Dungeon of Dread - Team 2

Game Master Grimmy

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

Dungeon Map | Equipment


251 to 300 of 319 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

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)

Hearing only bits and pieces of the others conversation his ears perk at the mention of prisoners. Pharnox quickly hurries over to the rest of the group, "Did someone say 'prisoners'? With a flick of his wrists both of his concealed dagger slide into his hands, with a bit of a twinkle in his eye he says "Are we taking prisoners? I have quite a bit of experience taking prisoners." He then sees Christoff out of the corner of his eye, "I mean, that's appalling. Why would anyone take prisoners." he flick his wrists again and the daggers are gone once again. Slinking back quietly he gives Christoff a little smile. Before going back to his rummaging he says to the group "Hey, you guys want any of this, there's some pretty good stuff over here and I'm pretty well maxed out on stuff I can fold... No, no one. Oh well, I'll just leave it here if anyone changes their minds."


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

Sense Motive: 1d20 + 4 ⇒ (8) + 4 = 12

Ghae's also narrow.

With your skill at lying, he would not need to cheat. You are as easy to read as a child found with his hand in the cookie jar claiming innocence.

She nods and May walks over next to her, branchlike arms crossed in front of it.
Once more, and for the last time, who are you keeping prisoner in there?


Janral looks at his lieutenant. "Execute Protocol B!!"

They swiftly make to bolt away from the party in a westerly direction.


Initiative:
Christoff: 1d20 + 2 ⇒ (8) + 2 = 10
Grokar: 1d20 + 1 ⇒ (4) + 1 = 5
Pharnox: 1d20 + 4 ⇒ (17) + 4 = 21
Talric: 1d20 + 1 ⇒ (2) + 1 = 3
Ghae: 1d20 + 1 ⇒ (4) + 1 = 5
Mikka: 1d20 + 2 ⇒ (16) + 2 = 18
Janral: 1d20 + 2 ⇒ (1) + 2 = 3
Gannar: 1d20 + 2 ⇒ (2) + 2 = 4

Party goes first if you want to attack or subdue or intercept them or what have you^^


Christoff thinks Sha'Yen'Maar was an ancient occult demon goddess with a nine-eyed nightmares head atop a shapely female human body.


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

Sorry for being gone... was sick for the first time in a year.

BEFORE "PROTOCOL B"

Talric nods. "Perhaps they do know of the Dice. Shall we-"

WHEN THE BANDITS BOLT

Talric curses in the language of his tribe and runs to catch up. He goes into his trance again, and attacks the lieutenant, hoping to knock him unconscious to question him.

Nonlethal (-4) Raging (+6) Powerful Blow (+1) Power Attack (-1): 1d20 + 5 ⇒ (16) + 5 = 21
Nonlethal Damage: 2d6 + 10 ⇒ (4, 2) + 10 = 16


Lieutenant Gannar falls to the ground unconscious.


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

May takes off after the Captain and attempts to slow him down.

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

Unfortunate her left branch gets tangled in her right.


The two bandits who had surrendered look like they know they are supposed to go with Janral, but they would have to get past Talric and May to do that.

Morale: 1d20 + 2 ⇒ (12) + 2 = 14


Female Human Mooncaller Druid 2 || HP 20/20 | AC:15 Tch:12 FF:13 | CMD:14 | Init:+2 (3) | Perc: +9 (10)

Seeing the two bandits hesitating Mikka utters a druidic chant, the faint sound of an eagle's cry echoing through the cavern.

Casts Eagle's splendor Charisma now at 16


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 attempts to run down the captain as well, figuring leaving the lieutenant alive should be enough.

Power Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d4 + 5 ⇒ (3) + 5 = 8


Grokar draws blood with his claw(?). Janral winces but grits his teeth.


Mikka could roll diplomacy or intimidate with her move action with her boosted charisma against DC 14 to cow the bandits.


Female Human Mooncaller Druid 2 || HP 20/20 | AC:15 Tch:12 FF:13 | CMD:14 | Init:+2 (3) | Perc: +9 (10)

Mikka turns her gaze on the men, halfway between the glare of a punishing maternal figure and a righteous anger railing against injustice.

"You consider joining your leader but deep down you know it will be the biggest mistake of your lives. Drop.Your. Weapons....NOW!

Intimidate: 1d20 + 3 ⇒ (17) + 3 = 20


Bows and spears clatter on the stone floor.


Captain Janral looks back at his men and spits as he prepares to head west into the darkness across the massive chamber.


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

Not really liking the way this encounter is going, but not seeing any other real option, Ghae moves in and swings her club at the captain hoping to bring him down.

Attack-club: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

I assume I can do this. I do not think the map has been updated in a while, so I do not know the positioning of people.

However, the swing strikes the wall on her backswing and never comes close to its target.


Yeah you can do that. We're going mapless theater of the mind while I set up maptool, but the Captain still hasn't had his turn so he is right by Talric and May still.


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

No problem. I figure with 3+ people, he will have to draw an AoO even with a Withdraw action.


Female Human Mooncaller Druid 2 || HP 20/20 | AC:15 Tch:12 FF:13 | CMD:14 | Init:+2 (3) | Perc: +9 (10)

Turning to the shadowy elf Mikka asks "Can you please retrieve their weapons?"


Captain Janral hisses through his teeth.

"Cowards! Pick up those weapons and follow me. Protocol B!"


Round 1 Captain Janral

The captain makes a break for it, coming within reach of Talric as he passes.

Tal gets AoO.

Unless Tal can bring him down:

Janral dashes for the western stairwell, arm outstretched towards a torch burning in a sconce.


The dungeon map has the moveable tokens on 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)

Sorry I had so problems in RL, mainly sick wife, 4 kids 6 and under, and a busted water heater. Worked out everything but the water heater, but that's because the tech didn't do what he said he did. I'm back though and going to get caught up right now.

Round 1
Pharnox takes a double movement to join the rest of the group and for the first time since entering the dungeon he steps out into the light.

Round 2
If Tal does not take the capain out with his AoO
Seeing one unconscious Lieutenant and a fleeing Captain, Pharnox, steps another 10' back out of the light while pulling out his bow, knocks an arrow, and fires at his legs.
Non-lethal shot: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
And ends up shooting the floor only a few feet in front of himself.

If Tal does succeed in his AoO I will come up with another action.


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

Ghae and May both follow after the captain knowing that his knowledge, or traps, will be something important to proceed further into the dungeon.


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
DM Grimmy wrote:

Round 1 Captain Janral

The captain makes a break for it, coming within reach of Talric as he passes.

Tal gets AoO.

Unless Tal can bring him down:

Janral dashes for the western stairwell, arm outstretched towards a torch burning in a sconce.

Talric AoO

Talric swings mightily at the captain as he comes by, hoping to bring him down.

Nonlethal Raging Attack: 1d20 + 6 ⇒ (5) + 6 = 11

Unfortunately, he overswings, and the captain ducks under the blow.

Round Two

Talric rushes at the captain, seeming to move impossibly fast in his armor.

Yay, enhanced movement! Speed=30 feet. Double moving to get to Janral.


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

Talric - you can probably make a charge attack. At least I think so as your movement should not have been impaired if you moved before me and May.


Bad lighting and a lot of debris, I will need an acrobatics check to charge. DC 12.


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

Charge Check: 1d20 - 3 ⇒ (10) - 3 = 7

Neeeeop.


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 stands back and surveys the situation. "We want them alive, right?"

Sorry, I've been sick.


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 2

Grokar replies to Cristoff with "Maybe you do" before running after the captain.


Grokar you can move your guy where you want him on the map.


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

The lights were layered above the characters, so I didn't realize at first.


Oh crap my bad.


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

Yeh, I moved the light out of the way and then moved my avatars, then put the light back where I thought it had been.


Ready for Mikka.


Female Human Mooncaller Druid 2 || HP 20/20 | AC:15 Tch:12 FF:13 | CMD:14 | Init:+2 (3) | Perc: +9 (10)

Mikka moves over to gather the men's weapons with full confidence. "Your former leader is not worthy of you. Once he is neutralized you will not in any way be harmed."


Round 2 - Janral

The captain grabs the torch from the sconce and dashes through the archway and up the stairs, holding it high over his head, flames licking the archway as he crosses into the stairwell.

Provokes AoO from Tal and Ghae.


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

Nonlethal AoO: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 2d6 + 9 ⇒ (3, 2) + 9 = 14

Realized I was calculating damage for Tal wrong, it's +9 instead of +6.

Talric swings mightily with enough force to knock a hardy hobgoblin out.


Janral stumbles and staggers as the mighty blow catches him in the back.


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

Ghae swings at the captain as he runs by with her club.

AoO: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Missing badly.

She proceeds to run after him, catching up easily.

How far can he run? I assume the stairs are difficult territory and it was a move action to grab the torch. If so, he seems to have moved quite a bit further than he should have been able to without some increased movement ability.


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

Talric runs after the captain, catching up. His earthbreaker thunders through the air in a mighty overhand swing...

Nonlethal Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 2d6 + 9 ⇒ (6, 4) + 9 = 19


He has just normal movement Ghae, 30'.

Perception:
Talric: 1d20 + 6 ⇒ (17) + 6 = 23
Ghae: 1d20 + 12 ⇒ (5) + 12 = 17

As Ghaelja passes through the archway where the captain had held the torch up high over his head touching the stone, something green and slimy drips down on her.

Approaching a few seconds later, Talric sees the dungeon hazard land on her just before he would be passing through the same arch!

vs Ghaelja
Con Damage: 1d6 ⇒ 6


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

Did the captain get hit? Rage 5/10


Well I wasn't sure if Tal would want to take any other precautions or change his action seeing Ghaelja get slimed when she passed under the arch just ahead of him.


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

I'm roleplaying rage effectively. Right now, Talric's enhanced senses are focused entirely on the battle. If Janral drops, then he will end rage and tend to Ghaelja.


Gotcha


Female Human Mooncaller Druid 2 || HP 20/20 | AC:15 Tch:12 FF:13 | CMD:14 | Init:+2 (3) | Perc: +9 (10)

Hatemonster is full of hate


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

Ghae feels the drain and shouts:
Oh, sh!t, what is this stuff? And starts to brush it off.

Was there no perception check to notice the stuff?


None as written but I chose to include one, rolled it above.

Tal passes Ghaelja and more of the same slimy green substance drips down out of cracks in the archway...

251 to 300 of 319 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Dungeon of Dread - Team 2 All Messageboards

Want to post a reply? Sign in.