The Collapsed Tower II


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I believe casting Summon Monster is a full-round action, no?


Female Elf Witch

It is a full round action, but that means it normally comes out at the end of the round and still can act. Since we are in block initiative, it will still attack before the cloud gets to go again. But it is your call as a GM how you want to run it.

Jade senses the urgency of taking down the elemental so that she can help her friend. She tries once more to lash out with her dagger before taking a 5 foot step away from it.

Attack: 1d20 + 0 ⇒ (2) + 0 = 2
Damage: 1d4 + 0 ⇒ (1) + 0 = 1

I suck again...At least it wasn't a fumble.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Well looks like Kalarra is at -2 hp. I've never actually never been below 0 hp before so what do I do?


Female Elf Witch

You are disabled and dying at the moment. You now get a chance to stabilize on your next turn. Here is some info on that: Stabilizing


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

summon monster That's the link. The text states that the creature comes out immediately and acts on my turn.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Let's see if I'm losing more HP
Dying roll: 1d20 - 2 ⇒ (4) - 2 = 2
Well that's -3 HP


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

The summoned monster appears immediately once the spell is cast, but it takes until just before the start of your next turn to finish casting, and if you take damage in the meantime, you have to make a concentration check or lose the spell. 1 round casting time, Concentration

Alathar looks from the fallen alchemist to the cloud. "Who'd have thought a cloud could hit so hard?"

Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 1 ⇒ (3) + 1 = 4


Thanks Alathar. I misspoke when I said "full round action." That's what I meant.

Alathar's arrow improbably sinks into the cloud, which turns its attention toward him. It flies in a rage, attempting to knock the bow from his hand.

GM rolls:
Disarm attempt: 1d20 + 11 ⇒ (4) + 11 = 15

The cloud slams into Alathar, but he is able to hold onto the bow.


Female Elf Witch

Wish I would have put a rank into heal...and mabe bought a healer's kit. Wasn't thinking.

Watching the cloud streak by to attack Alathar, Jade sees this as a chance to bandage Kalarra. Ripping cloths for rudimentary bandages Jade attempts to give Kalarra first aid.

Heal Check: 1d20 + 2 ⇒ (5) + 2 = 7

/sigh. Sorry, Kalarra, I tried. :( Though with that roll, a healer's kit and a rank with class skill bonus still would have failed.


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

I'm guessing that meant the eagle attacks missed?

Teskin directs the Eagle to attack the cloud again, after which it breaks for the sky and then vanishes. Teskin follows up the eagles attack with an acid splash.

talon attacks: 1d20 + 3 ⇒ (15) + 3 = 181d20 + 3 ⇒ (10) + 3 = 13
acid splash: 1d20 + 4 ⇒ (10) + 4 = 14

damage Talons: 1d4 ⇒ 11d4 ⇒ 4
damage Acid: 1d3 ⇒ 2


See Alathar's post above—casting Summon Monster has a 1 round casting time, and so the eagle doesn't appear until the start of this turn, because you're just now finishing the casting.

Appearing from nowhere, an eagle bursts into view, screeching and attacking the cloud. It sinks its talons into the cloud, and with a crack of electricity, the cloud fades from existence.

We are now out of combat, but we have a dying character, so please stay in initiative order, at least until she stabilizes. Kalarra can make another stabilize check, this time at a -3.


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

I'm guessing that meant the eagle attack missed?

Teskin directs the Eagle to attack the cloud again, after which it breaks for the sky and then vanishes. Teskin follows up the eagles attack with an acid splash.

talon attacks: 1d20 + 3 ⇒ (5) + 3 = 81d20 + 3 ⇒ (4) + 3 = 7
acid splash: 1d20 + 4 ⇒ (8) + 4 = 12


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

Um, not sure what happened with rhe double post. Oh, I still read [past tense] that as you cast it, the creature acts on your current round, but you have to hold concentration through the round. Also, how do you feel about pouring a potion down the unconscious Kalarras throat?


Definitely okay with using the potion.


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

Cloud was beaten on the eagles attack so it's still my turn.

Teskin hurries over to his fallen ally and tries to get the cure light wounds potion down her throat.

healing: 1d8 + 1 ⇒ (3) + 1 = 4


That brings Kalarra up to 1 HP (I believe), which means she is now conscious. End initiative, though I won't move to the next room until you're ready.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

I'M ALIVE, THANK THE HEAVENS I'M ALIVE!!! Now if only I had a way to heal myself.


Female Elf Witch

If only my healing wasn't a 1/character. I think I should have took cure light wounds instead of waiting to get it for free at 4th level from hedge witch. Unless I read it wrong and I get it for free starting at 1st but it just replaces my 4th level hex. If that is the case, I left one slot open and can spend 15 minutes to prepare it.


As I read it, you can spontaneously cast cure spells like Clerics can, so you wouldnt even have to leave a slot open. And it's definitely this level, not 4th.


Female Elf Witch

Very good to know. Thanks! Let's hope this works better than the hex did.

"Here let me try this. Afterwords, I will need a moment to prepare another spell."

Jade uses the magical energy prepared for her mage armor spell to spontaneously cast Cure Light Wounds on Kalarra.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

If not pressed for time, Jade will spend the next 15 minutes preparing another mage armor spell.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Thank you, that brings me to 6/9 hp and I can deal with that and I don't mind waiting.


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

Same, study away

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

I think Jade has had enough time to prepare her spell, and about twenty more for that matter, can we move on to the next part of the adventure?


Sorry folks, I'm back.

You enter another room, in which a single iron lever protrudes from the wall next to the door in this otherwise empty chamber's west wall. To the east, a ten-foot-wide hallway curves to the north.

This room is mostly square, about 40 feet in either direction.

A four-armed, tripedal statue made of metal blocks access to the eastern corridor. A large, metallic key floats in the air net to it. When you enter the room, the statue whirs to life and speaks in a tinny voice:

"Please present the crest for passage."


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

Perception: 1d20 + 1 ⇒ (12) + 1 = 13 to spot a crest in the area.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Perception: 1d20 + 4 ⇒ (11) + 4 = 15 also to find said crest.
I guess that's a little better then most of my rolls lately.


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

Alathar, too, looks around for a crest, both in this room and the one they just came from.

Perception: 1d20 + 1 ⇒ (10) + 1 = 11

"If there's no crest here, we may as well just ignore it for now and pull the lever."


You would have found a crest in another room, so since you brought it up, I'll count it as you having found it. So, feel free to present it. It is on a plaque about 2 1/2 feet in diameter and weighs 50 pounds.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Kalarra hefts the crest up to the guard, "Here oh great and powerful metallic guardian of the temple." Flattery can soothe even the most savage of guards.


Upon the display of the crest, the statue moves aside, allowing passage to the room beyond.

Normally I would have you fight this anyway, but it seems like this is a really easy encounter to overcome without combat. The crest is obvious in the other room, and even if a party doesn't bring it the first time, the guardian doesn't attack, but merely defends the door, so a party could just go back a retrieve it. Just FYI.


Female Elf Witch

Good to note. Sorry for my absence this past weekend.


As you make your way through the tower, you come upon another room. An area along the south wall is enclosed in a cage of thick iron bars that extend from floor to ceiling. Within the enclosure sit seven black iron chests. To the north, the stone wall has collapsed, revealing a rough-hewn tunnel.


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

Is there a lock on the bars, or any apparent entrance?

Perception: 1d20 + 1 ⇒ (6) + 1 = 7


Female Elf Witch

Jade examines the chests. Hoping that they might hold a clue while also hoping that they are not trapped.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Kalarra will first inspect the chests for the best way to open them:
Perception check: 1d20 + 4 ⇒ (4) + 4 = 8
and then the bars for any weak points:
Perception check: 1d20 + 4 ⇒ (11) + 4 = 15


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

Alathar will peer down the tunnel, to see where it might go.

Perception: 1d20 + 1 ⇒ (8) + 1 = 9


GM rolls:
Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Alathar Fort Save: 1d20 + 1 ⇒ (9) + 1 = 10

As examines the bars and chests, an eerie figure emerges from the tunnel, and lunges out at Alathar with its long, sharp teeth, but misses wide of the elf.

Initiative rolls:
Alathar: 1d20 + 6 ⇒ (4) + 6 = 10
Kalarra: 1d20 + 5 ⇒ (19) + 5 = 24
Jade: 1d20 + 7 ⇒ (13) + 7 = 20
Teskin: 1d20 + 11 ⇒ (19) + 11 = 30
Eerie figure: 1d20 + 2 ⇒ (13) + 2 = 15

Initiative Order
Teskin
Kalarra
Jade
Eerie Figure
Alathar


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

Teskin turns and reacts almost without thought, sending a blast of acid at the figure.

ranged touch: 1d20 + 4 ⇒ (7) + 4 = 11 damage: 1d3 ⇒ 1

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Kalarra puts away her morningstar, retrieves her light crossbow, and takes aim. What is the penalty for firing into combat I can't seem to remember?


It's a -4 penalty.


Female Elf Witch

Jade wheels around and whispers a few soft words trying to lull the eerie figure to sleep. She withdraws her dagger slowly so as not to startle the creature.

Using sleep hex. Not sure what knowledge would be appropraite on this one.


Jade's words seem to have little effect on the creature.

This would be Knowledge (religion).


Female Elf Witch

Makes sense now. But... I don't have religion, so oh well. Guess I know what to do next turn.

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Man that's not going to work to good, because that would leave my attack at a -1 so if you don't mind I would like to retract my previous post and replace it with this one.

Kalarra pulls out a strength mutagen and gulps it down. +2 strength, +2 natural armor, -2 Intelligence for 10 minutes per level


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

After its turn, if I'm able to counter-attack:
Alathar takes a step back from the creature, points his bow at it, and lets loose.

Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Teskin's spell goes wide, the figure barely seeming to notice. Single-mindedly, the eerie figure moves toward Alathar, reaching out once again with its sharp claws.

GM rolls:
Attack 1: 1d20 + 3 ⇒ (15) + 3 = 18
Damage 1: 1d6 + 1 ⇒ (1) + 1 = 2
Alathar Fort save: 1d20 + 1 ⇒ (16) + 1 = 17
Attack 2: 1d20 + 3 ⇒ (6) + 3 = 9
Damage 2: 1d6 + 1 ⇒ (2) + 1 = 3
Alathar Fort save 2: 1d20 + 1 ⇒ (14) + 1 = 15

Alathar feels one of the claws sink into his skin, stinging as it tear at his flesh.

Alathar takes 2 damage.


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

Acid splash again.

ranged touch: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d3 ⇒ 3

Scarab Sages

Female Tiefling Alchemist (Beastmorph)/1

Kalarra charges the beast:
Attack roll: 1d20 + 4 ⇒ (13) + 4 = 17
Damage roll: 1d8 + 2 ⇒ (1) + 2 = 3


Female Elf Witch

Seeing that her abilities are still useless against these creatures, Jade runs up and tries to attack the figure.

Jade's Attack: 1d20 + 0 ⇒ (4) + 0 = 4
Dagger Damage: 1d4 + 0 ⇒ (3) + 0 = 3


Jade's attack goes wide, but both Kalarra and Teskin are able to damage the eerie creature.

GM only:
Status 7/13
Attack 1: 1d20 + 3 ⇒ (2) + 3 = 5
Damage 1: 1d6 + 1 ⇒ (4) + 1 = 5
Paralysis Fort Save: 1d20 + 0 ⇒ (7) + 0 = 7
Disease Fort Save: 1d20 + 0 ⇒ (12) + 0 = 12
Attack 2: 1d20 + 3 ⇒ (20) + 3 = 23
Damage 2: 1d6 + 1 ⇒ (5) + 1 = 6
Paralysis Fort Save: 1d20 + 0 ⇒ (20) + 0 = 20
Attack 3: 1d20 + 3 ⇒ (7) + 3 = 10
Damage 3: 1d6 + 1 ⇒ (5) + 1 = 6
Paralysis Fort Save: 1d20 + 0 ⇒ (13) + 0 = 13
Crit Chance: 1d20 + 3 ⇒ (9) + 3 = 12

The figure lunges out at Jade, but only one claw connects, sinking into her skin.

Jade takes 6 damage.

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