DM Kaavek’s Scales of War (Inactive)

Game Master Kaavek

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Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Zalindra thanks Dayana for taking a look, and then packs everything back in the bag, unless there is something that Dayana (or anyone else) chooses to take and carry instead.

So, who is going back, and who is staying to find the priestess and recover the relics from the museum?

She repeats herself in Dwarven for Morgrym, and explains anything else that he wants to know, if she knows it herself.

I vote we clear out the the things we missed to the South, as mentioned in discussion.


Dwarf NG 1st Rng(Trp)|HP:9/13| F:+5 R:+4 W:+2|AC:18(ff:16,T:12)|Init:+2 Perc:+6(+7[+9])|Waraxe+5(1d10+2)

""Πώς πρέπει να το ξέρω; Μπορώ να το ρωτήσω, αλλά αμφιβάλλω ότι θυμάμαι να ακούω για κάποιους άλλους πιθανούς αιχμαλώτους;" She saysin response to Morgrym. S she then looks at the others.

"So Morgrym and well I want to know if that is the last foe to vanquish and how to get out of here?" She says walking about looking at the various things around?

Dwarven:
"How should I know? I can ask but I doubt it I remember hearing about some other possible captives?"


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Morgrym looks from Zalindra to Rhon as each talks, then responds in a rush of Dwarven

"Δεν φοβάμαι να συνεχίσω, αλλά δεν θέλω να φύγω από την Cecilia εδώ. Επίσης, δεν θέλω να αφήσω τους ομήρους παγιδευμένους όπως ήμασταν. Είναι οι άλλοι ομήροι σε άμεσο κίνδυνο, με το 'undead' να καταστρέφεται; Αν όχι, ας βγούμε έξω..." Moregrym grits his teeth to continue "κάψτε Cecilia..." he pauses for a moment "και επιστρέψτε για να συνεχίσετε να σώζετε άλλους."

Dwarven:

"I'm not afraid to continue, but I do not want to leave Cecilia here. I also don't want to leave hostages trapped as we were. Are the other hostages in immediate danger, with the undead destroyed? If not, let us go outside... burn Cecilia... and return to continue saving others."


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

I have no idea if they are in immediate danger, but I suppose that they might be. We don't know that these are the only undead, and certainly they are the only evil actors involved in this.

I *am* afraid to continue, especially with Cecilia's death, I realize that I am in way over my head... but I still think we should do so if there is the possibility that we can save others... unless the burning needs to be done immediately? Will she rise again if we do not do it soon?

She says this first in Dwarven, in response to Morgrym, and then repeats it in common for anyone in the party that didn't understand.


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

"Φοβάμαι ότι δεν έχω ιδέα." Morgrym rolls his shoulders in apology "Η μελέτη αυτών των πραγμάτων αποθαρρύνθηκε. Εάν μπορούμε να κρατήσουμε μέχρι τις πρωινές προσευχές μου, πιστεύω ότι μπορώ να ζητήσω τη μεσολάβηση - και τότε θα μπορούσαμε να κρατήσουμε για πάντα."

Dwarven:

"I am afraid I have no idea. The study of such things was discouraged. If we can hold until my morning prayers I believe I can ask for intercession - and then we could hold for ever."


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I'm so sorry folks. If we're still here, let's press on and at least wrap up the first module.

Zalindra leads the party back down the way they came. Morgrym's shoulders weighed down not just by the physical body of his former companion, Cecilia, but by the psychological weight of her death on his conscience.

Returning to the intersection of two halls, the group is faced with a choice.

Continue forward through the doors opposite them. Head down the stairs to their right, or backtrack further down the path to their left and investigate some of the other rooms branching off from room at the top of the stairs.


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

In a quiet voice, Dayana asks, "Can anyone listen for anything at that door?"


Dwarf NG 1st Rng(Trp)|HP:9/13| F:+5 R:+4 W:+2|AC:18(ff:16,T:12)|Init:+2 Perc:+6(+7[+9])|Waraxe+5(1d10+2)

"Sure" Rhona says walking up to the door and checking it out.

Perception Traps: 1d20 + 7 ⇒ (2) + 7 = 9

Perception Door: 1d20 + 6 ⇒ (20) + 6 = 26


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Zalindra also checks for traps, just in case.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20


Finding no traps at the door, Rhona leans in and listens for signs of unlife on the other side. She hears only the echo of her own heart beat, all is silent beyond the door.


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Morgrym looks at the doors, bit does not offer to help. He does look for hinges, trying to ascertain if the doors open in or out.

clarification:

If the door opens in, it'll be easier to bash down. If it opens out then it should be easier to jam.


Morgrym can tell that when open, the door swings in to the chamber beyond.


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Zalindra opens the doors.


Dwarf NG 1st Rng(Trp)|HP:9/13| F:+5 R:+4 W:+2|AC:18(ff:16,T:12)|Init:+2 Perc:+6(+7[+9])|Waraxe+5(1d10+2)

Rhona draws her shield and Axe as she readies herself for what's beyond the wall


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Morgrym awkwardly shuffles backward - trusting his companions, but ready to wade into the fray if needed. 'Though I don't want to just dump her...'


Sensing Morgrym's hesitation, Jathal steps in to assist him.
"Please, allow me to carry our fallen companion to the surface. I'm growing weary of these catacombs and you'll need both your hands free if you're to avenge her properly."

As Zalindra opens the door, she is greeted by a large, square chamber.

The room beyond features a large sunburst mosaic in the middle of the floor. Across from the party, a passageway heads west then turns northward.

Another set of doors leads directly north through the wall to their right.


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Zalindra keeps her bow ready, and moves forward, trying to stay aware of any possible threats.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

(And not doing a great job of it.)


As Zalindra crosses the threshold, the sunburst pattern on the floor turns as black as pitch, and all of the light sources in the room appear to shine just a little fainter.

In the dim room, the rogue can detect no apparent threats, although witnessing the sudden change in the environment was quiet ominous and left her a little distracted.


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Zalindra examines the floor specifically to see if she stepped on a pressure trigger, and if so, if there is a way to disable it.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


Dwarf NG 1st Rng(Trp)|HP:9/13| F:+5 R:+4 W:+2|AC:18(ff:16,T:12)|Init:+2 Perc:+6(+7[+9])|Waraxe+5(1d10+2)

Rhona looks dow and speaks to Z "You need help?"


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Just trying to see if I stepped on a trap that made the lighting go down. Sort of creepy, you know?


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

"Just a bit..." Dayana says lowly, poking her head into the room after Zalindra.


Examining the floor, there does not appear to be any mechanical reason that the lights would have gone dim.


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Morgrym hesitates, but hands over the body. Burden laid aside - for now - he draws his hammer and shield, and makes his way after Zalindra.


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Finding nothing, Zalindra makes sure she has a lit torch and moves through the room, sticking to the edges and avoiding the middle.

I moved her a basic double move around the outside of the room, but if she sees or senses anything, she will stop.


It's no problem for the rogue to skirt along the outer edges of the chamber, leading the rest of the group around the ominous black sun.

Did you wish to head through the passageway to the west or the doors to the north?


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Er, whoops... I was headed west, but not sure. Have we been either place before, or did people tell us that there were survivors in either direction? If no to both, west first.


The passage leading westward quickly turns north, with a 40-ft corridor culminating in yet another doorway at the end. A flicker of light peeks through from beneath the wooden door there.


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Zalindra checks the door for traps, and then (if it looks clear and the party is ready) opens it.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Morgrym makes a series of cryptic gestures, sighs slightly, then points at himself, then the door, and then mimes opening it.
If allowed, Morgrym will open the door and trip any trap. Zalindra can still go first if she wishes. This is mostly a guilt thing.


Dwarf NG 1st Rng(Trp)|HP:9/13| F:+5 R:+4 W:+2|AC:18(ff:16,T:12)|Init:+2 Perc:+6(+7[+9])|Waraxe+5(1d10+2)

Rhona smiles and steps in her shield and Axe rady for anything.


Opening the door with an unfortunately loud creak, Zalindra and Morgrym reveal the large chamber beyond.

At the opposite end of the chamber, a goblin in tattered black robes appears to be ushering a pack of goblin warriors through another set of doors. A wicked goblin dog at the feet of a tall, lanky looking goblin at the back of the pack raise its head and look back, ears pricked at the sound of the creaky door. The dog begin to snarl in the direction of the party members...

Initiative Rolls:

Aelion Kinandev: 1d20 + 2 ⇒ (9) + 2 = 11
Dayana Elerye: 1d20 + 6 ⇒ (3) + 6 = 9
Morgrym Dolgringrun: 1d20 + 1 ⇒ (16) + 1 = 17
Rhona Copperhair : 1d20 + 2 ⇒ (4) + 2 = 6
Zalindra Freston: 1d20 + 3 ⇒ (16) + 3 = 19
Average = 12.4
~~~
Shadow Sorcerer: 1d20 + 4 ⇒ (12) + 4 = 16
Skilled Scout: 1d20 + 3 ⇒ (8) + 3 = 11
Goblin Warrior: 1d20 + 3 ⇒ (11) + 3 = 14
Goblin Warrior: 1d20 + 3 ⇒ (19) + 3 = 22
Goblin Warrior: 1d20 + 3 ⇒ (19) + 3 = 22
Goblin Warrior: 1d20 + 3 ⇒ (4) + 3 = 7
Goblin Dog: 1d20 + 2 ⇒ (2) + 2 = 4
Average = 13.7

Initiative Order: Goblins, Party


COMBAT ROUND 1
Battle Map

Vital Statistics:

Shadow Sorcerer: HP 8/8; AC/T/FF 15+4/15/11+4; Fort/Ref/Will +1/+4/+2; CMD 11 vs Feint DC 11
Skilled Scout: HP 9/9; AC/T/FF 18/14/15; Fort/Ref/Will +0/+3/+2; CMD 15 vs Feint DC 11
Goblin Warrior (green): HP 6/6; AC/T/FF 17/14/14; Fort/Ref/Will +2/+3/+0; CMD 13 vs Feint DC 11
Goblin Warrior (red): HP 6/6; AC/T/FF 17/14/14; Fort/Ref/Will +2/+3/+0; CMD 13; vs Feint DC 11
Goblin Warrior (blue): HP 6/6; AC/T/FF 17/14/14; Fort/Ref/Will +2/+3/+0; CMD 13 vs Feint DC 11
Goblin Warrior (purple): HP 6/6; AC/T/FF 17/14/14; Fort/Ref/Will +2/+3/+0; CMD 13; vs Feint DC 11
Goblin Dog : HP 9/9; AC/T/FF 13/12/11; Fort/Ref/Will +4/+4/+1; CMD 14 vs Feint DC 11

The scout immediately lets the dog leash slip from it's grasp and the goblin dog rushes across the room to nip at Zalindra's heels.
Unslinging a heavy crossbow from it's shoulder, the scout's bolt quickly follows it's dog, slamming into the rogue's chest (8 Damage) just as the mutt's teeth rip a chunk out of her calf (5 damage).

Zalindra stumbles forward and collapses onto the stone floor as the rest of the goblins fan out, forming a phalanx in front of the hooded goblin in the back, who takes the opportunity to quickly cast a defensive spell on herself.

Active Effects:
A lit sconce on the southern wall fills the chamber with bright light.

Behind the DM Screen:

Enemy Attacks:

Goblin Dog vs Zalindra: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 3 ⇒ (2) + 3 = 5 + allergic reaction

Scout vs Zalindra: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d8 ⇒ 8

Allergic Reaction:
Zalindra Fort DC 12: 1d20 + 1 ⇒ (11) + 1 = 12


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Hey, accepting and taking the damage, but just wondering why the Scout hit me..,. I have AC 15, which isn't high mind you, but it looks like his hit was only a 14. Was there something else involved?


Unfortunately so, as the attack came before Zalindra had acted in the combat, it was against your Flat-Footed AC 12. Unless I'm (hopefully) missing something?


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Oh, no, you are right. I just wasn't thinking. :)


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

Dayana throws the back of her hand over her mouth as Zalindra falls to the floor, flinching away from the beast. She glances to the still-standing members of the steadily-dwindling party, then back to the dog. She takes a steadying breath and attempts to weave a curse over it.

Will Save (DC 14) vs. Evil Eye: 1d20 + 1 ⇒ (14) + 1 = 15 → The dog makes its save! Its AC is reduced by 2, down to 11, for only 1 round, instead of 7.

She then takes a step back.


Dwarf NG 1st Rng(Trp)|HP:9/13| F:+5 R:+4 W:+2|AC:18(ff:16,T:12)|Init:+2 Perc:+6(+7[+9])|Waraxe+5(1d10+2)

Rhona will lead with her shield coming between her and Z. As she steps up she slashes at the dog beast.

Axe: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 2 ⇒ (7) + 2 = 9


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Morgrym steps forward, forming a shield wall with Rhona and striking more to drive the beast off than kill it. "Wonder!" he shouts back to the others, then corrects himself. "Wand Her!"
attack: 1d20 + 2 ⇒ (5) + 2 = 7 damage: 1d8 + 2 ⇒ (6) + 2 = 8

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