The Collapsed Tower II


Play-by-Post

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You have been tasked with exploring a tower that recently collapsed near town. You know little about the tower, except that kobolds are in some way connected to the collapse, and that the town's local, eccentric wizard, who lived near the tower, has gone missing as well.

If you would like to make any last-minute preparations, or ask any questions, now is the time.

This will be a five-area playtest, and so you should prepare/conserve your resources accordingly.


Elf Wizard 1| HP (6/6)|AC 13|Init +11|F+2|R+3|W+2|

I traded some scrolls for cure light potions. Spells : 0: detect magic, acid splash, message 1: mage armor, shield, summon monster 1


Female Elf Witch

I don't think that I need to purchase any additional equipment. Because this is just a playtest, I'm going to go under the assumption that our characters know each other in order to save time. Is this correct?


Thats a good assumption. Like I told the other group, the only RP I expect is that which is necessary for the situations that arise.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Kalarra's short on the spot backstory:
After being shunned her whole life by everyone in "civilized" society. She left home in hopes of finding people who would except her. Which is how she ended up in this town and with this band of casters.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

I'm ready if everyone else is.


As you approach the collapsed tower, you see that only fragments of the first and second floors still stand. Black stone and broken wooden debris lie scattered down the hill's southeast slope, and a rocky ramp of sorts leads up to the tower's second floor, which now looks like the only entrance into the tower, since the ancient iron front door seems to be covered by the same rubble that has created the ramp to the second floor.

Knowledge (engineering) DC 15:
You learn that first, the bulk of the tower seems to have crumbled into a sinkhole (although from this vantage point it's impossible to tell how much of the basement survived, and second, the rubble is unstable, and could shift if not traversed carefully.

Please don't read the spoilers unless you make the check. What would you like to do?


Elf Wizard 1| HP (6/6)|AC 13|Init +11|F+2|R+3|W+2|

Look at that, one level down already. Teskin motions Kalarra forward, Armored people first.


Female Elf Witch

"Hmm... I wonder what could have caused something like this to happen. There seems to be a way in up above," says Jade before looking around for any clues amongst the lower debris.

Preception: 1d20 + 5 ⇒ (8) + 5 = 13

I don't have knowledge (engineering). Anybody else?

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Knowledge (engineering): 1d20 + 8 ⇒ (4) + 8 = 12
I do but apparently it's not working out so well in this game.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Now why couldn't I roll like that for knowledge (engineering)?


Female Elf Witch

Oh well, worse things have happened. I have run a campaign for over a year now, and the PCs decided that because there was a time crunch to complete their missions, they would not ask any of the NPCs any questions or try to get further information. Now, a new war has broken out and they are in the middle of two different groups both trying to kill them and they don't know how ot fight back, lol. Gotta love my RL group.

Also, GM, What time of day/lighting is present? Need to know so that my elf can see.


I would say that you went during the day (it doesn't seem to be a very stealthy mission, from the way the module is written).

For Perception checks, you don't notice anything out of the ordinary, or all that noteworthy for that matter, other than the downed tower.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

After taking a quick look around Kalarra turns to Teskin and says "Sending lady into perpetual danger first, your such a gentleman." And with that she carefully and slowly steps toward the tower.


Elf Wizard 1| HP (6/6)|AC 13|Init +11|F+2|R+3|W+2|

I know my place in a fight and would rather not die. Teskin follows behind Kalarra.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Now that I'm a bit closer could I try another Knowledge Engineering check to see if I can get more information from a little closer?
If so:
Knowledge engineering: 1d20 + 8 ⇒ (5) + 8 = 13
Not that it made any difference.

When Kalarra still couldn't get any new information about this structure she grabs the biggest stick she can find and starts stabbings at the ground ahead of her to make sure the ground wouldn't fall out from under her.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Now that Kalarra is right next to the castle she tries one last time to learn some hidden information about the destruction.
Lets try this one last time:
Knowledge engineering: 1d20 + 8 ⇒ (4) + 8 = 12
I give up! She's going in blind if anyone wants to follow that's up to them.

Kalarra steps into what looks to be the most stable part of the destroyed castle.


As you step onto the rubble that has become a ramp to the second floor, you notice that it seems a bit unstable.

Kalarra, I need a Climb check

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Climb check: 1d20 + 1 ⇒ (2) + 1 = 3

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

I can't roll for anything in this game


Female Elf Witch

Sorry to have disappeared. This one doesn't show up in my campaign's tab. Also, I haven't seen our 4th member yet. Guess we will three man it.

At first Jade follows behind Kalarra and Teskin, until she realizes that the ramp is not as stable as they hoped.

"Kalarra! Are you okay?"

Jade tries her best to reach Kalarra safely.

Jade's climb check: 1d20 + 0 ⇒ (15) + 0 = 15

I have a feeling this is going to end badly. This why low level magic users need physical counter-parts. Good tihng this is a playtest, lol.


I'll give the fourth member another day (mainly because I won't have much chance to post again until tomorrow night), and the PM him. We'll see what happens.

GM rolls:
Kalarra damage: 1d6 ⇒ 6

Jade rushes up the rubble to try to catch Kalarra, but the tiefling slips on the shifting rocks and tumbles down the slope, slamming hard into the ground below.

Kalarra takes 6 points of falling damage. The deadly GM roll strikes for the first of many times, I'm sure...

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

We haven't even made it to the first enemy and I'm already down to 3 hp.
Lets try this again.
Clime check: 1d20 + 1 ⇒ (13) + 1 = 14
That's a bit better.


Female Elf Witch

Once Kalarra is within reach, Jade uses mutters a chant to use her healing hex to cure Kalarra.

Healing hex: 1d8 + 1 ⇒ (1) + 1 = 2.

"Feel better?"


Elf Wizard 1| HP (6/6)|AC 13|Init +11|F+2|R+3|W+2|

I guess I could have tried to help out Kalarra, wasn't sure I could do anything. Also, max damage, minimal healing, good start. I'll wait to see how Kalarra's second try goes.


Female Elf Witch

Yeah, rolls have been a total let down... And now I can't cure her any more except with Heal checks and rest...

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Well if I can get past these skill checks I might be all right.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1
Jade, The Ever Weary wrote:

Once Kalarra is within reach, Jade uses mutters a chant to use her healing hex to cure Kalarra.

[dice=Healing hex]1d8+1.

"Feel better?"

"It feels a bit better, but man those rocks are hard."


Female Elf Witch

Hoping to find a path that relies more on agility than athleticism, Jade begins to look around the area they have been climbing.

Perception Check: 1d20 + 5 ⇒ (12) + 5 = 17

Just checking to see if it would be possible for us to use acrobatics to "balance" our way around, or if it is just too steep that we have to climb. All three of us are more dex-inclined, and thus it might help us out a little bit.


Unfortunately, since the rubble leads all the way up to the second floor, it'll need to be a Climb check. However, I'll allow you to make an Acrobatics check as well, and if you roll high enough, I'll give you a circumstance bonus on your Climb check. Even so...

Kalarra, feeling slightly rejuvenated from Jade's healing, scampers up the rubble with ease.

Unless we hear from Alathar, I'll just play the character.

GM rolls:
Alathar Climb Check: 1d20 + 2 ⇒ (20) + 2 = 22

Alathar expertly climbs the rubble as well, joining Kalarra at the top.


Female Elf Witch

Jade continues to climb after Alathar and Kalarra, making sure to leave some distance in case someone slips.

Jade's Acrobatics Check: 1d20 + 3 ⇒ (16) + 3 = 19
Jade's Climb Check: 1d20 + 0 ⇒ (16) + 0 = 16

Yay! the Dice generator is being nice again.


Elf Wizard 1| HP (6/6)|AC 13|Init +11|F+2|R+3|W+2|

not to jinx it or anything, but dm is 2 for 2 on max rolls. Hopefully it's a random magic item check next. I have a friend who is probably interested in playing i told him to post on the recruiting thread.

Teskin follows after the others.
acrobatics: 1d20 + 4 ⇒ (12) + 4 = 16
climb: 1d20 + 2 ⇒ (19) + 2 = 21

Ok, now there is one level down.


After reaching the top, you make your way through a few rooms of the collapsed tower before reaching a long corridor. In the room at the end of this narrow corridor is a strange metallic contraption of gears and chains. A large lever extends out at a forty-five-degree angle from the front of it.

This room is rather small, only 15 ft. x 10 ft. For the sake of the playtest, assume that this lever controls a bridge extension in another room, allowing you to safely cross over an acid pit.

Hovering above the contraption is a small, roiling cloud of energy that periodically sends out sparks of electricity into the air.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Well lets hope it doesn't do more then 5 electric damage.
Kalarra cautiously advances toward the lever and gives it a pull.
If needed here's a strength check:
Strength check: 1d20 + 1 ⇒ (14) + 1 = 15
And lets hope this will do it.


As you pull on the lever, you hear gears cranking and parts moving off into the distance.

Moments after you touch the control, however, the cloud of energy looks at you with eyes that seem to appear from nowhere, and flies toward you to attack.

GM Dice Rolls:
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d3 + 1d4 ⇒ (3) + (4) = 7

The cloud of electricity lunges out with arms that look to be charged with lightning bolts, but its attack flies wide of Kalarra.

Initiative Rolls:

Cloud of energy: 1d20 + 6 ⇒ (17) + 6 = 23
Kalarra: 1d20 + 5 ⇒ (3) + 5 = 8
Teskin: 1d20 + 11 ⇒ (7) + 11 = 18
Jade: 1d20 + 7 ⇒ (12) + 7 = 19
Alaric: 1d20 + 6 ⇒ (14) + 6 = 20

Initiative Order
Cloud of Energy
Alaric
Jade
Teskin
Kalarra

We'll do this as block initiative, so the block above the enemy (in this case no one) can act, and then the enemy will act, and then anyone below the block can act. This facilitates faster PbP gameplay.


The cloud of energy repeats its attack, reaching out again at Kalarra.

GM rolls:
Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d3 + 1d4 ⇒ (3) + (3) = 6

The attack once again goes wide, missing Kalarra.

Knowledge (planes) DC 11:
You can identify the cloud as a small lightning elemental. Other information can be provided based on how high your check is.


Alaric draws an arrow swiftly and silently, loosing it in the blink of an eye.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 ⇒ 4

The arrow flies through the air and sinks into the cloud, which cracks with sparks.

Everyone else can now act.


Elf Wizard 1| HP (6/6)|AC 13|Init +11|F+2|R+3|W+2|

Teskin looks between the besieged Kalarra and the enemy. He decides to go after the enemy first. He casts acid splash.

ranged touch: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d3 ⇒ 2

Damage is acidic

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Kalarra quickly pulls out her morningstar and takes a swing at this cloud:
Attack roll: 1d20 + 1 ⇒ (4) + 1 = 5
Damage roll: 1d8 + 1 ⇒ (8) + 1 = 9


Female Elf Witch

Not wanting to hit Kalarra with an arrow, Jade draws out her dagger, prepared to move into strike. She takes it upon herself to try to figure out what they are fighting.
Knowledge (Planes) Check: 1d20 + 7 ⇒ (11) + 7 = 18
Knowledge (Arcana) Check: 1d20 + 7 ⇒ (1) + 7 = 8

I'm assuming that it is an elemental, but on the off chance it is not I'll use my slumber hex. DC is 14 if it is not immune to sleep-effects.

Jade also attempts to put the strange cloud to sleep, uncertain if she has the ability to do so.


With your Knowledge (planes) roll, you'd know that this is an elemental (a lightning variety), and that they are immune to sleep effects. So go ahead and choose another action if you'd like.


Female Elf Witch

Not sure why I didn't notice the Knowledge Check you listed earlier, lol. Since my BAb is only +1 I can't draw my weapon while moving. So This round I won't be alot of help. Sorry guys!

Knowing that her slumber hex will not affect the cloud, Jade moves up closer. Her in-experience at battle casuing her to hesitate.

"Be careful, it is a small lightning elemental!" she warns her friends.


Elf Fighter (Archer) 1 | AC 18, T14, FF 14 | F +1, R +4, W +0 | HP 10/10

Sorry, I seem to have somehow hidden the recruitment thread just before the links here were posted, so it just dropped off my radar altogether. My sincere apologies to everyone involved.

I guess I should just jump in after the elemental goes? Although, given how Seamus has been rolling for me, I'm not sure I want to. I'm sure my effectiveness will drop markedly, to match the rest of the PCs' dice.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Have you seen my rolls, you can't do any worse then me.


The acid seems to damage the cloud, which now strikes out at Kalarra again.

GM rolls:
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d3 + 1d4 ⇒ (1) + (4) = 5
Crit confirmation: 1d20 + 5 ⇒ (4) + 5 = 9
Crit damage: 1d3 + 1d4 ⇒ (3) + (3) = 6

Status: 9/11

This time, the cloud connects with its mark, slamming into Kalarra. In addition to the pain of the slam, Kalarra also feels electricity streaming through her body.

Kalarra takes 1 damage, plus 4 electric damage.


Female Elf Witch

Jade moves up and tries to position herself so that the cloud has trouble keeping up wthi all their movements. She then lashes out with her dagger.

Trying to set-up flank. Not adding the bonus to Jade's attack in case it is not possible right now.

Attack Roll: 1d20 + 0 ⇒ (11) + 0 = 11
Damage: 1d4 + 0 ⇒ (1) + 0 = 1


Elf Wizard 1| HP (6/6)|AC 13|Init +11|F+2|R+3|W+2|

That seemed to work so Teskin will acid splash again.

acid splash: 1d20 + 4 ⇒ (3) + 4 = 7

Teskin watches grimly as the magic misses the cloud.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Thank goodness for her 5 eletric resistance, so only 1 point of damage. Now I'm back to 3 hp.
"Ouch, that stung, you'll pay for that."
Attack roll: 1d20 + 1 ⇒ (18) + 1 = 19
Damage roll: 1d8 + 1 ⇒ (1) + 1 = 2


Elf Fighter (Archer) 1 | AC 18, T14, FF 14 | F +1, R +4, W +0 | HP 10/10

Alaric takes aim at the cloud and looses another arrow.

Attack: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Yep, as expected.

He then proceeds to curse at the elemental in Elvish. It's equally effective.


Unfortunately, a flank is not possible. The cloud is up against the wall, or at least close enough that you can't get behind it.

Only Kalarra's attack hits the cloud, which crackles with electricity again. It's attention still turned to the alchemist, it attacks yet again.

Was planning on switching targets, but you were the only one that hit it...

GM only:
Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d3 + 1d4 ⇒ (1) + (4) = 5
Crit confirmation: 1d20 + 8 ⇒ (19) + 8 = 27
Crit damage: 1d3 + 1d4 ⇒ (3) + (2) = 5

Status: 7/11

This time, the cloud's lunge at Kalarra catches her fully on the head, knocking her to the ground with a powerful blow.

Crit...Kalarra takes 4 damage plus 6 electric damage


Elf Wizard 1| HP (6/6)|AC 13|Init +11|F+2|R+3|W+2|

Teskin sighs as he sees Kalarra fall. Looks like we're going to need some help. Teskin casts summons mobster one to bring out a celestial eagle. Eagle stats .

Eagle attacks Talons:
attacks: 1d20 + 3 ⇒ (10) + 3 = 131d20 + 3 ⇒ (10) + 3 = 13
damage: 2d4 ⇒ (2, 1) = 3

The eagle can attack right away on my turn. I believe it can use both talon attacks but I'm not sure. You can change this to one attack if needed. The eagle stays for two rounds because of my school bonus and has resist electric 5.

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