The Black Monastery (Inactive)

Game Master drbuzzard

A classic dungeon crawl set in Taldor.
Combat Map
Monastery Map


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Ten dire rats lurk in this room, gathered around a very large rat hole. They are hungry, and will try to bring down a single party member by massing their attacks against him. If the battle goes against them, the rats will flee down the rat hole.

<handwave>You kill them </handwave>


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

rats, every time I kill these things it reminds me of when I was a kid back in 'The Warren" in 'Kaer Maga' After the team finishs off the rats Trib quickly inspects the room M20 and turning, he gestures back the way they came. "May as well go back ta tha main hallway and check the far door yeah." He then toddles out of the room, rapier in hand for light, and returning to the hall M25 he stops at the door in the north wall room M11 and checks the doors for traps and lock, if it is clear he then opens the door.

takes 10 (14) searching the room and takes 20 (34/38) inspecting the door for M11


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

Gotta love the disparity in threat level in these older mods :)


The next encounter is supposed to be a robust CR 5, but I have decided to modify it so you don't nod off.

This room is dimly lit by five torches that are held by eight stony arm segments protruding from the walls in scattered places around the room. A four foot cyclops with horny skin and one beady eye, wielding a miniature halberd, guards a bag in the northwest corner of the room.

Initiative time. init: 1d20 + 3 ⇒ (20) + 3 = 23

I will update the map a bit later when all the inits are in.


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

"Don't see that everyday.."

Init: 1d20 + 5 ⇒ (13) + 5 = 18


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

the "miniature" halberd, is that small size?"

seeing the small Cyclops and his weapon, Trib responds, "That's an interesting weapon you have there, yeah."

init: 1d20 + 6 ⇒ (9) + 6 = 15


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Sorry for disappearing... got busy at work... Hope I can get back to "normal" posting schedule...
Before:
Maria uses her Prestidigitation cantrip to clean up Tribim and Phillip.
Now...
Initiative: 1d20 + 8 ⇒ (9) + 8 = 17
Maria screams at the ciclops.
"Drop it or die!"


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

Init.: 1d20 + 7 ⇒ (16) + 7 = 23

"Not much with the friend making there, are you Maria?" Gregor whispers with a chuckle.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

"No friends here, unless they prove themselves! This is a den of evil!"


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

Trib looks from the monster to Maria then Gregor then back to Maria. So the obvious monster with the weapon we offer terms, the sick people in beds we summarily execute, don't quite see her logic but ok.


Phillip Init: 1d20 + 3 ⇒ (9) + 3 = 12

Gregor is up.

Order is:

Gregor
Baddy
Rest

Map is ready.


If people don't place themselves on the map when I announce availability, I'll just do it myself and if they don't like their location, I won't care.

I'm about to skip Gregor since he appears to be quite AWOL.

People who have been talking to the cyclops pretty much have to either be in the room or at least the doorway.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

I fear we will need to skip him. Maria will be on the doorway.


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

Archy is in the hallway.. He goes after the monster so..


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

just inside the doorway looks good to me


The mini cyclops charges Tribim and swings his halberd.

to hit: 1d20 ⇒ 6 damage: 1d8 + 28 ⇒ (7) + 28 = 35 hits flat footed AC.

PCs are up.


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

Archy 5' steps and tosses 3 bombs at the one eyed fellow..

Force Bomb RTA: 1d20 + 11 ⇒ (12) + 11 = 23
Force Bomb RTA: 1d20 + 11 ⇒ (15) + 11 = 26
Fire Bomb RTA: 1d20 + 6 ⇒ (3) + 6 = 9 maybe hits touch..

Force Damage: 4d4 + 7 ⇒ (3, 1, 1, 2) + 7 = 14 Plus DC 20 Reflex or fall prone
Force Damage: 4d4 + 7 ⇒ (1, 1, 2, 4) + 7 = 15 Plus DC 20 Reflex or fall prone
Fire Damage: 4d6 + 7 ⇒ (3, 2, 4, 6) + 7 = 22

I think we healed everyone to full before moveing on right? I see Trib's hp arent max is why i ask..


2 hits.

reflex saves: 2d20 ⇒ (6, 12) = 18 fail, prone


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

That's weird, I was on last night and it showed no updates??


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

little bugger hits hard, I'll have to add that halberd to my collection of weapons Grimacing as the Cyclops makes contact, now bleeding from his left side below the shield, Trib side steps the fallen creature, to begin moving himself in place for a sneak attack. He jabs at the fallen foe with his rapier as he steps around.

5 ft step, full attack, power attack

attack: 1d20 + 14 ⇒ (18) + 14 = 32 for damage: 1d4 + 13 ⇒ (3) + 13 = 16
attack: 1d20 + 9 ⇒ (18) + 9 = 27 for damage: 1d4 + 13 ⇒ (2) + 13 = 15
confirm crit: 1d20 + 14 ⇒ (4) + 14 = 18 for damage: 1d4 + 13 ⇒ (3) + 13 = 16
confirm crit: 1d20 + 9 ⇒ (10) + 9 = 19 for damage: 1d4 + 13 ⇒ (2) + 13 = 15


Sometimes it seems that the boards fail to keep people appraised of updates. I often go in and check when I don't see updates for a while just to be sure it's not the error.

You can go now.


2 hits, no confirm.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Maria takes a step back and casts Glitterdust, making sure the area of effect don't get anyone but the Cyclops.
Will DC20 Save or becomes blinded.


will save: 1d20 ⇒ 3 closer than one might imagine, but fail nonetheless


We seem to have a couple of AWOLs at the moment.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

and trib stayed put to create a flank, if were not careful he's a dead hobbit Halfling...


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Get him boys!


Ok, well enough waiting. Phillip will heal Tribim.

channel to heal: 4d6 ⇒ (6, 6, 1, 6) = 19 exclude Cyclops.

Gregor will continue to watch.

The Cyclops will attack from the ground with his halberd.

to hit: 1d20 ⇒ 18 damage: 1d8 + 28 ⇒ (4) + 28 = 32 hit
to hit: 1d20 ⇒ 9 damage: 1d8 + 28 ⇒ (3) + 28 = 31 miss
to hit: 1d20 ⇒ 20 damage: 1d8 + 28 ⇒ (5) + 28 = 33 hit

confirm: 1d20 ⇒ 15 damage: 2d8 + 56 ⇒ (2, 5) + 56 = 63 fail Had he not been prone, Tribim would be puree

PCs are up.

I'm a bit annoyed that we are down two players. If they don't show up soon I will be looking to drop them.

I'm seeing Tribim with very few HP at the moment. Did he start this combat down in HP?


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

I tried to get hp totals for healing but no one every spoke up so i assumed everyone was full. Regardless of the crit I do believe Trib is puree..

I'll await confirmation before I act cause it will change my tactics depending on if he's alive still..


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

trib started the fight at 40 hp. the first attack put him at 5, healing 24 hp, second attack put him at - 41 HP so he is puree anyway


If the first chop downs him, the cyclops will then switch from full attack to standard and use a move action to stand up.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1
Tribim wrote:
Tribs down 30 HP and gained a negative level, that's why he's holding the rope for Klor instead of going himself ;)

I asked here


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1
Tribim wrote:
drbuzzard wrote:
Since the cleric took a level of knife master, he doesn't have access to 4th level spells. Hence it is save or SOL. .

I sort of figured that was the case, I didn't know if there was any spell anyone has that might boost the fortitude save.

drbuzzard wrote:
When I get around to leveling you folks, it will be removable if you mess up the roll.

thanks! Once we've rested and we find out if there are any buffs to be had I will roll

Phillip, any chance Trib can get healed before we go to bed? And save tomorrows spells for tomorrow?

then I asked here, after that I figured it would happen when it happened

so Trib is at -8 and needs to stabilize

con: 1d20 + 1 - 8 ⇒ (18) + 1 - 8 = 11


We haven't heard from Phillip for rather a long while. Looks like he's a loss.

God I loathe re-recruiting.


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

U want me to bot Gregor so we dont tpk here?

Archy goes to work with bombs again.. 2 healing bombs on Trib, 1 Force bomb on the cyclops..

RTA Trib: 1d20 + 11 ⇒ (14) + 11 = 25
RTA Trib: 1d20 + 11 ⇒ (7) + 11 = 18 both hit touch

Heal 1: 4d6 + 7 ⇒ (5, 1, 2, 2) + 7 = 17
Heal 2: 4d6 + 7 ⇒ (5, 5, 4, 6) + 7 = 27

RTA One eye: 1d20 + 6 ⇒ (17) + 6 = 23
Dam: 4d4 + 7 ⇒ (3, 4, 2, 2) + 7 = 18 DC 20 reflex or go prone


Go ahead and run him.


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

Gregor moves in and attacks the one eye..

Attack: 1d20 + 14 ⇒ (19) + 14 = 33
Confirm: 1d20 + 14 ⇒ (11) + 14 = 25

Dam: 1d6 + 8 + 6 + 8 ⇒ (3) + 8 + 6 + 8 = 25
Crit: 1d6 + 8 + 6 ⇒ (5) + 8 + 6 = 19

Immediate Action:

As an immediate he'll attempt to parry the cyclops 2nd and 3rd attacks..

Attack: 1d20 + 17 ⇒ (18) + 17 = 35
Attack: 1d20 + 17 ⇒ (3) + 17 = 20

If he is successful in either 1 attack back..

Attack: 1d20 + 17 ⇒ (2) + 17 = 19 shit...

Also dont forget the cyclops is blind by the glitterdust.. Might save Trib some damage..


Yeah, forgot about glitterdust.

miss chance: 3d100 ⇒ (12, 38, 9) = 59 high hits

Guess Tribim is just peachy then.

Hit and confirm on one eye.


M Human Thief (knife master) 1/ Cleric of Thisamet 7

Very very sorry guys. Teaching a new grade and the beginning of the year has been super busy and the site has been firewalled. I have less access. I'd love to continue on, but understand if I've messed that up.


You can continue. Would have like warning that you were busy though.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

Gregor attacks the cyclops from flank with Trib (He is still up then? If not, subtract 2 from to hit numbers).

I'm having issues with map. I finally can move my piece, but there seems to be a blank white token that keeps impeding me.

attack 1: 1d20 + 16 ⇒ (16) + 16 = 32
confirm crit: 1d20 + 16 ⇒ (14) + 16 = 30
damage: 2d8 + 36 ⇒ (4, 7) + 36 = 47

attack 2: 1d20 + 11 ⇒ (7) + 11 = 18
damage: 1d8 + 22 ⇒ (4) + 22 = 26


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

Looks like with the misses Trib will be at full after the channel and healing bombs..


Reflex save against bomb.

reflex save: 1d20 ⇒ 3 down he goes again.

need an action from Maria


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

So glad Glitterdust helped! I was worried for Tribim!
Maria casts Haste on her companions.


Once more pint sized one eye attacks Tribim from the floor.

will save: 1d20 ⇒ 19 no longer blind

if Tribim drops, he shifts targets to Gregor
to hit: 1d20 ⇒ 4 damage: 1d8 + 28 ⇒ (6) + 28 = 34 miss
to hit: 1d20 ⇒ 6 damage: 1d8 + 28 ⇒ (1) + 28 = 29 miss
to hit: 1d20 ⇒ 16 damage: 1d8 + 28 ⇒ (2) + 28 = 30 hit

PCs are up.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

trib reals from the odd creatures attack, "Nasty little bugger, yeah." The then jabs his rapier repeatedly at the creature.

haste, flank, power attack, +1 keen rapier

attack: 1d20 + 14 ⇒ (3) + 14 = 17 for damage: 1d4 + 13 + 2d6 ⇒ (1) + 13 + (3, 1) = 18
attack: 1d20 + 9 ⇒ (8) + 9 = 17 for damage: 1d4 + 13 + 2d6 ⇒ (3) + 13 + (3, 4) = 23
attack: 1d20 + 14 ⇒ (3) + 14 = 17 for damage: 1d4 + 13 + 2d6 ⇒ (3) + 13 + (3, 5) = 24

any chance of those hitting since it is prone?


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

I think its AC is around 25 from previous attacks so doubtful..

Archy tosses 4 fire bombs at it.. Ive been forgetting we're hasted..

RTA 1: 1d20 + 12 ⇒ (15) + 12 = 27
RTA 2: 1d20 + 12 ⇒ (12) + 12 = 24
RTA 3: 1d20 + 7 ⇒ (7) + 7 = 14
RTA Haste: 1d20 + 12 ⇒ (4) + 12 = 16

Fire Damage: 4d6 + 7 ⇒ (6, 3, 3, 1) + 7 = 20
Fire Damage: 4d6 + 7 ⇒ (5, 5, 3, 6) + 7 = 26
Fire Damage: 4d6 + 7 ⇒ (5, 3, 4, 6) + 7 = 25
Fire Damage: 4d6 + 7 ⇒ (2, 1, 1, 2) + 7 = 13


Those come up short, even with it prone. The bombs finish it off.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14 | Init +5 | Perc +4
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1

seeing the bombs finish it off Trib smiles "Nice work. Archaemedes" he then begins to search the body looking for anything useful.

trib will take 10 (24) searching the body


There is a sack in the room with 7k GP.

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