[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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Grand Lodge

Male Aasimar Shaman 2

Kalani waves his hand forward.
"Keep Firing!

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

I forgot the bless bonus, but a 7 still misses. Do we have a turn timer on bless?

Grand Lodge

Male Aasimar Shaman 2

Uh, I guess by my most recent count, this turn would be bless: 5 turns left


Roll 5 rounds of missile fire.

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

Counting the bless this time
Shortbow: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Shortbow: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Shortbow: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Shortbow: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Shortbow: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Stevesie shouts, "That will show them!"
Oh and the DR5 means that the dwarf will have to do most of the heavy lifting


Anyone else doing anything during these 5 rounds?

Grand Lodge

Male Aasimar Shaman 2

Kalani wishes he had a ranged weapon, but keeps a lookout for any suspicious activity.

Perception: 1d20 + 10 ⇒ (5) + 10 = 15

Grand Lodge

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

Churdon considers buying a ranged weapon later...

"Maybe we should keep wary of the witches return"

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 sighs and starts shooting willy nilly at the pot.

attack: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 2d6 + 1 ⇒ (3, 1) + 1 = 5

attack: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 2d6 + 1 ⇒ (3, 2) + 1 = 6

attack: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 2d6 + 1 ⇒ (5, 3) + 1 = 9

attack: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 2d6 + 1 ⇒ (5, 1) + 1 = 7

attack: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 2d6 + 1 ⇒ (6, 5) + 1 = 12

Grand Lodge

Male Aasimar Shaman 2

Looks like you may have crit on few attcks Ulfgar. Roll crit confirmation?


I assumed the following shot would count as the confirmation but I can do it again

confirm: 1d20 + 6 ⇒ (3) + 6 = 9


Ok, after spending 5 rounds of raining missile fire on the cauldron, the group is only able to put in a few decent dents.


If we continue doing this until it's dead, then.

attack: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 2d6 + 1 ⇒ (4, 5) + 1 = 10

attack: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 2d6 + 1 ⇒ (4, 1) + 1 = 6

attack: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 2d6 + 1 ⇒ (1, 6) + 1 = 8

Then gravity bow and bless(I assume) wear off

attack: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d8 + 1 ⇒ (5) + 1 = 6

attack: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d8 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Male Aasimar Shaman 2

Question though, how will we know if its dead? Its a cauldron. Maybe we should have someone walk into the door to see if it activates again?

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

I can keep your damage at 2d6 with enlarge person so we actually have a chance of killing it, we're going to run out of arrows soon (I'm at 12).

Shortbow: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Shortbow: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Stevesie forces the enlarge person potion down Ulfgar's throat. You're now always at 2d6 damage again instead of dropping do a d8.Enlarge Person 10 Turns leftv

Shortbow: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Enlarge Person 9 Turns left

Shortbow: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Enlarge Person 8 Turns left


Rerolling the two damage rolls
damage: 2d6 + 1 ⇒ (5, 3) + 1 = 9

damage: 2d6 + 1 ⇒ (6, 5) + 1 = 12

I still have 80+ arrows left if you need to borrow some

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
Sherb3rt wrote:

Rerolling the two damage rolls

[dice=damage]2d6+1

[dice=damage]2d6+1

I still have 80+ arrows left if you need to borrow some

With that 12 damage there is a good chance that we got 'im, no? And had I thought of that earlier you would have been at 3d6 damage and we really could have killed that thing.


Ok, we're going to assume your able to range the cauldron out. Otherwise this would just bog down.

What do you guys do now?

Grand Lodge

Male Aasimar Shaman 2

Aye, let's continue our search through the Witch's hut.

Churdon, can you keep a look out if the Witch comes back?

Kalani steps inside the hut again, slightly wary of the cauldron, casts Detect Magic , and searches.

Perception: 1d20 + 10 ⇒ (16) + 10 = 26

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

Stevesie says, "Alright boys this is why we hired the rogue investigator - to do some investigating."

Stevesie takes a look around the hut, again paying special attention for a rat's tail or any information about its whereabouts.

Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Thats an extra +1 for traps should there be any more

Grand Lodge

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

I have Churdon keep an eye outside the hut.

Perception: 1d20 + 2 ⇒ (11) + 2 = 13


Inside, the cottage is dank, reeking, and filled with shadows. Haphazardly hung shelves line the walls, covered in all manner of clay jugs, clouded bottles, strangely cut rocks, rotted bunches of herbs, and a museum of other crude curios and remnants of a bone grinder’s artifice. Across from the door, against the far walls, stands a highbacked chair made of wicker, the gigantic curved tusks of some monstrous beast, and thousands of human teeth. In the chair sits what looks like a corpse wrapped in filthy burial linens, its form padded with pungent herbs and sprouting patches of thick white mold.

Stevesie finds a rat's tail amongst the shelves.

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

My spidey senses are tingling. Me thinks that the chair / person in the chair is important. We have the rat's tail so theoretically we are done here but maybe the chair is worth another look?

Stevesie points to the figure in the chair, and gestures to the other party members to approach cautiously. Stevesie stands about 10 feet from the base of the chair.

And I attempt to advance the storyline by attacking the chair (and person) with my knowledge attacks
Knowledge(local): 1d20 + 7 ⇒ (10) + 7 = 17
Knowledge(history): 1d20 + 7 ⇒ (15) + 7 = 22
Knowledge(nobility): 1d20 + 7 ⇒ (8) + 7 = 15

Grand Lodge

Male Aasimar Shaman 2

We got what we came here for though, check to see what it is, and maybe we can be on our way.


Stevesie spends a lot of time studying the ominous shape that is actually only a bundle of branches, mud, and linen.

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

Stevesie shrugs, "Maybe it was nothing afterall." Stevesie turns and heads for the door, "Anyone have any ideas about the dwarves in the mountains? I don't know much about them and there is a lot of ground to cover.

Grand Lodge

Male Aasimar Shaman 2

"Well, do we have enough time to make headway before nightfall? If not, maybe we should camp nearby, not in the house, for the night" Kalani says.

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

Stevesie is still not convinced that there is nothing of importance on the chair. Since Kalani found no magic and Stevesie found no traps, maybe a short break is in order.

Stevesie moves the decaying corpse and sits in the chair while he thinks aloud, "So we don't know where the dwarves are, maybe we should backtrack to the lumber camps or Falcon's Hallow to get directions? I am also out of rations so unless someone wants to share we need to go huntin' and fishin'. I do agree with Kalani, we don't want to be around when the witch comes back and sees how we ransacked her home. Wipe away all fingerprints and make sure none of your aura is left, we don't want any curses on the road to come."

Addressing Kalani's previous statement, "So we just walk toward the mountains and look for signs of dwarves then? I've heard worse plans."

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

I guess the lack of responses mean we start walking toward the mountain?

The party gathers their gear and starts walking in an eastern direction, we plan on passing through the ruins. Stevesie takes out a pen and draws the intended route on the map in blue ink.

Not quite sure where the witch's hut is since we magically stumbled upon it. That could change the route.

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

How long have we been traveling? I only packed 3 days rations but Ulfgar could try and hunt something.

Ulfgar commands Bort to follow him and tries to hunt for food

survival: 1d20 + 7 ⇒ (20) + 7 = 27
Bort Survival: 1d20 + 6 ⇒ (2) + 6 = 8


You've been on the road for 3 days, so you'll have to start using survival. You're able to forage enough mushrooms and trap a couple of rabbits for the party.

Note that you guys came from the east, mainly.

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

Oops we head west from the hut toward the mountains. I guess I don't know my directions

Grand Lodge

Male Aasimar Shaman 2

"Aye, onward we go! Is anyone injured from that last fight?

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
Kalani Akoni wrote:
"Aye, onward we go! Is anyone injured from that last fight?

Stevesie looks around, "I think we escaped physical harm from that last one. Only hurt my pride that I didn't see the pot before it saw me. Gotta find some glasses in the next town."


Sitting squat at the foot of an imposing mountain, a ruined monastery comes into view between ancient gnarled trees. Made of simple stone blocks, worn smooth with the passage of time, the stout building is falling apart. Sections of the slanted shale roof have collapsed and portions of the outer wall have crumbled. Weeds and wild thorn plants run rampant across the field leading up to the place, leaving only the slightest indication of a path that ends at the ruined front doors. Beyond, an overgrown yard sits in shadow.

Ruined Monastery

See active map.

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

Stevesie sits for a moment and collects his thoughts while consulting his literature.
Some more knowledge checks
Knowledge(geography): 1d20 + 7 ⇒ (12) + 7 = 19 (maybe a way around that is safer)
Knowledge(local): 1d20 + 7 ⇒ (1) + 7 = 8 (rumors about the place)
Knowledge(history): 1d20 + 7 ⇒ (3) + 7 = 10 (same as local)

Stevesie then presents his findings to the group. "I think I've heard of this place before, remember if you are scared of ghosts we can go around, or you can sit this one out and lose out on this portion of loot. More for me."

Grand Lodge

Male Aasimar Shaman 2

Kalani makes his own knowledge checks:
Knowledge Nature: 1d20 + 6 ⇒ (1) + 6 = 7 Try to determine how long it takes for Nature to take over an abandoned monastary
Knowledge Religion: 1d20 + 6 ⇒ (10) + 6 = 16 Try to determine what monastary it was.

"You think we should go inside for supplies?" Kalani asks. "Or did the Dwarves used to live here?"

Kalani uses his Fey Blessing to re-roll his Nat 1.
Knowledge Nature: 1d20 + 6 ⇒ (5) + 6 = 11


Neither Kalani nor Stevesie know anything about the place.

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

Stevesie hops up, "Well boys I guess this is uncharted territory. I'm up for an adventure."
Stevesie heads to the door and knocks, "Hello. Anybody home?"

Grand Lodge

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

"Well there's not much use on dwelling on what we don't know.

I line Churdon up behind Stevesie.

Grand Lodge

Male Aasimar Shaman 2

Kalani shrugs and follows the Stevesie and Churdon up to the door.


The door to the building is in ruin. Peering inside, tall grasses and chunks of stone debris have all but overtaken this small yard. Off to one side, a wooden stable has collapsed into a mound of rotting timbers and moldy straw. The outer wall on the east side has also collapsed, leaving a ragged hole. Three doors exit into this yard— a pair of double doors to the east, a single door to the north, and a lone door leading into the squat tower in the southeast corner.

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

Stevesie groans, "We forgot to do things before we opened the door. Someone check to see if anyone or anything has been in / around the building recently."
I think its a survival check for footprints?

After searching through his backpack Stevesie finds his trusty grappling hook. Stevesie then takes a moment and studies the buildings at the monastery.
Do any of the buildings have more than one story? Do any of the roofs look strong enough to hold ~200 lb at a time. Also do any of the buildings have first floor windows that we can peer into to get an idea of what may be inside.

Stevesie gasps in horror, "Oh no! I forgot rope to tie to the end of my grappling hook? Can anyone help a brother out? Since we have this wonderful tool at our hands, why don't we try the eastern doors, top to bottom, gives us an element of surprise if there are creatures lurking in the dark."

Getting somewhat serious now

Stevesie suggest taking a stab at the watchtower first, it is isolated so there will be no way for anyone or anything to run away without getting through us first. Should be an easy clear bottom to top, but it would give away our position if we find anything and go loud which ruins the possibility of a repelling assault of the main building - which would be just as sexy as it would be bad-ass.

I like the idea of the watchtower first for a serious breach of the monastery. But I mean this can't be worse than the gnome we lost in the well right? I mean we can all enter through the top windows that appear in the picture, so he won't be alone when we find super strong and dangerous monster that we can't fight. My vote, repel in (assuming the DM lets us).

---------------------------

BONUS PLAN:
We split up into two kill teams of two people, two go in through the roof, two go in from the main door, we go quiet as long as possible. Code word for going loud is "perogies." Shout that when you are in danger and the other group will rush to assist you, hopefully to surprise and flank the bad guys. This is the true navy seal style and gets my new approval. Since Bort can't climb this, Ulfgar and Bort are automatically on Beta group.

I have too much time on my hands?

Grand Lodge

Male Aasimar Shaman 2

"The watchtower does seem the most logical place to start," Kalani agrees. "From there, we can decide where to go later."

Grand Lodge

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

Splitting up probably is not the best idea. It's how we get dead fast.


The watchtower is 3 stories. The rest are 2.

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

While everyone is debating plans, Bort and Ulfgar search for traps around the base of the Monastary.

Ulfgar Survival: 1d20 + 7 ⇒ (3) + 7 = 10
Ulfgar Stealth: 1d20 + 7 ⇒ (20) + 7 = 27

Bort Survival: 1d20 + 6 ⇒ (10) + 6 = 16
Bort Stealth: 1d20 + 8 ⇒ (1) + 8 = 9

Also, I'm going to be out of town until Monday so can someone just move me? This is my character sheet if you need to roll for stuff

https://docs.google.com/spreadsheets/d/1Smm85rxRqiTcjnrWcv-YTImSj2VxH0VURz2 3iDZqMZM/edit?usp=sharing


Perception checks are required for checking for traps...

I'm sure Marc can bot you in the meantime...


Ulfgar Ungart wrote:

While everyone is debating plans, Bort and Ulfgar search for traps around the base of the Monastary.

[dice=Ulfgar Survival]1d20+7
[dice=Ulfgar Stealth]1d20+7

[dice=Bort Survival]1d20+6
[dice=Bort Stealth]1d20+8

Also, I'm going to be out of town until Monday so can someone just move me? This is my character sheet if you need to roll for stuff

https://docs.google.com/spreadsheets/d/1Smm85rxRqiTcjnrWcv-YTImSj2VxH0VURz2 3iDZqMZM/edit?usp=sharing

The old path that leads up to the ruins ends about 50 feet from the monastery. Before entering the yard, the path passes between a pair of old stone statues. While one of them is little more than rubble, the other is relatively intact. The 5-foottall statue is incredibly worn but it can still be made out as a dwarf holding aloft a great stone hammer. Moss and creeper vines cover most of its surface. Removing the vines around the base uncovers an old dwarven inscription that reads “All praise, [this part is defaced].”

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

Stevesie asks, "What could they possibly have to praise in these parts? The sun? But seriously, from here on out, silence until perogies."

Stevesie heads to the door of the watchtower, and draws his sword. As soon as the party gathers behind him, he motions them to keep it down and follow behind. Afterwards, he slowly opens the door and takes a look.

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