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Ch. 15: A Smithy area with Slave Workers Encountered, Tasloi Get the Drop on the Party!

Balen: Wow! I am impressed. You are playing with&nbsp; US &nbsp;and yet you still think you can find intelligent life with your computer? <a href="mailto:SETI@home" rel="nofollow">SETI@home</a>... I didn't even realize that was still "a thing". &nbsp; Dungeon Master (GM): Ok, so here we are in a large room with a wooden door on it's north wall with a visible keyhole Yea, i tried it with the gpu setting...drove the temperature up to 151 degrees inside the computer &nbsp; Dungeon Master (GM): ok, you folks can decide what to do here next Yea ed is off &nbsp; Phoenix: Is Grax on the ground or still on the roof? &nbsp; Dungeon Master (GM): ground now &nbsp; Phoenix: Alright, have Grax try the jade key on the door then? Along with untying the rope around him if it's still attached and handing it back to whomever had it originally &nbsp; Jack J.: does any one have a long bow or long sword i could use? &nbsp; Dungeon Master (GM): ok Grax puts the jade key in the lock and turns it, hears a click and opens the door &nbsp; Shadowfax: Coal &amp; Sheila: as in use for combat? or are you looking at trying something with it. &nbsp; Jack J.: for combat ill i have is a halberd &nbsp; Balen The Human Bard Says, "Are we sure we want to untie Grax? Isn't keeping a dwarf on a leash a smart thing?" &nbsp; Dungeon Master (GM): Oh geez, balen &nbsp; Jack J.: lol &nbsp; Cassandra The Human Witch Says, "It is if you want to be the one holding onto him." &nbsp; Dungeon Master (GM): ok, Grax opens the door now? &nbsp; Shadowfax: Coal &amp; Sheila: So coal has a normal long sword and normal long bow, both that he had prior to getting the new ones. they are in his quiver of Elhonna. &nbsp; Jack J.: i would love to use them, no magic items either &nbsp; Shadowfax: Coal &amp; Sheila: Shiela also has a quiver with 7 arrows remaining in it. &nbsp; Jack J.: i have some arrows Camlin Sheaths sword and readys bow &nbsp; Jack J.: Thanks Coal &nbsp; Shadowfax: Coal &amp; Sheila: no problem &nbsp; Dungeon Master (GM): Grax opens the door into a long north going hallway. Just move your tokens until i tell you to stop/halt &nbsp; Phoenix: Well that's a trap or a secret door if I've ever seen one &nbsp; Jack J.: somethings looks funny &nbsp; Maevis/Quintolos: Left Right or Straight? &nbsp; Balen The Human Bard Says, "3 options and 2 are "dead ends"? I choose to not be dead? Ok?" &nbsp; Xilicien: West is my main option, north is my second. &nbsp; Phoenix: Have the thieves check for traps down the front hallway with bounding movement? &nbsp; Dungeon Master (GM): the floor here is currently muddy as you stepped through the door. &nbsp; Balen: OOC - deep muddy? Or just a thin layer as if someone had tracked it in from someplace? &nbsp; Dungeon Master (GM): it completely buries your feet, up to your ankles &nbsp; Phoenix: A good 3"-4" of mud then &nbsp; Shadowfax: Coal &amp; Sheila: any odd smells? &nbsp; Jack J.: anything on ground, walls or ceiling? &nbsp; Dungeon Master (GM): you'll need to tell me where you search exactly aside from the mud, everything else is the same layout and make as the rest of the complex so far &nbsp; Jack J.: scanning the floor walls and ceiling for anything irregular secret doors &nbsp; Shadowfax: Coal &amp; Sheila: Probe the floor with my long sword as I walk. &nbsp; Dungeon Master (GM): you notice nothing out of the ordinary looking that way are you doing that since you stepped in the mud beyond the door coal? &nbsp; Shadowfax: Coal &amp; Sheila: yes &nbsp; Dungeon Master (GM): give me a search roll &nbsp; SEARCH FOR SECRET Doors or Hidden Items For Coal Blackstone the Human Ranger Search includes North, East, South, West Walls and Ceiling and Floor 1 search =&nbsp; 10 &nbsp;minutes (1 wall section) / Full Search =&nbsp; 1 &nbsp;Hour Results Whispered to DM &nbsp; SEARCH ROLLS RESULTS For Coal: North Wall:&nbsp; 2 &nbsp;East Wall:&nbsp; 6 &nbsp;South Wall:&nbsp; 1 &nbsp;West Wall:&nbsp; 4 &nbsp;Ceiling:&nbsp; 3 &nbsp;Floor:&nbsp; 6 &nbsp; Balen The Human Bard Says, "Mud means dirt and WATER. Anyone feel a breeze that might be coming off a body of water? Or a salty smell (other than Grax's 'perfume'?"" &nbsp; Dungeon Master (GM): ok you found something on the other side of the door it's a silken pouch with something inside of it &nbsp; Shadowfax: Coal &amp; Sheila: I will reach into the mud to see what it is &nbsp; Dungeon Master (GM): No indication of algae or salt filled water in the air here &nbsp; Shadowfax: Coal &amp; Sheila: I will untie the pouch and open it &nbsp; Dungeon Master (GM): inside is a crystalline key with a red tassel &nbsp; Shadowfax: Coal &amp; Sheila: I will show this to the others, and ask who is the key master? &nbsp; Jack J.: lol &nbsp; Phoenix: Grax? &nbsp; GreyWolfVT (Grax): nope I'm no key master
&nbsp; Balen The Human Bard Says, "I wasn't sure, but I think that tassel is SOOOOO Grax. Must be his!" &nbsp; Maevis Silverleaf The Half Elf Bard Says, "Who is the Gatekeeper?" &nbsp; Shadowfax: Coal &amp; Sheila: Grax, are you the keeper of the keys? &nbsp; GreyWolfVT (Grax): nope &nbsp; Xilicien The Elven Magic-User shrugs &nbsp; Shadowfax: Coal &amp; Sheila: ok I will put the key back in the pouch and put it in my belt pouch I will continue where we are going in the same mannr. manner I am just following grax &nbsp; GreyWolfVT (Grax): hmm a fork in the road....oh and the passage splits too &nbsp; Xilicien: North west &nbsp; Jack J.: i galnce back where we came from every few minutes &nbsp; Shadowfax: Coal &amp; Sheila: I would rather go right than left. &nbsp; Dungeon Master (GM): ok jack &nbsp; Jack J.: i am ok with right NW &nbsp; Shadowfax: Coal &amp; Sheila: still mud on the floor? &nbsp; Dungeon Master (GM): yes &nbsp; Maevis/Quintolos: NW &nbsp; Cassandra: Is that a underground river? &nbsp; Dungeon Master (GM): the mud begins to get shallower and shallower until it starts turning to dry ground as you travel north west &nbsp; Balen: OOC - did the mud get shallower, or did the floor rise up ever so slightly? &nbsp; Dungeon Master (GM): The mud decreased. ok before you move farther let me post the description Area Description: This chamber is evidently a blacksmith's workshop. In the center of the room is a circular forge about 3 feet high. Connected to this is a large bellows apparatus. Stacked about the edges of the room are wooden shafts, crude iron bars, short swords, 3 tubs of liquids, a table of tools, a large stack of cordwood, a smaller mound of charcoal, and a large chest. Chained to the bellows are two young men, listless and exhausted looking. The ceiling is open to the sky, but is shrouded by many vines that form a network overhead. It is apparent that this chamber is actually some sort of shaft. &nbsp; Balen The Human Bard Says, "Hey Grax - all you dwarves are rock engineers, right? Any chance that muddy area is a "flood plain" or slightly lower than the rest of this area? Someplace that if there were a rush of inncoming water would be where it would all go?" &nbsp; Shadowfax: Coal &amp; Sheila: Shiela will approach the men slowly with her finger to her lips as if saying be quiet. &nbsp; Dungeon Master (GM): ok &nbsp; Shadowfax: Coal &amp; Sheila: Do they respond in any way? &nbsp; Dungeon Master (GM): they notice you all of course, but keep tending to their work. &nbsp; Shadowfax: Coal &amp; Sheila: Do they respond in any way? or even acknowledge us? ok &nbsp; Grax Ironcloak The Shield Dwarf Fighter / Thief Says, "I ain't no rock engineer Balan." &nbsp; Shadowfax: Coal &amp; Sheila: have grax check that chest &nbsp; Dungeon Master (GM): there is a slight acknowledgement from both &nbsp; Grax Ironcloak the Shield Dwarf Champion / Magsman, attempts to FIND or REMOVE a TRAP! Result Whispered to DM &nbsp; (From GreyWolfVT (Grax)): &nbsp;FIND/REMOVE TRAP:&nbsp; 24 % Needs ≤&nbsp; 55 % &nbsp; Slave #01 : Says, "Hello folks! Are you Merchants, travelling into the city?" &nbsp; Shadowfax: Coal &amp; Sheila: Sheila will go over to the table with the tools and see if there is anythign there that can be used to free the men from thier chains &nbsp; Dungeon Master (GM): Grax didn't find a trap on the chest &nbsp; GreyWolfVT (Grax): there chest is checked.... &nbsp; Cassandra The Human Witch Says, "City?" &nbsp; Shadowfax: Coal &amp; Sheila: Open it Grax.. lol &nbsp; Coal Blackstone The Human Ranger Says, "Why yes we are. do you ahve any news ofr us today?" &nbsp; Dungeon Master (GM): ok, there are things like hammers and chisels &nbsp; Grax Ironcloak The Shield Dwarf Fighter / Thief opens the chest &nbsp; Dungeon Master (GM): metal shaping tools
Balen The Human Bard Says, "Why, yes. Of course we are. We are merchants on our way into the city. This is the right way, isn't it?" &nbsp; Jack J.: ask the 2 men who chains them? &nbsp; Slave #01: Says, "Yes, just turn right at the north end of the area" &nbsp; Jack J.: What are they, we will help you &nbsp; Shadowfax: Coal &amp; Sheila: Grax got anything from that chest worth keeping yet? &nbsp; Dungeon Master (GM): humans &nbsp; Balen The Human Bard Says, "You gents are excellent ambassadors. You are to be commended. Why is it that you are stationed HERE when you could be so helpful elsewhere?" &nbsp; Slave #01: Says, "we are blacksmiths, you want to help us?" &nbsp; Shadowfax: Coal &amp; Sheila: Coal and Shiela will slowly move past them. &nbsp; Jack J.: same &nbsp; Dungeon Master (GM): Tasloi Surprises Party Roll [1-4D6]: (To GM)rolling&nbsp; 5 = 5 (No bonus ‘To Hit’) &nbsp; Dungeon Master (GM): stop! &nbsp; Balen The Human Bard Says, "Blacksmiths you say? And here I thought you were the "welcoming committee". Do you NEED help? After helping us with directions, the LEAST we can do it help you if you are in need!" &nbsp; Jack J.: grab some tools and release them &nbsp; Dungeon Master (GM): as you move about the room you all hear some ruffling above you as several nets come falling down from above! &nbsp; Jack J.: from chest to pry their shackles &nbsp; Shadowfax: Coal &amp; Sheila: Drats.. Foiled again! &nbsp; Slave #01 &amp; #02: Slave 1 says, "Aww fuck!" and Slave 2 exclaims, "Oh Shit!" as the nets come down! &nbsp; Shadowfax: Coal &amp; Sheila: I jump out of the way &nbsp; Jack J.: didn’t check ceilings and walls.. ergg... &nbsp; Balen: OOC - so the nets area covering EVERYWHERE? Even where the two men are standing? &nbsp; Dungeon Master (GM): The Nets are designed to cover a single target. I need to roll to hit's for all of the nets. &nbsp; Tasloi #02 -A7, Attacks with NETTING at Coal enemy! Netting Strike Hits an AC of&nbsp; 4 &nbsp;If Hit is Scored Victim is Entangled in 10' x 10' Netting for&nbsp; 1 &nbsp;Rounds! -4 rounds if dagger is already in hand. Victim is -2 on 'To Hits' and Armor Class. a miss &nbsp; Tasloi #03 -A7, Attacks with NETTING at Sheila enemy! Netting Strike Hits an AC of&nbsp; 3 &nbsp;If Hit is Scored Victim is Entangled in 10' x 10' Netting for&nbsp; 4 &nbsp;Rounds! -4 rounds if dagger is already in hand. Victim is -2 on 'To Hits' and Armor Class. a miss &nbsp; Tasloi #04 -A7, Attacks with NETTING at Maevis enemy! Netting Strike Hits an AC of&nbsp; 6 &nbsp;If Hit is Scored Victim is Entangled in 10' x 10' Netting for&nbsp; 6 &nbsp;Rounds! -4 rounds if dagger is already in hand. Victim is -2 on 'To Hits' and Armor Class. &nbsp; Tasloi #05 -A7, Attacks with NETTING at Camlin enemy! Netting Strike Hits an AC of&nbsp; 2 &nbsp;If Hit is Scored Victim is Entangled in 10' x 10' Netting for&nbsp; 1 &nbsp;Rounds! -4 rounds if dagger is already in hand. Victim is -2 on 'To Hits' and Armor Class. a miss &nbsp; Tasloi #06 -A7, Attacks with NETTING at Balen enemy! Netting Strike Hits an AC of&nbsp; 8 &nbsp;If Hit is Scored Victim is Entangled in 10' x 10' Netting for&nbsp; 2 &nbsp;Rounds! -4 rounds if dagger is already in hand. Victim is -2 on 'To Hits' and Armor Class. a hit! &nbsp; Shadowfax: Coal &amp; Sheila: these things come down with the nets? &nbsp; Dungeon Master (GM): no, at the moment just the nets come down &nbsp; Tasloi #11 -A7, Attacks with NETTING at Grax enemy! Netting Strike Hits an AC of&nbsp; 13 &nbsp;If Hit is Scored Victim is Entangled in 10' x 10' Netting for&nbsp; 5 &nbsp;Rounds! -4 rounds if dagger is already in hand. Victim is -2 on 'To Hits' and Armor Class. missed anyways &nbsp; Dungeon Master (GM): Tasloi #12 -A7, Attacks with NETTING at Phicenta enemy! Netting Strike Hits an AC of&nbsp; 10 &nbsp;If Hit is Scored Victim is Entangled in 10' x 10' Netting for&nbsp; 7 &nbsp;Rounds! -4 rounds if dagger is already in hand. Victim is -2 on 'To Hits' and Armor Class. Miss &nbsp; Tasloi #08 -A7, Attacks with NETTING at Xilicien enemy! Netting Strike Hits an AC of&nbsp; 17 &nbsp;If Hit is Scored Victim is Entangled in 10' x 10' Netting for&nbsp; 2 &nbsp;Rounds! -4 rounds if dagger is already in hand. Victim is -2 on 'To Hits' and Armor Class. Missed &nbsp; Tasloi #09 -A7, Attacks with NETTING at Cassandra enemy! Netting Strike Hits an AC of&nbsp; 5 &nbsp;If Hit is Scored Victim is Entangled in 10' x 10' Netting for&nbsp; 11 &nbsp;Rounds! -4 rounds if dagger is already in hand. Victim is -2 on 'To Hits' and Armor Class. hit &nbsp; Dungeon Master (GM): maevis, Balen and Cassandra are tangled in nets for 6, 2 and 11 rounds unless they can use daggers then -4 rounds.
Cassandra: Cass has a dagger but she isn't proficient with it AFAIK &nbsp; Dungeon Master (GM): ok, let's init now, they are still up above, likely with javelins. right &nbsp; Magic-User SPELL INITIATIVE ROLL: Xilicien the Elven Magic-User, gets ready to cast a Spell! Spell INIT Roll:&nbsp; 7 &nbsp; WEAPON INITIATIVE ROLL: Coal Blackstone the Human Ranger, gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; -3 &nbsp; WEAPON INITIATIVE ROLL: Cassandra the Human Witch, gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; 7 &nbsp; WEAPON INITIATIVE ROLL: Sheila the Human Cleric, gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; -6 &nbsp; WEAPON INITIATIVE ROLL: Phicenta Thragiella De Thrul the Human Warlock, gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; -8 &nbsp; WEAPON INITIATIVE ROLL: Grax Ironcloak the Shield Dwarf Fighter / Thief, gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; 2 &nbsp; WEAPON INITIATIVE ROLL: Camlin the Half-Elf Ranger, gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; 4 &nbsp; WEAPON INITIATIVE ROLL: Rowan Root the Halfling (Stout) Guardian, gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; -1 maevis needs an init &nbsp; WEAPON INITIATIVE ROLL: Balen the Human Bard , gets ready to make an attack move! Weapon INIT Roll:&nbsp; 10 &nbsp; WEAPON INITIATIVE ROLL: Maevis Silverleaf the Half Elf Bard, gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; 0 &nbsp; WEAPON INITIATIVE ROLL: Tasloi #02 -A7 the Tasloi , gets ready to make an attack move! Weapon INIT Roll:&nbsp; 5 &nbsp; WEAPON INITIATIVE ROLL: Tasloi #03 -A7 the Tasloi , gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; 7 &nbsp; WEAPON INITIATIVE ROLL: Tasloi #04 -A7 the Tasloi , gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; 3 &nbsp; WEAPON INITIATIVE ROLL: Tasloi #05 -A7 the Tasloi , gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; 5 &nbsp; WEAPON INITIATIVE ROLL: Tasloi #06 -A7 the Tasloi , gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; 8 &nbsp; WEAPON INITIATIVE ROLL: Tasloi #10 -A7 the Tasloi , gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; 7 &nbsp; WEAPON INITIATIVE ROLL: Tasloi #09 -A7 the Tasloi , gets ready to make an attack move! Weapon INIT Roll:&nbsp; 7 &nbsp; WEAPON INITIATIVE ROLL: Tasloi #11 -A7 the Tasloi , gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; 6 &nbsp; WEAPON INITIATIVE ROLL: Tasloi #12 -A7 the Tasloi , gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; 9 &nbsp; WEAPON INITIATIVE ROLL: Tasloi #08 -A7 the Tasloi , gets ready to make an attack move! &nbsp; Weapon INIT Roll:&nbsp; 6
Start of Round 1 Start of Turn 1 for Balen (10) &nbsp; Dungeon Master (GM): all you can see are vines and branches up above and sky above that so when you aim in the general direction of where the nets feel it's at -4 due to cover for them fell that is so looks like you can retreat or fire a missile weapon if you have one or stay put balen &nbsp; Balen: Balen didn't have dagger "in hand", but has one. He will fight to get to it and start cutting netting &nbsp; (From Phoenix): &nbsp;Sorry to bother you but it's been a while since I've messed with reversal spells; you have to memorize the reverse version of a spell to use it right? &nbsp; Dungeon Master (GM): ok, so you will be freed from it in round 2 then balen &nbsp; Balen: Got it &nbsp; (To Phoenix): &nbsp;Yes Start of Turn 1 for Tasloi #12 -A7 (9) &nbsp; Tasloi #12 -A7, Attacks with the JAVELIN at Phicenta enemy! Javelin Strike Hits an AC of&nbsp; 3 &nbsp;For&nbsp; 6 &nbsp;S/M/L Damage! a miss! Start of Turn 1 for Tasloi #06 -A7 (8) &nbsp; Tasloi #06 -A7, Attacks with the JAVELIN at Balen enemy! Javelin Strike Hits an AC of&nbsp; 9 &nbsp;For&nbsp; 1 &nbsp;S/M/L Damage! a hit for 1, just nicks you! Start of Turn 1 for Tasloi #09 -A7 (7) &nbsp; Tasloi #09 -A7, Attacks with the JAVELIN at Rowan &amp; Hirelings enemy! Javelin Strike Hits an AC of&nbsp; 16 &nbsp;For&nbsp; 5 &nbsp;S/M/L Damage! a miss Start of Turn 1 for Tasloi #10 -A7 (7) &nbsp; Tasloi #10 -A7, Attacks with the JAVELIN at Rowan &amp; Hirelings enemy! Javelin Strike Hits an AC of&nbsp; 8 &nbsp;For&nbsp; 6 &nbsp;S/M/L Damage! a miss Start of Turn 1 for Tasloi #03 -A7 (7) &nbsp; Balen The Human Bard Says, "Hey! Knock that off, that smarts!" &nbsp; Tasloi #03 -A7, Attacks with the JAVELIN at Sheila enemy! Javelin Strike Hits an AC of&nbsp; 10 &nbsp;For&nbsp; 4 &nbsp;S/M/L Damage! a miss Start of Turn 1 for Cassandra (7) &nbsp; Dungeon Master (GM): she has a dagger so would take her 7 round instead of 11 to free herself &nbsp; Phoenix: Cass'll attempt to pull out her dagger and cut away at the netting &nbsp; Start of Turn 1 for Xilicien (7) &nbsp; Xilicien: Are they all still above us? &nbsp; Dungeon Master (GM): yes &nbsp; Xilicien: How large is the area? &nbsp; Dungeon Master (GM): that's why i said -4 on to hits due to vine cover 35-45 ft wide to &nbsp; Xilicien: How high are the vines? &nbsp; Jack J.: each square 5 ft &nbsp; Dungeon Master (GM): 90 ft in length &nbsp; Shadowfax: Coal &amp; Sheila: so how are they hitting us then? throwing javelins.. got it &nbsp; Dungeon Master (GM): from above, hiding in vines and branches covering the opening of the roof yes in this case they are toss the javelins &nbsp; Xilicien: I'll cast web centered in the middle of the vines above us, if I can avoid getting ourselves stuck. &nbsp; Dungeon Master (GM): let me check on height of room if mentioned...if not i'll say at least 30 ft like the previous big chamber &nbsp; Xilicien: That will theoretically give the party time to free ourselves from nets. &nbsp; Jack J.: good thought, while some give covering fire &nbsp; Dungeon Master (GM): ok, so yea let's go with 30 ft up the module gives two different ways to determine length of time in netting so the web spell is cast &nbsp; Xilicien: + &nbsp; Dungeon Master (GM): it's basically 40 ft x 40 ft &nbsp; Xilicien: In case you're unaware I use +'s as a thumbs up &amp; -'s as a thumbs down. &nbsp; Dungeon Master (GM): you would get all of the ones in the south part of the room tangled or blocked from attacking but the ones up north will be free to attack ok &nbsp; Xilicien: Okay. &nbsp; SAVE VS. SPELL For Tasloi #06 -A7 the Tasloi &nbsp; Rolls:&nbsp; 15 &nbsp;Needs ≥&nbsp; 17 &nbsp; SAVE VS. SPELL For Tasloi #09 -A7 the Tasloi &nbsp; Rolls:&nbsp; 6 &nbsp;Needs ≥&nbsp; 17 &nbsp; Phoenix: Most fonts now adays should support unicode fully &nbsp; SAVE VS. SPELL For Tasloi #10 -A7 the Tasloi &nbsp; Rolls:&nbsp; 15 &nbsp;Needs ≥&nbsp; 17 &nbsp; SAVE VS. SPELL For Tasloi #11 -A7 the Tasloi &nbsp; Rolls:&nbsp; 14 &nbsp;Needs ≥&nbsp; 17 &nbsp; SAVE VS. SPELL For Tasloi #12 -A7 the Tasloi &nbsp; Rolls:&nbsp; 20 &nbsp;Needs ≥&nbsp; 17
SAVE VS. SPELL For Tasloi #08 -A7 the Tasloi &nbsp; Rolls:&nbsp; 9 &nbsp;Needs ≥&nbsp; 17 &nbsp; SAVE VS. SPELL For Tasloi #05 -A7 the Tasloi Rolls:&nbsp; 5 &nbsp;Needs ≥&nbsp; 17 &nbsp; Start of Turn 1 for Tasloi #08 -A7 (6) &nbsp; Dungeon Master (GM): 5% chance of suffocating:&nbsp; 29 &nbsp; Start of Turn 1 for Tasloi #11 -A7 (6) &nbsp; Dungeon Master (GM): 5% chance of suffocating:&nbsp; 71 &nbsp; Start of Turn 1 for Tasloi #05 -A7 (5) &nbsp; Dungeon Master (GM): 5% chance of suffocating:&nbsp; 18 &nbsp; Start of Turn 1 for Tasloi #02 -A7 (5) &nbsp; Tasloi #02 -A7, Attacks with the JAVELIN at Coal enemy! Javelin Strike Hits an AC of&nbsp; 2 &nbsp;For&nbsp; 1 &nbsp;S/M/L Damage! a miss Start of Turn 1 for Camlin (4) &nbsp; Dungeon Master (GM): he can fire his long bow with -4 to hit &nbsp; Camlin the Ranger, Fires FLIGHT ARROW with the LONG BOW (6ft) at Tasloi #05 -A7 enemy! Short Range 31 to 70 ft Strike Hits: AC&nbsp; 5 For&nbsp; -1 &nbsp;S/M/L Damage! Specialized Weapon: +1 'To Hit' 3 arrow attacks per round Make sure to note # of arrows fired in round! &nbsp; Dungeon Master (GM): that is a hit for 3 damage! &nbsp; Start of Turn 1 for Tasloi #04 -A7 (3) &nbsp; Jack J.: 2 more rolls? &nbsp; Dungeon Master (GM): yes but wait till we go through every turn in the round then we go back trough for 2nd &amp; 3rd attacks &nbsp; Jack J.: ok &nbsp; Tasloi #04 -A7, Attacks with the JAVELIN at Sheila enemy! Javelin Strike Hits an AC of&nbsp; -1 &nbsp;For&nbsp; 2 &nbsp;S/M/L Damage! &nbsp; Xilicien: Win+Period That didn't work. &nbsp; Dungeon Master (GM): a critical 20 of 20 for at least double damage of 4 &nbsp; &nbsp; CRITICAL MISSILE/THROWN WEAPON ROLL OF 20 For Tasloi #04 -A7 the Tasloi results in: CriticalHitsMissileOrThrowing Roll 68 Result Possible Triple Damage Effect Your weapon deals out Triple Damge, from a successive solid hit! (Need to roll two natural 20's in a row, otherwise just Double damage.) Does not count if you use PBR. just double damage Start of Turn 1 for Grax (2) &nbsp; Dungeon Master (GM): ok ed &nbsp; Grax the Fighter / Thief, Fires FLIGHT ARROW (18") with SHORT BOW at Tasloi #12 -A7 enemy! Short Range 6 to 50 ft Strike Hits: AC&nbsp; 1 For&nbsp; 3 &nbsp;S/M/L HP Damage! 2 attacks / round Make sure to note # of arrows fired in round! &nbsp; Dungeon Master (GM): a hit for 3 Start of Turn 1 for Maevis (0) &nbsp; Maevis/Quintolos: pulls out dagger starts cutting &nbsp; Start of Turn 1 for Rowan &amp; Hirelings (-1) &nbsp; Dungeon Master (GM): ok so just 2 rounds stuck, can attack 4th round &nbsp; Rowan &amp; Hirelings the Guardian, Fires FLIGHT ARROW (18") with SHORT BOW (3ft) at Tasloi #10 -A7 enemy! Short Range 31 to 50 ft +1 'To Hit' and Damage &nbsp; Strike Hits: AC&nbsp; 1 For&nbsp; 6 &nbsp;S/M/L HP Damage! 3 attacks / round Make sure to note # of arrows fired in round! that's a hit of AC 5 and 6 damage &nbsp; Shadowfax: Coal &amp; Sheila: these are 30 feet away? &nbsp; It seems that Tasloi #10 -A7 is defeated!
Dungeon Master (GM): a little more than that so no point blank range &nbsp; Start of Turn 1 for Coal (-3) &nbsp; Coal the Ranger, Fires FLIGHT ARROW with the FOESEEKER LONG BOW +1 (6ft) at Tasloi #02 -A7 enemy! Short Range 31 to 70 ft +1 'To Hit' and Damage Strike Hits: AC&nbsp; 5 For&nbsp; 2 &nbsp;S/M/L Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round! &nbsp; GreyWolfVT (Grax): time for me to go. L8ter. &nbsp; Dungeon Master (GM): at -4 that's an AC 9 hit so a miss &nbsp; Start of Turn 1 for Sheila (-6) &nbsp; Sheila, using a War Hammer, which disappears when cast, casts a SPIRITUAL HAMMER Spell! Level 2 Cleric * Invocation Components V,S,M Casting Time 5 &nbsp;Segments Range 30 ft Duration 1 round/level:&nbsp; 7 &nbsp;Rounds at level 7 Area of Effect One Opponent Saving Throw Special Damage: &nbsp;Spiritual Hammer Strike Hits: AC&nbsp; -1 &nbsp;Plus Spell Bonus :&nbsp; 5 &nbsp;HP S/M or&nbsp; 3 &nbsp;HP Large Effects: &nbsp;By calling upon his or her deity, the spell brings into existence a field of force which is shaped vaguely like a hammer. This area of force is hammer-sized, and as long as the cleric who invoked it concentrates upon the hammer, it will strike at any opponent within its range as desired by the cleric. The force area strikes as a magical weapon equal to one plus per 3 levels of experience of the spell caster for purposes of being able to strike creatures, although it has no magical plusses whatsoever “to hit”, and the damage it causes when it scores a hit is exactly the same as a normal war hammer. Furthermore, the hammer strikes at exactly the same level as the cleric controlling it, just as if the cleric was personally wielding the weapon. As soon as the cleric ceases concentration, the spiritual hammer is dispelled. Note: If the cleric is behind an opponent, the force can strike from this position, thus gaining all bonuses for such an attack and negating defensive protections such as shield and dexterity. dang. I wouldnt do that if they are out of range didnt realize the range was only 30 feet &nbsp; Dungeon Master (GM): yea, you would be just hitting the vines/branches above you can just stay put for now &nbsp; Shadowfax: Coal &amp; Sheila: I will go help cut out anyone entangled &nbsp; Dungeon Master (GM): either maevis or cassandra &nbsp; Shadowfax: Coal &amp; Sheila: mavis is here closest &nbsp; Dungeon Master (GM): ok so will be free for next round 3 then &nbsp; Start of Turn 1 for Phicenta (-8) &nbsp; Dungeon Master (GM): she could fireball or fire web or just stay put, or perhaps detect body heat just stay put? &nbsp; Dungeon Master (GM): Anyone with 2nd attacks for round 1? &nbsp; Jack J.: i do &nbsp; Dungeon Master (GM): ok jack &nbsp; Coal the Ranger, Fires FLIGHT ARROW with the FOESEEKER LONG BOW +1 (6ft) at Tasloi #02 -A7 enemy! Short Range 31 to 70 ft +1 'To Hit' and Damage Strike Hits: AC&nbsp; -8 For&nbsp; 6 &nbsp;S/M/L Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round! &nbsp; CRITICAL MISSILE/THROWN WEAPON ROLL OF 20 For Coal Blackstone the Human Ranger results in: &nbsp; CriticalHitsMissileOrThrowing Roll 55 Result Possible Triple Damage Effect Your weapon deals out Triple Damge, from a successive solid hit! (Need to roll two natural 20's in a row, otherwise just Double damage.) Does not count if you use PBR. &nbsp; Dungeon Master (GM): a hit for 12 damage from critical roll of 20 &nbsp; Camlin the Ranger, Fires SHEAF ARROW (18") with the LONG BOW(6ft) at Tasloi #05 -A7 enemy! Medium Range 51 to 100 ft Strike Hits: AC&nbsp; 0 For&nbsp; 1 &nbsp;S/M/L Damage! Specialized Weapon: -2 'To Hit' 3 arrow attacks / round Make sure to note # of arrows fired in round! &nbsp; It seems that Tasloi #05 -A7 is defeated! &nbsp; Jack J.: 3 attack? 3rd It seems that Tasloi #02 -A7 is defeated!
Rowan the Guardian, Fires FLIGHT ARROW (18") with SHORT BOW (3ft) at Tasloi #09 -A7 enemy! Short Range 31 to 50 ft +1 'To Hit' and Damage &nbsp; Strike Hits: AC&nbsp; 8 For&nbsp; 6 &nbsp;S/M/L HP Damage! 3 attacks / round Make sure to note # of arrows fired in round! opps that should be Rowan a miss ok any 3rd atttacks? &nbsp; Coal the Ranger, Fires FLIGHT ARROW with the FOESEEKER LONG BOW +1 (6ft) at Tasloi #03 -A7 enemy! Short Range 31 to 70 ft +1 'To Hit' and Damage Strike Hits: AC&nbsp; 10 For&nbsp; 2 &nbsp;S/M/L Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round! &nbsp; Dungeon Master (GM): a miss &nbsp; Shadowfax: Coal &amp; Sheila: ok that's it for me this round, and I also have to go. I am beyond my quitting time. &nbsp; Jack J.: how do i note number of arrows fired? &nbsp; Rowan the Guardian, Fires FLIGHT ARROW (18") with SHORT BOW (3ft) at Tasloi #09 -A7 enemy! Short Range 31 to 50 ft +1 'To Hit' and Damage Strike Hits: AC&nbsp; 13 For&nbsp; 4 &nbsp;S/M/L HP Damage! 3 attacks / round Make sure to note # of arrows fired in round! &nbsp; Shadowfax: Coal &amp; Sheila: Have a good night.. I will try to make it next week.. but no promises yet &nbsp; Dungeon Master (GM): that's Rowan again and missed ok Now we get to Balen for Round 2 &nbsp; Start of Round 2 Start of Turn 2 for Balen (10) &nbsp; &nbsp; Balen: Balen will move to where the 2 blacksmiths are and stand behind them (as much as possible when being attacked from above). And ask them "What's going on? Did you know about this? Are they attacking you?" &nbsp; Dungeon Master (GM): See ya! &nbsp; Camlin the Ranger, Fires FLIGHT ARROW with the LONG BOW (6ft) at Tasloi #06 -A7 enemy! Short Range 31 to 70 ft Strike Hits: AC&nbsp; 4 For&nbsp; 2 &nbsp;S/M/L Damage! Specialized Weapon: +1 'To Hit' 3 arrow attacks per round Make sure to note # of arrows fired in round! 3rd arrow &nbsp; Dungeon Master (GM): Slave #01 says, "The Tasloi are guards, protecting the area, they will not harm us unless we help you but we are shackled anyways." &nbsp; Xilicien: I should probably go as well. &nbsp; Start of Turn 2 for Tasloi #12 -A7 (9) &nbsp; Dungeon Master (GM): ok Good night! We get through this round and call it a night after &nbsp; Jack J.: k &nbsp; Maevis/Quintolos: ok g night &nbsp; Dungeon Master (GM): ok no attack from this one for now &nbsp; Start of Turn 2 for Tasloi #06 -A7 (8) &nbsp; Phoenix: Alright &nbsp; Dungeon Master (GM): 10% chance of suffocating:&nbsp; 33 &nbsp; Start of Turn 2 for Tasloi #09 -A7 (7) &nbsp; Dungeon Master (GM): 10% chance of suffocating:&nbsp; 6 &nbsp; Xilicien: I'll leave after my next turn. Start of Turn 2 for Tasloi #10 -A7 (7) &nbsp; Balen The Human Bard Says, "So what happens if I open your shackles?" &nbsp; Start of Turn 2 for Tasloi #03 -A7 (7) &nbsp; Dungeon Master (GM): I should note that Coal sees a sturdy vine along the north wall going up into the canopy ok this tasloi comes down on a vine at this time Start of Turn 2 for Cassandra (7) &nbsp; Phoenix: Keep hacking away at the netting &nbsp; Dungeon Master (GM): still stuck until round 8 Start of Turn 2 for Xilicien (7) &nbsp; Xilicien the Magic-User, strikes with the QUARTERSTAFF (6ft) at Tasloi #12 -A7 enemy! Strike hits an AC of&nbsp; 14 &nbsp;for&nbsp; 2 &nbsp;S/M/L HP Bludgeoning Damage! &nbsp; Dungeon Master (GM): a miss Start of Turn 2 for Tasloi #08 -A7 (6) &nbsp; Dungeon Master (GM): 10% chance of suffocating:&nbsp; 6 &nbsp; Start of Turn 2 for Tasloi #11 -A7 (6) &nbsp; Xilicien: Goodnight everybody. &nbsp; Dungeon Master (GM): 10% chance of suffocating:&nbsp; 4 &nbsp; Maevis/Quintolos: g night Start of Turn 2 for Tasloi #05 -A7 (5) &nbsp; Jack J.: good night &nbsp; Dungeon Master (GM): 10% chance of suffocating:&nbsp; 9
Start of Turn 2 for Tasloi #02 -A7 (5) Start of Turn 2 for Camlin (4) &nbsp; Camlin the Ranger, Fires FLIGHT ARROW with the LONG BOW (6ft) at Tasloi #05 -A7 enemy! Short Range 31 to 70 ft Strike Hits: AC&nbsp; 11 For&nbsp; 7 &nbsp;S/M/L Damage! Specialized Weapon: +1 'To Hit' 3 arrow attacks per round Make sure to note # of arrows fired in round! &nbsp; Dungeon Master (GM): a miss Start of Turn 2 for Tasloi #04 -A7 (3) &nbsp; Dungeon Master (GM): he starts coming down on a vine Start of Turn 2 for Grax (2) &nbsp; Grax the Fighter / Thief, Fires FLIGHT ARROW (18") with SHORT BOW at Tasloi #11 -A7 enemy! Short Range 6 to 50 ft &nbsp; Strike Hits: AC&nbsp; 11 For&nbsp; 4 &nbsp;S/M/L HP Damage! 2 attacks / round Make sure to note # of arrows fired in round! he missed &nbsp; Start of Turn 2 for Maevis (0) &nbsp; Maevis/Quintolos: cutting himself free for next round &nbsp; Dungeon Master (GM): ok Start of Turn 2 for Rowan &amp; Hirelings (-1) &nbsp; Rowan &amp; Hirelings the Guardian, Fires FLIGHT ARROW (18") with SHORT BOW (3ft) at Tasloi #09 -A7 enemy! Short Range 31 to 50 ft +1 'To Hit' and Damage &nbsp; Strike Hits: AC&nbsp; 0 For&nbsp; 4 &nbsp;S/M/L HP Damage! 3 attacks / round Make sure to note # of arrows fired in round! a hit Start of Turn 2 for Coal (-3) &nbsp; Dungeon Master (GM): he sees the two coming down on vines and readies to attack them &nbsp; Start of Turn 2 for Sheila (-6) &nbsp; Maevis/Quintolos: cutting maevis free &nbsp; Dungeon Master (GM): she helps meavis cut loose &nbsp; Start of Turn 2 for Phicenta (-8) &nbsp; Dungeon Master (GM): stays put ok now any 2nd attacks? Ok &nbsp; Camlin the Ranger, Fires FLIGHT ARROW with the LONG BOW (6ft) at Tasloi #05 -A7 enemy! Short Range 31 to 70 ft Strike Hits: AC&nbsp; 1 For&nbsp; 4 &nbsp;S/M/L Damage! Specialized Weapon: +1 'To Hit' 3 arrow attacks per round Make sure to note # of arrows fired in round! &nbsp; Dungeon Master (GM): a hit for 4! It seems that Tasloi #05 -A7 is defeated! &nbsp; Camlin the Ranger, Fires FLIGHT ARROW with the LONG BOW (6ft) at Tasloi #06 -A7 enemy! Short Range 31 to 70 ft &nbsp; Strike Hits: AC&nbsp; 4 For&nbsp; 6 &nbsp;S/M/L Damage! Specialized Weapon: +1 'To Hit' 3 arrow attacks per round Make sure to note # of arrows fired in round! &nbsp; Dungeon Master (GM): a miss &nbsp; Rowan &amp; Hirelings the Guardian, Fires FLIGHT ARROW (18") with SHORT BOW (3ft) at Tasloi #09 -A7 enemy! Short Range 31 to 50 ft +1 'To Hit' and Damage Strike Hits: AC&nbsp; 0 For&nbsp; 5 &nbsp;S/M/L HP Damage! 3 attacks / round Make sure to note # of arrows fired in round! a hit! &nbsp; It seems that Tasloi #09 -A7 is defeated! &nbsp; Dungeon Master (GM): any 3rd attacks? &nbsp; Jack J.: already did mine &nbsp; Dungeon Master (GM): Rowan stays put as he not sure where any other could be ok ok so looks like that is it for tonight and we continue next week then So Thank You all for playing tonight! &nbsp; Phoenix: Thanks for DMing! See you all next week &nbsp; Maevis/Quintolos: alright catch you later &nbsp; Jack J.: good night &nbsp; Dungeon Master (GM): Bye All! &nbsp; (From Maevis/Quintolos): &nbsp;Have a chance post for Leon &nbsp; Maevis/Quintolos: Bye &nbsp; Balen: take care all. Watch the skies above you!! :))