[DM rel20] Darkmoon Vale

Game Master djpika

PbP Guide

Droskar's Crucible Level 1<Active>

Cellar

Droskar's Crucible

Hut

Forest Elder

Falcon's Hollow

Falcon's Hollow Environs

Camp

Andoran

A6 Journal

NPC's
Laurel


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Detect magic is a cantrip, so you wouldn't have to worry about consuming it for the day.


We'll assume Kalani goes ahead and casts detect magic. Although the room is filled with steam from the fountain, there is no magic radiating.

Grand Lodge

M Dwarf HP 20/20,- AC 17/T:14/FF: 13 - Perception +8 - F: +6/ R: +7/ W: +3 - CMB: +4 - CMD: 18, Speed: 20, Init. +5

Ulfgar casts light on a stone and tosses it into the fountain, hoping to illuminate the water and get a clearer view of it.

If nothing happens, we enter the room


I'll give an additional +2 to Ulfgar's perception check. The light is diffuse with the steam in the room.

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Stevesie draws his sword and starts walking forward. He mumbles something about this being unnatural, or sheep, its hard to hear.

Grand Lodge

Male Aasimar Shaman 2

You're right, I was getting my versions confused.

Kalani follows Stevesie, raising an eyebrow at the comment of sheep, but convinces himself that he misheard.

Grand Lodge

M Dwarf HP 20/20,- AC 17/T:14/FF: 13 - Perception +8 - F: +6/ R: +7/ W: +3 - CMB: +4 - CMD: 18, Speed: 20, Init. +5

perception: 1d20 + 10 ⇒ (10) + 10 = 20

I included the +2 bonus


Ok, Ulfgar doesn't see anything with the additional light. If the party is going to explore, please move your pieces into the room.

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Stevesie walks to the door of the room, sword drawn, and on high alert.

I moved my piece.

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

If I need to move into the room (one more square north), then Stevesie walks into the room to trigger the event.

Grand Lodge

Male Aasimar Shaman 2

Kalani walks into the room following Stevesie.

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

Churdon moves to the room entrance.


As Kalani walks near the fountain, two arcs of lightning surge out of the pool and ground into Kalani.

Electric Shock Reflex DC 12 Half: 1d8 ⇒ 2

Init
Stevesie Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Ulfgar Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Kalani Initiative: 1d20 - 1 ⇒ (19) - 1 = 18
Churdon Initiative: 1d20 + 4 ⇒ (6) + 4 = 10

DM:

DM Initiative: 1d20 + 6 ⇒ (1) + 6 = 7


The party is up!

Two heads protrude from the fountain water, each adorned with two horns, one on either side of its head, and green scales that crackle with sparks of lightning.

Grand Lodge

Male Aasimar Shaman 2

Reflex: 1d20 - 1 ⇒ (1) - 1 = 0

Kalani tries to dodge away, but ends up moving into the electric shock instead. Ouch. He shouts "We're under attack!"

Kalani will attempt to sleep the creature on the right with his Slumber hex.

DC 15 Will

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Stevesie takes a quick look at the creatures and tries to recall what they are.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13

He also runs through the fray to get into a flanking position.
This is one (I think) AoO from the left creature

He swings his sword at the beast.
Shortsword: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Grand Lodge

M Dwarf HP 20/20,- AC 17/T:14/FF: 13 - Perception +8 - F: +6/ R: +7/ W: +3 - CMB: +4 - CMD: 18, Speed: 20, Init. +5

"focus the one on the left!" shouts Ulfgar as he shoots at the left monster.

Longbow: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

He also commands Bort to attack
handle animal: 1d20 + 8 ⇒ (10) + 8 = 18

Grand Lodge

Bite: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Will: 1d20 + 2 ⇒ (5) + 2 = 7


Kalani puts the one on the right to sleep.

AoO: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d4 ⇒ 1

Stevesie underestimates the lizard's range in the steam and it leaps out of the fountain and takes a savage bite into his arm. Driven by pain, he's able to lash out at it with his sword. Ulfgar lands a solid arrow that thuds through the tough reptilian hide.

Churdon is up...

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Stevesie mocks, "These things don't scare me!"

Luckily these things have bad damage types.

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

Churdon moves into position to attack.

Longsword: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Churdon takes down the active lizard, blood dissipating into the pool.

The rest of the party is up.

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Stevesie cheers, "Alright boys, time for our signature move, the Churdon coup de grasse!" Stevesie just stands over the body of the sleeping lizard and waits for Churdon to strike.

Grand Lodge

Male Aasimar Shaman 2

Kalani nods and moves forward as well, waiting for Churdon's strike.


ping...

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

As I was typing wait for Churdon I knew it was a mistake.

Stevesie gets bored of waiting for Churdon to smite the lizard. He raises his sword straight above the monster and plunges his sword straight down into the beast.

Damage: 2d6 + 2 ⇒ (2, 6) + 2 = 10
Damage is already doubled.


Stevesie slashes the slumnering lizard with his sword, inflicting a brutal wound but not enough to end its life.

What is everyone else doing?

Grand Lodge

Male Aasimar Shaman 2

Well, if Kalani can still swing, he swings with his morningstar:

Morningstar: 1d20 + 0 ⇒ (19) + 0 = 19
Damage: 1d8 - 1 ⇒ (1) - 1 = 0

"It's got tough skin! Blunt weapons are useless!" Kalani cries, hoping to mask his weak muscles.

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

Churdon moves to attack as well.

Longsword: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Stevesie moans, "I guess we shoulda set up to flank this thing if I didn't finish it huh."


Ok, that'll bring it down. *COMBAT OVER*. What do you guys do next?

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Stevesie examines the obelisk more closely. He tries to determine why there is mist coming from it.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Grand Lodge

M Dwarf HP 20/20,- AC 17/T:14/FF: 13 - Perception +8 - F: +6/ R: +7/ W: +3 - CMB: +4 - CMD: 18, Speed: 20, Init. +5

Ulfgar searches for loot in the pond

perception: 1d20 + 8 ⇒ (19) + 8 = 27

Grand Lodge

Male Aasimar Shaman 2

Kalani moves forward to the next door and sees if he hears anything behind it.

Perception: 1d20 + 11 ⇒ (4) + 11 = 15


The mist is due to the steam rising from the fountain water.

Ulfgar does not find any loot, but he suspects that the water is superheated from a natural spring.

Kalani does not hear anything coming from the doors to the room to the north.

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Stevesie suggests that we continue north. "Seems like there's nothing to do here. We ready to move on?"

He raises his short sword and moves to the door. When the gang is in position, he pushes open the door.
Or pulls open the door, I don't know which way it swings.

Grand Lodge

Male Aasimar Shaman 2

What do we see?


This arched chamber contains two rows of statues, one on the east wall and one on the west. The statues to the east depict fearsome dwarven warriors clad in simple plate armor and hefting their warhammers high. Opposite these are statues of dwarves depicted in grotesque caricatures as overly obese, pig-nosed brutes with huge grinning mouths and beady eyes. The western statues stand in two lines, the front kneeling, and both holding sharp, jutting spears leveled at the smiths opposite them. The corpse of a kobold is impaled on the west wall. His limp body sags on the haft of a stone spear, eye to eye with his statuesque killer.

Grand Lodge

Male Aasimar Shaman 2

Kalani casts detect magic to see if anything is magical.

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Stevesie tries to recall any famous dwarves who might have been immortalized as statues.

Knowledge(local): 1d20 + 8 ⇒ (9) + 8 = 17
Knowledge(nobility): 1d20 + 8 ⇒ (2) + 8 = 10
Knowledge(history): 1d20 + 8 ⇒ (2) + 8 = 10


With a jolt, the room lurches suddenly on its side, rotating 90 degrees. Those in the room are hurled toward the double line of statues holding spears on the west wall.

Kalani
spear: 1d20 + 10 ⇒ (16) + 10 = 26
damage: 1d8 ⇒ 6

Stevesie
spear: 1d20 + 10 ⇒ (7) + 10 = 17
damage: 1d8 ⇒ 3

Ulfgar
spear: 1d20 + 10 ⇒ (7) + 10 = 17
damage: 1d8 ⇒ 7

Bort
spear: 1d20 + 10 ⇒ (3) + 10 = 13
damage: 1d8 ⇒ 6

Churdon
spear: 1d20 + 10 ⇒ (2) + 10 = 12
damage: 1d8 ⇒ 6

On the following round the smiths charge across the room (now ceiling to floor) and smash into anyone pinned by the spears (a DC 15 Reflex save avoids the hammer wielding statues).

Grand Lodge

Male Aasimar Shaman 2

But we never entered the room? Detect magic has a range of 60 feet?

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Also we can't see on the map what we are doing.

Reflex: 1d20 + 7 ⇒ (7) + 7 = 14

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

Reflex: 1d20 + 2 ⇒ (10) + 2 = 12

Grand Lodge

Male Aasimar Shaman 2

Reflex: 1d20 - 1 ⇒ (19) - 1 = 18


Unless you specifically state searching from afar or one location, I'm going to assume you enter the room. Searching kind of implies that you're entering the room and moving stuff around.

Those that fail their save take Crushing Damage: 2d6 ⇒ (4, 2) = 6 from the hammer wielding statues.


After resolving the damage, the party can move on... sadly, there isn't much more in the room other than the dwarven trap.

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Stevesie shouts, "They're shaking my brew!" He digs into his bag and takes a nice swig of some concoction.

CLW: 1d8 + 2 ⇒ (2) + 2 = 4

Grand Lodge

M Dwarf HP 20/20,- AC 17/T:14/FF: 13 - Perception +8 - F: +6/ R: +7/ W: +3 - CMB: +4 - CMD: 18, Speed: 20, Init. +5

Ulfgar reflex: 1d20 + 7 ⇒ (17) + 7 = 24

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