Dungeon of Dread - Team 2

Game Master Grimmy

Round 4
Ghaelja
Mikka <<<<
Talric <<<<
Pharnox <<<<
Grokar <<<<
Captain Janral
Lieutenant Gannar <unconscious
Bandits

Dungeon Map | Equipment


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Talric of the Northlands wrote:
With that +4 from Soft Cover, that wouldn't hit me. Also, what happened to the bandit I attacked? I'm figuring that was a hit, although I could be wrong...

Yeah you smashed him like a bug. I was just double checking if all those hits hit you or not. I had to look up fighting defensively.

You should be at 16 AC fighting defensively and raging, right? 20 with the soft cover?

Fixed.


Stuck full of spears like a pin-cushion, Tal brings down his hammer with literally skull crushing force...

The bandit is smashed like a pumpkin at the feast of Hecate.

An arrow pins Grokar in the shoulder.


Male Human Barbarian 3 | HP 16/42(36/51) | Init +1 | Perc +6 | AC: 16(14) Tch: 11 FF: 15 | Fort +5(+7) Ref +2 Will +2(+4) |
Resources:
Rage 9/10 Powerful Blow 1/1

Sweet. Next round, I'll step in, attack one (probably smashing him too), then, while the bandits are fumbling around for their swords, I'll smash annuder one. Is it just me, or does Tal seem kind of optimized? While raging, he can get a +9-11 to hit, and a +9-10 for damage..

Also, some clarafication on Tal's rage: instead of drawing upon pure, wild fury for his attacks, Talric enters a sort of "martial trance"-a sort of meditative trance that greatly increases his offensive ability, but at the cost of mental functions. Fitting for a LG barbarian who's had to rely on discipline and intelligence in the wild rather than just drinking and fighting and raiding, dontcha think?


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Round 2

Christoff moves into the hallway and shoots an acid dart at the nearest bandit.

Acid Dart
Ranged Touch Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


The bandit keels over and dies, clutching his face as the acid eats out his eyes.


Male Human Barbarian 3 | HP 16/42(36/51) | Init +1 | Perc +6 | AC: 16(14) Tch: 11 FF: 15 | Fort +5(+7) Ref +2 Will +2(+4) |
Resources:
Rage 9/10 Powerful Blow 1/1

<crickets>

Not to be a spoilsport, Grimmy... But how did 2 points of damage kill a bandit with +2 BAB? (I figured that out by looking at their attacks, not the module itself.)


I could tell you they are all sick from the blight, blah blah blah, but the real answer is... 4e style minions. Because the 14 year olds I ran this for at home said make them minions or you guys will totally TPK.

If you make it through the first encounter we'll take the gloves off.


Male Drow Ninja 3 | HP 11 / 22 | AC 17; Touch 14; Flat Footed 13 | CMD 17 | Fort +1; Ref +6; Will +1 | Init +4 | Perception +8
Resources:
Arrows (17/20), Trail Rations (5/5), Ki Points (5/5)

Well that was probably my worst round of damage I think I have ever gotten.

Round 2

Pharnox steps back through the door to remove the arrow and stop the bleeding from his spear wounds.

Does anyone have any healing spells they may be willing to use on me, in not what would be the caster level for a potion of cure moderate wounds.


Grokar son Bakur, Male CN Half-Orc Skirmisher 3 | HP 28 | AC 15, FF 14, T 11, CMD 17 (19) | Init +1 (3) | Fort +5, Ref + 4, Will +4 | Senses: Perc +9, S.Mot +5, Darkvision 60ft, Scent

With soft cover and full defense, Grokar would have been at 23 AC, so the arrow would have missed.

Round 2

Grokar pulls out a javelin and hurls it at the nearest soldier before taking a step behind Tal.

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


Gotcha Grokar! Noted.


Grokar's javelin skewers a bandit.


Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

Round 2

Seeing that the men have decided to fight on the enemy's territory, she and May both move to the top of the stairs and take defensive postures.

Total Defense:

Ghae - AC20
May - AC20


Round 2 - Bandits:

Talric seems to have made an impression. The bandits decide to gangstalk him.

Shortsword: 1d20 + 2 ⇒ (7) + 2 = 9

Shortsword: 1d20 + 2 ⇒ (6) + 2 = 8

Longspear: 1d20 + 3 ⇒ (15) + 3 = 18 (Soft Cover)

Longspear: 1d20 + 3 ⇒ (3) + 3 = 6 (Soft Cover)

Shortbow: 1d20 + 3 ⇒ (8) + 3 = 11 (Soft Cover)

Shortbow: 1d20 + 3 ⇒ (8) + 3 = 11 (Soft Cover)

Shortbow: 1d20 + 3 ⇒ (10) + 3 = 13 (Soft Cover)

Nada.

Action Economics:

blue & brown:
Draw shortswords, move to first step stairs, attack

yellow:
drop bow, draw spear, move to foot of stair, attack

red:
attack

purple, pink, green:
attack with bows


Round 3 Go!


Male Human Barbarian 3 | HP 16/42(36/51) | Init +1 | Perc +6 | AC: 16(14) Tch: 11 FF: 15 | Fort +5(+7) Ref +2 Will +2(+4) |
Resources:
Rage 9/10 Powerful Blow 1/1

ROUND THREE

As Talric deflects the blows with his hammer, dodges the points of weapons, a d chuckles in amusement as the brigands futilely whack against his armor, Talric sees that they are no major threat. Ending his trance, Talric temporarily droops as the strenuous muscle control provided by the stance fatigues him, but then continues pushes the assault. He attempts a loud roar to scare the bandits.

Intimidate: 1d20 - 1 ⇒ (6) - 1 = 5

Which sounds quite silly.

Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9

Ending Fighting Defensively, targeting Blue.


Intimidate to demoralize in combat is a standard action big Tal! Leaving you without an action to take that attack :p

Unless you were using intimidate to influence attitude? That is one full minute :p


Male Human Barbarian 3 | HP 16/42(36/51) | Init +1 | Perc +6 | AC: 16(14) Tch: 11 FF: 15 | Fort +5(+7) Ref +2 Will +2(+4) |
Resources:
Rage 9/10 Powerful Blow 1/1

Oops... Heh. Can you ignore that Intimidate check then, please?


You got it.


Male Drow Ninja 3 | HP 11 / 22 | AC 17; Touch 14; Flat Footed 13 | CMD 17 | Fort +1; Ref +6; Will +1 | Init +4 | Perception +8
Resources:
Arrows (17/20), Trail Rations (5/5), Ki Points (5/5)

Well with me basically at deaths door with no where to safely go so I can survive this first encounter there really is nothing I can do so I will hold my current position. On another note does anyone know if you can retrieve an arrow from your body and use it against your attacker?


The RAW is ammo that hits is destroyed, misses are 50% recoverable, but what you're describing sounds like a clear case of Rule of Cool trumping RAW.

\m/_ (-__-) _\m/


Male Drow Ninja 3 | HP 11 / 22 | AC 17; Touch 14; Flat Footed 13 | CMD 17 | Fort +1; Ref +6; Will +1 | Init +4 | Perception +8
Resources:
Arrows (17/20), Trail Rations (5/5), Ki Points (5/5)

Well it was worth a shot.


Grokar son Bakur, Male CN Half-Orc Skirmisher 3 | HP 28 | AC 15, FF 14, T 11, CMD 17 (19) | Init +1 (3) | Fort +5, Ref + 4, Will +4 | Senses: Perc +9, S.Mot +5, Darkvision 60ft, Scent

Don't forget you have a potion of cure moderate wounds Grimmy added and Ghae might be able to help you, too.

Round 3

Grokar moves back up next to Talric again, pulling out another javelin along the way. Once there, he decides against throwing the javelin and lashes out at the sword-wielding soldier with his claw instead.

Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d4 + 3 ⇒ (1) + 3 = 4


Male Drow Ninja 3 | HP 11 / 22 | AC 17; Touch 14; Flat Footed 13 | CMD 17 | Fort +1; Ref +6; Will +1 | Init +4 | Perception +8
Resources:
Arrows (17/20), Trail Rations (5/5), Ki Points (5/5)
Pharnox Shadowstrike wrote:
Does anyone have any healing spells they may be willing to use on me, in not what would be the caster level for a potion of cure moderate wounds.

I asked this last round, but no one responded so I assumed Ghae didn't want to help me at that moment and no one else knew about the caster level for the cure moderate wounds potion.


Grokar claws out the throat of the short sword wielding bandit on the first step.

CLW Pot heals 2d8+2


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Christoff steps forward and throws the bomb into the crowd of enemy.

Bomb: 1d20 + 3 ⇒ (19) + 3 = 22
Aiming at the square just behind the red enemy. Splash damage is 5 points. Reflex save is DC 14 for half damage.


Male Drow Ninja 3 | HP 11 / 22 | AC 17; Touch 14; Flat Footed 13 | CMD 17 | Fort +1; Ref +6; Will +1 | Init +4 | Perception +8
Resources:
Arrows (17/20), Trail Rations (5/5), Ki Points (5/5)

Well lets hope these guys are holding some good loot.

Round 3

Pharnox drink his potion of Cure Moderate Wounds and sneak back into the room lingering in the shadow of May's branches.

Potion of Cure Moderate Wounds: 2d8 + 2 ⇒ (5, 1) + 2 = 8


Christoff, header.

Hey guys how did you two end up in the same square? Should I move Christoff I guess?


Christoff's bomb lands at the base of the stair, blowing 2 bandits to smithereens. The sound of the explosion reverberates through the massive chamber and down the halls.


Ready for Ghaelja Whaldhaar.


Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

Round 3
Ghae draws her sling and whips a stone at the purple bandit.

Attack-sling: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

However, the stone is well wide of its target.

Then May, the waling tree, moves down the steps past the other warriors and swings a branch at the purple bandit.

Attack-slam: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

May swats the bandit aside with ease.

Sorry about the healing, I missed that you had been hit so hard. I have one CLW memorized and usually have Goodberries, although I am terrible about remembering to keep track of the berries.


May swats the bandit with ease, leaving just two archers looking quite panicked.


Round 3 - Archers

One bandit starts to run south but the other one grabs his shirt to stop him.

"Grow some balls.. This way!"

They both take off up the north-leading corridor.

Run for move x4.


Round 4 Go!


Male Human Barbarian 3 | HP 16/42(36/51) | Init +1 | Perc +6 | AC: 16(14) Tch: 11 FF: 15 | Fort +5(+7) Ref +2 Will +2(+4) |
Resources:
Rage 9/10 Powerful Blow 1/1

ROUND FOUR

Talric runs at the bandits, roaring "Come back and fight us, cowards! At least have the courage to die a warrior's death!"

Mechanics:

Move toward the Bandits, Swift to yell challenge, and Standard to Intimidate.

Intimidate Check: 1d20 - 1 ⇒ (1) - 1 = 0


Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

I am unsure what the yellow circles are meant to represent.

May follows after the bandits with Ghae behind.

I think that a 30' move for May should get her to the bandits.

Attack-slam: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Ghae also moves 30'.

For some reason I cannot move the icons on the map. It just keeps putting me into a text edit mode even if I select the select arrow.


Torchlight :)

Bandits ran for x4 move, 120'.

The grid was in the foreground I'll fix it.


Grokar son Bakur, Male CN Half-Orc Skirmisher 3 | HP 28 | AC 15, FF 14, T 11, CMD 17 (19) | Init +1 (3) | Fort +5, Ref + 4, Will +4 | Senses: Perc +9, S.Mot +5, Darkvision 60ft, Scent

Round 4

Grokar leaves the others to chase after the archers while he moves South to the center of the large room, taking the chance to look and sniff around for anything that might stand out as peculiar or, at the very least, interesting.

There must be a reason they turned around instead of heading down this way.


Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

Not wanting to run into a trap, Ghae calls May back and the walking tree is soon back with the party.


Perception:
Christoff: 1d20 + 4 ⇒ (20) + 4 = 24
Grokar: 1d20 + 9 ⇒ (9) + 9 = 18
Pharnox: 1d20 + 8 ⇒ (18) + 8 = 26
Talric: 1d20 + 6 ⇒ (4) + 6 = 10
Ghae: 1d20 + 12 ⇒ (20) + 12 = 32
May: 1d20 + 5 ⇒ (15) + 5 = 20

DM Screen:

Up: 1d20 ⇒ 11
Down: 1d20 ⇒ 14


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Christoff moves down the stairs and says, "Well, that was anti-climatic. Where do you think they're off to?"


Grokar spots a new phalanx forming to the south at the edge of the torchlight. They are trying to be stealthy and stick to the shadows.


Christoff, header.


Male Drow Ninja 3 | HP 11 / 22 | AC 17; Touch 14; Flat Footed 13 | CMD 17 | Fort +1; Ref +6; Will +1 | Init +4 | Perception +8
Resources:
Arrows (17/20), Trail Rations (5/5), Ki Points (5/5)

Round 4

Pharnox advances down the stairs and follows Grokar to the south wondering what the half-ork is doing.

Would there be anymore that I could see than Grokar with my 120' darkvision?


Yup I'll draw in more of the room.


Grokar son Bakur, Male CN Half-Orc Skirmisher 3 | HP 28 | AC 15, FF 14, T 11, CMD 17 (19) | Init +1 (3) | Fort +5, Ref + 4, Will +4 | Senses: Perc +9, S.Mot +5, Darkvision 60ft, Scent

Grokar whispers to Pharnox: "Go to stairs." He points to the southern stairs. "Stay in darkness. I'll get them to others."

Please, if you have a plan that is better than his, feel free to go with it instead. Grokar is not that bright.


Round 4 - Bandits

The bandits to the south, alerted by Christoff's bomb, form a Phalanx of spearmen two rows deep with 2 rows of archers behind them.

Full round getting into formation.

The two bandits who went north are out of sight and earshot.


Round 5 - Go!


Male Drow Ninja 3 | HP 11 / 22 | AC 17; Touch 14; Flat Footed 13 | CMD 17 | Fort +1; Ref +6; Will +1 | Init +4 | Perception +8
Resources:
Arrows (17/20), Trail Rations (5/5), Ki Points (5/5)

Since I'm all in black and standing out of lantern range would the southern bandits be able to see me?


Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

I moved Ghae some. She was supposed to be moving behind May.

Question - do you require actual plant growth to use Entangle? If not, I would like to swap it out, for Shillelagh, as requiring plants in a dungeon makes the spell mostly useless.


1 person marked this as a favorite.

Don't you read the optimization guides, all you need to do is carry around a potted plant and you can cast entangle anywhere! :p

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