Against the Cult of the Reptile God - Group 1 (Inactive)

Game Master Chainmail

Terror by night! current map


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Ama hefted a spear and shouldered her glaive, looking thoughtfully at their surroundings. They clearly knew that they were coming, so she was concerned about what else they were going to encounter. Saying a brief prayer for the departed, she continued onward with the others.


The party heads left (see updated map) and there is a corridor heading east with open doors (dotted lines) down a hallway. Further north, there is another hallway.

Which hallway do you proceed down? The dungeon is now dark, make sure you specify your light source now.

Grand Lodge

m elf wizard 2

Wonderful...all the things i try to prepare for, and I forget a light spell..

What is it with dungeons and temples and always having it dark?

My thoughts exactly.

"Bizzlemont, in all our planning, did we happen to prepare any sources of illumination?"


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

"Better question might be do we have any torches or spells we can light our way with."


Male Human Per +3

From his backpack Terion produces a plain looking torch, though its light is somewhat less flickering than that produced by a flame and, strangely enough, it gives off no heat - "That's better"

Everburning Torch FTW ;)

I should be able to hold it in my offhand and use the shield nonetheless? If not, perhaps someone could hold it?


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

Do you mind if I switch places with you Terion? Mags can switch to her sword once they get past her reach, but they take an AoO doing it.

Mags chuckles as Terion produces the strange torch.

"Not everyday that you see a torch you don't spend a few minutes lighting."


Male Human Per +3

"Lets stick to the left for the time being boys and girls - I cannot shake the feeling that, if they did not come to us, then they are waiting somewhere..." - Terion whispers to the others.

Ninjaed by Magnhlidr :D Sure we can swap places. What is the idea? If and when we meet them, you make them eat an AoO, and then we swap again?


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

"Ack! Sorry Elgoron, I had it in my old spell book, but not this one. I can conjure up some light if we really need it, but it won't last long. It's a trick my uncle taught me."

No light spells, just his once a day Dancing Lights.


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

Well, since we don't have that teamwork feat available, I was thinking that they eat the AoO, then Terion takes the glaive from Magnhildr and helps her cut them to ribbons. Or We can have Felgarr and Mags in the front and Ama and Terion in the second rank. Once they get in close, Terion and Mags switch so we have four weapons on the front cutting them down. I know this isn't taking the best advantage of Ama's monk abilities, but I don't know if there's a good way to take advantage of those at the moment.


Felgarr and Maggie stay up front for now as they party passes down the southern of the two hallways to the doorways.

The first room to the right appears vacant as the door stands wide open to all four rooms.

Concentrating on the familiar so far reveals nothing.

Maggie and Felgarr placed on the map.


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

The gnome has a sour look on his face as he still feels nothing from Razzle. "He has to be here, right?" He takes a deep breath. "Why would they kill him?"


Male Human Per +3

Added Terion on the map as he peers into the room

Perception: 1d20 + 3 ⇒ (10) + 3 = 13


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

Perception: 1d20 + 6 ⇒ (1) + 6 = 7

"Probably because they found it fun."

Magnhildr's voice is soft and grim, hinting at the dark things she had witnessed.


HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2

When no one remarks about anything interesting in the first room, Strang peeks around the corner into the second room.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6


The humans in the room try to pull off an ambush.
Unaided stealth0 stealth: 1d20 ⇒ 8

Even the distracted barbarian and rogue are not fooled.

Initiative
Terion1d20 + 1 ⇒ (17) + 1 = 18
Strang1d20 + 3 ⇒ (18) + 3 = 21
Ama1d20 + 3 ⇒ (16) + 3 = 19
Bizzlemont1d20 + 1 ⇒ (19) + 1 = 20
Elgoron1d20 + 3 ⇒ (19) + 3 = 22
Mags1d20 + 2 ⇒ (17) + 2 = 19
Felgarr1d20 + 1 ⇒ (3) + 1 = 4
Enemy1d20 + 1 ⇒ (15) + 1 = 16
Ramne1d20 + 1 ⇒ (18) + 1 = 19


Round 1

All up but Felgarr, nice party initiative.

Elgoron 22
Strang 21
Bizzle 20
Mags 19
Ama 19
Ramne 19
Terion 18
Spearmen 16
Felgarr 4

Or we will go
All but Felgarr
Bad guys
Entire party
Bad guys

to make it simple


Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1

Felgarr always picks the worst times to tie his boots.

Grand Lodge

m elf wizard 2

Hey, the dice gotta leave SOMEBODY out in the cold, fel. Just the nature of the beast.

Elgoron will hold his action for now.


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

Magnhildr sets her feet and marvels at being able to actually go over someone's shoulder as she readies an attack on the first cultist to stick his head out.

"Surrender, and you will be shown mercy."

Attack Glaive: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d10 + 6 ⇒ (10) + 6 = 16

Go ahead, make her day. >:D


Ama looked up at the sound of the unsuccessful ambush, worried. It could have been so much worse if someone had walked into the room, but she was slowly learning to suppress all the emotions that threatened to distract her. Concerned, she turned to watch their back, one of the appropriated spears held ready.

In the span of a blink, she felt the emotions leave her-- as if they were taken, or at least muffled behind a thick wall-- and she barely blinked at the surprise. 'Appreciated, but I am not so sure I'm comfortable with you being able to do that', she thought at whatever was in her head.

The response she got felt like an unconcerned shrug.

Delay Action


Male Human Per +3

Seeing as Mags and Felgarr have the situation in hand for the time being, and with no avenues of access inside, Terion moves further along the corridor.

Moving to Ao15 (probably eats an AoO) - attacking spearman at AN15, unless he finds more in the room, in which case he may not enter. Let me know.

Attack: 1d20 + 7 ⇒ (15) + 7 = 22Damage: 1d6 + 6 ⇒ (1) + 6 = 7


HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2

Strang waits to see what Terion finds in the rooms, having learned his lesson about going first into dangerous situations!

Delay action.

Grand Lodge

m elf wizard 2

"Careful, Terion. No doubt they have a squad of these spearmen waiting for us. No point in posting just one."


Spearmen file out of the barracks--two fall as Terion and Maggie smacks them down hard.

Two attack Terion @+2: 2d20 ⇒ (1, 2) = 3

Two attack Strang @+2: 2d20 ⇒ (10, 6) = 16

Two attack Felgarr then Maggie@+2: 2d20 ⇒ (1, 5) = 6

All spearmen miss. They are having a bad day.

Party up


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

"I warned you."

Power Attack Glaive: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15
Damage: 1d10 + 9 ⇒ (8) + 9 = 17


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

Whoa, that's a lot of spearmen.

Bizzlemont shouts when he sees the spearmen file out and fill the hallway. He dodges around Magnhildr and then lifts his hands and wiggles his fingers. "Ooga Booga!" He shouts and the brilliant lights fly out from his hands again.

Move up and cast Color Spray. It should affect the 4 spearmen in AP13&14 and AQ13&14. DC17 Will Save or be all f**ed up.


Male Human Per +3

Wow.... A LOT indeed...

I am not sure if the one in AN15 is dead or not - if he is:

Terion steps forward to meet the spearmen - "You boys should have stayed in bed or playing dice!"

Moving into AP15 - I think I will eat AoO vs AC21 - and attacking defensively the one in AQ15

Defensive Attack: 1d20 + 8 - 1 - 4 ⇒ (19) + 8 - 1 - 4 = 22Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Crit confirmation: 1d20 - 1 - 4 ⇒ (4) - 1 - 4 = -1Bah!

If the one in AN15 is alive, the attack is on him, again defensively

Status:

AC: 23
HP: 19

Grand Lodge

m elf wizard 2

Elgoron launches his staff at the unoccupied spearman in AP-14.

hand of the apprentice: 1d20 + 5 ⇒ (2) + 5 = 7
Blargh.


Round 2 Spearmen

save vs cspray @+1: 4d20 ⇒ (12, 4, 2, 13) = 31

Bizzlemont's spell takes all four down into a stunned slumber.

Two more spearman rush Bizzle and Strang hitting at them with shortswords as they rush.

ssword: 1d20 + 2 ⇒ (13) + 2 = 151d20 + 2 ⇒ (15) + 2 = 17

Felgarr and Maggie take a hit each.
spear: 1d20 + 2 ⇒ (19) + 2 = 211d20 + 2 ⇒ (15) + 2 = 17

And Terion takes a jab
spear: 1d20 + 2 ⇒ (10) + 2 = 12

The only hit lands on Felgarr for 1d6 + 1 ⇒ (5) + 1 = 6
Party up


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

Magnhildr feels the spear point through the the rings of her armor. Her sympathy was with Felgarr, though, having taken a vicious hit for the spearman in the back. She focuses on the spearman on Felgarr, sweeping her glaive in a tight arc before snapping it over the dwarf's head.

Power Attack Glaive: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d10 + 9 ⇒ (10) + 9 = 19

"Get behind me! I can take a hit better than you can."

she calls out to Bizzlemont.


Male Human Per +3

Terion keeps plowing through the spearmen - "On a second thought, I have the feeling this time I will not offer a chance for surrender - get ready to meet your maker"

Attack on AO14: 1d20 + 7 ⇒ (5) + 7 = 12Damage: 1d6 + 6 ⇒ (1) + 6 = 7


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

Bizzlemont ducks back behind Maggie, trying to avoid the advancing spearmen. "Aiie!"

Withdraw to avoid any AOOs


While guarding Ramne was something that she could do, the others seemed to be holding their own, so she did not want to step in and potentially disrupt things. However, the withdrawal of Bizzlemont left a potential hole in their defenses that threatened to leave Strang alone in a hostile environment.

Clapping Elgoron on the shoulder, she stepped past him to occupy the space in front of him, and help Felgarr with his engagement. "Felgarr, we can't let Terion become surrounded." Trusting in her skill, she struck out at the individual that he was engaged with.

Stunning Fist(DC13)@AM15 1d20 + 0 ⇒ (11) + 0 = 11


HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2

Round 2

Strang tag-teams with Terion to take out their "common" enemy in the spearman-now-swordsman between them.

Attack (shortsword): 1d20 + 4 ⇒ (11) + 4 = 15 (A0,14)
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1

AC 21
HP 16/22

Felarr sucks in his breath as another spear stabs into him. "I'm starting to hate you cultists as much as I hate goblins. You're as murderous as they are."

As the unarmored Ama slips past him, he gives her a glance. "That is wise, Ama. Keep them safe."

He steps forward besides the scout and tries to trip the uninjured spearman, hoping to provide an opening for Mags and Strang. "Hit him while he's down!"

CMB, Trip, CE: 1d20 + 4 + 2 - 1 ⇒ (8) + 4 + 2 - 1 = 13 (A0 13)


Maggie and Strang demolish a spearman with devastating attacks leaving them fallen and bleeding. Felgarr uses some technique to take one down leaving him prone.

Maggie and Terion easily dodge a jab each.
2d20 ⇒ (4, 5) = 9
The prone spearman and the spearmen in the back rank rouse the slumbering spearmen. Unfortunately for them, their friends remain stunned. One moans: "The colors hurt my head!!"

Party up again--map updated.

Grand Lodge

m elf wizard 2

Seeing a potential safe opening, Elgoron takes a step forward to try to harrass or injure the spearman in AM-15.

Hopefully they have a harder time getting a spear around a corner than we do.
attack: 1d20 + 1 ⇒ (18) + 1 = 19
damage: 1d4 ⇒ 4

Oh yeah, NOW the dice get hot on me.


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

Seeing Elgoron attack the spearman around the corner, Bizzle decides to help. He fires his shimmering ray at the man.

Blinding Ray at AM-15.

Ranged Touch: 1d20 + 3 ⇒ (19) + 3 = 22


Male Human Per +3

"That is the spirit my friend!" - Terion roars at Felgarr.

"Come to a life of adventure they said, fame and riches await they said, bring a friend and enjoy the open air they said! Well, so far I have only found sniveling, backstabbing curs"

Where did I hear that...?

As he steps towards the spearman facing him, he cannot avoid a smile - "One cannot ACTUALLY say it is not fun though, but..."

Attack on AQ15: 1d20 + 7 ⇒ (12) + 7 = 19Damage: 1d6 + 6 ⇒ (6) + 6 = 12


HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2

Round 3

Attack (shortsword, prone target): 1d20 + 4 + 4 ⇒ (10) + 4 + 4 = 18
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Strang slashes at the tripped cultist.


Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1

AC 18
HP 17/22

Felgarr grins at Terion's quip and bellows a brawny belch in agreement. "EUUUUGGHT!".

He then surveys the scene and decides to try to prevent any of the other cultists getting away. He barrels foward, feet thumping on the prone cultists as he tries to shove his way past the spearmen to the corridor beyond.

Swift Action: Lay on Hands. Charge-Overrun to AS-14, provoke AoO from cultists in AO-13, AR-13, & AR-14. Cultist in AR-14 may choose to step out of Felgarr's way. If he stands his ground, refer to the CMB check against him (if the check beats his CMD by 5+, he is knocked prone in addition to Felgarr making it past him).

LoH: 1d6 ⇒ 1
CMB, Charge: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

Mags follows Felgarr's charge with her glaive.

Attack on Prone Cultist (AO-13): 1d20 + 7 ⇒ (20) + 7 = 27
Crit Threat on Prone Cultist (AO-13): 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 3d10 + 18 ⇒ (10, 1, 2) + 18 = 31

And cracks the floor beneath him. She lets go of the polearm and draws the sword at her back as she moves up to the first stunned cultist.

attack AO-13, drop glaive, draw greatsword while moving to AO-14


Starting to believe that she was cursed-- and not just with the being in her head-- {*!!*} Ama set her jaw and tried again, something as simple as a single strike should not have such difficulty. So she tried again, swinging as she had been instructed, knuckles curled, directly at the throat. That attack failed, and she was now wondering what exactly she had done wrong to displease those above, even as her failure left her potentially open to an attack.

If she could not figure out what she had done wrong, she might not see the end of this task.

Attack@AM15,(Stunning): 1d20 + 0 ⇒ (1) + 0 = 1, fumble?: 1d20 + 0 ⇒ (4) + 0 = 4


Male Human Per +3

"Mow them down boys and girls!"

Offtopic: Man, I am enjoying this pure D&D old feel gaming :D The prospect of this continuing and we managing to continue playing these classics... Gotta love it!


Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1

I never got to play any of the old-school modules. My first brush with DnD was 2000 with 3.5. I do like the insane difficulty level. It really makes you work for your win, not just 13 encounters and level up. Can't wait to see what's in store for the future!


As Terion dispatches another man at arms, Strang and Maggie finish off the prone man at arms.

Felgarr rushes the spearmen and they try to hit him AoO +2: 2d20 ⇒ (18, 17) = 35
The militia seem to be more lucky than good and land two gouges out of Felgarr's side and hold him back. Felgar takes piercing damge of 2d6 + 2 ⇒ (4, 4) + 2 = 10

Ama is having problems with her new fighting style against the spearman Bizzlemont blinded. He steps back and swings his spear at Ama missing badly. hit/conceal: 1d20 ⇒ 101d100 ⇒ 23

The two spearmen step back and thrust at Felgarr again.
jab +2: 2d20 ⇒ (11, 19) = 30
One scores another fortunate hit for 1d6 + 1 ⇒ (1) + 1 = 2

The four stunned spearman rise, provoking a response from Maggie, Felgarr, and Strang.

A potbellied man appears in the north doorway with a big pot of gruel.
The two spearman fighting Felgarr exclaim: "Cookie, not now. Can't you see we are giving this dwarf a beat down."

The cook sets down his big pot and draws a heavy flail. "I'll finish the stumpy."

He rushes through the ranks to set upon Felgarr.
1d20 + 1 ⇒ (16) + 1 = 17
Lucky for Felgarr he is getting old and has lost a step. The flails narrowly misses hitting the heavily wounded dwarf.

Rounds of stun left 1d4 - 1 ⇒ (4) - 1 = 3

Party up, Maggie, Felgarr and Strang get AoOs at +4 vs stunned spearman rising.

Grand Lodge

m elf wizard 2

Elgoron moves behind Ama to get a clearer view of his target, and launches his staff at the blinded spearman.

hand of the apprentice: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d4 ⇒ 4

Been wondering when the nice rolls were going to show up.


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

Attack Greatsword: 1d20 + 7 + 4 ⇒ (1) + 7 + 4 = 12

Magnhildr still doesn't have a good grip on her sword when she tries to take another of the cultists out of the fight. The wild-haired woman barely manages to keep from dropping the fine blade during the clumsy swing.


While her attacks were not landing, she knew full well that giving the spearman space to attack was just asking for more hurt than she was willing to take. She stepped back in, and focused, lashing out with a pair of hits.

Flurry -1/-1: 2d20 ⇒ (13, 18) = 31, Damage(non-L): 2d6 ⇒ (1, 6) = 7


Male Human Per +3

Having dispatched the spearmen within the room, and listening to the ruckus coming from the corridor, Terion shifts his position to carve a path to Felgarr, aiming his blow around the corner.

"I am coming master dwarf! Stand fast!"

5' step to AO15

Attack on AP14: 1d20 + 7 ⇒ (7) + 7 = 14Damage: 1d6 + 6 ⇒ (5) + 6 = 11

Maybe it hits - these guys are stunned right?

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