GM Endless Forms' Dragon's Demand (Inactive)

Game Master Mike Tuholski

Module played for PFS credit. The Dragon's Lair

Monastery (main) | Monastery (upper and basement)

Belhaim


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Male Human (Varisian) Bard 2 | HP: 15/15 | AC 16 | T 12 | FF 14 | Fort +1 | Ref +5 | Will +3 | CMD 13 | Initiative +2 | Perception +5

Jalthan prolongs his performance, jesting at the feeble rats and their bad teeth. He then shoots an arrow at the northernmost rat.

Shortbow (cold iron arrows): 1d20 + 3 + 1 + 1 - 4 ⇒ (17) + 3 + 1 + 1 - 4 = 181d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

How many rats are left?

Milloy will get out his crossbow and attempt to hit a rat with a bolt.

XBow: 1d20 + 4 - 4 - 4 ⇒ (8) + 4 - 4 - 4 = 4
Bolt: 1d8 ⇒ 7


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Like catching dinner when I was a kid working the alleys!" Kurth says, shifting and trying to spear the pair of remaining rats on his javelin.

Attack!: 1d20 + 5 - 2 + 1 ⇒ (13) + 5 - 2 + 1 = 171d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

And, if I can 5-foot step into a good spot, I'll Cleave and/or get a flank

Attack! Again!: 1d20 + 5 - 2 + 1 ⇒ (9) + 5 - 2 + 1 = 131d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8

I'll be AC 18 for the rest of the round if I was able to Cleave, AC 20 if not.


Inactive

More stabbing! Alice moves to flank if possible. Attack: 1d20 + 0 ⇒ (10) + 0 = 10; Damage: 1d4 + 2 ⇒ (4) + 2 = 6


Technic Siege/Full Map

Jalthan's arrows fells the northern rat, and as Kurth stabs through the final one it lets out a loud squeal in its death throes.

Out of combat!

The party searches the room throughly, but finds nothing of value or interest. The place was simply a den for rats, possibly bred by the local kobolds.

To the northwest the passge continues deeper into the cavern. Wide steps have been carved into the rock in this tunnel.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Heal up if anyone was injured and let us press on. Milloy suggests quickly. I'm sure that group of kobolds already have something vile in store for us now.


Male Human (Varisian) Bard 2 | HP: 15/15 | AC 16 | T 12 | FF 14 | Fort +1 | Ref +5 | Will +3 | CMD 13 | Initiative +2 | Perception +5

"I agree! I shouldn't keep my public from waiting." jests the bard.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Aye, onward, soon as Alice's foot is tended to - can't have our trapspringer limping around," Kurth says, before moving toward the stairs, peering carefully ahead.

Perception: 1d20 + 3 ⇒ (10) + 3 = 13


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"Just the scout injured? I have something that may help with that." Alsterro reaches into a cylindrical case with a swirled black and white motif on the outside, then pulls out a tightly rolled piece of parchment. Unrolling it, he reads the inscription thereon, and passes his hand down Alice's injured leg.

Scroll of Cure Light: 1d8 + 1 ⇒ (3) + 1 = 4


Inactive

Alice sighs as her wounds find relief. "Thanks Alsterro. I feel fit as a fiddle. We'd better keep a keen eye for another ambush!"

Alice leads the way again, keeping an eye out and moving quietly.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Stealth: 1d20 + 8 ⇒ (6) + 8 = 14


Technic Siege/Full Map

My flash drive where I saved the map is missing. Hopefully I can track it down after work today. I suspect my two-year-old has an idea where it went...


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Ah, a rogue has pilfered the prized possession!


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

Are we moving on or still waiting on the map?


Technic Siege/Full Map

Sorry guys, got a BAD toothache over the weekend. Dentist found root infected. Root canal today. No chance to track down map. We'll try w/o for a bit and I'll re-do it if need be in a day or two.

The group heads into the next room safely. They find no traps or enemies.

Wide steps have been carved into the rock in each tunnel that intersects with this large cave. A five-foot-wide circular pit is the chamber’s only feature.

The pit is the tribe’s main water source, a 15-foot-deep well filled with 10 feet of water. It gives the kobolds a water source without having to go outside.

Passages lead out of this room to the north and to the east.


Male Human (Varisian) Bard 2 | HP: 15/15 | AC 16 | T 12 | FF 14 | Fort +1 | Ref +5 | Will +3 | CMD 13 | Initiative +2 | Perception +5

Ouch, sounds painful! All my best for your recovery.

Jalthan looks around the cavern, trying to spot any kobolds that might be watching them right now.

Perception: 1d20 + 4 ⇒ (4) + 4 = 8


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Shall we try the north?

Perception: 1d20 + 4 ⇒ (16) + 4 = 20


Inactive

"Sounds as good as any."

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

-Posted with Wayfinder


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"North sounds good to me," Kurth says, casting a wary eye around the room.

Perception: 1d20 + 3 ⇒ (20) + 3 = 23


Technic Siege/Full Map

Good news! Flash drive found! New map in AM.

A few torches wedged into niches in this cave’s rocky walls burn fitfully. This area is obviously used for labor-intensive tasks such as making rope from vines, drying meat, and tanning hides, but the working conditions are squalid at best.

No Peeking!:
Stealth: 1d20 + 5 ⇒ (9) + 5 = 14
Stealth: 1d20 + 5 ⇒ (11) + 5 = 16
Stealth: 1d20 + 5 ⇒ (18) + 5 = 23
Stealth: 1d20 + 5 ⇒ (13) + 5 = 18
Stealth: 1d20 + 5 ⇒ (10) + 5 = 15

Alsterro: 1d20 + 3 ⇒ (8) + 3 = 11

Kurth and Milloy notice some movement in the shadows just before five kobolds leap forward brandishing spears!

Initiatives:
Alice: 1d20 + 7 ⇒ (1) + 7 = 8
Milloy: 1d20 + 6 ⇒ (18) + 6 = 24
Kurth: 1d20 + 2 ⇒ (11) + 2 = 13
Jalthan: 1d20 + 2 ⇒ (1) + 2 = 3
Alsterro: 1d20 ⇒ 17

kobolds: 1d20 + 1 ⇒ (17) + 1 = 18

Surprise Round:

Milloy <<
kobolds
Kurth


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Milloy will use a force missile for his action in the surprise round, targeting the closest kobold!

Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Technic Siege/Full Map

Milloy's bolt nearly slays the lead kobold, but it presses onward. Due to the cave's layout, the kobolds can only appraoch the party one at a time, but any kobold who does is in range of Alice, Kurth and Alsterro.

One kobold strikes at Kurth!

Spear: 1d20 + 1 ⇒ (9) + 1 = 10

The spearhead is stopped by Kurth's stout mail shirt.

Kurth is up! Please remember the -2 penalty for low ceilings - if ceilings are higher in certain rooms I'll let you know. New amp up in a few minutes.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

Grunting at the impact, Kurth jabs at the kobold with his javelin.

Attack!: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 161d6 + 3 ⇒ (4) + 3 = 7


Technic Siege/Full Map

Kurth spears this kobold and it falls to the ground bleeding profusely.

Round 1:

Milloy <<
kobolds
Alsterro
Kurth
Alice
Jalthan


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Milloy decides to save his arcane magic and fires a bolt at the nearest kobold!

XBow: 1d20 + 4 - 4 - 4 ⇒ (5) + 4 - 4 - 4 = 1
Bolt: 1d8 ⇒ 6


Technic Siege/Full Map

Milloy's bolt flies off into the darkened corner of the cavern.

A second kobold moves up, this one striking at Alice.

Spear: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d6 - 1 ⇒ (5) - 1 = 4

The blow connects! The other kobolds bide their time, not wanting to risk slings in such close quarters.

Round 1:

Milloy
kobolds
Alsterro <<
Kurth <<
Alice <<
Jalthan <<

"<<" are up! Really, everyone can act before the kobolds' next turn.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

Seeing poor Alice get stabbed again, Kurth decides not to wait for Jalthan to start doing his encouraging. He jabs his javelin into another of the scaled critters, then attempts to push forward to block the passage and shield the others from any further blows.

Attack!: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 171d6 + 3 ⇒ (5) + 3 = 8

If the kobold goes down, I'll 5-foot step up to block the passage if possible. With Dex damage and shield I am AC 20.


Male Human (Varisian) Bard 2 | HP: 15/15 | AC 16 | T 12 | FF 14 | Fort +1 | Ref +5 | Will +3 | CMD 13 | Initiative +2 | Perception +5

Jalthan starts performing mimicry of the kobolds, attempting to embolden his companions in jesting so.

Starting Inspire Courage, 11 rounds left today.


Inactive

So I don't see it on the map, but I'm guessing there's a kobold in Alice's face from the side corridor? If so...

"Ouch, I'm so tired of your sneak attacks and traps!" Alice takes a step back into the space vacated by Kurth and fires two arrows at the kobold that attacked her or some other kobold if it dies.

Attack: 1d20 + 4 ⇒ (11) + 4 = 15; Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Attack: 1d20 + 4 ⇒ (13) + 4 = 17; Damage: 1d6 + 2 ⇒ (4) + 2 = 6


Technic Siege/Full Map

Kurth runs a kobold through and Alice drops another with her second arrow! Jalthan then starts up a song to encourage his allies!

Alsterro and Milloy are now up! 3 dying kobolds, 2 alive.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro calls on Nethys again to guide his aim, and hurls his quarterstaff at the next active Kobold behind the one currently engaging Kurth. The quarterstaff returns to his hand after its brief flight.

Quarterstaff: 1d20 + 4 + 1 - 2 ⇒ (6) + 4 + 1 - 2 = 9
Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Four of those left today.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Milloy sets himself to fire again but realizes his chances are not favorable. I think you might have to take them rest of them yourselves.

Milloy will simply delay.


Technic Siege/Full Map

Of the remaining Kobolds, onyl one can approach Kurth. It strikes at him!

Spear: 1d20 + 1 ⇒ (14) + 1 = 15

The blow is again foiled by his fine coat of mail.

Group is up!


Male Human (Varisian) Bard 2 | HP: 15/15 | AC 16 | T 12 | FF 14 | Fort +1 | Ref +5 | Will +3 | CMD 13 | Initiative +2 | Perception +5

Keeping performance up, 10 rounds today

Jalthan draws an arrow, aims and shoots at one of the wounded kobolds for which he has the clearest line of sight possible.

Shortbow (cold iron arrows): 1d20 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 111d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8 -4 penalty if cover.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Blast! These fights in close quarters are most frustrating! However, I must reserve my powers for more dangerous situations! Milloy will continue to delay, keeping his crossbow at the ready in case an available shot presents itself to him.


Inactive

Alice also fires more arrows.

Attack: 1d20 + 2 ⇒ (10) + 2 = 12; Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Attack: 1d20 + 2 ⇒ (4) + 2 = 6; Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Come on you damn lizards, save some time and just run yourselves through," Kurth says, the thrill of the fight setting his blood pumping. Pushing forward, he attempts to spear another kobold and advance.

Attack!: 1d20 + 5 - 2 + 1 ⇒ (14) + 5 - 2 + 1 = 181d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8


Technic Siege/Full Map

Jalthan and Alice shoot some arrows, but the cloe quarters make it impossible to get a good aim, and they miss.

Once again Kurth is able to easily overpower another kobold, who dies on his spear.

The final kobold tries to escape!

Kurth AOO: 1d20 + 5 - 2 + 1 ⇒ (13) + 5 - 2 + 1 = 17
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Kurth stabs this one dead too.

Out of combat!


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Milloy lowers his crossbow as the last kobold falls to the point on Kurth's spear. Well done! Milloy will move up to inspect the kobold's belongings. Search the room quickly, see if there is anything of value and then let's move on.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Detect Magic


Inactive

Alice heads back into the room they were in, and keeps an eye on the passage east. She'll lead the way there once the party is ready to move on.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Stealth: 1d20 + 8 ⇒ (8) + 8 = 16


Technic Siege/Full Map

Milloy and Alsterro find nothing noteworthy on the kobolds except a simple iron key. They carry ordinary weapons and armor, and no money. But as they look further into the room they see three figures of human proportions. Looking closer they find three people shackled together!

The prisoners are all shackled via chains and manacles driven into the rock with iron spikes. They seem healthy enough and offer profuse thanks at your arrival. One of the people introduces herself os Bophre Malak, a farmhand from the Malak dairy in Belhaim who went out for a walk one day a few months ago, only to be captured by the kobolds. You also find Carlo and Sela Bellathi, a married couple who were peddlers of religious charms. They were caught 2 months ago while travelling east on the Verduran Highway, just having plied their wares in Belhaim. They spend most of their time in this cave, and have never been beyond the next area. (The room Alice is guarding passage to.)


Male Human (Varisian) Bard 2 | HP: 15/15 | AC 16 | T 12 | FF 14 | Fort +1 | Ref +5 | Will +3 | CMD 13 | Initiative +2 | Perception +5

Ending his verbal performance with a flourish, the bard waves his hat down at the dead audience.

"Many thanks for your attention, now you may resume your dying."

Then catching glimpse of the prisoners, he starts freeing them, cutting their bonds loose with a knife. "My, my, abductees! The plot thickens! My good sirs and madam, would you know the reason why the kobold kept you alive? Did you get any special treatment while you were here? Or overheard anything?"

Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20

"... oh, and yes, you're saved! Hurray for the Belhaim five!"


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Milloy does not speak to the prisoners, instead letting those with more skilled deal with prying information out of them do their work. Milloy hands the key to Jalthan in the event that it is the item needed to free the captives, if not he will ask for it back.

The Belhaim Five, indeed. Milloy muses to himself. And yes, why hold these people captive? The wizard will wait impatiently while the people are freed and questioned and then urge that the party move forward.


Technic Siege/Full Map

The former prisoners again offer their thanks as Jalthan unlocks their bonds.

Bophre Malak speaks:

"They've kept us here as slaves, working on various crafts and trinkets. The kobolds say they're to be gifts for someone called 'Aeteperax'. I don't know who or what that is. No of us have been here very long. The kobolds are harsh, but see to it that we're healthy enough to work. what they're trying to accomplish I couldn't say."


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Eighty-per-ax? Sounds like some code or something. Slavers, probably, trying to avoid them Andorans," Kurth says, cleaning the gore from his javelin before slipping the weapon back into the leather sheath on his back.

Hefting his morningstar instead, the big man turns to the freed prisoners.

"You reckon you can make it back to the village while we press on? I'm of a mind to knock a few more heads before heading back to the inn."

Assuming the prisoners can make it on their own, Kurth will join Alice by the stairs.


Male Human (Varisian) Bard 2 | HP: 15/15 | AC 16 | T 12 | FF 14 | Fort +1 | Ref +5 | Will +3 | CMD 13 | Initiative +2 | Perception +5

"Aeteperax? Have I heard it before? I couldn't say..."

Knowledge: 1d20 ⇒ 5+7 for arcana, dungeoneering, history, local; +3 for other knowledges.

... I don't think so. Or was it a beverage I tasted last year at the Faerie Fair? In any case, you'd better get going. We're heading deeper into the caves to cover your escape... heroically! Yes, heroically indeed! Don't forget to tell your friends about us!"


Technic Siege/Full Map

"Thanks you again for freeing us. Please visit Malak farm when you return. I'd like to offer all of you a reward. We can make it out. I'm assuming the way you came in is now clear?"

With that the freed captives make thier way out of the caves. The group heads down the eastern corridor...

Perception:
Alice: 1d20 + 6 ⇒ (6) + 6 = 12
Milloy: 1d20 + 4 ⇒ (1) + 4 = 5
Jalthan: 1d20 + 4 ⇒ (2) + 4 = 6
Kurth: 1d20 + 3 ⇒ (8) + 3 = 11
Alsterro: 1d20 + 3 ⇒ (11) + 3 = 14

Stealth: 1d20 + 5 ⇒ (2) + 5 = 7

The passage widens into another cavern, the largest so far. Straw is strewn across the floor of this large cave. The ceiling vaults to a height of twelve feet. Three ledges, eight feet off the ground, look out over the main cavern. A five-foot wide, twenty-foot-deep trench runs north to south through the western half of the cavern, with just one five-foot wide bridge of natural stone allowing passage from one side to the other.

Alice, Kurth and Alsterro see eight kobolds spring up on the various ledges, ready to attack!

Initiative:
Alice: 1d20 + 7 ⇒ (13) + 7 = 20
Milloy: 1d20 + 6 ⇒ (15) + 6 = 21
Kurth: 1d20 + 2 ⇒ (2) + 2 = 4
Jalthan: 1d20 + 2 ⇒ (3) + 2 = 5
Alsterro: 1d20 + 1 ⇒ (16) + 1 = 17

Kobolds: 1d20 + 1 ⇒ (20) + 1 = 21

Five kobolds let fly with their slings! Two against Alice, three against Kurth.

Sling v. Alice: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d3 - 1 ⇒ (2) - 1 = 1

Sling v. Alice: 1d20 + 3 ⇒ (4) + 3 = 7

Sling v. Kurth: 1d20 + 3 ⇒ (11) + 3 = 14

Sling v. Kurth: 1d20 + 3 ⇒ (4) + 3 = 7

Sling v. Kurth: 1d20 + 3 ⇒ (2) + 3 = 5

One slinger hits Alice, leaving a small scratch.

Surprise Round:
kobolds
Alice <<
Alsterro <<
Kurth <<

No low-ceiling penalty here, but kobolds are 8 feet up. DC 15 Climb check to reach their level.


Inactive

"Ambush! We might need to fall back!" Alice fires an arrow at one of the kobolds in the group of two ahead of her.

Attack: 1d20 + 4 ⇒ (7) + 4 = 11; Damage: 1d6 ⇒ 2


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Knowledge History/Religion/Local for whatever Aeteperax is: 1d20 + 8 ⇒ (20) + 8 = 28


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Skewer them two closest to us so they can't get us in a cross-fire!" Kurth says, dropping his morningstar in order to draw a javelin and heave it at the nearest kobold.

Attack!: 1d20 + 4 - 1 ⇒ (19) + 4 - 1 = 221d6 + 3 ⇒ (3) + 3 = 6

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