A search for truth


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You gain 680 XP.


I level, taking Universalist wizard.

Luck points 1d6 ⇒ 2.

Number of cantrips known 3d4 + 5 ⇒ (1, 1, 2) + 5 = 9.

Wizard HP 1d6 + 1 ⇒ (2) + 1 = 3


Beetle swarm

You start in 8J. Perception check and Initiative.

Crunch:
Perception DC 15. The beetles start with its top left corner in 12C. Beetle swarm initiative 1d20 + 2 ⇒ (18) + 2 = 20.


Perception check 1d20 - 7 ⇒ (16) - 7 = 9 and Initiative 1d20 + 1 ⇒ (11) + 1 = 12.


Surprise round

Initiative
20 Beetle swarm
12 Korihor (unable to act this round)

The swarm double moves 25 ft., so that it's top left corner is in 9I.

End surprise round


Round 1

The beetle swarm moves 5 ft. so its top left corner is in 8J, engulfing Korihor, and dealing 1d4 ⇒ 3 points of damage.


Distraction Fortitude DC 12 1d20 + 1 ⇒ (10) + 1 = 11 plus 1d6 ⇒ 5 = 16, from an action point.

5 ft. step back, retrieve alchemist's fire from backpack as a Move action, and throw it at the swarm 1d20 + 1 ⇒ (17) + 1 = 18 vs. touch AC 16, for 1d6 ⇒ 4 damage.


Swarm:
HP 13/4,


Round 2

The swarm surges forward. The swarm moves forward 10 ft., engulfing Korihor, and deals 1d4 ⇒ 4 points of damage.


Asher moves forward silently 10 ft. (Stealth 24 vs. hob 1 Perception 15 and hob 2 Perception 13) and attacks the FF hobgoblin (15 vs. FF AC 14) for 7 points of damage.

Asher silently closes, kicking the back of the hobgoblin's knee, driving it to the ground.


The hobgoblin roars in pain as it draws it's longsword (MA) and swings at Asher (rolling a 12, missing), who ducks under the attack.


Asher dodges away, (His AC goes to 20 for having been attacked this round, and 24 for moving. MA 15 ft. to second hobgoblin, provoking an AoO from the first one. Retaliates as a FA first, rolling a natural 20, fails to confirm with a 15, dealing 4 damage. The hobgoblin rolls a 9, missing), almost breaking the hobgoblin's sword arm as it slashes at him, and slides into the shins of the second creature (17 attack for 7 damage).


The second hobgoblin fumbles his swing, as Asher slides under it (Natural 1, Dex save 16 vs. DC 16, provokes an AoO, which Asher rolls a 6, missing). Asher kicks at it's knee, and it sidesteps the blow.

Round 3

The first hobgoblin charges to a flanking position (AC 14, attack +8, rolling a 7+8=15 vs. AC 20). Asher rolls to the side as the longsword smashes into the ground where he was, and stands.


Asher drives his knee into the chest of the hobgoblin behind him (attack 18 for 5 damage), and steps to it's side (5 ft. step).


The hobgoblin crumples as it's sternum snaps audibly beneath it's studded leather armor.

It's companion steps forward (Rolls a 23 Critical threat, and confirms with a 20. Critical damage 7 WP), and slashes Asher's lower back deep as he's turning to face the creature.

Round 4

Asher is fatigued for 7 rounds.


Asher kicks the hobgoblin in the right shoulder (Attack 2, luck point for attack 9, action point for attack 14, hero point for attack 19, for 1 point of damage plus 4 from another action point).


The hobgoblin slashes over Asher's shoulder, missing. (Attack 10)

Round 5


Asher punches a nerve under the hobgoblin's arm. It drops it's sword, and falls to it's knees, staring up at Asher, defeated. (Attack 11 plus hero point = 16 for 4 damage.)


Asher gains 400 XP.


Asher loots the hobgoblins.


Asher finds two suits of Studded leather armor, two light shields, two short swords, and two javelins, as well as 2d10 ⇒ (8, 8) = 16 Silver pieces.


Asher takes those to town and sells them.


You get 3 GP for the two Longswords, 5 GP for the two sets of armor, 1 GP 8 SP for the two shields, 2 SP for the two javelins, and 2 GP for the two short swords, for a total of 12 GP.

You rent a room for 3 SP.


Asher stays in the room for three days recuperating.


You heal all your HP. Cost is 6 more SP.


Asher heads to the lighthouse to the south.


A small table beside the outer door holds two oil lamps. On the opposite wall are hooks for cloaks, and boots are lined up underneath them. A chair stands in the corner.

A door stands in the wall to the left and the wall to the right, as well as the one to the center of the lighthouse.


Asher enters the door to the left.


A small hallway has four doors on the exterior of the tower lining. A final door sits aat the end of a short hallway.

Each room reaks of bile and excriment, with a hole in the ground, used as latrines.


Asher returns to the entryway and tries the door on the right.


This room is filled with row upon row of shelves that once held food stores.

A door sits in the opposite wall.


Asher opens the door.


A stone oven dominates one wall of this room. Nearby stands a sink, and cupboards line the walls, their doors hanging open. One corner holds a table and five chairs.

The room runs the edge of the lighthouse for thirty to forty feet. A door again lies in the opposite wall.


Asher opens the next door.


This chamber was devoted to storage of outerwear, including boots and rain gear of all sorts.

A door sits on the opposite wall.


An explopsion resounds from the base of the tower, and it crumbles around you. You fall unconcious.


You hear the drums of Orc armies beating against your temples. You open your eyes, but can't see anything. Your face lies against a hard floor, which tilts as you lie there. Water runs along the floor, hitting your face...it is sickly and stale, and you cough it up, even though it is less than an inch deep.

Rhythmic creaking meets your ears, as well as the smell of salt.

Heavy footsteps clomp down stairs nearby, and a bright lantern pierces the darkness, hurting your eyes.


"What the..."


"Get up, you dog!" a man with a braided beard sneers. Three tough looking pirates flank him.

"Still abed with the sun over the yardarm?"


"Who are you?" Asher rises unsteadily to his knees.


"On your feet, you filthy swab!" the man spits. His teeth shine golden in the lamplight. He is tall and thin, almost frail beneath his long black coat.

Two of the pirates drag ou two your feet.


"Who the f-"


One of the pirates punches you in the gut, knocking the wind out of you.

"Get up on deck and report for duty before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry you up for breakfast!" the skinny mans laugh follows you to the deck.

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