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Grand Lodge

ES1 map

There is no furniture other than immovable sarcophagi (3 feet high) in the sanctuary, but there is a plank bridge nearby. The doors in the sanctuary are sturdy wooden doors but can be reinforced with planks, making them equivalent to strong wooden doors. I'm going to give you some time to create a plan, and let me know when you are ready.

Grand Lodge

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Gains steps towards the buried half-orc and attempts to pull him out, however finds that the last battle has left him exhausted. Stunned by his inability to rescue his friend, Lord Braggett steps forward and steals the show. With an incredible show of strength he is able to lift rocks that are larger than he is, and create enough of a whole for Krudenk to escape. The rest of the party helps him maintain the hole as Krundenk crawls out.

The passage is now blocked with the only discernible route to the south.

Grand Lodge

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Strength check

Grand Lodge

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Krudenk Reflex: 1d20 + 5 ⇒ (7) + 5 = 12

As Krudenk leads the way into the other tower he notices a rope on the floor. Before he has a chance to react, the rope goes taught and the ceiling collapses on him. He is immediately buried in the rubble. The rest of the party can not see what happened, but hear the ceiling collapse.

Damage: 1d6 ⇒ 2

Krudenk is trapped in the rubble

After the rockfall, the entrance to the eastern tower is blocked. It takes 20 hours of work to completely clear the passage of rubble.

Grand Lodge

ES1 map

The priest wearing the copper mask is the mysterious identifies himself to the group as the Almsman. "I hide my identity because his church is unaware of his activities in one of their forgotten crypts. In order to meet the needs of my people, I run this sanctuary as a business. Each beggar is assigned to a different location, coordinating their efforts to maximize profits. Each beggar contributes a share to the sanctuary, which the I use to maintain it and provide for those
members who fall ill. Unfortunately, most of the profit is taken by the Steel Wyverns for “protection.”

"I am in a fairly desperate situation." he continues " The Steel Wyverns are demanding a higher tribute than I can afford. They want me to steal from the temple above or
give them access to it so they can steal from it—something I refuse to do. They have warned me that they will destroy his sanctuary and beat anyone within it senseless if I do not pay. I swore a personal vow not to take up arms. The Steel Wyverns are due to visit within 2 hours."

Among the residents of the sanctuary are three beggars who contracted filth fever and now rest on blankets in one corner. One of the afflicted beggars is an Osirian named Pteliut who has tattoos of a shepherd’s crook on his right wrist and a threshing flail on his left wrist. The others are native Andorens named Ebram and Fandos. The Almsman has done what he can for them, but he is not
a skilled healer.

Grand Lodge

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Not unless you want to use small goblin weapons Gaius

Piles of rags and bones are piled up into nest-like beds around this circular room. A door to the northeast leads to other rooms.

As Krudenk looks to the east, he sees a large foyer which seems to have been the main tower entrance, but the grand doorway leading outside is now a broken mass of glass rubble. Crumbling archways lead to the north and south. It appears that the only way is to continue to the east.

Grand Lodge

ES1 map

Ahead a faint light glimmers in the dark. Slowly it resolves into a crude lantern held by a toothless old beggar who holds a chair leg in his other hand. Beside him stands a scrawny youth, similarly armed but obviously terrified. Behind the two derelicts is an open door bearing the symbol of the beggar’s bowl, coin, and key.

The old man eyes the group warily as they approach. He says, “If yer intentions be peaceful, Abadar makes you welcome.” Although the two men try to put on a brave face, they pose absolutely no threat.

Beyond the door, a short flight of steps leads up into what appears to be the basement crypt of a church of Abadar. Perhaps two dozen beggars huddle among sarcophagi, some sleeping, some haggling over bits of junk or scraps of food laid out on blankets.

A tall man in clean robes wearing a plain copper mask walks among them. As the group enter he regards them coolly and says, “If you respect this sanctuary, I offer you what sanctuary I can. Otherwise, begone!”

Grand Lodge

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I think it's easier in PbP to act together.

Grand Lodge

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When you are ready to move, please let me know a marching order, and where you are going to explore next

Grand Lodge

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The group travel east from the sewer junction, where they soon reach another intersection where a minor sewer line flows into the main line from the south. Graffiti covers much of the walls here, most of it simple drawings. Prominent among them is a large stylized drawing of a wyvern in shiny gray paint. Also among them is an image of a skull crawling with bugs and an arrow pointing back to the west, and a representation of a beggar’s bowl holding a coin and a key with an arrow pointing to the south. Underneath the picture of the bowl is the word “Almsman.” There are ladders leading to access holes to the streets above.

Where is the group going to decide to go?

Grand Lodge

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Post incoming tonight after a small holiday loss of internet service.

Grand Lodge

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Post incoming tonight after a small holiday loss of internet service.

Grand Lodge

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And with that heft swing, Krudenk's hammer finds the skull of the last goblin exploding it on all of his comrades around him. He takes a second to realize what he has done, and that the group has survived the initial onslaught of goblins.

Please feel free to take a moment to rest, heal, or do what you need. Then tell me where you want to go. Again please remember the light rules, what you have as light and how far you can see. Krudenk is the only one that has full vision beyond 5', and Gaius has 10', the rest of you that have a light source are limited to 5'.

Grand Lodge

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After seeing his trusty mount go down in a flurry from the goblins, Lord Braggett strikes back sitting down one of the goblins in a well placed blow. Constantin steps back and heals the fallen comrade, while Gaius flails with his Fauchard, for a moment thinking too much about his training.

Combat Round 7

Encara
Krudenk (-6, Darkvision)
Mathis

Orange
Constantin (Light Spell)
Gaius (Darkvision 10')
Braggett/Mr. Kibbles (-14 Mr. Kibbles unconscious and needs a stabilization save) (Continuous Flame)

In bold may act

Grand Lodge

ES1 map

First off, this is merely a discussion and one opinion on how things work. I would interpret the language about containers to be equivalent to a backpack unless otherwise noted. Wands are considered weapon like, but even weapons that are stored in containers follow the rules for "retrieving an item". Look at a bandolier, which specifically states the rule in it's description. The issue is the ambiguity that exists, and how one interprets the rest of the items one might have due to their knowledge of Pathfinder. I find every time that I play, I'm introduced to items, rules, and spells and abilities that I didn't know existed. Why are there items like wrist sheaths, quivers, handy haversacks, Gloves of storing, spring loaded wrist sheaths, etc. if you can just say that things can be tucked into a belt. Scabbards do exist in Pathfinder and in the equipment text, it specifically states that items that are “weapon-like” in that they can be used in combat to damage or inflict harmful conditions upon opponents. My assumption is that wands like rods have to be stored unless you store them in a place that allows you to draw them in combat. Again, it is just my opinion currently, which is why all my casters have an assortment of sheaths, mostly spring loaded to activate as a swift action.

As a second note, you reference a wand being able to be drawn and unsheathed, but the reference that you provided merely states that this applies to weapon-like items that are within easy reach which I interpret to be one of the aforementioned items.

Grand Lodge

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Can you point me to where it sates that you're assumed to have proper storage?

Grand Lodge

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Krudenk, your attack at 14 misses, but should be calculated attack+bless+rage-PA-Soft cover for a total of 9. Since you are using a reach weapon cover rules apply.

Encara backs out and heals himself while Krudenk swings wildly with his weapon. The goblins attack Braggett with their weapons. However, as they are goblins they don't seem to really remember how to use their weapons, even struggling to understand that the pointy end dos forward.

Orange: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Green: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Combat Round 6

Encara
Krudenk (-6, Darkvision)
Mathos
Orange
Green (-8)
Constantin (Light Spell)
Gaius (Darkvision 10')
Braggett/Mr. Kibbles (-14 Mr. Kibbles unconscious and needs a stabilization save) (Continuous Flame)

In bold may act

Grand Lodge

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Stonelance moves away from the swarm not knowing what else to do, and feeling the overwhelming dread spread over him. Angela also starts to feel hopeless taking a seat on the ground completely frustrated at the situation hoping that Yelek will make it back in time. Baltzar moves towards Dr. Whiskerson and with a prayer from his god channels healing into the area healing those around him, however he notices that the healing seeps into the swarm too. Syl'las finally makes it out of the sewer and lays on the ground panting. Dr. Whiskerson in desperation steps back and breaths a cone of flame at swarm. Reflex Save vs DC 16: 1d20 + 3 ⇒ (8) + 3 = 11. The breath engulfs the swarm wrecking havoc in the areas affected, and burning the swarm to a crisp. Baltzar if you are in the spell area, you'll need to make a save as well for half damage

Combat Round 8

COMBAT OVER

Stonelance -3
Angela
Baltzar (-1 Str, Medium load, Diseased)
Syl'las -7 (-1 str, Diseased)
Yelek -6 (Running away 10 rounds to destination)
Dr. Whiskerson -6 (-1 str, Diseased) Str Dmg: 1d2 ⇒ 1 DC 11 Fort Save to avoid

Grand Lodge

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@ Dr. Whiskerson are you taking a 5' step to target more than one square?

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The question becomes how the item is stored. You wear a sword in a sheath, arrows in a quiver. Can you just say that you have an infinite number of wands in your belt? Are you able to sit, or move without them falling out as they are not tied in? Pathfinder does not have an item known as a wand sheath, but id does have wrist sheaths, and quivers that these items could be stored in. A bandolier would be an option, but that item would cause an AoO as well. That's the main part of the question, how you store the wand as how you can draw it. Personally, it doesn't make sense to me to just tuck it into a belt as a wand is 6-12 inches long, and would probably have a good chance of falling out.

Grand Lodge

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For those of you in the water, you first have to make a DC 15 swim check and then a climb check DC 5. I'm changing your first rolls to swim checks.

Finally, Baltzar finds his second bottle of Alchemist fire and throws it at the swarm. The bottle veers off to the side explodes on contact lighting part of the swarm on fire, however most of the damage moved off course. Syl'las is finally able to right himself in the water and climb out of the water, and Dr. Whiskerson joins him. However finds himself immediately again overwhelmed by the swarm as they avoid Baltzar and find their closest target.

Dmg: 1d6 ⇒ 4 Str Dmg: 1d2 ⇒ 1 DC 11 Fort And a DC 11 Fort Save or Nauseated

Combat Round 7

Red
Stonelance -6
Angela
Baltzar -1 (-1 Str, Medium load, Diseased)
Syl'las -7 (-1 str, Diseased)
Yelek -6 (Running away 10 rounds to destination)
Dr. Whiskerson -9 (Diseased)

In bold may act

Grand Lodge

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I'm looking into that Constantin, but I've always treated getting it from your belt as retrieving an item, the same as a potion.

Constantin steps forward and casts a spell on the goblin next to him. The goblin lashes out with it's sword, but misses AoO Constantin: 1d20 + 3 ⇒ (9) + 3 = 12, and is hit by the spell Will Save: 1d20 + 1 ⇒ (7) + 1 = 8. Lord Braggett finally connects with one of the beasts, but it is still standing. Meanwhile, Gaius swings at another goblin with his fauchard, and strikes home opening a wide gash in the beast's chest.

Combat Round

Encara (-7)
Krudenk (-6, Darkvision)

Mathos
Orange
Green (-8)
Constantin (Light Spell)
Gaius (Darkvision 10')
Braggett/Mr. Kibbles (-14 Mr. Kibbles) (Continuous Flame)

In bold may act

Grand Lodge

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@ Lord Braggett: Mounted combat states - Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. Your roll would have to be an immediate action after the attack. Your roll in round 4 precedes the attack, and you need to use the roll in round 5 as your immediate action.

Grand Lodge

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As Constantine draws the wand from his belt the dog attacks him with a bite. Bite attack vs AC: 1d20 + 2 ⇒ (10) + 2 = 12, but misses. He heals Krudenk with his wand. Gaius pauses for a moment to see what is happening in the battle, and Lord Braggett and his wolf continue to struggle with connecting with the beasts. Krudenk again steps back and connects with a second dog, and again sprays blood, bone, and chunks of brain all over Lord Braggett and the wolf.

@ Mathos you can see the orange goblin, but it has concealment

"We don't like your doggie" the goblins scream as the attack Mr. Kibbles

Orange Melee vs AC: 1d20 + 3 ⇒ (15) + 3 = 18
Dmg: 1d8 + 1 ⇒ (5) + 1 = 6
Green Ranged Attack vs AC: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4
Red Melee vs AC: 1d20 + 3 ⇒ (19) + 3 = 22
Dmg: 1d8 + 1 ⇒ (7) + 1 = 8

Combat Round 5

Encara (-7)
Krudenk (-6, Darkvision)
Mathos
Orange
Green
Red
Constantin (Light Spell)
Gaius
Braggett/Mr. Kibbles (-14 Mr. Kibbles) (Continuous Flame)

In bold may act

Grand Lodge

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The swarm attempts to move through Baltzar, however is unable to advance on him due to the repellant. However after noticing the repellant, the swarm clings to the wall and moves around Baltzar to attack Stonelance.

Swarm Fort: 1d20 + 3 ⇒ (2) + 3 = 5

Damage Stonelance: 1d6 ⇒ 2 Poison Damage: 1d2 ⇒ 2 DC 11 Fort And a DC 11 Fort Save or Nauseated

Yelek continues the long run back to the last map, as Angela attempts to fish out Syl'las and Dr. Whiskerson.

Swim check Syl'las: 1d20 ⇒ 19
Swim Check Dr. Wiskerson: 1d20 - 1 ⇒ (11) - 1 = 10

Syl'las is able to keep his head above the sewage, but finds himself unable to climb out. Dr. Whiskerson is not so lucky and plunges under the vile sludge.

Fort Save Syl'las vs DC 11: 1d20 ⇒ 10
Incubation: 1d4 ⇒ 3

Combat Round 6

Red
Stonelance -6
Angela
Baltzar -1 (-1 Str, Medium load, Diseased)
Syl'las -7 (-1 str, Diseased)
Yelek -6 (Running away 11 rounds to destination)
Dr. Whiskerson -5 (Diseased)

In bold may act

Grand Lodge

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Post will be incoming late tonight.

Grand Lodge

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Encore draws a wand and casts a spell helping his allies. Krudenk moves a step back 10 feet due to difficult terrain drawing an AoO.

Dog AoO vs AC 17: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Krudenk Fort Save vs DC12: 1d20 + 8 ⇒ (5) + 8 = 13

The dog connects with a vicious bite, but Krudenk is able to shake it off and slams his hammer into the dog. He connects and the dog's head explodes, blood and bits of brain and skull covering Lord Braggett, his wolf and the wall. The goblins attack.

Orange melee vs Braggett: 1d20 + 3 ⇒ (6) + 3 = 9
Green melee vs Braggett: 1d20 + 3 ⇒ (5) + 3 = 8
Red Ranged vs Krudenk: 1d20 + 5 ⇒ (17) + 5 = 22
Dmg: 1d4 ⇒ 1
Blue bite vs Krudenk: 1d20 + 2 ⇒ (19) + 2 = 21
1d6 + 3 ⇒ (2) + 3 = 5 Krudenk Fort save DC 12

Orange attacks Braggett but misses, as does green. Red fires an arrow at Krudenk, and blue moves in and attacks. Red's arrow connects, as does the dog. Krudent looks hurt.

Constantin moves forward, as Braggett attacks, but again misses poorly. Mathos moves forward as does Gaius.

Combat Round 4

Encara (-7)
Krudenk (-14, Darkvision) [ooc] Needs Fort Save
Mathos
Orange
Green
Red
Blue
Constantin (Light Spell)
Gaius
Braggett/Mr. Kibbles (Continuous Flame)

In bold may act

Grand Lodge

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Angela runs beside the sewers working to fish Syl'las out of the sewage. Meanwhile, Stonelance remains at Baltzar's side. Dr. Whiskerson works on swimming to the side to climb out, but the current continues to thrash him about in the sewer. The remaining swarm moves over Baltzar, and attack him.

Damage Baltzar: 1d6 ⇒ 1 Poison: 1d2 ⇒ 2 DC 11 Fort And a DC 11 Fort Save or Nauseated

Combat Round 5

Red
Stonelance -1
Angela
Baltzar -1 (-1 Str, Medium load, Diseased from earlier)
Syl'las -7 (-1 str, can still take 1 move action)
Yelek -6 (Running away 12 rounds to destination)
Dr. Whiskerson -5 (Diseased)

In bold may act

Grand Lodge

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Yes Lord Braggett, you have to be able to see the banner, and in this specific scenario you can't see more than 5' radius around you. If he is standing right next to you, you would be able to see him.

Gaius moves forward, and Braggett charges in. His wolf misses, as does his attack with his sword.

Combat Round 3

Encara (-7)
Krudenk (Darkvision)
Mathos
Orange
Green
Blue
Red
Pink
Constantin (Light Spell)
Gaius
Braggett/Mr. Kibbles (Continuous Flame)

In bold may act

Grand Lodge

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Encore hears arrows whiz past him as he closes the distance to the keep. Krudenk seeing the vile creatures inside the keep steps forward with his hammer, but misses wildly. Seeing an opening, two of the creatures fire arrows at Encara. From the darkness you hear "You get em doggies. Chew his leg off!" The dogs charge forward to attack Krudenk, but miss. Another arrow flies at Encara finding home. Meanwhile, the rest of the party moves towards the entrance.

Ranged Attack vs Encara : 1d20 + 5 ⇒ (15) + 5 = 20
1d4 ⇒ 4
Ranged Attack vs Encara: 1d20 + 5 ⇒ (14) + 5 = 19
1d4 ⇒ 1
Melee Attack vs Krudenk: 1d20 + 3 ⇒ (2) + 3 = 5
Melee Attack vs Krudenk: 1d20 + 2 ⇒ (2) + 2 = 4
Ranged Attack vs Encara: 1d20 + 5 ⇒ (13) + 5 = 18
1d4 ⇒ 2

Combat Round 1

Encara (-7)
Krudenk (Darkvision)
Mathos
Goblins
Constantin (Light Spell)
Gaius
Braggett/Mr. Kibbles

In bold may act

Grand Lodge

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Because of the nature of the darkness, no Constantin, they cannot see you through the darkness unless they are in your 5' radius. They can hear you if you are inspiring courage. I will need to know what performance you are doing, and when you started with your SA.

Also, as a reminder, you won't know about the magic darkness until you pass through the gates and "figure it out". I just had to give the spoiler so I can place the tokens

Grand Lodge

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@ Baltzar, Perfect, thank you.

Baltzar finally thinks that he knows how to deal with these creatures, and with that, he throws a flask of alchemist fire at the swarm. He connects with the flask, and the fire spreads throughout the swarm destroying it. Meanwhile, Syl'las struggles in the sewage as he passes by the destroyed swarm and the rest of the party.

Syl'las Swim check vs DC 15: 1d20 - 1 ⇒ (4) - 1 = 3
Syl'las Fort Save from round 3: 1d20 + 0 ⇒ (16) + 0 = 16
Syl'las Fort Save from round 4: 1d20 + 0 ⇒ (12) + 0 = 12

Combat Round 4

Red
Stonelance -1
Angela

Baltzar -1 (-1 Str, Medium load, Diseased from earlier)
Syl'las -7 (-1 str, can still take 1 move action)
Yelek -6 (Running away 12 rounds to destination)
Dr. Whiskerson -5 (Diseased)

In bold may act

Grand Lodge

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Sure thing Baltzar, I'll make sure to make the adjustment. When did you pull the flask of alchemist fire? And what square of the swarm were you targeting?

Grand Lodge

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Combat Round 2

Encara
Krudenk (Darkvision)
Mathos
Goblins
Constantin (Light Spell)
Gaius
Braggett/Mr. Kibbles

In bold may act

So here is where we talk about the special rules. This is a major spoiler, but because this is PbP, there is really no other way to do it. Remember that you are playing your characters as they would play and understand this. There are special lighting rules for the entire ES1. Krudenk can see normally as he has dark vision. Those without a light source on them are blind. If you have a light source, you can only see in a 5' radius around you. Anything beyond the 5-foot area is darkness. Ranged combat and melee attacks with reach have a 50% miss chance unless the attacker has darkvision. Creatures without dark vision take a –4 penalty on Perception checks that rely on sight. However if you can't see, you have no idea what you are fighting. Unfortunately, there is no way to counter this. As nobody was able to reach the entrance on round one, none of the parties attacks went off as they can't see what they are fighting. And the green rubble is difficult terrain.

Grand Lodge

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Syl'las swim vs DC 15 to Dive underwater: 1d20 - 1 ⇒ (1) - 1 = 0

Syl'las stumbles off the ledge into the water, but the current is too swift for him to dive under. The spiders continue their attack on him. The Green swarm losing track of Dr. Whiskerson flows down the passageway to feed on Baltzar.

Dmg Syl'las: 1d6 ⇒ 1 poison: 1d2 ⇒ 1 DC 11 Fort And a DC 11 Fort Save or Nauseated

Dmg Baltzar: 1d6 ⇒ 2 poison: 1d2 ⇒ 1 DC 11 Fort And a DC 11 Fort Save or Nauseated

Combat Round 4

Red
Stonelance -1
Green
Angela
Baltzar -2 (-1 Str, Medium load, Diseased from earlier)
Syl'las -7 (Poisoned, -1 str, nauseated)
Yelek -6 (Running away 12 rounds to destination)
Dr. Whiskerson -5 (Diseased)

In bold may act

Grand Lodge

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That is correct Angela. I didn't expect half the group to run away, and this is the map that I have available, so I'm doing the best that I can with everyone off on different parts of the map.

Grand Lodge

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As a move action of a successful role, you can move 1/4 of your move speed. So it seems like you would be able to dive to the bottom which is 5 feet, and get pushed 20 feet downstream. However, you're going to have to figure out how to stay underwater. Nice strategy though!

Grand Lodge

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Well, if you dive to the bottom, you'll have a foot of sludge covering you, so sounds good to me. Also, are you holding onto the bottom? Also, for the rest of the group, it's a long, long ways between these maps, it's going to take at least 27 turns for Yelek to reach it, and the same to get back double moving...

Grand Lodge

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@ Dr. Nibbles how tall are you? The sludge is 5 feet deep

Grand Lodge

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As the party approaches, it looks eerily quiet. Out of the silence the party soon hears a small voice "Quickly, big creatures, they coming, you come help!" Still unable to see inside the keep due to the terrain, an arrow flies out of the darkness towards Lord Braggett, but misses.

Arrow vs AC: 1d20 + 5 ⇒ (2) + 5 = 7

Initiative:

Goblins: 1d20 + 3 ⇒ (7) + 3 = 10
Encara: 1d20 + 7 ⇒ (15) + 7 = 22
Constantin: 1d20 + 8 ⇒ (1) + 8 = 9
Braggett: 1d20 + 1 ⇒ (1) + 1 = 2
Krudenk: 1d20 + 5 ⇒ (6) + 5 = 11
Mathos: 1d20 + 3 ⇒ (8) + 3 = 11
Gaius: 1d20 + 3 ⇒ (1) + 3 = 4

Combat Round 1

Encara
Krudenk (Darkvision)
Mathos
Goblins
Constantin (Light Spell)
Gaius
Braggett/Mr. Kibbles (-1 to Kibbles)

In bold may act

As the group moves forward, another arrow comes out of the front entrance connecting with Mr. Kibbles.

Arrow vs Mr Kibbles: 1d20 + 5 ⇒ (20) + 5 = 25
Crit Confirm: 1d20 + 5 ⇒ (2) + 5 = 7
Arrow Dmg: 1d4 ⇒ 1

This combat has some special rules. Since nobody has movement to get to the door except Krudenk, I'll explain in the next round. Also, nobody will have line of sight for ranged except Krudenk if he doesn't double move.

Grand Lodge

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Some members of the party continue to flee from the swarms, leaving Dr. Whisherson, and Syl'las to fend for themselves. Stonelance creates a light from his waystone, but Angela, and Baltzar continue to be in darkness as Yelek runs down a passageway. Thinking to escape the swarm, Dr. Whiskerson jumps in the sewage floating downstream and contracting a disease. The swarm continues to chase him, spinning webs and creating space in order to continue attacking him. The other swarm goes in Syl'las's direction again attaching to him.

Dmg Dr. Whiskerson: 1d6 ⇒ 6 Poison Dmg, Str: 1d2 ⇒ 1 DC 11 Fort And a DC 11 Fort Save or Nauseated

Syl'las: 1d6 ⇒ 3 Poison Dmg, Str: 1d2 ⇒ 2 DC 11 Fort And a DC 11 Fort Save or Nauseated

Combat Round 3

Red
Stonelance -1
Green
Angela (Blind)
Baltzar -3 ( -1 Str, Medium load, blind, Diseased from earlier)
Syl'las -6 (Blind)
Yelek -6
Dr. Whiskerson -10 (Diseased)

In bold may act

Grand Lodge

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@ Syl'las did you mean east? Moving right would be east, left would be west

Grand Lodge

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You are now approaching the front gates. Marching order is set, and light sources have been identified, but not activated. You will need to tell me when you decide to activate it. Those that have not identified a light source are counting of their party members. How do you want to proceed?

Grand Lodge

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The stone staircase that led up to the tower’s door is now nothing more than a rubble-strewn cliff. On the tower’s south side, a dirt path winds up the steep embankment to a pitch-black doorway.

Grand Lodge

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The group heads out of Fort Inevitable, and heads towards the forest. They are able to easily locate the trail that leads to the spire, and they set into a moderate place. After a few miles, Encara notices that the clouds have turned grey, and before long a steady rain takes shape. However this does not seem to faze the party as they gather their thoughts about their mission. After about another hour, they come to the base of the spire,

I'll need to know your final marching order, how you want to approach, and what kind of lighsource you will be using.

Grand Lodge

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Baltzar Fort Save vs DC 11: 1d20 + 3 ⇒ (8) + 3 = 11

Combat Round 2

Red
Stonelance -1
Green
Angela (Blind)
Baltzar -3 ( -1 Str, Medium load, blind, Diseased from earlier)
Syl'las -3 (Blind)
Yelek -6
Dr. Whiskerson -4 (Diseased)

In bold may act

@ Angela pulling out the torch would be a move action, and lighting a torch is a full-round action. You also need something to light the torch with, which you would need to get out of your pack.

Grand Lodge

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1d3 ⇒ 2

After jumping into the water, Dr. Whiskerson feels some of the water move down his throat. That doesn't seem good Dr. Wilkerson thinks to himself feeling the filth in the water invade his body. Dr. Whiskerson has a vision of the future of himself laying in bed with a high fever and pustules all over his body, Baltzar in the bed next to him.

You are correct Dr. Whiskerson, I am using the the water to show those off the edge of the map. Also, yes it will be a climb check with DC 5

Grand Lodge

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Awesome! I'm glad that someone does! I'm keeping you on the ledge for movement purposes, you float 20 feet downstream, and need to make a Fort Save

Grand Lodge

ES1 map

The group seems terrified of the spiders. While a few of them engage, most of the party turns and runs away. Yelek the sole source of light for the party runs away from the spiders leaving most of his party in complete darkness. Dr. Whiskerson attempts to move down the hallway, but due to being blind falls down. The group fighting the spiders realize it might be much harder to engage the would beasts without being able to see. Syl'las successfully jumps across the sewers hoping that the spiders can't swim. He feels that he's right about this, but they still manage to swarm him. How did they do that? he wonders, and then remembers that spiders can climb.

Acrobatics Stonelance DC 10: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
Acrobattics Dr. Wiskerson DC 10: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6
Damage Green Dr. Whiskerson: 1d6 ⇒ 2 Poison Damage Str: 1d2 ⇒ 1 DC 11 Fort And a DC 11 Fort Save or Nauseated
Damage Red Syl'las: 1d6 ⇒ 1 Poison Damage Str: 1d2 ⇒ 1 DC 11 Fort And a DC 11 Fort Save or Nauseated
Poison Dmg Baltzar: 1d2 ⇒ 1 DC 11 Fort Save

Combat Round 2

Red
Stonelance -1
Green
Angela -1 (Blind)
Baltzar -6 (Poisoned, -1 Str, Medium load, blind)
Syl'las -3 (Blind)
Yelek -6
Dr. Whiskerson -4 (Blind,prone)

In bold may act

I'm keeping track of movement in the water. Starting on the right and going left and then down. Dr. Whiskerson you may instead move half speed to remain standing, but think about what your character would have done.

Grand Lodge

ES1 map

As the group exits the tavern with all the new information about their quest, they ask some of the locals about the spire. Although not able to gain much information, they learn that the spire is a little over three miles northeast of town in the middle of a forest. There is a clear trail from the fort to the spire. The group also learns that there the townsfolk have heard rumors that the spire is not empty, and there is rumor of goblins in the area. The adventurers can hire a carriage to take them there for 100g, or buy a horse for 75g. However it seems that the spire is only a few hours walk as well.

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