From Humble Beginnings WotW (Inactive)

Game Master The Indescribable

Alternate Crafting Rules

Veil of Useful Items.

The Nine Lessons

Frost Hammer


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Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

Walking along with the group as they advanced, Lukasz looks at the description, his brow furrowing as he attempted to figure out what to expect on the other side of the door. "Perhaps stealth would be advised for this next room?"

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4
The Indescribable wrote:
Potion of Unnatural Lust keyed to She

I fear for She's virtue, she's still naive in the ways of the world.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

Hearing Lukasz's response Allyson will add, "It could also mean deception. We should hide the symbols of Asmodeus and any other markings we may bear." She says pointing to those with arms marked in the prison.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3
Payn wrote:
Dex, this is probably a bad time to ask, but what was it that I just drank? :p

A Potion of Cure Light Wounds 1d8+1. The first one is free the rest will cost you :-)

Dex smiles, "An odd thing to have to do, hide ourselves here underneath the Manse owned by the Cardinal himself no?" he asks as he searches the door for traps.

Perception 1d20 + 7 ⇒ (20) + 7 = 27


You do not believe there are any traps.


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

"A valid view point," Lukasz said in response to Allyson's words. The fact that he himself was probably the least stealthy of the group convinced him to hang back, allowing the stealthier, and less marked of the group, to take up positions in front of him.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dex rolls down his sleeves to hide his scar and places his holy symbol of Asmodeus in his pocket.

"Let us see what is on the other side shall we?"

The smith opens the door...


The room is shrouded in darkness. The light spilling into the hallway from the previous room does not make it to the door.


Darkvision or light reveals:
In the middle of the room is a purple human sized mushroom sprouting in a bare patch of earth surrounded by a two inch tall brick wall.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Tired of the dark Dex pauses and lights a torch and sines it into the darkness.

"An underground mushroom and a big one! May be worth cutting up to see what we can make out of it, well after we get what we cam here for".

He pauses to let anyone else peer into the room to see if they know more about what that thing is.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

"Snuff out your light! Secrecy is our greatest ally remember. This is the first dark room we've found."


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dex douses the light and turns to Allyson, "I remember a certain dark room where a foul mist struck us all. I agree that secrecy may aid us but it may also harm us with no method for most of us to see".


Unfortunately Dex does not snuff out his torch quick enough. The mushroom lets an ear shattering shriek when dex lights his torch. A round later the shriek dies out

1d3 ⇒ 1


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

"Hmmm, we should probably wait here for the moment". Dex moves back 10' to see what, if anything, will happen due to the loud noise.


You can hear things breaking in the next room.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Leekoo shook his head at the sudden flash of light. Why they not see in dark like goblins he didn't know. Flying silently into the room up towards the ceiling, he drew his bow and nocked an arrow, ready to attack at the first sign of hostility.


You hear wood breaking.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

Allyson covers her ears with her hands a second too late. "Ahhh, gods! What the hell was that!" She glares at Dexter with a fierce scowl, but hearing the sound of wood breaking she draws her blade and turns her attention back to the room.

Perception to see what direction the sound is coming from.: 1d20 + 6 ⇒ (1) + 6 = 7


It's coming from the north.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

Aren't we to the north? Do you mean like the room with the stairway behind us?


I mean like you rolled a 1


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

Lol! I didn't notice, never mind.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dexter sighs and relights the torch, "Well the damage is done already, let's at least see what it is we will have to face".

Dark Archive

Female Half-Elf Magus 4| AC (18)16/14/12| F:+5 R+3 W+3| HP 34/34| 1st: 4/5 2nd: 1/2 | APool: 7/7 |Atk: +6| Init: +2|CMD: 18 | Perc: +2| FX: Bull's Strength, Shield

Payn wails in a high-pitched scream as her ears are receive the burning hot poker of the ear shattering shriek. After it's over she spends a few minutes getting her bearings.

As the sound of wood breaking greets them, she joins Allyson in trying to discern it's origin.

Perception: 1d20 + 2 ⇒ (12) + 2 = 14


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

Putting his hands to his ears as the high-pitched shriek, Lukasz grimaces as the sound dies down. His expression changes to slight concern at the sound of breaking wood. Gripping his shield in one hand and sword in another once more, Lukasz will work with the others to pinpoint the sound's origin as soon as possible, so they could prepare.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16


After a second Dex again starts the ear shattering shrieking which drowns out the sound but not sight of large barnacle encrusted axes chopping through the door on the west side of the room


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

"Can someone shoot that damn thing already!?" he states pointing at the giant mushroom.


The mushroom unfortunately drowns out dex's words. He can barely hear himself.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dex puts out the light again, "BY Asmodeus' ears, someone shoot that damn thing, it is the source of that shrieking racket!!! I'll not go in to face whatever is in there with no light".


1d3 ⇒ 1

Dexter continues trying to speak but can't be heard.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

Allyson covering one ear as best she can moves to the mushroom driving her blade into it.

Rapier Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Critical Confirm: 1d20 + 7 ⇒ (7) + 7 = 14
Critical Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Please let me know if my crit confirmed because I get a Panche back if it did.


Allyson drives her blade into the mushroom. As she does the shrieking comes to an end.

You stabbed a mushroom an unmoving thing. Even with a crit do you think that deserves panache? It's like attacking a normal tree.

I will continue tomorrow if nobody posts any actions, because we're in the last round before combat starts.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Now that the shrieking 'shroom was silenced, Leekoo turned his bow to the door with chopping sounds, arrow drawn back to hit the first thing he sees.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

Gotcha! I was thinking it was a living plant that saw us. No Panche for that.

Allyson will move to the door and await whatever lies beyond. Her body tingling in excitement finally seeing proper weapons.

Parry and Ripose if attacked:

Parry: 1d20 + 7 ⇒ (20) + 7 = 27

Ripose: 1d20 + 7 ⇒ (18) + 7 = 25
Ripose damage: 1d6 + 4 ⇒ (1) + 4 = 5
Critical Confirmation: 1d20 + 7 ⇒ (19) + 7 = 26
crit damage: 1d6 + 4 ⇒ (1) + 4 = 5


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

With the creature dead, and the sound of axes chopping at wood resounding through the room and into the hall, Lukasz states, "This must be the death that was warned." He then utters a now familiar prayers as he touched Dexter's shoulder, bestowing divine guidance upon the big man. Then he once more draws his sword in preparation for a fight.

Once more casting Guidance on Dexter


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dex mumbles, "Praise be Asmodeus that the damn sound is silenced!" and lights the torch again.

Dark Archive

Female Half-Elf Magus 4| AC (18)16/14/12| F:+5 R+3 W+3| HP 34/34| 1st: 4/5 2nd: 1/2 | APool: 7/7 |Atk: +6| Init: +2|CMD: 18 | Perc: +2| FX: Bull's Strength, Shield

The mushroom dead and the room lit by Dex's torch (again), Payn playfully skips next to Ally, and stands, literally shoulder-to-shoulder with her, staring at the quickly disintegrating door.

She holds her steel aloft and waits for her turn on the dance card.

Move action to door. Readied action: Attack on approach.

Readied attack: 1d20 + 4 ⇒ (20) + 4 = 24
Readied attack Crit??: 1d20 + 4 ⇒ (6) + 4 = 10

Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Crit Damage??: 1d8 + 4 ⇒ (4) + 4 = 8

CLW from before: 1d8 + 1 ⇒ (8) + 1 = 9

Personally, I think panache is an internal thing. Regardless what others were thinking, Don Quixote thought he was HELLA cool charging the balls outa that windmill. ;-)


But she is not Don Quixote. And that windmill at least moved.
The door shatters under the blows.

Payn drives her blade into one of the undead creatures and Leekoo gets to toss off a shot.

Leekoo being the only one to actually ready an action besides Payn may now attack.

Init Rolls:
Payn's Init: 1d20 + 2 ⇒ (12) + 2 = 14
Dex's Init: 1d20 + 5 ⇒ (13) + 5 = 18
Lukasz's Init: 1d20 + 4 ⇒ (11) + 4 = 15
Allyson's Init: 1d20 + 4 ⇒ (10) + 4 = 14
Leekoo's Init: 1d20 + 3 ⇒ (14) + 3 = 17

Undead thing 1's Init: 1d20 ⇒ 5
Undead thing 2's Init: 1d20 ⇒ 17
Undead thing 3's Init: 1d20 ⇒ 3
Undead thing 4's Init: 1d20 ⇒ 14

Init Order

Round 1 Dex, Leekoo
Round 2 Undead thing 2
Round 3 Payn, Allyson, Lukasz
Round 4 Undead 1, 3, 4

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d4 ⇒ 1
Ride: 1d20 + 15 ⇒ (15) + 15 = 30

Keeping She steady, Leekoo was able to send an arrow straight towards the first dead thing he saw, though the arrow merely grazed the thing's arm.


Top of init, back to leekoo and dex.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Round 1

Dex will hold.


That's not possible. Allyson and Payn have them bottlenecked. Payn. Update your positions.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Sorry, forgot I was at the top of the initiative. Not used to that lol.

Ride: 1d20 + 15 ⇒ (3) + 15 = 18
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Moving She forward a little, Leekoo quickly mixed up a few chemicals before tossing the concoction at the back row.


No can do. You're flying they're in a door that four people are already blocking Leekoo do you wanna hit the front row?


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

Allyson has resist 5 fire, cold, electric. You can splash her with any of those under that amount.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Mmkay, front row, the one in front of Allyson. Splash damage is 5.


The thing and it's companions act as though unaffected, so to does Allyson.

Payn on the other hand feels the flames wash over her skin eliminating more than a little hair.

One of the undead tries to move forward to strike at one of the two, but the bottleneck prevents him from doing anything.

Payn, Allyson, and Lukasz are up.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

Allyson feels the heat of the goblin's bomb wash harmlessly off her flesh, as she flips her blade to the ready and thrusts it at the creature before her. She keeps her defensive stance ready to parry the next incoming blow.

Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

With the undead effectively blocked from coming into the room, Lukasz advances into the room, continuing with his short prayers to Asmodeus, this time granting the Lord of Hell's guidance to Payn.

Move action to close distance to Payn (Map updated). Standard action to cast Guidance on Payn.


Payn strikes at the creature in front of allison and hits.
1d20 + 4 ⇒ (14) + 4 = 18

Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Undead thing 1 attacks allyson and misses as she expertly defends and strikes back.

1d20 + 4 ⇒ (16) + 4 = 20

Undead number 4 attacks Payn and is stopped by her armor.

1d20 + 4 ⇒ (9) + 4 = 13

Undead 3 cannot move forward to attack.

Back to Leekoo and Dex

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