DM Papa.DRB -- SoP test (Inactive)

Game Master Papa-DRB

"Shadowsfall - Temple of Orcus" by Jon Brazier Enterprises, RPG Gameday Kickstarter - December 2011


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Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 71d4 ⇒ 3
Lanaral senses that the man is telling the truth, that they found the wagon overturned and were just taking potatoes to feed their families. Hailina checks the human corpse, and decides that this was at one time recently a human zombie, but is now beyond life or undeath. As Davak rights the cart, and others help him put the potatoes back into it, from the woods to the north west, three lumbering creatures come out and start to move towards the group.

Knowledge (religion) DC 14:
The three creatures are zombies, but they must be a new strain as they are moving faster than regular zombies normally do.

Next?
Tactical Map Updated

Tactical Map


lvl 5 mgkt/elmt SP 7/8 CL 4 HP 27/27 - AC 21 - Perc +12 - Ini +2

K Religion: 1d20 ⇒ 3

Silva hops up on Sez and they move to P22 on the right flank.


Male Elf Male Elf Hedgewitch (Triple Goddess) 3 / Elementalist 1 / Incanter 1 | HP 43/43 | SP 7/7 | AC 21 (FF 18, T 14) | F: +5, R: +7, W: +9 | Init: +3, Perc: +11

"I see. Can you tell me anything else about what happened to the cart? Did you see anything strange?"


stats:
HP: 35 | Init: +1 | Channel(3d6) 10/10 | Bound Nexus 7/7 | Spell Points 9/10 | AC: 12 | T: 12 | FF: 11 | CMB: +1 | CMD: 12 | Fortitude +4 | Reflex +4 | Will +7
Skils:
Diplomacy +12 | Heal +6 | Knowledge(arcane, history, religion) +7 | Knowledge(planes) +9 | Linguistics +6 | Perception +8 | Spellcraft +7

K. Religion: 1d20 + 7 ⇒ (1) + 7 = 8

Hailina moves to P16 and begins to cast something, touching her chest as a soft soothing light eminates from her fingertips.

Fount of life, spending 1 spell point

Fount of life: 2d8 + 15 ⇒ (6, 7) + 15 = 28

Dark Archive

Game left due to change in work situation

Knowledge(religion): 1d20 + 10 ⇒ (10) + 10 = 20

"Zombies. Fast ones. Not your run of the mill shamblers," Chalice announces to the others with a scowl. Here she thought she was just going to play fetch with slow potato farmers.

She holds an orb out in one hand, focusing a blast of destructive magic through the trinket and out towards the center zombie, then moves backwards to give some buffer space between her and the undead.

=======
Round 1
=======
Destructive Blast - Explosive Orb
~ spending 1 spell point to make destructive blast as a burst effect

Target: I-22
Range: 35ft
Area: 15ft radius
Save: DC17 Reflex for half

Force Dmg: 3d6 ⇒ (6, 3, 5) = 14

Move Action - Move
~ 20ft move from N-18 to Q-16


Vitals:
HP: 46/46 | AC: 15; T: 15; FF: 13; CMD: 14 | Fort: + 3; Ref: +4; Will: +5 (+2 vs. illusions) | Init: +2; Perc: +2; Stealth +14
Spells, Etc:
dancing lights, detect thoughts, ghost sound, prestidigitation, speak with animals | Spell Points 9/11 | Shadowstuff 8/8 | Truesight 1/1
Gnome Fey Adept 5

Hold Action until I see the results of Chalice's blast.


Male Half-orc Thaumaturge/5 | HP: 55/55 | SP: 6/9 | AC 18/16f/12t | F+4 R+4 W+5 | Init +2 | Percep +0
GowWabber wrote:
Hold Action until I see the results of Chalice's blast.

Same here.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Zombie;Reflex DC 17;+3: 3d20 ⇒ (20, 7, 6) = 33
Lanaral continues to interrogate the three beggars, who tell him that they came upon the cart as is and saw nothing else.

Hailina casts a spell, storing positive energy within herself, in case it is needed.

Chalice casts a destructive blast, and all the zombies are damaged, but they continue on.

The zombies will go last, so finish out round 1 please.
Tactical Map - Updated


Vitals:
HP: 46/46 | AC: 15; T: 15; FF: 13; CMD: 14 | Fort: + 3; Ref: +4; Will: +5 (+2 vs. illusions) | Init: +2; Perc: +2; Stealth +14
Spells, Etc:
dancing lights, detect thoughts, ghost sound, prestidigitation, speak with animals | Spell Points 9/11 | Shadowstuff 8/8 | Truesight 1/1
Gnome Fey Adept 5

Gow makes a grasping motion with his hands, and the underbrush in front of the undead reaches up and tries to restrain them.

Entangle centered on the K20/L21 corner
10ft radius from that intersection.
Anyone in or entering that area needs a save (Reflex 18) to avoid becoming entangled and unable to move. The area is also considered difficult terrain.


lvl 5 mgkt/elmt SP 7/8 CL 4 HP 27/27 - AC 21 - Perc +12 - Ini +2

Silva calmly talks to Sez, "Hit from right to left." Then to the others, "Come from the left side, and keep a watch out, they may not be alone."
Silva and Sez each cast a destructive blast at the rightmost zombie.

Silva: 1d20 + 6 ⇒ (20) + 6 = 262d6 ⇒ (2, 4) = 6
Sez: 1d20 + 5 ⇒ (14) + 5 = 191d6 ⇒ 2
Both are ranged touch, force damage


Male Half-orc Thaumaturge/5 | HP: 55/55 | SP: 6/9 | AC 18/16f/12t | F+4 R+4 W+5 | Init +2 | Percep +0

"Makes sense." Davak gestures, and a slashing wave of darkness strikes at the leftmost zombie (that's still standing).

Crafted Blast attack, ranged touch: 1d20 + 6 ⇒ (2) + 6 = 8
Crafted Blast damage, slashing, 1 and 2 count as 3: 3d6 + 1 ⇒ (6, 4, 5) + 1 = 16

This is assuming Davak can get within 30 ft. for a Point-Blank Shot. If not, things may have to be adjusted.

On the other hand, Davak can't seem to hit the broadside of a barn today.


stats:
HP: 35 | Init: +1 | Channel(3d6) 10/10 | Bound Nexus 7/7 | Spell Points 9/10 | AC: 12 | T: 12 | FF: 11 | CMB: +1 | CMD: 12 | Fortitude +4 | Reflex +4 | Will +7
Skils:
Diplomacy +12 | Heal +6 | Knowledge(arcane, history, religion) +7 | Knowledge(planes) +9 | Linguistics +6 | Perception +8 | Spellcraft +7

Hailina waits to heal the injured.

Dark Archive

Game left due to change in work situation

Any chance you can you move Chalice on the tactical map? In my last post I said she moves 20ft from N-18 to Q-16


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

zombie;reflex dc 18;+3: 2d20 ⇒ (20, 10) = 30
Silva and Sez finish off the most severely wounded zombie on the right flank, while Davak tries to finish off the left most still standing zombie but his touch attack misses. Gow casts an entangle spell over the area and the center zombie is stuck in place.

The remaining zombie shambles out of the entangled area towards the largest group of you.

Next ??
Tactical Map - Updated


Male Elf Male Elf Hedgewitch (Triple Goddess) 3 / Elementalist 1 / Incanter 1 | HP 43/43 | SP 7/7 | AC 21 (FF 18, T 14) | F: +5, R: +7, W: +9 | Init: +3, Perc: +11

"I see. Thank you for your time. Hopefully this will help you feed your family. Pardon me but I must go help the others."

Lanaral quickly takes out a few gps and hands them to the closest person before running back toward the group.

Dark Archive

Game left due to change in work situation

From her position behind Hailina, Chalice levels a blast of force energy towards the zombie who was moving dangerously close to the others.

=======
Round 2
=======
Destructive Blast - Force Blast

Target: M-18
Range: 35ft
Save: DC17 Reflex to avoid becoming prone

Ranged Touch Atk: 1d20 + 4 ⇒ (12) + 4 = 16
Force Dmg: 3d6 ⇒ (5, 4, 1) = 10


lvl 5 mgkt/elmt SP 7/8 CL 4 HP 27/27 - AC 21 - Perc +12 - Ini +2

Silvia and Sez shoot destructive blasts at the next zombie in concert with each other and without word, clearly well practiced at this sort of thing.

Silvia on right zombie still standing: 1d20 + 6 ⇒ (10) + 6 = 162d6 ⇒ (3, 4) = 7
Sez on same zombie: 1d20 + 5 ⇒ (17) + 5 = 221d6 ⇒ 2


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 171d4 ⇒ 4
Silvia and Sez bring down the zombie entangled, and Chalice just wounds the free zombie enough that it falls to the ground, dead again.

Next ??


stats:
HP: 35 | Init: +1 | Channel(3d6) 10/10 | Bound Nexus 7/7 | Spell Points 9/10 | AC: 12 | T: 12 | FF: 11 | CMB: +1 | CMD: 12 | Fortitude +4 | Reflex +4 | Will +7
Skils:
Diplomacy +12 | Heal +6 | Knowledge(arcane, history, religion) +7 | Knowledge(planes) +9 | Linguistics +6 | Perception +8 | Spellcraft +7

"Is everyone okay?" Hailina looks over the party.

-Posted with Wayfinder


lvl 5 mgkt/elmt SP 7/8 CL 4 HP 27/27 - AC 21 - Perc +12 - Ini +2

Silva hops off Sez and starts checking over the cart repairing as needed. "I'm fine. We need to keep an eye out for any more of them."

She yells over to the elf Lanaral, "Oi, have those three inform the guards in town about this. They should also be very careful on their way back."

Dark Archive

Game left due to change in work situation

"Foul looking creatures," Chalice sneers at the rotted remains of the dead-again corpse.

"Any signs of the family we're looking for?"


Male Half-orc Thaumaturge/5 | HP: 55/55 | SP: 6/9 | AC 18/16f/12t | F+4 R+4 W+5 | Init +2 | Percep +0

Huh. For some reason, I thought there was one still left.

"Where did those things come from? Did they come from the direction of the town we're going to?"


Male Elf Male Elf Hedgewitch (Triple Goddess) 3 / Elementalist 1 / Incanter 1 | HP 43/43 | SP 7/7 | AC 21 (FF 18, T 14) | F: +5, R: +7, W: +9 | Init: +3, Perc: +11

" A good point. Gentlemen I suggest you get back to town and let others know what happened."

Lanaral continues walking and rejoins the group.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 131d4 ⇒ 1
As the men start to leave, they say to Lanaral, "there is a derelict graveyard about a mile to the west that may be the origin of those creatures you killed. It is a place where none of us roam but we all know well - a doorway to darkness where those that go through have trouble finding their way back."

You see a set of fresh, easily visible tracks leads away from the broken cart towards the west.

Survival DC 10 or Heal DC 10:
Examining the new dead zombies you find tiny granite fragments within the zombie’s fingernails and teeth, which also show recent wear, cracking and breakage.

Survival DC 15:
The tracks belong to 6 medium humanoid creatures and 3 small humanoid creatures. The tracks show signs that one of the medium creatures and the small creatures were being dragged and struggling against their captures.


lvl 5 mgkt/elmt SP 7/8 CL 4 HP 27/27 - AC 21 - Perc +12 - Ini +2

Survival: 1d20 + 6 ⇒ (10) + 6 = 16
Silva notices the tracks as she walks around the cart, "Look at this. There is one more enemy it seems. Probably the one who commanded these creatures. Four prisoners, one big person and three little."

Dark Archive

Game left due to change in work situation

"And how many kids were we looking for? Does it look like this could be our missing family?" Chalice asked Silva, coming over to inspect the tracks herself. Not that she knew a thing about tracking, but it did make her feel important to oversee things such as this.

"Think you can follow them?"


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 81d4 ⇒ 1
The three beggars grab the potatoes that they had dropped while fleeing from the group, and tell Lanaral, "yes boss. We head back to town and let the sheriff know about this" as they take off down the road, heading south and back to the town you just came from.

You follow the tracks thru the forest underbrush for about thirty minutes and come across an overgrown stone archway and wall with a dozen headstones visible beyond it.

The tracks lead to the archway of the graveyard but do not continue inside. It is easy to notice a number of less fresh tracks that emerge from the archway and leading off in different directions.

Next ??
What do you do? Go thru the archway, go over the three foot stone wall surrounding the graveyard, look around from the exterior of the graveyard, something else?


Male Half-orc Thaumaturge/5 | HP: 55/55 | SP: 6/9 | AC 18/16f/12t | F+4 R+4 W+5 | Init +2 | Percep +0

In which different directions are the tracks going? In particular, do any seem headed (a) towards the town we came from, or (b) towards the town we're going to, or (c) towards any other known population?

Also ... the tracks do not continue inside the graveyard? As if they appeared/arose in the archway itself?


Male Elf Male Elf Hedgewitch (Triple Goddess) 3 / Elementalist 1 / Incanter 1 | HP 43/43 | SP 7/7 | AC 21 (FF 18, T 14) | F: +5, R: +7, W: +9 | Init: +3, Perc: +11

Lanaral sings a haunting wordless melody and stares intently ahead of them.

Spending 2 SP to activate both Ghost Sight and See Hazard for the next 3 hours

Perform Check for Ghost Sight: 1d20 + 13 ⇒ (16) + 13 = 29

Perform Check for See Hazard: 1d20 + 13 ⇒ (5) + 13 = 18

Dark Archive

Game left due to change in work situation

Chalice stoops down to look at the tracks, curious about their sudden appearance or perhaps disappearance at this particular spot.

"Certainly not a normal track pattern," she mused out loud. She didn't know much about such things, but even she could see the oddity here.

"Is there any more signs of the little and big tracks we've assumed to belong to the family?"


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 121d4 ⇒ 4
Looking at the fresh tracks, the six medium humanoid, and three small humanoid, just come up to the archway and then disappear. The older tracks, unknown but small number of medium humanoid, lead away from the archway on the exterior of the graveyard. You do not see any tracks inside the graveyard as you look in from the outside of the small stone wall and archway.

Looking at the graveyard from the outside, the low stone wall (3 feet high) defines a roughly square area (20 feet by 20 feet). The archway consists of two pillars and a lintel large enough for a medium creature to pass through. The headstones are grey with age and worn by the elements. The headstone inscriptions cannot be made out through the overgrowth that has reclaimed the interior as well as the walls of the graveyard. None of the graves show signs of disturbance below this vegetation.

Lanaral:
Nice powers! With your See Hazard power, you see that the archway is actually some sort of hazard (in the loosest definition of the word).


lvl 5 mgkt/elmt SP 7/8 CL 4 HP 27/27 - AC 21 - Perc +12 - Ini +2

"See how the tracks end? The graveyard is likely under an illusion, showing everything as normal. Whoever set this up is taking precautions against passersby. That likely includes other preparations for those that go into the graveyard, so we should come from an unexpected direction by climbing the back or side walls." Silva says quietly to the others. Then she and Sez quietly make their way around the outside looking for any kind of signs whether natural, trap, unnatural, magical, etc.


Male Half-orc Thaumaturge/5 | HP: 55/55 | SP: 6/9 | AC 18/16f/12t | F+4 R+4 W+5 | Init +2 | Percep +0

Davak will ponder standing on the 3-foot wall---is there room?---but will wait until those who are investigating are done with their investigation.


Male Elf Male Elf Hedgewitch (Triple Goddess) 3 / Elementalist 1 / Incanter 1 | HP 43/43 | SP 7/7 | AC 21 (FF 18, T 14) | F: +5, R: +7, W: +9 | Init: +3, Perc: +11

Lanaral moves closer to the archway to examine it.

Perception: 1d20 + 11 ⇒ (5) + 11 = 16


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 131d4 ⇒ 1
Lanaral:
Standing directly before the archway and looking through it, the sky seems dark as night and the faint shapes of over two dozen stark headstones stretch out as far as you can see through the murk. The fresh tracks continue through the darkened desolate cemetery beyond.
Silva:
There are no other signs of tracks, traps or anything else around the outside small graveyard.

@Davak - You can climb onto the three foot high wall. It is about a foot wide.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 91d4 ⇒ 3

For those inspecting the portal, make the following two checks
Knowledge (arcana) DC 25:
This is a natural occurring portal to the Plane of Shadows, the dark reflection of the Material Plane – sinister and twisted – an in-between place connecting and collecting all other places.
Knowledge (planes) DC 20:
Natural Shadow Portals like this one occur in long forgotten places and have the peculiar habit of changing with the time of day. When the sun is in the sky, its power pushes through the portal allowing creatures from the Material Plane to enter the Plane of Shadows. Once the sun dips below the horizon, darkness takes over permitting creatures from Shadowsfall to walk the Material Plane.


Male Elf Male Elf Hedgewitch (Triple Goddess) 3 / Elementalist 1 / Incanter 1 | HP 43/43 | SP 7/7 | AC 21 (FF 18, T 14) | F: +5, R: +7, W: +9 | Init: +3, Perc: +11

Knowledge Arcana: 1d20 + 6 ⇒ (13) + 6 = 19

Knowledge Planes: 1d20 + 6 ⇒ (11) + 6 = 17

Lanaral examines the portal with a quizzical look.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Hello, anyone other than Lanaral here?


Male Half-orc Thaumaturge/5 | HP: 55/55 | SP: 6/9 | AC 18/16f/12t | F+4 R+4 W+5 | Init +2 | Percep +0

I am. I'm waiting for people to tell me the results of the investigation before I do anything.


lvl 5 mgkt/elmt SP 7/8 CL 4 HP 27/27 - AC 21 - Perc +12 - Ini +2

Silva completing her circuit around the small cemetery quietly crawls over the wall near the gate to look around from the otherside, particularly for tracks or traps.


stats:
HP: 35 | Init: +1 | Channel(3d6) 10/10 | Bound Nexus 7/7 | Spell Points 9/10 | AC: 12 | T: 12 | FF: 11 | CMB: +1 | CMD: 12 | Fortitude +4 | Reflex +4 | Will +7
Skils:
Diplomacy +12 | Heal +6 | Knowledge(arcane, history, religion) +7 | Knowledge(planes) +9 | Linguistics +6 | Perception +8 | Spellcraft +7

same

-Posted with Wayfinder


Vitals:
HP: 46/46 | AC: 15; T: 15; FF: 13; CMD: 14 | Fort: + 3; Ref: +4; Will: +5 (+2 vs. illusions) | Init: +2; Perc: +2; Stealth +14
Spells, Etc:
dancing lights, detect thoughts, ghost sound, prestidigitation, speak with animals | Spell Points 9/11 | Shadowstuff 8/8 | Truesight 1/1
Gnome Fey Adept 5

I'm built for social interaction and combat against creatures not immune to mind-affecting, so there isn't a lot for me to do at the moment. ;-)


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 91d4 ⇒ 2
Silva climbs over the low wall and looks around the graveyard. The gravestones are very old and worn, and any writing on them has long faded. There are also no tracks at all in the graveyard. The only tracks are the ones going into and out of the archway.

Everyone inspects the portal, and you agree that this is a natural occurring portal to the Plane of Shadows, the dark reflection of the Material Plane – sinister and twisted – an in-between place connecting and collecting all other places. and that Natural Shadow Portals like this one occur in long forgotten places and have the peculiar habit of changing with the time of day. When the sun is in the sky, its power pushes through the portal allowing creatures from the Material Plane to enter the Plane of Shadows. Once the sun dips below the horizon, darkness takes over permitting creatures from Shadowsfall to walk the Material Plane.

Next?


Male Elf Male Elf Hedgewitch (Triple Goddess) 3 / Elementalist 1 / Incanter 1 | HP 43/43 | SP 7/7 | AC 21 (FF 18, T 14) | F: +5, R: +7, W: +9 | Init: +3, Perc: +11

"No way but forwards that I see. Anyone else coming?"


Male Half-orc Thaumaturge/5 | HP: 55/55 | SP: 6/9 | AC 18/16f/12t | F+4 R+4 W+5 | Init +2 | Percep +0

A plane of shadow? Sounds ... familiar? Maybe? Regardless, if there's a good chance people were taken there, I'm for going.


stats:
HP: 35 | Init: +1 | Channel(3d6) 10/10 | Bound Nexus 7/7 | Spell Points 9/10 | AC: 12 | T: 12 | FF: 11 | CMB: +1 | CMD: 12 | Fortitude +4 | Reflex +4 | Will +7
Skils:
Diplomacy +12 | Heal +6 | Knowledge(arcane, history, religion) +7 | Knowledge(planes) +9 | Linguistics +6 | Perception +8 | Spellcraft +7

Hailia nods. "Me too."


lvl 5 mgkt/elmt SP 7/8 CL 4 HP 27/27 - AC 21 - Perc +12 - Ini +2

Silva hops back over the wall and on Sez. After glancing at the sun, they give their opinion on the matter by walking through the portal. They go through at a angle though, obviously trying to avoid any potential traps.


Vitals:
HP: 46/46 | AC: 15; T: 15; FF: 13; CMD: 14 | Fort: + 3; Ref: +4; Will: +5 (+2 vs. illusions) | Init: +2; Perc: +2; Stealth +14
Spells, Etc:
dancing lights, detect thoughts, ghost sound, prestidigitation, speak with animals | Spell Points 9/11 | Shadowstuff 8/8 | Truesight 1/1
Gnome Fey Adept 5

Gow grins. "Shadow Plane? Sounds intriguing. Let's do this."


Male Elf Male Elf Hedgewitch (Triple Goddess) 3 / Elementalist 1 / Incanter 1 | HP 43/43 | SP 7/7 | AC 21 (FF 18, T 14) | F: +5, R: +7, W: +9 | Init: +3, Perc: +11

Lanaral follows Silva through, carefully looking around as he does so.


Male Half-orc Thaumaturge/5 | HP: 55/55 | SP: 6/9 | AC 18/16f/12t | F+4 R+4 W+5 | Init +2 | Percep +0

Assuming nothing obviously untoward has happened to the others, Davak follows.

He will check whether people are disappearing from sight after going through, but if they are, that won't stop him from following.

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