Dark Tower

Game Master brvheart

Watch Order:
1st: Sir Rhaym, Reldak Vol
2nd: Ciri, Faffnyr
3rd: Thoron, Slim

Order of March:
single:
Thoron, Fralk, Slim, Ciri, Sir Rhaym, Faffnyr
double:
Thoron and Fralk, Slim and Ciri, Sir Rhaym and Faffnyr with bringing up the rear.


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?


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Male Human Rogue6/Clr1 Current Map

Still waiting Saving throws from Fralk and Faffner.


Human Swashbuckler 8 | HP 58 / 71 AC 25 T19 FF18 | Panache 4/4 | CMB +8 CMD 27 | F +8 R +12 W +7(10*) init +7 | Resource Tracker
Skills:
Acrobatics +16 Diplomacy +14 Escape Artist +12 Intimidate +14 Kn: Local +9 Perception +12 Ride +9

Charmed Life:
At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).


Male Human Paladin-8 | HP 97 / 97 AC 27+ T 11 FF 24| Lay Hands 9/9 (4d6) | Smite 3/3 | CMB +14/+9 CMD 24 | F +12 R +7 W +8 | Init +2

Okay Jim thanks for that but I am not understanding how that relates to Rhaym in anyway as that only seems to affect Jim.

Can you please explain why Rhaym was brought into the picture with this?


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/21 W/O, T15, FF22; hp 63; Init +4; Fort +8 Ref +7, Will +9

He was using the bonus for his own charisma while pulling a shaggy and scoobie to grab you so he would avoid being scared and running away to the desert. He just grabbed you for protection in a smooth way like freddy putting his arm around daffne.

Look, were all scared now that we know a Dragon lurks in the dungeon, except you, because a knight fighting a Dragon is your specialty.


Male Human Paladin-8 | HP 97 / 97 AC 27+ T 11 FF 24| Lay Hands 9/9 (4d6) | Smite 3/3 | CMB +14/+9 CMD 24 | F +12 R +7 W +8 | Init +2

Ah okay thanks for the explanation


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

Will Save, Paladin +4: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14

The goblin would appear to stand stark still, if he weren't trembling.


Male Human Rogue6/Clr1 Current Map

Fralk and Ffafner are shaken for rds: 5d6 ⇒ (1, 4, 5, 4, 3) = 17


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/21 W/O, T15, FF22; hp 63; Init +4; Fort +8 Ref +7, Will +9

Ok, drawing up the map from the shield and take it over to the inn to get a sage opinion.

Grand Lodge

Male Dwarf Cleric/6

Looks around to see if I notice what's causing all the fuss.


Male Human Rogue6/Clr1 Current Map

You can see a tremendous amount of smoke that can only be the result of dragonfire Thoron.


Male Human Paladin-8 | HP 97 / 97 AC 27+ T 11 FF 24| Lay Hands 9/9 (4d6) | Smite 3/3 | CMB +14/+9 CMD 24 | F +12 R +7 W +8 | Init +2

If it is obvious that there is dragon destruction nearby Rhaym would look into this asking questions about what the dragon looked like and from what direction that it came from and in what direction did it leave.


Male Human Rogue6/Clr1 Current Map

It didn't, it just breathed somewhere down in the dungeon and the smoke billowed out into the village through its varied entrances. Your guess is it is a big one!


Human Swashbuckler 8 | HP 58 / 71 AC 25 T19 FF18 | Panache 4/4 | CMB +8 CMD 27 | F +8 R +12 W +7(10*) init +7 | Resource Tracker
Skills:
Acrobatics +16 Diplomacy +14 Escape Artist +12 Intimidate +14 Kn: Local +9 Perception +12 Ride +9

"So..." said Jim, "What do we do now eh? I don't think we're ready with a confrontation with whatever breathed all that fire!"


Ciri Princess of Cintra wrote:
Ok, drawing up the map from the shield and take it over to the inn to get a sage opinion.

"I think I remember drawing this, but it was a long long time ago. What is your question? It was a map to some ancient relic.

Grand Lodge

Male Dwarf Cleric/6

Ahh I was hoping it fly up to where we could see it.

"Oh my looks like someone who's large got upset


Male Human Paladin-8 | HP 97 / 97 AC 27+ T 11 FF 24| Lay Hands 9/9 (4d6) | Smite 3/3 | CMB +14/+9 CMD 24 | F +12 R +7 W +8 | Init +2

"Well Beldar that could be useful would you mind if looked at it?"


Can't read it, its invisible. I am not the mage I used to be.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/21 W/O, T15, FF22; hp 63; Init +4; Fort +8 Ref +7, Will +9
"Slim" Jim wrote:
"So..." said Jim, "What do we do now eh? I don't think we're ready with a confrontation with whatever breathed all that fire!"

With the elfs party dead having gone a cross the bridge, except for him and one other, that is why until we knew more and had a chance to get information from 1st level and town, I felt the better part of valor was to go back up before heading down deeper into the abyss, possibly unprepared. Hence my stated plan of upgrading equipment, getting information, and gathering things of power related to the white tower to aide us in our quest.

FYI I copied the map off the shield with Arcane Mark when I detected magic.

It's on paper now, he can read it.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/21 W/O, T15, FF22; hp 63; Init +4; Fort +8 Ref +7, Will +9

Now, you guy's go down to the entrance of the white tower while I spend 2500 gp and 5 days to add permanent spell storing on Zireal.

It's been 5 days, we are healed, recovered and following the map to the artifact on level 1.

What did you find in the white tower while I was engaged?


Male Human Paladin-8 | HP 97 / 97 AC 27+ T 11 FF 24| Lay Hands 9/9 (4d6) | Smite 3/3 | CMB +14/+9 CMD 24 | F +12 R +7 W +8 | Init +2

OCC: I thought we did not know where the White Tower is would that not mean we would have to find it first?

Note I am okay with the plan just wanted to be clear on what we are doing while Ciri is not with us.

"That is okay Beldar we have a high wizard we can take it to her and let her look it over."

Rhaym will try to take Beldar to see Ciri and to present her with the invisible map.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/21 W/O, T15, FF22; hp 63; Init +4; Fort +8 Ref +7, Will +9

Invisible garnet, an agate and a topaz

Appraisal: 1d20 + 7 ⇒ (17) + 7 = 24

Above is a quote to appraise those 3 gems, never got a value. That's about when the dragon interrupted.

yes we know where the white tower is, directly under the shrine and there is a trap door in the floor of the shrine (v2), a lion of Mitra met us at the door and denied us going any further. It may be helpful to go there but it is not the key. I will take you to the room if you can convince Holomir Goldheart to let you in. So we know where, but how to get in is the question, maybe a paladin can get access.

I don't think we ever search the barracks and some of the buildings like the wine merchant. Can we please search the empty town buildings and bring what we find back to the inn or the constables. I WILL SEARCH the ones behind the manor house.

Perception Guard Barracks v17 thru 19: 1d20 + 14 ⇒ (6) + 14 = 20

Perception Guard Barracks v17 thru 19: 1d20 + 14 ⇒ (6) + 14 = 20

Perception Guard Barracks v17 thru 19: 1d20 + 14 ⇒ (14) + 14 = 28

Perception Manor House V5 ground floor: 1d20 + 14 ⇒ (4) + 14 = 18

Perception Wine merchant v8: 1d20 + 14 ⇒ (10) + 14 = 24
instead of wine, I could've had a v8, haha

Can someone search the abandoned houses, v12 to v16 please.

does no one here use a great sword?? We have several.


Male Human Paladin-8 | HP 97 / 97 AC 27+ T 11 FF 24| Lay Hands 9/9 (4d6) | Smite 3/3 | CMB +14/+9 CMD 24 | F +12 R +7 W +8 | Init +2

OCC: Note Rhaym will accompany Ciri unless she forbades it as he does not like idea of her being unprotected even if it seems not as dangerous for one can never truly know when evil will choose to strike.


Human Swashbuckler 8 | HP 58 / 71 AC 25 T19 FF18 | Panache 4/4 | CMB +8 CMD 27 | F +8 R +12 W +7(10*) init +7 | Resource Tracker
Skills:
Acrobatics +16 Diplomacy +14 Escape Artist +12 Intimidate +14 Kn: Local +9 Perception +12 Ride +9

Jim nodded, "Sure I'll take a look at the abandoned houses. I'll holler if I find anything hostile."

House v12: Perception: 1d20 + 12 ⇒ (10) + 12 = 22
House v13: Perception: 1d20 + 12 ⇒ (13) + 12 = 25
House v14: Perception: 1d20 + 12 ⇒ (9) + 12 = 21
House v15: Perception: 1d20 + 12 ⇒ (10) + 12 = 22
House v16: Perception: 1d20 + 12 ⇒ (16) + 12 = 28


Male Human Rogue6/Clr1 Current Map
Ciri Princess of Cintra wrote:

Invisible garnet, an agate and a topaz

Appraisal: 1d20 + 7 ⇒ (17) + 7 = 24

Above is a quote to appraise those 3 gems, never got a value. That's about when the dragon interrupted.

yes we know where the white tower is, directly under the shrine and there is a trap door in the floor of the shrine (v2), a lion of Mitra met us at the door and denied us going any further. It may be helpful to go there but it is not the key. I will take you to the room if you can convince Holomir Goldheart to let you in. So we know where, but how to get in is the question, maybe a paladin can get access.

I don't think we ever search the barracks and some of the buildings like the wine merchant. Can we please search the empty town buildings and bring what we find back to the inn or the constables. I WILL SEARCH the ones behind the manor house.

[dice=Perception Guard Barracks v17 thru 19]1d20 + 14

[dice=Perception Guard Barracks v17 thru 19]1d20 + 14

[dice=Perception Guard Barracks v17 thru 19]1d20 + 14

[dice=Perception Manor House V5 ground floor]1d20 + 14

[dice=Perception Wine merchant v8]1d20 + 14
instead of wine, I could've had a v8, haha

Can someone search the abandoned houses, v12 to v16 please.

does no one here use a great sword?? We have several.

Barracks

Each building will contain foodstuffs for 6 people for a
month, 10 flasks of oil (may be in one large container), 1d2
suits of chainmail, 1d10 suits of leather armor, 1d6 shields,
1d4 short bows

Wine merchant

You find various piles of clothing including robes, sandals and desert hearwear. In the corner of the room is a portable still that can turn a gallon of non potable water into fresh in an hour.
Also are a pile of rusty weapons but a few seem still usable: a scimitar, a whip and a handaxe all detect as magical.
A few desert maps showing the locations of water through the desert and an astrolabe.


Male Human Rogue6/Clr1 Current Map
"Slim" Jim wrote:

Jim nodded, "Sure I'll take a look at the abandoned houses. I'll holler if I find anything hostile."

[dice=House v12: Perception]1d20+12
[dice=House v13: Perception]1d20+12
[dice=House v14: Perception]1d20+12
[dice=House v15: Perception]1d20+12
[dice=House v16: Perception]1d20+12

None of these houses are abandoned. Each of them has 1d6 women in them and it is clear their men are around somewhere. The women swear at you if you try and approach.


Male Kelish/Dervish Warpriest Crusader 7 init +1, HP 66, Perception +15, AC 28; Fort +11, Ref +5, Will +11

Also Iz and Ratel Dier our constable hands a sparkling nice chain shirt to Jim, saying.

we found this in the armory and thought you might like it. Should better than your leather, it detects strong magic.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/21 W/O, T15, FF22; hp 63; Init +4; Fort +8 Ref +7, Will +9
Sir Rhaym . wrote:
OCC: Note Rhaym will accompany Ciri unless she forbades it as he does not like idea of her being unprotected even if it seems not as dangerous for one can never truly know when evil will choose to strike.

Sure come on, we might encounter something

Gather everything found in a pile and cast identify

Spellcraft with identify. scimitar: 1d20 + 15 + 10 ⇒ (20) + 15 + 10 = 45

Spellcraft with identify. whip: 1d20 + 15 + 10 ⇒ (3) + 15 + 10 = 28

Spellcraft with identify. Handaxe: 1d20 + 15 + 10 ⇒ (12) + 15 + 10 = 37

Spellcraft with identify. chain shirt (Han Filo): 1d20 + 15 + 10 ⇒ (10) + 15 + 10 = 35

Spellcraft with identify. Great Axe (left by Vorgrim Baresarcks): 1d20 + 15 + 10 ⇒ (8) + 15 + 10 = 33

chainmail: 1d2 ⇒ 1

leather: 1d10 ⇒ 7

shields: 1d6 ⇒ 6

short bows: 1d4 ⇒ 2


Male Human Rogue6/Clr1 Current Map
Ciri Princess of Cintra wrote:
Sir Rhaym . wrote:
OCC: Note Rhaym will accompany Ciri unless she forbades it as he does not like idea of her being unprotected even if it seems not as dangerous for one can never truly know when evil will choose to strike.

Sure come on, we might encounter something

Gather everything found in a pile and cast identify

[dice=Spellcraft with identify. scimitar]1d20 + 15 + 10

Scimitar of El-Marresh
Aura faint necromancy; CL 5th
Slot —; Price 4,315 gp; Weight 4 lbs.
DESCRIPTION
Centuries ago King Abdul, the ruler of El-Marresh, ordered
his blacksmiths to build 100 of these wondrously crafted
scimitars for his personal bodyguard. Mysterious runes adorn
the blade, and the haft is carved from bone wrapped
in exquisite silk. At least half of the blades are reputed to
have survived to this day. This weapon is a +1 scimitar that
grants its wielder a +5 competence bonus to Intimidate
checks made to demoralize foes. In addition, whenever the
weapon confirms a critical hit, the wielder may attempt an
Intimidate check to demoralize foes as a free action.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, cause fear,
creator must have 5 ranks in the Intimidate skill; Cost 2,315
gp

[dice=Spellcraft with identify. whip]1d20 + 15 + 10
Rattlesnake Whip
Aura faint evocation and transmutation; CL 3th
Slot —; Price 8,301 gp; Weight 2 lbs.
DESCRIPTION
Sloughed rattlesnake skin and the animal’s infamous tail are
the primary components used to fashion this +1 whip. Three
times per day, as a standard action, the wielder can rapidly
twirl the whip overheard creating a sickening rattle that can
be heard by all creatures within a 20-foot radius centered
on the wielder. The loud, unnerving sound deals 1d8 points
of sonic damage to all creatures except for the wielder.
There is no save against this effect.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, sound burst,
creator must be proficient with a whip; Cost 4,301 gp.

[dice=Spellcraft with identify. Handaxe]1d20 + 15 + 10

Handaxe of Scalping
Aura: moderate transmutation; CL 6th
Slot —; Price 8,306 gp; Weight 3 lbs.
DESCRIPTION
This +1 handaxe is most commonly found among nomadic
peoples living in the semiarid deserts. The haft is always
fabricated from the bone of a large predatory animal,
and etched images of fearsome birds adorn the blade.
Whenever the wielder confirms a critical hit with this
weapon, the handaxe crashes into the victim’s skull and
strips the flesh from bone. In addition to dealing the damage
from the critical hit, the gaping wound deals 1 point of
Charisma damage and dazes the victim for 1 round. A
successful DC 14 Fortitude save negates the daze effect,
but not the Charisma damage. The handaxe’s wielder must
be able to reach the victim’s head to use this ability.
CONSTRUCTION
Requirements Craft Magical Arms and Armor, daze; Cost
4,306 gp.

[dice=Spellcraft with identify. chain shirt (Han Filo)]1d20 + 15 + 10

+2 chain shirt

[dice=Spellcraft with identify. Great Axe (left by Vorgrim Baresarcks)]1d20 + 15 + 10

+1 anarchic greataxe


Male Human Rogue6/Clr1 Current Map

Any takers on the new equipment?

Grand Lodge

Male Dwarf Cleric/6

I've got better, but thanks you.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/21 W/O, T15, FF22; hp 63; Init +4; Fort +8 Ref +7, Will +9

Going to the dungeon, back to the room we left with the Pentagon and head south


Human Swashbuckler 8 | HP 58 / 71 AC 25 T19 FF18 | Panache 4/4 | CMB +8 CMD 27 | F +8 R +12 W +7(10*) init +7 | Resource Tracker
Skills:
Acrobatics +16 Diplomacy +14 Escape Artist +12 Intimidate +14 Kn: Local +9 Perception +12 Ride +9

"I quite like the look of that Saber..." remarked Jim as he looked over the haul. A free action demoralize on crit sounds quite useful, and Jim crits a fair bit.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/21 W/O, T15, FF22; hp 63; Init +4; Fort +8 Ref +7, Will +9

Then take the saber and the +2 chain shirt, That would be +1 increase to your AC.

Putting Rufo's map together with the shield map, turning the map from the shield counter clockwise, seems like they share the temple room in common. There has to be another way out of the temple, we have to find it.

Fralk, Fralk!!! Where are you, where did that goblin run off to now, We need you please!! always missing him, going off somewhere...


Male Human Rogue6/Clr1 Current Map

This is the worship hall of the
evil villagers. The walls are artfully painted in scenes
depicting the deification of Set. Most of the pictures are gross
and nauseating. The curtain tapestries at the south end of
the hall show the death of Mitra, showing the god to be weak,
senile and perverse. In all scenes Set is depicted
triumphantly.
The pews are of varnished oak and some of the rear pews
have been gnawed on by rats. The floor is of inlaid black
marble. The four braziers are gold and silver.
The statue of Set is solid serpentine with 1000 malachite
scales set into the stone, topaz eyes seem to glow. It appears
as a statue of a heroically proportioned male, 9 feet
tall with a jackal’s head, scaly body and Egyptian style
clothing; due to its construction it is not
detectable as a guardian when at rest.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/21 W/O, T15, FF22; hp 63; Init +4; Fort +8 Ref +7, Will +9

I don't think he meant to post that last sentence, so act surprise when we roll initiative


Male Human Rogue6/Clr1 Current Map

Thoron walks the walls of the temple and finds a secret door behind the statue.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/21 W/O, T15, FF22; hp 63; Init +4; Fort +8 Ref +7, Will +9

good, a door way through, lets go


Male Human Rogue6/Clr1 Current Map

A mirror with a death’s head design hangs directly opposite the north entrance. Two skeletons guard the room.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

The goblin steps out from behind something not overly large, chomping on a hunk of cheese.

He shrugs.

His name hadn't been disclosed, yet.


Male Human Paladin-8 | HP 97 / 97 AC 27+ T 11 FF 24| Lay Hands 9/9 (4d6) | Smite 3/3 | CMB +14/+9 CMD 24 | F +12 R +7 W +8 | Init +2

OOC: Oh but his name has been disclosed its No-Mi-Name


Male Human Rogue6/Clr1 Current Map

In the mean time two skeletons attack.
One on Jim
short sword: 1d20 + 5 ⇒ (4) + 5 = 9 damage: 1d6 + 1 ⇒ (1) + 1 = 2
and one on Ciri
short sword: 1d20 + 5 ⇒ (16) + 5 = 21 damage: 1d6 + 1 ⇒ (2) + 1 = 3


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/21 W/O, T15, FF22; hp 63; Init +4; Fort +8 Ref +7, Will +9

I didn't say Fralk. I meant Frack, as swearing, where is that goblin..

there, keeping it straight

Grand Lodge

Male Dwarf Cleric/6

Do we hear sounds of combat?


Male Human Rogue6/Clr1 Current Map

Yes Thoron, the DC is 0


Male Human Rogue6/Clr1 Current Map

roll init

coming out of the south wall are three creatures

They haves the body of a lion, the wings of an eagle, and the face of a man.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

The goblin moves past the knight to stop beside Jim, Walkin' bonez... Hold on, Lady!

atk, skel, dogslicer: 1d20 + 15 ⇒ (3) + 15 = 18
atk, skel, dogslicer: 1d4 + 7 ⇒ (4) + 7 = 11


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/21 W/O, T15, FF22; hp 63; Init +4; Fort +8 Ref +7, Will +9

initiative: 1d20 + 4 ⇒ (11) + 4 = 15


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

Initiative: 1d20 + 6 ⇒ (4) + 6 = 10


Male Human Rogue6/Clr1 Current Map

init skellies: 1d20 + 9 ⇒ (20) + 9 = 29


male Human Void Pact Wizard 7
Spoiler:
AC 13/T12/FF12 HP 19/27 F+8 R+2 W+8 Init +7 Perception +3

Ini: 1d20 + 7 ⇒ (13) + 7 = 20

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