Palace of the Vampire Queen, the 5e version (Inactive)

Game Master Terquem

A Simplified, House Ruled, 5th edition D&D Classic Dungeon Crawl


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Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Anders draws his axe and advances with Haarold to the door on the left.


Male, old, old, Male

Day 2, Sunday morning, turn 59, approximately 9:50 am

Haarold and Anders look at each other silently, then nod in understanding, and together they lean into the pair of doors on the left.

These doors seem a bit harder to open. The doors swing inward, away from Haarold and Anders with a soft groan of stone on stone and reveal a narrower passageway, only ten feet wide, going west.

The passageway is empty, but the floor here is covered in a layer of thick dust, and the dust is disturbed by the pattern of many small foot prints going away from you and coming back.

Forty feet to the west stands another pair of doors directly in front of you, and there the passageway ends.


Dwarf (AC 19, HP 13, Str +5, Dex +1, Con +3, Int +0, Wis +1, Chr -2)

"Keep going to the next doors this way? I prefer to check out a section at a time. " and if assent is given he will advance to those doors.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"Yes keep moving but let us proceed with caution...These prints be goblin."

INT Nature: 1d20 + 3 ⇒ (12) + 3 = 15


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Aye, and my axe is ready for a fight!


Male Tiefling Rogue/1

Kairon draws his rapier just in case he needs to use it. Goblins are annoying creatures, but with this party, he doesn't believe they should be too hard. He moves in behind Anders, keeping sharp eyes for attackers.


Male, old, old, Male

Day 2, Sunday morning, turn 60, approximately 10:00 am

The group proceeds to the west, approaching the doors ahead slowly, and being alert to any sounds

Stealth?: 1d20 + 6 ⇒ (3) + 6 = 9

The sounds of small pieces of wood being knocked to the floor suddenly come from the other side of the doors, followed by a high, nasally voice that says
Idiot, be quiet

and then there is silence.


Male WLock 1, HP: 11, AC: 13, PassPerc 11 // STR+0, DEX +2, CON+3, INT+2, WIS*+1, CHA*+3 Warlock 1

Once again, everyone in the group can clearly hear Hennet, So there's at least two on the other side of that door. They probably don't know how many of us there are. Is everyone ready? "Three"


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Anders nods.He leans into the door with his shoulder and motions for Haarold to aid him in an attempt to throw the door open quickly.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Beldak holds his staff high so the light may shine through. His other hand comes up inscribing the appropriate symbols in the air as he prepares a spell.

Holding action: Chill Touch cast on first clear enemy target.


Dwarf (AC 19, HP 13, Str +5, Dex +1, Con +3, Int +0, Wis +1, Chr -2)

Haarold will help with the door.


Male, old, old, Male

Day 2, Sunday morning, turn 59, approximately 9:40 am(!)

The door swings inward, and reveals a room that is about twenty feet deep, and Haarold and Anders can see the far wall, but from the doorway it is impossible to tell how wide the room is (north to south).

The room is filled, almost wall to wall with low crates made of strong wood. Most of the crates are cube shaped, three feet on a side, and just about every single one has its lid removed. The lids lean against the crates, or sometimes they are lying of the floor.

Anders and Haarold, being in the front, see, between two crates on their right, a goblin. He is dressed in armor, made from black leather, and studded with copper buttons. He carries a shield in one hand and in the other he holds a long bladed scimitar. The goblin has a long face, with a narrow nose that droops over the top of his mouth. His eyes meet Haarold with a sneer and it seems as if he is about to move.

Okay here is our first House Rule Initiative Check. The Goblin is not surprised, he was watching the door in case someone came in!
Monster initiative: 1d10 ⇒ 7
party Initiative: 1d10 ⇒ 3

The party has won the Initiative (this round!) and may go first. Caution! Moving around in this room is difficult, and mazelike. Anders and Haarold cannot both reach the single Goblin they see if they move at the same time, and are most likely to end up blocking each other from getting to him at all unless they immediately communicate a cunning plan. Any character trying to go around the crates to get to the Goblin can do so in one move if they succeed on an Intelligence Ability Check Roll of 10+

Stealth 2: 1d20 + 6 ⇒ (12) + 6 = 18
Stealth 3: 1d20 + 6 ⇒ (14) + 6 = 20


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Combat Round 1, Rage 1/10 Combat Rds

Anders moves forward and attacks the goblin with his Axe.

Axe Att: 1d20 + 6 ⇒ (15) + 6 = 21
Axe dam: 1d12 + 4 + 2 ⇒ (3) + 4 + 2 = 9


Dwarf (AC 19, HP 13, Str +5, Dex +1, Con +3, Int +0, Wis +1, Chr -2)

Assuming the goblin is still alive, Haarold will also move to engage.

to hit: 1d20 + 7 ⇒ (6) + 7 = 13 damage: 1d8 + 5 ⇒ (7) + 5 = 12


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

As the two warriors rush into the store room Beldak pushes up to the doorway, "Shuulkaan or o tan or rhorlaar droc!"

Goblin speech:
Come out you sacks of bugbear dung!

intimidate: 1d20 + 1 ⇒ (18) + 1 = 19


male

Day 2, Sunday morning, turn 59, approximately 9:40 am

Round 1…
Anders bolts though the narrow space where the door has been opened, just outpacing Haarold by a step.

The goblin’s eyes widen in fear, and he raises his shield in anticipation of the barbarian’s charge, but Anders out thinks the little monster and swings his axe from below, catching the goblin below the shield and knocking the thing backward as the axe splits the goblin’s armor open, spilling its blood.

Seeing the goblin dispatched so quickly, Haarold pauses, looks left and right, and spies an opening between the boxes that will allow him to get deeper into the chamber, and he turns, glancing left and right for any sign of a trap, before charging further

Haarold, your attack roll would have missed, you can save that roll for later, or ignore it, as you wish, but for now, please decide if you want to make an active perception Roll for round 2, please

Beldak moves forward shouting in a strange language, and he hears a reply from somewhere in the room

Goblin:
Eat crow poop you dirty halfstink!

And then two Goblins pop up from hidden locations, and each throws a knife. One throws a knife at Anders, while the other looks disgusted as it cannot see Beldak now that it has popped up and is looking over the top of a crate, so he throws a dagger at Haarold

Haarold and Anders have half cover, granting a +2 to their AC for this attack, but the Goblins make their attacks from hidden positions, giving them Advantage, and then drop out of site again!

Thrown Weapon Attack vs. Anders, AC 16: 1d20 + 4 ⇒ (1) + 4 = 5
Thrown Weapon Attack vs. Anders, AC 16: 1d20 + 4 ⇒ (17) + 4 = 21
Damage if >15: 1d4 + 2 ⇒ (3) + 2 = 5

Thrown Weapon Attack vs. Haarold, AC 21!: 1d20 + 4 ⇒ (20) + 4 = 24
Thrown Weapon Attack vs. Haarold, AC 21!: 1d20 + 4 ⇒ (13) + 4 = 17
Damage if >20: 1d4 + 2 ⇒ (4) + 2 = 6

Caught by surprise by the sudden attack, both Anders and Haarold are struck by daggers!

Then the two goblins drop out of sight and scurry around among the crates

Stealth 2: 1d20 + 6 ⇒ (6) + 6 = 12
Stealth 3: 1d20 + 6 ⇒ (5) + 6 = 11

Beldak:
Your intimidate roll was good, real good, but I think in this instance, the goblin’s fear and sense of self preservation is much higher than that, probably a target of 25, for very hard, that is expecting one of them to “give up” just because you yelled at them. Does that make sense to you.

That's the end of round 1, Hennet, Kairon, and Duglin are still outside of the room, and did not do anything that round

Round 2 Initiative
Goblin initiative: 1d10 ⇒ 8
Party Initiative: 1d10 ⇒ 5

The heroes stand still for a moment taking in the size of the room, and the number of places where these goblins might be hidden.

The Party has the Initiative for Round 2!

Critical Damage to Haarold: 1d4 ⇒ 3

Damage tracker:
Anders – takes 5 damage
Haarold – takes 9 damage


Dwarf (AC 19, HP 13, Str +5, Dex +1, Con +3, Int +0, Wis +1, Chr -2)

Haarold will try to search for the hiding throwers.

active perception: 1d20 + 3 ⇒ (10) + 3 = 13


Male, old, old, Male

Trying to move as quietly as he can Haarold rounds a corner and sees both goblins, one nearby, the other a short distance away, hiding behind boxes!

You can attack a Goblin this round!


Dwarf (AC 19, HP 13, Str +5, Dex +1, Con +3, Int +0, Wis +1, Chr -2)

might as well try

to hit: 1d20 + 7 ⇒ (12) + 7 = 19 damage: 1d8 + 5 ⇒ (4) + 5 = 9


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

HALFSTINK?!?!

Beldak thoroughly incensed at being ignored and further insulted clamors up some boxes on the side where Haarold turns the corner.

athletics?: 1d20 + 1 ⇒ (16) + 1 = 17

Seeing Haarold lay waste to one goblin, Beldak spots the other farther down the aisle. "Halfstink this you little quasit pile"

chill touch: 1d20 + 5 ⇒ (12) + 5 = 17
chill touch advantage or dis: 1d20 + 5 ⇒ (17) + 5 = 22
damage; target cannot heal for 1 turn: 1d8 ⇒ 5


Male, old, old, Male

Day 2, Sunday morning, turn 59, approximately 9:40 am

round 2…

Haarold steps once, then twice, and as the goblin readies his shield, pointing a long scimitar at Haarold, Haarold’s axe comes from the side in a blur and removes the goblin’s head from his shoulders before he can make a sound.

Beldak climbs a crate that is still closed, shouting in anger and when he finds the other hidden goblin he points at the goblin and the air seems to drop in temperature in a line from his outstretched hand to the goblin’s face. The goblin staggers backward spinning his arms to keep his balance, but does not fall.

With no real understanding of what he is up against, the goblin charges Haarold and attacks the dwarf with the scimitar in his hand, keeping his head down behind his shield

melee attack vs. AC 19: 1d20 + 4 ⇒ (15) + 4 = 19
Damage if >18: 1d6 + 2 ⇒ (4) + 2 = 6

The blade of the scimitar slashes deep across Haarold's armor, and he feels his blood warm and flowing, running down his side.

Haarold is at -2 hit points, and down, but not unconscious. Let's have him make a Constitution Save, the DC is 12, if he fails he blacks out, otherwise he is prone, and cannot take actions until he is healed

Damage tracker:
Goblin - takes 5 damage (cannot heal/1 turn)
Anders – takes 5 damage
Haarold – takes 15 damage


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"HAAROLD!" Anders, Haarold is down!"

Beldak extends his hand fingers spread wide and a spectral mimic from his wrist to palm launches forth at the goblin once again

chill touch again: 1d20 + 5 ⇒ (13) + 5 = 18
damage; can't heal one round: 1d8 ⇒ 1
that damage SIGH


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Combat Round 2, Rage 2/10 Combat Rds

Anders moves quickly to Haarold's fallen form and attacks the goblin that put him down.

Drop my friend will you, scum!?!?

Axe Att: 1d20 + 6 ⇒ (19) + 6 = 25
Axe Dam: 1d12 + 4 + 2 ⇒ (6) + 4 + 2 = 12


Male, old, old, Male

Cleanly splitting the Goblin in half from top to bottom - combat is over. We'll see how Haarold fairs, and then take a step back to try and find out what happen to the other three characters


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Beldak hops down off the boxes and runs over to Haarold. He kneels to asses the dwarf's wounds and places a hand on his back. "Hang tight my friend" He then pulls a healing potion from his pack and force feeds it to the unconscious fighter.

healing potion: 2d4 + 2 ⇒ (2, 4) + 2 = 8


Dwarf (AC 19, HP 13, Str +5, Dex +1, Con +3, Int +0, Wis +1, Chr -2)

constitution save: 1d20 + 5 ⇒ (18) + 5 = 23 so he lies there attempting to be stoic about the pain.

I'm a dwarf dammit, can't wail like a little baby.


Male, old, old, Male

NOW, there is one dwarf who really has a good reason to hate goblins!


Male, old, old, Male

Day 2, Sunday morning, turn 59, approximately 9:40 am

Beldak rushes to where Haarold sits. The dwarf holds his knee and hisses deep breaths and gasps slowly but otherwise remains calm. When Beldak offers a healing potion, Haarold is reluctant, at first, but eventually appreciates the Halflings assistance and is forced to down the elixir.

Anders stands in the center of the room and looks down at the defeated goblins. There gear is better than he imagined these foul creatures would be capable of having. Fine studded leather armor, and good steel shields. Even their scimitars are in good condition and show no signs of rust.

The goblins wear no identifying symbols, no badges, or tribal marks.
Searching their belt Anders finds three small pouches and dumps the contents on the top of a box near Beldak

There are 17 small gold coins, three small rocks (worthless) a large pointed tooth (practically worthless), and two small clumps of dried matter that might be either preserved vegetables, or pressed meat (it smells faintly of ginger).

The gold coins have a presses image of a hand on one side and on the other a crown.

What would you like to do now? The boxes can be examined, in detail, or quickly, and the walls can be searched for secret doors if that is your desire

Damage tracker:
Haarold – down 7 hit points
Anders – down 5 hit points


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Sniffing the dried matter, Beldak is unsure if the snacks would be good to keep or not. The tooth might be useful though as a spell component sometime in the future though or as a weapon of last resort.

"You two see if there is another exit, I'll go through some of these boxes."

10 minutes of solid searching?


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

investigation on boxes: 1d20 + 5 ⇒ (10) + 5 = 15


Dwarf (AC 19, HP 13, Str +5, Dex +1, Con +3, Int +0, Wis +1, Chr -2)

Might as well take our time.


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Anders divides up the coin among the three of them. 5GP for him and 6GP for each Haarold and Beldak.

He then begins to search around the room.

Investigation: 1d20 - 1 ⇒ (14) - 1 = 13


Dwarf (AC 19, HP 13, Str +5, Dex +1, Con +3, Int +0, Wis +1, Chr -2)

Harrold will take a moment to rest since he's a bit roughed up. "Thanks for the potion. Nasty tasting stuff though. "


Male, old, old, Male

Day 2, Sunday morning, turn 60, approximately 9:50 am

Two important things are discovered.

Beldak:
The bulk of the crates are empty, but three contain Flak fibers that have been washed, and bundled. While two contain golden flax seed, and dropped onto the top of one of the crates filled with seed is a parchment with a note written on it in a fine, small script. It reads, “Deliver to the Thulian Rose, August 15 – Synemone Karril

Anders:
On the south wall of this room, that was to the left going in, almost at the corner of the east wall you find a short secret door concealed to look like part of the wall. It doesn’t appear to have any lock or latch, but simply shoves in and to the side sliding into the rest of the wall, and it might reveal a tunnel or secret passageway on the other side.

The room measures 20 feet from east to west (you entered from the east) and 30 feet from north to south (you entered through a doorway, ten feet wide centered on the east wall).

Damage tracker:
Haarold – down 7 hit points
Anders – down 5 hit points


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Over here, I have found a secret door. I am also injured and could use some healing.

Anders reaches into his pack and pulls out a potion similar to what the dwarf just imbibed. he chugs it down.

Healing Potion: 2d4 + 4 ⇒ (3, 2) + 4 = 9


Male, old, old, Male

Anders is fully healed! Just a quick note to hopefully encourage the three of you to stick with this. There are NPC encounters in this module who can join the party if they are rescued. One is nearby, and I am thinking that if I cannot get a Cleric to join the party, the NPC will be a Cleric in this case


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Thanks, but I need no encouragement to stick with 5E and a solid GM. I love the edition.


Dwarf (AC 19, HP 13, Str +5, Dex +1, Con +3, Int +0, Wis +1, Chr -2)

I'm not going anywhere. I want to give the system a fair trial.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"I found a note! But its significance eludes me." Beldak says to Anders as he scoops up some of the flax seed into a vial.

"Are there no other legitimate doors we could leave through? Then again what good is a secret door into the storeroom unless someone was snacking in private." he says as he approaches the newly found door.


Male, old, old, Male
Anders Buckman wrote:

Combat Round 2, Rage 2/10 Combat Rds

Anders moves quickly to Haarold's fallen form and attacks the goblin that put him down.

Drop my friend will you, scum!?!?

[dice=Axe Att]1d20+6
[dice=Axe Dam]1d12+4+2

Showing concern for a friend - Anders receives Inspiration!


Male, old, old, Male
Beldak Bracegirdle wrote:

"I found a note! But its significance eludes me." Beldak says to Anders as he scoops up some of the flax seed into a vial.

"Are there no other legitimate doors we could leave through? Then again what good is a secret door into the storeroom unless someone was snacking in private." he says as he approaches the newly found door.

Showing interest in newly discovered information - Beldak receives Inspiration!


Male, old, old, Male
Haarold wrote:

[dice=constitution save]1d20+5 so he lies there attempting to be stoic about the pain.

I'm a dwarf dammit, can't wail like a little baby.

Nice role playing touch - Haarold receives Inspiration!

Haarold, I notice you didn't select any of the background, flaws, etc. - now I didn't say it was required, but it does help me decide if Inspiration is forthcoming


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Aye, let's move on through the door.

Does the door and passsageway require squeezing for medium sized creatures?


Dwarf (AC 19, HP 13, Str +5, Dex +1, Con +3, Int +0, Wis +1, Chr -2)

Sorry, not really that familiar with the system. Just did the minimum.


Male, old, old, Male

Day 2, Sunday morning, turn 60, approximately 9:50 am

As Anders carefully examines the door

Passive Perception reveals you do not detect any obvious traps!

Beldak suddenly realizes that three of the team have abandoned the mission. He looks toward the double doors, where the party entered, and sighs heavily, knowing things just got real.

Ander’s can tell that he and Haarold will have to crawl to get through this secret door, but he does not know anything about the passage, or space that lies beyond it, until he tries to open the secret door.


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Anders shrugs and opens the door.


Male, old, old, Male

Day 2, Sunday morning, turn 60, approximately 9:50

When Anders shoves inward the thin stone wall slides away from his hands and to the right (is there a counter weight concealed in the wall?) and reveals a short tunnel only four feet high that goes five feet to the south

Beldak forgive the NPCing please comes closer and holds his lighted staff near the hole and then Anders and Beldak can both see that there is a much higher passageway just beyond the short tunnel.


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

A tapping comes from the secret passage way, it slowly opens with the push of a warhammer. From behind the open passageway a helmed dwarf peers before jumping out ready to attack.

By Moradin's Hammer. I almost crushed you. He looks over the party and sees Haarold, Who be you lot, I see you keep some good company.


Male, old, old, Male

Wait I'm confused, a common condition for me, I think Morgrym is coming in through the same door that the party entered, but I think he thinks he is already ahead of you and coming through the tunnel, either way, He is on the scene!


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Yes, I got a little confused by the email. If it makes it any better I was planning to play it off as a drunken sojourn.

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