DaJelly's Sunless Citadel (Group 1) (Inactive)

Game Master DajellyMan

Dungeon Map

Current Map


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Unnamed

Oh. I thought you were just using drawing on google drive. If you click on the link that says runelords you can see why I was confused!!


Game Master

It is in google drives, buts it's just a screen shot (: I could open it up to be edited and you guys can doodle on it if you want. idk, the pictures work for me an the program makes map building so easy!

your map looks just as good though. How did you make it able to just move around character images? I can do that in the program itself.. But can't keep it like that


Unnamed

so what i did was I uploaded the jpg of the map, then separately I uploaded the images of the characters, when you do that you can move them around. the only thing to keep in mind is that whatever the most recently uploaded pic is, is the one that is on the top.


Game Master

Round 1:

Skeletons - the two skeletons in front of Roland and Rameth each charge the man in front of them, wicked claws reflecting the burning hell fire in their eyes!

The skeleton charging Roland manages to get a claw in, dealing 3 damage!

The skeleton charging Rameth is unable to land a blow, but another skeleton takes a step forward (E9) and slashes at the investigator, manages one claw to get in, and deals 4 damage!

The fourth skeleton bends down to pick up some ancient weapons and armor.

Namon- Recalling his knowledge of the undead, Namon explains to the group that these skeletons are resistant to attacks that don't have a blunt surface.

Roland- steps aside and swings his longsword at the vile creature but his attack glances harmlessly off the skeletons bones!

Darque- steps into the doorway and focuses her slaying talent upon the skeleton picking up weapons.

Rameth- whips out his club and brings it hammering down upon the skeleton that charged him! The skeleton collapses in a broken heap at his feet.

Quartle- Not really enough room to cast enlarge person on Rameth this turn, as the skellys are there and some of the party would have to move, meaning some of them would have to redo their actions for the round... Let's say you move into the doorway and smack a skelly with the blunt part of your spear at a -2?

Longspear: 1d20 - 2 ⇒ (19) - 2 = 171d6 - 1 ⇒ (6) - 1 = 5

Quartle realizes there is not enough room in this small chamber to pump Rameth full of his magic, so instead he bashes one of the creatures next to the Investigator in the head, crushing the skull in and extinguishing its unlife.

Ealasaid- charges the skelly that had charged Roland, but is unable to harm it.

Round 2

One of the skeletons slashes out with its claws in retaliation to the elf's charge!

Claws vs Ealasaid: 1d20 + 2 ⇒ (14) + 2 = 161d4 + 2 ⇒ (3) + 2 = 5
Claws vs Ealasaid: 1d20 + 2 ⇒ (6) + 2 = 81d4 + 2 ⇒ (4) + 2 = 6

One of the claws glances her graceful skin, dealing 5 damage!

The other, more important looking skelly gathers up its weapons and rushes towards Rameth, the only other target in sight. It swings its blade masterfully at him!

Scimitar vs Rameth: 1d20 + 3 ⇒ (18) + 3 = 211d6 ⇒ 2
Crit??: 1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 6

The wicked curved blade slashes through the air and nicks him on the arm, dealing 2 damage.

__________________________________________

Everyone else go ahead and post round 2!

MAP


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth delays until embiggened

Post coming in a bit


Init 4+, ac 10, touch ac 10, ff ac 10, F 0+, R 0+, W 3+, hp 10

Namon grimaces and stays back, there is nothing he can do...


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth grows and two hands his club 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21 for 1d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11

I need healing!

Sovereign Court

Male Aasimar (Angelkin) Warpriest 2; Hp 19/19; AC 17/11/16; Fort +5 | Ref +1 | Will +6; Init +2; Perc +1; Darkvision 60'

Round 2

not sure what squares, if any, Rameth has grown into?

Looking to Quartle, "Can you heal him, I am going to provide Naia with a safe means of ingress."

Roland quickly swaps his longsword to his shield hand, postions his shield to optimize it's defensive strengths, and then he swings his gaunleted fist at the skeleton

Unarmed Strike w/ Gauntlet, FD: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
Damage Gauntlet: 1d3 + 3 ⇒ (1) + 3 = 4

Fighting Defensively, Unarmed Strike will provoke an AoO from the skeleton.

When Roland will move around toward the second skeleton.

Fighting Defensively, and then moving to F8. I am intentionaly trying to draw a second AoO, if it has Combat Reflexes.

Current AC 19

Edit: Got my steps out of order for Fighting Defensively. Corrected the sequence.

Roland de Ridonport:
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Fighting Defensively


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Any chance Naia can sidle into D6 with a 5' step and attack the skeleton near Roland/Ealasaid? If not she'll delay for possible opening...

Sovereign Court

Male Aasimar (Angelkin) Warpriest 2; Hp 19/19; AC 17/11/16; Fort +5 | Ref +1 | Will +6; Init +2; Perc +1; Darkvision 60'

There is your opening. :)


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

Damm, that really hurted!

Ealasaid enters in bloodrage and 5 ft to flank with Roland
Attack: 1d20 + 6 ⇒ (9) + 6 = 151d10 + 7 ⇒ (1) + 7 = 8
*(Extra +2 if flanking with roland)


Game Master

Rameth swells to an enlarged size and then promptly smashes the armed skeleton to bone dust.

Roland and Ealasaid work in tandem to destroy the last remaining skeleton!

was going to update map and do a long summary post, but you all killed the skellys so combats over ;p you each get 150 xp for the skeletons and another 300xp for dealing with the goblins peacefully.

so it looks like the new classes have some powerful x / per day abilities. In the upcoming combats I'll try to make the fights last a bit longer so we can see these abilities shine a bit


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

The fury in the eyes of Ealasaid disapear. She put her hand in her injury to conatain any bleeding. This is the price of glory there is no time to complain.

I suppose people will investigate if there is something unusual in that room, ealasaid make an aid another in the perception check and take 10.


Game Master

The room appears to have once been a secret defensive spot for archers to hide in during a road and shoot safely through the murder holes.

The only items of interest in the room are the skeleton's masterwork scimitar and a rotten quiver containing three arrows that are surprisingly still intact and radiate faint magic.


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

I take a MW scimitar.

This stupid cave can prove to be deadly really quick.


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Naia watches very carefully as Ealasaid takes the scimitar.

Killprize, one imagines. Rough that the frontliner was kept from the fight..

"Nice work all. Seems you all can bash a bit. Next time perhaps we stick to the marching order, lest we find ourselves outflanked."

Sovereign Court

Male Aasimar (Angelkin) Warpriest 2; Hp 19/19; AC 17/11/16; Fort +5 | Ref +1 | Will +6; Init +2; Perc +1; Darkvision 60'

"Rameth, let me look at those wounds. You should be more careful in your exploration of these ruins." he says as he calls upon the healing powers of Iomedae.

Convert to CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Roland when turns to check on the next wounded.

Please ensure your stat line has your current HP.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth stretches over the freshly healed cuts.

itches a little.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Ealasaid, do you also need to be healed? I can call on the spirits once more to heal your wounds." Quartle takes one more look around the room while giving Ealasaid a chance to assess her injuries. "I suppose we need to go back to the more obvious entrances."
Perception 1d20 + 11 ⇒ (10) + 11 = 21


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

1d20 + 7 ⇒ (3) + 7 = 10

Rameth searches for Treasure

and then will help ID the arrows 1d20 + 7 ⇒ (3) + 7 = 10 with spell craft


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Naia switches to her regular longsword/shortsword combo and keeps watch in the room to the party's rear, with particular attention to the two unexplored western doors, while keeping an ear out for anything following/entering from the eastern door.

I'm your Lookout: 1d20 + 5 ⇒ (6) + 5 = 11


Game Master

Nothing coming in the eastern door and you hear nothing through the western doors. The three arrows are generic +1 arrows.

Sovereign Court

Male Aasimar (Angelkin) Warpriest 2; Hp 19/19; AC 17/11/16; Fort +5 | Ref +1 | Will +6; Init +2; Perc +1; Darkvision 60'

Roland will stand guard with Naia and then take up the rear guard once more, when we decide which door to use to continue our search.


Game Master

Shall I flip a coin, or do you guys wanna pick a door? At this point, both doors seem equally valid options, nothing more or less significant about either.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Let's head east


Game Master

east leads back to the ravine you've came from. The two doors you havn't fine through are in the northwest and southwest corners of this circular room.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

And by east I mean Northwest! Rameth says sheepishly

Must be that healing spell has addled my brain


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.
Quartle wrote:
"Ealasaid, do you also need to be healed? I can call on the spirits once more to heal your wounds."

[b]Well, if you insist...thanks quartle.


Init 4+, ac 10, touch ac 10, ff ac 10, F 0+, R 0+, W 3+, hp 10

Namom Nazzar will follow the group to their next destination...


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Naia scouts ahead with Rameth through the northwest door.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Game Master

The north western door opens easily. Beyond, a all way extends to the west for about 45' and then ends in a trio of doors. A wooden door stands in the western wall, and another wooden door stands in the northern wall. To the south is an intricately carved stone door.


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

It is there any sing of recent activity on the path we can take?
Perception: 1d20 + 6 ⇒ (14) + 6 = 20


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Did Naia see anything down the corridor?


Game Master

It appears that something or something's have gone through this area in the recent past, though Ealasaid is unsure exactly how long ago this was or what they were. Some dust and cobwebs have certainly been disturbed though.


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Aaaand does Naia notice anything else with a 24? ;)


Game Master

Yep. Naia sees the disturbed dust and cobwebs as well. She also notices a few pebbles have been kicked about.

;p


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Pebbles! I knew it!


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Healing for Ealasaid...8+3=11. Battle shaman spirit allows healing spells cast on others at 2 CL higher and maximized. Unfortunately, at first level that also means I'm out of healing :(

Once everyone is ready to move forward to the doors, Quartle will look for traps in front of them and then check each door.
Area in front 1d20 + 11 ⇒ (1) + 11 = 12
Door 1 1d20 + 11 ⇒ (7) + 11 = 18
Door 2 1d20 + 11 ⇒ (12) + 11 = 23
Door 3 1d20 + 11 ⇒ (1) + 11 = 12


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth inches forward

1d20 + 6 ⇒ (16) + 6 = 22 stealht
1d20 + 7 ⇒ (6) + 7 = 13 percep


Game Master

No traps on any door though the stone one appears to be locked.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Wonder what is behind door number 2 here. Rameth attempts to open the lock

1d20 + 7 ⇒ (13) + 7 = 20 DD


Init 4+, ac 10, touch ac 10, ff ac 10, F 0+, R 0+, W 3+, hp 10

Namon grabs Rameth by the shoulder and speaks, before you go about picking locks allow me to see if this area is like the previous one... I don't think you want to get incinerated by magical traps and the like do you?

casting detect magic


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Go ahead.


Game Master

Namon, you do not detect any magic on the door itself, or beyond it.

Those of you examining the hall, you notice that this door is covered in dust and whoever or whatever has been moving through here has apparently not attempted to go in there.

Quartle, knowing about water and those sorts of things, you suspect that the room beyond is some sort of pump house or something of the like that was once used to supply the citadel with water. If you know about anything, it's about water. You freaking love the stuff, think about it all the time.


Init 4+, ac 10, touch ac 10, ff ac 10, F 0+, R 0+, W 3+, hp 10

No magic that I can detect, however mechanical traps are still possible.


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Naia stands aside patiently keeping further lookout while the others search.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


Game Master

So... Pretty much just choosing a door at this point. Hear no thing no traps etc. north south and west. South door is stone and locked. East door you just came through. Map coming soon


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth opens the locked door


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

Whatever door is equally good. So, same formation as before?


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Yeah! Let's go find some water! Quartle is sure to tell everyone what he thinks about the room.

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