim.
Male Human Rogue6/Clr1 Current Map
"Slim" Jim wrote: GM am I right in thinking we can't see any enemies yet on the map? Also can we go east? If so Jim will advance as far as he can. Edit I've double moved Jim. He was not moved. A single move east and you can see a firing port in the wall to the east of you. Someone is in there with a heavy Cb!
Male Half-orc Rogue (Thug) 7
Felix, trusting his stealth, slowly moves up, trying to get close to the CB.
Stealth: 1d20 + 17 ⇒ (14) + 17 = 31
Male Human Rogue6/Clr1 Current Map
Felix "Lucky Gits" Season wrote: Felix, trusting his stealth, slowly moves up, trying to get close to the CB.
[Dice=Stealth]1d20+17
You will be able to get an attack on him from stealth, but through the arrow slit he will have improved cover. You don't see how else to get at him at present.
Male Kelish/Dervish Warpriest Crusader 7 init +1, HP 66, Perception +15, AC 28; Fort +11, Ref +5, Will +11
Move up to the port hole drawing his sword activate weapon of the chosen and holy strike, ready to strike next round
Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor
Tal tries to keep up with the others! One move action = 60' thanks to Haste, so just a bit behind.
Male Human Rogue6/Clr1 Current Map
From the arrow slit come two bolts:
two attacks against Jim
heavycb: 1d20 + 6 ⇒ (10) + 6 = 16 damage: 1d10 + 1 ⇒ (5) + 1 = 6
heavycb: 1d20 + 6 ⇒ (5) + 6 = 11 damage: 1d10 + 1 ⇒ (2) + 1 = 3
Male Human Rogue6/Clr1 Current Map
Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
Move up to the arrow slit, swift to activate arcane weapon, cast magic missile through the hole
MM cl7: 4d4 ⇒ (1, 4, 3, 1) = 9
Male Human Rogue6/Clr1 Current Map
Four orcs with heavy crossbows and scimitars wait in
hiding here. One orc can fire two bolts per melee round while
his two comrades cock and reload them. There is a small
firing port in the wall facing room 2-5.
Male Human Rogue6/Clr1 Current Map
Thoron
Initiative Order Round Two
Jim
Tal
Felix
Iz
them
Ciri
Thoron
Male Dwarf Cleric/6
I move up 20' and cast Bless on the party.
Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
So haste/bless +2 to atk
ARCANE weapon +2
Male Human Rogue6/Clr1 Current Map
Male Half-orc Rogue (Thug) 7
Felix stealthily moves forward and waits till the ork looms out, then he quickly stabs inside.
Attack: 1d20 + 15 ⇒ (13) + 15 = 281d8 + 7 + 3d6 ⇒ (5) + 7 + (2, 3, 1) = 18
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