[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


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"The witch? Yes, don't go out alone. Common sense tells you that," says the foreman brusquely. "Anything more costs time, and time is money."

Grand Lodge

Male Aasimar Shaman 2

"So I've heard. Don't worry, I have a few good friends that will be accompanying me. I won't trouble you anymore. " Kalani says.

He turns around and starts to head out the door and back onto the original path planned.


It's evening now. Where do you guys plan to go?

Grand Lodge

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

Are we still on the road? Is it so late that we have to sleep?

Stevesie searches his pack, and upon realizing that he doesn't have any firewood asks, "Yo, anyone got wood?"

Wait do all of us need the 8 hours of sleep to prepare spells? And those eight hours cannot be interrupted right? So no guards then? lol good luck boys and girls

Stevesie starts planning the sleep rotation, then gives up

"I'm just going to pray for the best I guess," moans Stevesie. Stevesie eats one days worth of rations, pulls out his bedroll and walks about fifty feet off the road, finds the best spot he can find in thirty seconds and falls asleep. "Here seems good enough."

Stevesie isn't completely stupid, he does a quick perception check to make sure that the spot he is sleeping on isn't covered in spiders Perception: 1d20 + 4 ⇒ (19) + 4 = 23 --its a +1 perception for traps, and since Stevesie believes that there is a trap he wants that +1... so 24?--

Grand Lodge

Male Aasimar Shaman 2

You only need to sleep if you need to change your spells. I haven't casted anything other than detect magic today, and I can cast that unlimited times anyways. Also, as a divine spellcaster, I only need 1 hour to prepare spells in addition to sleep. Otherwise normal sleep is fine for me.

Kalani follows Stevesie off the road to set up camp. He sets up his bedroll and eats his trail rations.

"We can camp for 12 hours total, and have 3 watch sessions of 4 hours each. That way, we all can be well rested."

"I can take first watch for a few hours" he says.

Grand Lodge

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 decides to go out with Bort to collect some firewood.

He has a handaxe so how does collecting wood work and how much do we need for one night?


Ulfgar, make a survival check to see if you can gather enough wood/pick a good spot/forage enough food and water.


RE: sleeping on isn't covered in spiders...

Spiders in your bed isn't a trap, so no +1.

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

" I will take second watch."

Grand Lodge

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

Even without saying so, Stevesie's spidey-senses tingle and tell him to take third watch.

Grand Lodge

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

survival: 1d20 + 7 ⇒ (7) + 7 = 14


Dice:
Random: 1d4 ⇒ 3
Stevesie Perception: 1d20 + 4 ⇒ (5) + 4 = 9
stealth: 1d20 + 5 ⇒ (10) + 5 = 15


While Stevesie daydreams about how cool it would be to have spider-sense, he's attacked.

sling: 1d20 + 3 ⇒ (6) + 3 = 9
sling: 1d20 + 3 ⇒ (2) + 3 = 5

2 rocks ricochet throughout the camp.

1=Ulfgar, 2=Churdon, 3=Kalani, 4=Pet
Attacked PC: 2d4 ⇒ (4, 1) = 5
sling: 1d20 + 3 ⇒ (16) + 3 = 19
sling: 1d20 + 3 ⇒ (5) + 3 = 8

One of them clocks the sleeping Bort.

Damage: 1d3 - 1 ⇒ (3) - 1 = 2


Stevesie Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Ulfgar Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Kalani Initiative: 1d20 - 1 ⇒ (9) - 1 = 8
Churdon Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Bort Initiative: 1d20 + 3 ⇒ (19) + 3 = 22

DM:
Kobold Init: 1d20 + 1 ⇒ (14) + 1 = 15

ROUND 1
Bort is up first but has to wait for Ulfgar to give him a command.

Then the short, reptilian humanoids with scaled skin, snouts filled with tiny teeth, and a long tails press their attack.

1=Ulfgar, 2=Churdon, 3=Kalani, 4=Pet, Stevesie 5-8
Attacked PC: 4d8 ⇒ (7, 7, 2, 1) = 17
Stevesie
sling: 1d20 + 3 ⇒ (19) + 3 = 22
sling: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d3 - 1 ⇒ (3) - 1 = 2
Damage: 1d3 - 1 ⇒ (1) - 1 = 0
Churdon
sling: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d3 - 1 ⇒ (2) - 1 = 1
Ulfgar
sling: 1d20 + 3 ⇒ (9) + 3 = 12

The party is up!

Grand Lodge

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

So I am going to be in Italy from Wednesday to Sunday so I won't have access to internet. Lol good timing I know, I guess someone could play for me or we wait for a few days while I get back, someone let me know if they would be interested in playing a few rounds for me. And is there a reason that Stevesie is attacked 50% of the time? Was he the one on watch while this happened?

Stevesie shouts, "This is NOT my fault but were under attack," as the group wakes up in disarray.


They attacked on Stevesie's watch so I gave them an increased chance to attack Stevesie rather than wake up more combatants.

Grand Lodge

Male Aasimar Shaman 2

I think its fine if you don't post until Sunday. We can try to get through a round ahead of time.

Grand Lodge

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

Ok got it, at first I thought the spider-sense thing was just a joke and I was getting punished. But combat seems like it takes a while so we might not miss too much if I move right before I leave.

Grand Lodge

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

If it helps here are my rolls for the first round of combat. Someone decide the best shot for me to take (focus fire weak guy). These dice rolls factor in a +1 to hit and damage for within 30ft so just make sure I'm kinda close. Shortbow: 1d20 + 5 ⇒ (6) + 5 = 11 and if I hit Damage: 1d6 + 1 ⇒ (4) + 1 = 5 Or just wait a few days :p

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

"It seems we have some company, let's bring these monsters a quick death!"
I have Churdon use his movement action to draw his longsword, and then cast true strike to ready myself for the next round.


Just in case, see the Camp map for placement. Stevesie and Churdon are the only ones awake on their turns. Everyone else has to make a Perception Check DC 2 to wake up.


Round 1
Kobolds: 12+
Churdon Initiative: 12
Stevesie Initiative: 9
Ulfgar/Bort Initiative: 9 <--Up
Kalani Initiative: 8 <--Up

Stevesie fires his shortbow, but misses while Churdon beings casting.

Grand Lodge

Male Aasimar Shaman 2

Perception: 1d20 + 10 ⇒ (20) + 10 = 30

Kalani wakes up, still a little groggy.

"What do we have here?"

He stands and attempts a Monstrous Insight check on the closest creature.

What is the correct knowledge check here? Regardless of its success, I get + 2 AC vs that one and +2 to attack for 1 minute.

Of course, Nat 20 on the check that didn't matter


Knowledge Local. Which one are you marking? Mind placing a "dot" on the token?

Grand Lodge

Male Aasimar Shaman 2

Marked.

Knowledge Local: 1d20 + 3 ⇒ (18) + 3 = 21 (+2 for Int, +1 for Monstrous Insight)


Ok, you believe these humanoids to be Kobolds. I'll let you ask 2 questions about them (1 question for every 5 points higher than the dc).
For example:

"1) Many GMs allow the player who made the Knowledge check to ask specific questions, such as "What's the creature's Damage Resistance?" or "What are its Special Attacks?". "

Grand Lodge

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 Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Bort Perception: 1d20 + 2 ⇒ (7) + 2 = 9

Ulfgar and Bort jump up and ready themselves.
I assume Ulfgar has to take a standard action to gather his weapons so he can't do anything

Ulfgar commands Bort to attack the closest kobold
handle animal: 1d20 + 7 ⇒ (11) + 7 = 18

As a swift action, Ulfgar applies his Animal Focus: Tiger to Bort, giving Bort +2 Dexterity

Grand Lodge

Bort runs towards the kobold on the left and bites it.

Bite: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Male Aasimar Shaman 2

Kalani tries to recall the alignment of the kobolds as well as any natural attacks the creatures have.

What is the typical alignment, and what special attacks if any, do they have?


Typical alignment is LE. No real special attacks although they are known for being devious trapmakers.

Grand Lodge

Male Aasimar Shaman 2

OK. That's all my actions for the turn, as its a standard action for monstrous lore.


Bort leaps to attention and bites the kobold in front of him which lets out a loud yelp-like noise while Kalani studies his foes for a moment.

DM:
Red Kobold 3/5

The Red Kobold drops his sling and pulls out his spear to keep the great cat at bay.

spear: 1d20 + 1 ⇒ (15) + 1 = 16
spear damage: 1d6 - 1 ⇒ (2) - 1 = 1

Which draws blood against the cat's white fur.

The other kobolds send more rocks at Churdon(2) and Ulfgar.

Sling 1: 1d20 + 3 ⇒ (5) + 3 = 8
Sling 2: 1d20 + 3 ⇒ (6) + 3 = 9

Sling 1 Ulfgar: 1d20 + 3 ⇒ (4) + 3 = 7

Round 2
Kobolds: 12+
Churdon Initiative: 12 <--Up
Stevesie Initiative: 9 <--Up
Ulfgar/Bort Initiative: 9 <--Up
Kalani Initiative: 8 <--Up


Bort's AC goes up to 17 from the +2 DEX bonus from animal focus: tiger so the red kobold's attack should have missed


Ok. Bort gets his 1 HP back...

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

So does my spell vanish complete on this turn?


You cast True Strike, right? It's a standard action to cast, so it completed last round. The spell lasts until your next attack roll.

Grand Lodge

Male Aasimar Shaman 2

Kalani draws his morningstar and walks to the kobold he marked. The one with the black dot. [ooc]

[ooc] Also, I didn't really prepare any combat spells today guys, Sorry.

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

Oops yeah, mixed up spells.
I move toward the kobold in the bottom right and swing at him with my longsword.
Longsword: 1d20 + 21 ⇒ (12) + 21 = 33

Grand Lodge

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 steps to the left to get a clear shot on the kobold in the top left corner.
Does the kobold still get a cover bonus at this angle

He notches an arrow and fires it.
Longbow: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Bort takes a full action and swipes at the closest kobold.

Bite: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Claw: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Claw: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

Should I be rolling damage with my attack roll?

Damage: 1d8 + 1 ⇒ (4) + 1 = 5


Churdon Aeanas wrote:

Should I be rolling damage with my attack roll?

[dice=Damage]1d8+1

Yes, please do. It makes things go a bit faster.


Churdon moves towards the kobold in the corner and skewers it, it's yelping and spasms making an overly dramatic death scene. Ulfgar hits his target in the arm, but Bort decides that it's better to play cat and mouse with his rather than finish it off.

RE: Does the kobold still get a cover bonus at this angle?

Nope, no cover.

Stevesie bot fires his shortbow at the red kobold:

shortbow: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d6 + 1 ⇒ (2) + 1 = 3

But misses.

Green kobold stands firm and continues to send missile fire at Ulfgar, paying him back for the arrow wound.

sling: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d3 - 1 ⇒ (3) - 1 = 2

Red kobold tries to hold the large cat at bay:
spear: 1d20 + 1 ⇒ (11) + 1 = 12
damage: 1d6 - 1 ⇒ (5) - 1 = 4

While black kobold also drops his sling for his spear and confronts Kalani:
spear: 1d20 + 1 ⇒ (11) + 1 = 12
damage: 1d6 - 1 ⇒ (4) - 1 = 3


Round 3
Kobolds: 12+
Churdon Initiative: 12 <--Up
Stevesie Initiative: 9 <--Up
Ulfgar/Bort Initiative: 9 <--Up
Kalani Initiative: 8 <--Up

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

I attack the near Kobold with my sword, if it dies I will make a move action if not, I will stay there??

Longsword: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d8 + 1 ⇒ (2) + 1 = 3


DM:
Red Kobold 3/5
Black Kobold 2/5

Churdon strikes again, but only wounds the cornered kobold.

Grand Lodge

Male Aasimar Shaman 2

Does churdon roll for critical? He rolled a nat 20


That he should. Please also do crit checks with your attacks :)

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

Oh, didn't even realize I rolled a 20, how are we dealing with criticals?


It's not a critical, it's a chance for a critical. You roll the attack again, and if that hits, you get the damage multiplier of the weapon.

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