[DM rel20] Darkmoon Vale
Game Master
djpika
PbP Guide
Droskar's Crucible Level 1<Active>
Cellar
Droskar's Crucible
Hut
Forest Elder
Falcon's Hollow
Falcon's Hollow Environs
Camp
Andoran
A6 Journal
NPC's
Laurel
M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3
Is purple kobold dead? Or did he just fall to the floor?
Stevesie pulls an arrow from his quiver, notches it and lets it fly. He mutters a prayer under his breath so that his aim may be true.
Stevesie shoots at the pink kobold.
Shortbow: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Purple and pink are still there.
will: 1d20 - 1 ⇒ (3) - 1 = 2
Red falls asleep.
Stevesie manages to take down Mr. Pink.
Stevesie Initiative: 19
Ulfgar Initiative: 16
Churdon Initiative: 15
Kalani Initiative: 5
Bold may go.
M Elf Magus/2 HP: 15/17 AC: 18
Churdon draws his weapon and uses some of his arcane power to enhance his sword. He moves up to the purple kobold and attacks it.
Longsword: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Damage: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Orange fires a sling at Kalani.
sling: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d3 - 1 ⇒ (2) - 1 = 1
Purple stabs at Churdon.
spear: 1d20 + 1 ⇒ (17) + 1 = 18
damage: 1d6 - 1 ⇒ (5) - 1 = 4
Kalani is up.
Male Aasimar Shaman 2
Again, Kalani Snaps his fingers and tries to hex the orange Kobold.
Slumber, DC 15
Then he takes a 5 ft step forward.
will: 1d20 - 1 ⇒ (4) - 1 = 3
Init green: 20
The green kobold next to Kalani attempts to impale him:
spear: 1d20 + 1 ⇒ (15) + 1 = 16
damage: 1d6 - 1 ⇒ (5) - 1 = 4
And then moves back into the room.
Stevesie Initiative: 19
Ulfgar Initiative: 16
Churdon Initiative: 15
Init purple: 11
Kalani Initiative: 5
Bold may go.
M Dwarf HP 20/20,- AC 17/T:14/FF: 13 - Perception +8 - F: +6/ R: +7/ W: +3 - CMB: +4 - CMD: 18, Speed: 20, Init. +5
Ulfgar commands Bort to attack the Green kobold and moves forward to shoot him.
handle animal: 1d20 + 8 ⇒ (19) + 8 = 27
arrow: 1d20 + 5 ⇒ (19) + 5 = 24
dmg: 1d8 + 3 ⇒ (4) + 3 = 7
bite: 1d20 + 2 ⇒ (1) + 2 = 3
dmg: 1d6 ⇒ 6
The not the real green goblin goes down, death by arrow.
M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3
Stevesie steps forward, takes aim and fires another arrow at the red kobold, "Take that!"
Shortbow: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Not sure if I should be taking the penalty and shooting at the purple guy behind partial cover, I guess I'll awake red.
Stevesie takes out the sleeping kobold.
M Elf Magus/2 HP: 15/17 AC: 18
Churdon strikes at the purple kobold again.
Longsword: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Churdon is able to take down the last kobold, leaving a sleeping one in the corner.
M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3
Stevesie asks, "Anyone want dibs?"
Stevesie seems uninteresting in racking up his KDA
Male Aasimar Shaman 2
"We don't have that long. The power of my hex increases as my own increases. "
Only lasts for 2 turns for now...
M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3
Stevesie shrugs, "Well if there are no takers."
Stevesie draws his short sword and towers over the helpless kobold. He plunges the sword deep into the chest of the helpless foe.
Stevsie performes a coup de grasse - auto crit
Damage: 2d6 + 1 ⇒ (4, 4) + 1 = 9
Male Aasimar Shaman 2
Assuming it's dead.
"Let's continue onward. Churdon, can you grab Jeva? Let's make sure she is still safe. There looks to be a door to the right."
M Dwarf HP 20/20,- AC 17/T:14/FF: 13 - Perception +8 - F: +6/ R: +7/ W: +3 - CMB: +4 - CMD: 18, Speed: 20, Init. +5
We assemble by the door to the right and prepare to enter.
"Can anyone heal Bort? He's hurt pretty bad"
4 hp
Male Aasimar Shaman 2
"I can use my new Wand".
How much healing does he need?
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3
Stevesie scavanges up his arrows from the fight.
[ooc]Lets say that a 1 is recovered and a 2 is lost.[ooc]
FindArrow: 1d2 ⇒ 2
Stevesie then adds, "Lets take the right path and see where it leads. Do we want to try a sneaky approach again? If they heard the battle they are sure to be waiting in ambush. Maybe we can level the playing field with some good scouting."
M Dwarf HP 20/20,- AC 17/T:14/FF: 13 - Perception +8 - F: +6/ R: +7/ W: +3 - CMB: +4 - CMD: 18, Speed: 20, Init. +5
He was down 11 but now he's back to full
"Thanks"
Ulfgar tries to detect movement on the other side of the door
perception: 1d20 + 8 ⇒ (4) + 8 = 12
I'm assuming you mean listening for noise since Ulfgar can't see through walls and doors?
What is the party's light source? The lower area is not lit.
While attempting to listen, you realize that the acoustics of the area have a strange way of warping sound. Ulfgar doesn't detect anything.
M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3
Stevesie has many torches, feel free to ask if you need one.
Having failed to find his missing arrow. Stevesie lights a torch and carries it in his left hand. He carries his masterwork shortsword in his right.
M Dwarf HP 20/20,- AC 17/T:14/FF: 13 - Perception +8 - F: +6/ R: +7/ W: +3 - CMB: +4 - CMD: 18, Speed: 20, Init. +5
Ulfgar readies his weapon and opens the door.
Click-click. The door is locked.
M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3
Stevesie smirks, "Hold my beer torch, I got this boyz."
Stevesie takes out his theives tools and goes to town on the lock.
Disable Device: 1d20 + 9 ⇒ (3) + 9 = 12
Apparently Stevesie doesn't have this...
M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3
Stevesie fumbles around with the lock, "This door seems closed for good. Perhaps we can try the left door in this room."
Exploring the current room shows that there is a hallway to the west and to the north.
Male Aasimar Shaman 2
"We have time... can you take a look at it again?"
Can we take 20 or take 10?
M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3
Stevesie dons his proverbial thinking cap, does some rudimentary stretching, and attempts to open the lock, again.
We take 20 if allowed.
Stevesie is able to unlock the door and open it.
At the center of this large stone chamber is a deep pit filled with molten slag and sizzling blood that casts a hellish red gleam on the walls. Three narrow chutes open in the ceiling directly above the pit. The air here is oppressively hot and thick with ash.
M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3
Stevesie asks Kalani, "Sooooooo, detect magic here?"
Stevesie attempts to look up a chute without entering the room, if it is possible.
Male Aasimar Shaman 2
Kalani casts detect magic and looks around the room.
"Boy is it hot here. I'm surprised that this is still in use. The kobolds must be using it for some reason."
M Elf Magus/2 HP: 15/17 AC: 18
Churdon steps into the room cautiously and takes a look around.
"we won't get anywhere at the door guys."
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
stealth: 1d20 + 14 ⇒ (5) + 14 = 19
Churdon spots some slime coming down from a vent above.
M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3
How is the viability in this room? Do we still need to carry our own light sources?
This room is lit but everywhere else so far has been dark.
Male Aasimar Shaman 2
"Think it noticed us? Maybe we can sneak around it. Kalani says as he hunches down trying to appear smaller. He still ends up clanking around in his armor.
Stealth: 1d20 - 8 ⇒ (4) - 8 = -4
Stevesie Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Ulfgar Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Kalani Initiative: 1d20 - 1 ⇒ (10) - 1 = 9
Churdon Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
A pallid, slimy, worm-like creature the size of a human drops down from one of the vents in the ceiling, its mouth a sickening tangle of tentacles and hooked jaws.
Round 1
Churdon is up.
M Elf Magus/2 HP: 15/17 AC: 18
"Eugghh! that's nasty, we should try to flank it."
Churdon draws his weapon and uses some of his arcane power to enhance his sword. He then attacks the worm creature.
Longsword: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Damage: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3
Stevesie shouts, "Don't let it grab you, that mouth looks nasty. Bob and weave you fools!"
The worm-like creature moves and attacks the slow-to-react Ulfgar, flailing with its tentacles and lunging with it's sharp beak.
bite: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d4 + 1 ⇒ (2) + 1 = 3
tentacle: 1d20 - 1 ⇒ (12) - 1 = 11
damage: 1d4 ⇒ 1
tentacle: 1d20 - 1 ⇒ (5) - 1 = 4
damage: 1d4 ⇒ 4
tentacle: 1d20 - 1 ⇒ (19) - 1 = 18
damage: 1d4 ⇒ 3
tentacle: 1d20 - 1 ⇒ (4) - 1 = 3
damage: 1d4 ⇒ 4
Crit Check
crit bite: 1d20 + 4 ⇒ (19) + 4 = 23
crit damage: 1d4 + 1 ⇒ (1) + 1 = 2
8 damage total.
The rest can go:
Stevesie Initiative: 5
Ulfgar Initiative: 8
Kalani Initiative: 9
Round 2
Churdon Initiative: 22
Male Aasimar Shaman 2
What knowledge check would I need to make for it? I plan on making a knowledge check on my turn
Kalani sizes up the opponent with his monstrous knowledge.
Knowledge: 1d20 ⇒ 15
+9 for planes or religion, + 8 for nature, +4 for everything else with the monstrous knowledge
He also moves up to flank.
M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3
Stevesie gently lowers his sword and torch to the floor and pulls out his shortbow. "Don't worry, Stevesie will save the day!"
Kalani Akoni wrote: What knowledge check would I need to make for it? I plan on making a knowledge check on my turn
Kalani sizes up the opponent with his monstrous knowledge.
[dice=Knowledge]1d20
+9 for planes or religion, + 8 for nature, +4 for everything else with the monstrous knowledge
He also moves up to flank.
Knowledge requires training to use for anything more than DC 10...
In this case it's Dungeoneering.
So Stevesie's skipping his turn to yell?
Male Aasimar Shaman 2
Can't I still get the bonuses from Monstrous Insight though? Also, am I supposed to know what the DC is?
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