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

Game Master DajellyMan

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Game Master

Rameth speaks aloud the words and an epic drum roll goes off in his head. And nothing happens.

Quartle, In able to figure out what these items are you are going to need to pick them up. Do you pick them up?


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

Before I do, did the trained Knowledge (Religion) roll of 19 make any difference? The inscription bears some thought (though I have no idea what the first part means). If we come up blank on both, Quartle will pick them up.


Game Master

Quartle:

Your knowledge of religion tells you that, although you are unsure what sort of religion this all belongs to, it appears to be some sort of dragon cult. These graves in particular appear to be elven, though you have seen signs throughout this place that other races shared in the worship.


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

"Not sure what faith this was, but it looks like some sort of dragon cult. I guess that makes sense with the fire before and this mention of wind. These graves look elven, but we've seen evidence of other races too. I'm going to check out these items." Quartle will handle the items and complete his assessment of what they are. He will not extinguish the candle, spill the fluid, or blow the whistle.


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 stands w both daggers ready


Game Master

As soon as Quartle picks up one of the items to examine, the air in the room grows supernaturally cold. Soon after, there is a slight banging followed by a creaking sound. It becomes obvious the source of this is that the five sarcophagi are slowly opening. Skeletal hands surrounded by cold blue flame creep out of the crack and attempt to speed up their opening.


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 swears as skeletons come out he drops his MW dagger and draws his club.

I assume in surprise?


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.

Somebody will have to make a song about this

What eactly will be the machanics to strike the hand? just an attack? or perhaps a called shot?


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 too am interested in Ealasaid's question. Darque will immediately sheathe her shortsword and THF her mace.


Game Master

i think called shot rules are fine, or a -4 to hit melee


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

OK. Is it initiative, or are we surprised?….


Game Master

Well, technically we are in init, but they are using their turn breaking out of their coffins. So you all have a turn and then they will go. Sorry, I guess I didn't clarify


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

Okey doke.

Naia screams, half in fear and half in…. more fear - choosing a sarcophagi, she rapidly takes aim and smashes her mace into the nearest opening coffin lid, not aiming for the hand particularly, but attempting to break the arm and batter the occupant inside.

Move Action: Favored Target: Coffin.
Standard Action: Power Attack Coffin.

Wishhh!: 1d20 + 2 + 3 - 1 + 1 ⇒ (11) + 2 + 3 - 1 + 1 = 16 [BAB, Str, PA, Favored Target]
BAKKK!: 1d6 + 4 + 3 + 1 ⇒ (2) + 4 + 3 + 1 = 10 [Str, PA, Favored Target]

Take 1 off attack and damage if you can't Favored Target an inanimate object. ;) The play test specifically mentions "opponent" and that the effects last until the opponent is "dead". So likely not a coffin lid.

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 1

A bit taken back by the scream from Naia, Roland steps to one of the opening coffins if necessary and smashes the skeletal hand with his shield.

Shield Bash: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
Shield Bash Damage: 1d3 + 3 ⇒ (1) + 3 = 4

Shield Bash, Crit Conf: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
Shield Bash Damage: 1d3 + 3 ⇒ (3) + 3 = 6

Not sure if you are doing the same thing with crits as the other game
Shield Bash, Crit Conf: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
Shield Bash Damage: 1d3 + 3 ⇒ (3) + 3 = 6

Current AC 16/11/15

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


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 + 4 - 1 - 1 ⇒ (7) + 4 - 1 - 1 = 9 for 1d6 + 3 + 2 - 1 ⇒ (1) + 3 + 2 - 1 = 5

Rameth slams his club down on a skeleton


Game Master

I guess I dropped the ball in my last post. I meant to make it clear that everyone can go ahead and post a round 1 action ;p

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'

Well half of us got your cryptic meaning and proceeded to bash things as best we could. I am waiting with held breath on the outcome of the bear traps vs skeleton legs.


Game Master

I just need an action from Quartle, Namon, and Ealasaid, and then the skellies are up to bust out of their coffins. Unless the three of them want to delay, of the party wants me to bot/delay for them.


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

Namon will hold back


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.

Bashing: 1d20 + 5 ⇒ (13) + 5 = 181d10 + 7 ⇒ (3) + 7 = 10


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 uses the wand to cast cure light wounds and attempts to touch one of the skeletons.
Touch 1d20 + 1 ⇒ (9) + 1 = 10
Damage 1d8 + 1 ⇒ (3) + 1 = 4
Hold charge if that misses.


Game Master

Round 1

Skeletons begin to emerge from the sarcophagi. The scraping of stone echoes throughout the room and they violently attempt to burst out!

- - - - - - - - - -

Naia - Sorry, no favored coffins ;p The slayer realizes she knows what to do. Like she was chosen for this. To kill all the undead. She smashes her mace at the arm of an emerging skeleton, taking it straight off and reducing the limb to dust.

So what I am going to do here is if you hit the arm and do x damage, the arm is destroyed, leaving the skeleton with a permanent -2 to hit and only gets one attack, plus it'll do a little damage.

Roland - thinks 'bashing arms is for suckas', and he grabs the skeleton, forcefully pulls it out of the coffin, and then bashes it into nothingness with his shield. One skeleton down. (had to honor the double crit! Nice rolls!)

Rameth - whips out his club and rushes to bring it down on a skeletal arm, however he is unable to hit anything besides the coffin lid!

Namon - holds his action, waiting to see how this plays out.

Ealasaid - steps up to an opening coffin and bashing another skeleton arm into dust and debris!

Quartle - tries to poke the creature with his curing wand, knowing the healing magic will harm the undead, but he is unable to touch the creature! (I didn't know the charge holds on a wand if the attack misses?)

- - - - - - - - - - -

Round 2

The skeletons manage to remove their lids and emerge from the coffins! Two of the skeletons have a nasty surprise waiting for them though, and Ealasaid's bear traps snap shut with a *CLANK*!

1d20 + 10 ⇒ (6) + 10 = 162d6 + 3 ⇒ (3, 3) + 3 = 9
1d20 + 10 ⇒ (5) + 10 = 152d6 + 3 ⇒ (3, 1) + 3 = 7

The trap manages to catch both skeleton's legs, instantly reducing them to dust and sending the skeleton tumbling to the ground, only half of its former self. As soon as they hit the ground they turn to dust as well.

Suddenly, there is a disgusting lurching sound coming from the doorway. Standing, or I suppose laying in the entrance to this room is a disgusting abomination that appears to be a gross lump of flesh with a humanoid face. Pale and glistening with moisture, this sluglike creature stares vacantly as a droning moan escapes its slobbering lips.

Make a DC 15 Will save or be sickened for as long as the creature moans

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

Ok, I got nothing on what this new things is. :)
Is this a fear effect? Not that I have much for fear, but others may.

Will: 1d20 + 6 ⇒ (12) + 6 = 18

Not knowing what abomination has been sent to test his mettle, he closes with the unnatural creature, prepared to end it's time on this plane.
This may provoke from the skeleton S2

Move to H4 to provide cover for Quartle, then strike the new creature.

Longsword: 1d20 + 7 ⇒ (12) + 7 = 19
Damage Longsword: 1d8 + 3 ⇒ (7) + 3 = 10

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


Game Master

Not a fear effect, though it is a mind-affecting sonic effect.


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 succumbs to the awful moaning, almost losing her grip on her mace and narrowly avoids falling on the the closed beartrap'n'bonedust. The emerging skeleton's leer seems to mock her.

Free Action Fail Will save.
Move Action: Favored Target: Aelfwine the Armless Elf Skeleton...
Standard Action: Power Attack Aelfwine.
Free Action Sway sicken'edly.

Shanng!!: 1d20 + 2 + 3 - 1 + 1 - 2 ⇒ (2) + 2 + 3 - 1 + 1 - 2 = 5 [BAB, Str, PA, Favored Target, sickened]
SMOKK!: 1d6 + 4 + 3 + 1 - 2 ⇒ (5) + 4 + 3 + 1 - 2 = 11 [Str, PA, Favored Target, sickened]

Will DC 15: 1d20 + 1 ⇒ (5) + 1 = 6

Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


Game Master

OOPS! Forgot the two skeleton's attacks!

Round 2

The de-armed skelly's emerging from their coffins swing at Ealasaid and Naia respectively. (They we gentlemen in life, as in death).n

Claw vs Ealasaid: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 11d4 + 2 ⇒ (4) + 2 = 6

Claw vs Naia: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 181d4 + 2 ⇒ (4) + 2 = 6

fumbles?: 1d20 ⇒ 7
yes, fumbles: 1d20 ⇒ 20 (but recovers!)

Naia also takes a free action to get clawed for 6 damage.


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

Any knowledges for the new thing?


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 + 4 ⇒ (17) + 4 = 21 not sickened

1d20 + 5 + 2 - 1 - 1 + 1d6 ⇒ (8) + 5 + 2 - 1 - 1 + (6) = 19 for 1d4 + 1 + 3 + 2 - 1 ⇒ (3) + 1 + 3 + 2 - 1 = 8

Rameth feels "inspired" as he charges the new creature stabbing it with his magical dagger and releasing the poison locked within it. DC 14 fort or takes d3 con, save only stops the damage for that round, must save for 6 rds


Game Master

Yes, you can make a K. Dungeoneering check. And Roland is correct in how the dagger works (or doesn't work).


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

yep, I madea typo on my paper that i wrote up with the abilities of the dagger!


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

will save1d20 + 3 ⇒ (4) + 3 = 7

Namon's gut wretches as he sees the foul thing before him yet he is not going to take the beast lying down...

Namon made a gesture and let the souls of the damned make their way to the mortal world...

casting cause fear on the thing


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.

Will save: 1d20 + 3 ⇒ (18) + 3 = 21

Smashing: 1d20 + 5 ⇒ (18) + 5 = 231d10 + 7 ⇒ (5) + 7 = 12


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

Will save 1d20 + 7 ⇒ (6) + 7 = 13
The droning moan fills Quartle with a feeling that turns his stomach. He gives up on the skeletons and tries to heal Naia instead.
Activate wand of cure light wounds to heal 1d8 + 1 ⇒ (1) + 1 = 2
Not sure why touch spell delivered via wand would be any different than any other touch spell, but I'm ok either way you want to rule the ability to hold the charge.


Unnamed

So what is happening here?


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 wonder the same.


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

Apparently Dajelly has been out of it with illness and perhaps heavy drinking. Or illness due to heavy drinking. Or heavy drinking to cope with illness. Anyway, he's around, and should hopefully be back soon. :)


Game Master

Lol. Mostly sick. Maybe some drinking to cope with it here and there ;p but I sort of learned from that mistake... it didn't really work too well. Ok, just going through some things and notes for this campaign and a few others, will post soon once I am reorganized.

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