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

Game Master DajellyMan

Dungeon Map

Current Map


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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 looks around for the disembodied voice that just gave Naia's introduction monologue.

Dang, and I was thinking we would be facing skeletons and zombies. But we got vampires, demons and dark forces to deal with. Iomedae, give me strength.


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's makeup improves by a factor of 10 and her hairdo is suddenly insanely well styled. She half expects the (more than likely) undead kobolds to ask for autographs or grow horns out of their heads.


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

We ready folks. This is going to get nasty. There is a chest in the corner that I would like to get into as well.

Rameth downs his shield extract and draws his two sharpened daggers from his boots.

Then he steps forward towards the chest. note he does all of this once everyone else has a chance to buff


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 hate undeads. If theose reamins will really rise to eat us, then we should strike first and ask question later - Ealasaid take her Heavy flil and is ready to strike at one of the corpses ifthey start moving.


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

These corpses are loaded to the brim with necromantic energy...yet they have not risen to attack us which makes me suspect that they will only rise to defend a certain something...

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 indicates his readiness and remains in the hallway defending the rear.


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 takes up a position next to Ealasaid, her light mace held in two hands like a baseball bat.


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 is suddenly more skillful, as if the disembodied voice has somehow improved her…


Game Master

Rameth slowly moves towards the chest, surprise surprise, the decayed corpses start to rid up and make strange dog-like moaning and yipping sounds... Zombie kobolds!

zombie init: 1d20 ⇒ 20

Roland init: 1d20 + 2 ⇒ (10) + 2 = 12
Rameth init: 1d20 + 2 ⇒ (8) + 2 = 10
Namon init: 1d20 + 4 ⇒ (5) + 4 = 9
Ealasaid init: 1d20 + 2 ⇒ (9) + 2 = 11
Quartle init: 1d20 + 2 ⇒ (9) + 2 = 11
Naia init: 1d20 + 5 ⇒ (18) + 5 = 23

working on a map right now!


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

DM note that my AC is 16 FF and 18 regular due to shield being up

Also I am going to bed now, so I will spoiler my action for you to do for me

Rd 1:
Rameth moves into a flank if he can w a 5 ft step, if not he just power attacks with a sharpened dagger

1d20 + 3 - 1 ⇒ (13) + 3 - 1 = 15 add 2 if flank for 1d4 + 5 + 1 ⇒ (3) + 5 + 1 = 9 If somehow he gets an AOO, he will use the sharpened dagger in his other hand


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 studies the nearest risen abomination, then brings her mace down at the head of the Zombie Kobold with a two handed swing.

Move action: Favored Target: Z-Kob
Standard Action:

Power Atk/Favored Target: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Damage: 1d6 + 7 ⇒ (4) + 7 = 11


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

Namon will target a zombie with Ray of Frost...

Namon made a brief gesture and called forth a shard of water from the river Styx into his hand... As it froze he let it loose at the nearest zombie.

attack1d20 ⇒ 11

damage1d3 ⇒ 3


Game Master

Ok so zombie kobolds go and then party. (Don't have a map yet, I'm sorry! But there are four kobolds in this 20 x 25 ft room.)

Round 1

Two of the zombies reach out and attack Rameth! The other two slowly shamble towards the party, moaning and readying their decayed claws.

attack: 1d20 + 2 ⇒ (17) + 2 = 191d4 + 1 ⇒ (1) + 1 = 2
attack: 1d20 + 2 ⇒ (20) + 2 = 221d4 + 1 ⇒ (2) + 1 = 3
crit confirm: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 1 ⇒ (2) + 1 = 3

Rameth takes 5 damage from getting double teamed by kobold zombies!

Buffy- lashes out with her greatsword, lopping off the head if one if the zombies attacking Rameth!

Namon- cats ray if first at the other zombie by Rameth, freezing a it's decayed body and dealing 3 damage.

Rameth- lashes out at the partially iced over zombie and stabs it through the brain! Stabs it dead!


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 grunts and staggers a bit from the attack.

Worthless magic. he swears

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'

Roalnd looks at yet another wounded member of the group and mentally takes stock of his remaining resources. He pulls out another scroll and casts it's contents on Rameth.

Scroll CLW: 1d8 + 1 ⇒ (2) + 1 = 3

"I will not be able to continue this pace of healing much longer."

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects:


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.

Damn!, I really Hate Undeadad! - Ealasaid enters Bloodrage and charge whate4ver kobold

Charge: 1d20 + 7 ⇒ (14) + 7 = 211d10 + 10 ⇒ (8) + 10 = 18


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

I used a mace baseball bat-style Dajelly!

[EDIT - also, not that it matters either, I beat the Z-Kobs in initiative ;) ...]


Game Master

Sorry bout the delay guys!

Darque actually bashes in the head baseball bat style of a zombold with her mace. Some trick of the light had made it appear as a sword. Speaking of swords...

Ealasaid rushes forward, screaming all her fury and hatred and cuts the last zombie in half!

________________________

The battle is over, but anyone taking a listen can hear the very faint sounds of battle in the distance. Perhaps your water elemental friend found some buddies?

Anyways, Rameth takes a look at the chest and finds it is locked but untrapped. No magic is detected on the lock or the chest, though some faint magic emanates from inside.

Disable Device: 1d20 + 7 ⇒ (3) + 7 = 10
Disable Device: 1d20 + 7 ⇒ (9) + 7 = 16

It takes him a little bit, but he manages to pop the ancient lock.

Chest Contents:

- 600 sp, 110 gp, 3 pp
- Masterwork Chain Shirt.
- 3 light green potions.


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 attempts to ID the potions via Alchemy 1d20 + 8 ⇒ (8) + 8 = 16

who is keeping track of everything? Also Rameth would use the chain shirt if none of the meatier types want it. Also how much XP?

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'

I'll add the loot to the list. you can find it at the bottom of Roland's profile.


Game Master

Rameth quickly assertains that these are potions of Cure Light Wounds.

Another 100xp for everyone, you should all be at 700 I believe.


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

Re: Chainshirt. Go for it Rameth. Naia likes her scalemail bikini.


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

k roland add a suit of leather armor to the loot list please


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
DajellyMan wrote:
The battle is over, but anyone taking a listen can hear the very faint sounds of battle in the distance. Perhaps your water elemental friend found some buddies?

Naia pauses a moment, head cocked to the side.

"Do you hear that? A fight! If we get in on it we could find either side injured or at some disadvantage... Who is up for some ambushing?"


Game Master

Whatever it is the elemental found, you can probably bet they have their best warriors taking care of it. You could probably imagine that after dealing with it, they would come investigating where it came from, assuming they are intelligent creatures.


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

Always destroy an enemy through deception, this is after all how Thrune gained power in the first place... Their rise to power is one worthy of emulation.


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.

We should look for any advantage we may have. If the defeat the water creature perphaps they send explorers to find from where the creature came from, we could ambush them


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

Sounds like a good idea to me, shall we go set up the room that we freed it from? Rameth says as he resharpens his knives.


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
DajellyMan wrote:
Whatever it is the elemental found, you can probably bet they have their best warriors taking care of it. You could probably imagine that after dealing with it, they would come investigating where it came from, assuming they are intelligent creatures.

We can't possibly know who or what is fighting. It could be anything, a random patrol, weak and injured adventurers etc...

"I'd prefer to meet them mid-battle to take advantage of the confusion and, if it is the water creature possibly save the beast. But if a set piece ambush is preferred, let's do it."


Game Master

well true, you guys can't know for sure. But there are goblins outside and you are here to investigate drow, and you have encountered undead... You could probably hazard an educated guess as to the elemental encountering something like that further on.


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

Agreed. Let's move. Rameth sees the logic of Darque's idea and he moves ahead, taking 10 on perception

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 follows the group, listening for the continuing battle.

Perception: 1d20 + 1 ⇒ (13) + 1 = 14

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects:


Game Master

so do you all agree to head through the broken door?


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

let the games begin...


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

What broken door?

Naia checks the ground for moisture, trying to track the Water Elemental, as well as follow the sounds of battle.

Survival: Track: 1d20 + 6 ⇒ (16) + 6 = 22
Perception: 1d20 + 5 ⇒ (16) + 5 = 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

following the elemental

yes !!


Game Master

the door the elemental crashed through. Lol


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.

Ealasaid prefer the ambush idea but the others already made their mind.

Lets move quickly then


Game Master

Working on the dungeon map, will post soon about the next room. You guys still have time to decide what you wish to do, the sounds appear to be coming from much further into the citadel.


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

Do we have any idea of what kinds of creatures it sounds like?

I say we get close, cast any magics that we might have ready and we go in fast and hard.

Rameth is going to hold on to one of those CLW pots


Game Master

@Rameth: You could try a survival check, but it just sounds mostly like ambiguous noise at this distance. Its just too far away to truly tell anything other than it sounds like a ruckus. Or any other synonym to ruckus. Fracas? Fray? Idk.

Updated the Dungeon Map!

________________________________________

Ok, you all proceed through the recently broken door that the water elemental crashed through after y'all freed it.

This room appears to open up a bit into a much larger space. Five wooden doors stand in the walls here, one in each corner (NW,NE,SE,SW) and then a lone door stands to the south. Crudely executed symbols and glyphs, scribed in bright green dye, decorate this large and irregularly shaped crumbling chamber. A large pit in the chamber's center shows the remains of an ancient bonfire. A rusted metal cage in the center of the southern wall contains a gaping hole and stands empty.

In front of the broken cage, a small wooden bench is draped with green clothes. Upon it sit several small objects. A small bedroll sits in the corner that is obviously empty, however, from under the blankets comes an eerie glow and a faint ghostly whimpering...

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'

Once the group has moved in and Roland can see the symbols, he will try to recall if any look familiar to him.

Kn. Local: 1d20 - 2 ⇒ (15) - 2 = 13
Kn. Religion: 1d20 - 2 ⇒ (11) - 2 = 9

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects:


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

Namon looks at the symbols Roland is looking at carefully.

    Knowledge (religion)1d20 + 8 ⇒ (13) + 8 = 21

    Knowledge (planes)1d20 + 8 ⇒ (3) + 8 = 11

    Knowledge (Arcana)1d20 + 8 ⇒ (10) + 8 = 18


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

If the battle is much further in to the citadel we risk rushing blindly into more trouble. Naia therefore would stop trying to find the battle.

Naia approaches the whimpering bedroll, weapons in hand, and prods it gingerly.


Game Master

Namon, these symbols appear to be some form of Draconic. You recognize them as pertaining to ancient dragon colts. They don't say anything particularly interesting, just stuff like "praise be great dragons, dragons r00l, etc.

Roland, you remember local folk tale that this citadel was once home to dragon worshippers. Whether that was its original purpose or not is unclear.

When naia pokes the thing on the bedroll her sword goes straight through and the whimpering stops. Lifting the blanket reveals nothing underneath. The air around the bedroll is awfully chilly though.


Game Master

Namon, upon investigating the bedroll as well, you pick up strange energies coming from the plane of death. Certainly not a ghost or any sort of creature, but you believe some sort of remnant energy resides in this room.


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

Necromancers and their lairs...


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

Is it dangerous?

1d20 + 7 ⇒ (7) + 7 = 14 percep


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

Quartle waits from the entry. "What is it? A trick? Or more of the animated dead Namon?"
Perception 1d20 + 11 ⇒ (10) + 11 = 21


Game Master

It appears to not be dangerous, and is nothing more than a haunt, lingering energy from the death of another. This one appears to continue to sleep on this bedroll, presumably the place of it's death.

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