GM-Reno's Crypt-Masks-City Trilogy

Game Master evillmonkey

Player Info

Roll 20 Map


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The skeleton seems affected by Ngonunho's magic, but not enough to stop it. The skeleton attacking Grog continues, raking its bony claws at him, but doesn't manage to connect.

Orange Skeleton Attack 1: 1d20 + 2 ⇒ (1) + 2 = 3
Orange Skeleton Damage 1: 1d4 + 2 ⇒ (3) + 2 = 5
Orange Skeleton Attack 2: 1d20 + 2 ⇒ (9) + 2 = 11
Orange Skeleton Damage 2: 1d4 + 2 ⇒ (4) + 2 = 6

The other skeleton takes a step closer and attacks Grog as well, but doesn't manage to do any damage.

Green Skeleton Attack 1: 1d20 + 2 ⇒ (13) + 2 = 15
Green Skeleton Damage 1: 1d4 + 2 ⇒ (2) + 2 = 4
Green Skeleton Attack 2: 1d20 + 2 ⇒ (5) + 2 = 7
Green Skeleton Damage 2: 1d4 + 2 ⇒ (2) + 2 = 4

All misses! Party goes.

GM Roll:

Green: 1d4 ⇒ 1

Dark Archive

Male Elf Sorcerer (Wildblooded) (Sage) 1 | HP: 8/8| AC: 13 (12 Tch, 11 Fl) | CMB: -1 CMD:11 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +9, SM: +2 | Speed 30ft | |Spells: lvl0:4/4, lvl1:2 / 2Active conditions: None.

Arcane bolt vs Orange: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
Damage: 1d4 ⇒ 2

"There Grog" states Thurim dryly. "That's the spine. Aim there."


Thurim's bolt blasts into the skeleton's spine, shattering the bones. It collapses on the floor.

Sovereign Court

Male Gnome Oracle (Pei Zin Practitioner) 1

Ngonunho whistles lightly as he steps between the skeleton and Thurin.

Nice shot Thurin. In return I will keep you safe.

Ngonunho raises his dagger menacingly and waits for the skeleton to attack.

Total Defense!

Dark Archive

Male Dwarf Bard (Archivist)/1

Ignatius will continue his bardic performance Free Action and swings his axe at the remaining skeleton as it advances on Ngonunho.

Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Liberty's Edge

Male Half-Orc Barbarian/1

Grog lets out another roar as he swings at the final skeleton standing.

Attack Green: 1d20 + 4 ⇒ (6) + 4 = 10

RAARRR!!! Die! Stupid pile of bones!

Serious dice roller hate going on here...


The skeleton is much faster than you expect and easily dodges your attacks. It then lunges forward and slashes at Grog. One of its claws connects, while the other is brushed aside.

Grog takes 5 damage

Green Skeleton Attack 1: 1d20 + 2 ⇒ (17) + 2 = 19
Green Skeleton Damage 1: 1d4 + 2 ⇒ (3) + 2 = 5
Green Skeleton Attack 2: 1d20 + 2 ⇒ (7) + 2 = 9
Green Skeleton Damage 2: 1d4 + 2 ⇒ (1) + 2 = 3

GM Roll:

Roll: 1d4 ⇒ 1

Yeah, serous dice roller hate for you guys, sorry

Sovereign Court

Male Gnome Oracle (Pei Zin Practitioner) 1

Got to make a note, skeletons can be a pain.

Ngonunho lightly steps around the skeleton and reaches out and touches Grog on the arm. A soft glow passes between them as Grog's wounds begin to close.

Healer's Way:
Damage healed 1d6 ⇒ 2

Do the ones raising these skeletons take the time to file the claws?

Well, that could have been better.

Dark Archive

Male Elf Sorcerer (Wildblooded) (Sage) 1 | HP: 8/8| AC: 13 (12 Tch, 11 Fl) | CMB: -1 CMD:11 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +9, SM: +2 | Speed 30ft | |Spells: lvl0:4/4, lvl1:2 / 2Active conditions: None.

"No" laconically answer Thurim as another bolt of energy whizzes by harmlessly.

Touch vs Green: 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1
Damage: 1d4 ⇒ 3

Dark Archive

Male Dwarf Bard (Archivist)/1

Ignatius will step in front of Thurim to shield the caster from the skeleton, 5' Step continue his bardic performance, Free Action and swing his axe at the remaining skeleton again.

Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 ⇒ 2

And the dice roller hate continues - at least Grog has flanking!

Liberty's Edge

Male Half-Orc Barbarian/1

Go to hell! RAWWWRR!

Attack Green: 1d20 + 4 ⇒ (4) + 4 = 8

Continuing the die hate tradition with ease...


As the skeleton continues to dodge by your attacks, it continues its assault. One claw rakes by Nat, but doesn't connect, however its other claw scrapes at Ngonunho.

Ngonunho takes 4 damage. Party goes.

Green Skeleton Attack on Ngonunho: 1d20 + 2 ⇒ (17) + 2 = 19
Green Skeleton Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Green Skeleton Attack on Nat: 1d20 + 2 ⇒ (6) + 2 = 8
Green Skeleton Damage: 1d4 + 2 ⇒ (2) + 2 = 4

GM Roll:

roll: 1d4 ⇒ 4

Maybe the dice roller will stop its hate this round, or it just loves this skeleton too much.

Dark Archive

Male Dwarf Bard (Archivist)/1

Ignatius will continue his bardic performance, Free Action and swing his axe at the remaining skeleton again.

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d10 ⇒ 8

Dark Archive

Male Elf Sorcerer (Wildblooded) (Sage) 1 | HP: 8/8| AC: 13 (12 Tch, 11 Fl) | CMB: -1 CMD:11 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +9, SM: +2 | Speed 30ft | |Spells: lvl0:4/4, lvl1:2 / 2Active conditions: None.

Touch vs Green: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
Damage: 1d4 ⇒ 3

Thurim launches another bolt of energy and squints. Did it hit?

Sovereign Court

Male Gnome Oracle (Pei Zin Practitioner) 1

Ngonunho whistles at Ignatius.

Yeah! Take that...

He then reaches out and touches Grog again, hand aglow.

Healer's Way:
1d6 ⇒ 2

In addition this heal Ngonunho for 4 as well.


Nat swings his axe, connecting with the skeleton. It crumbles down as a bolt of energy whizzes past it.

The skeletons are wearing broken chain shirts and have nothing of value on or around them.

Dark Archive

Male Dwarf Bard (Archivist)/1

This way! I heard something when we entered, perhaps there is a survivor. Ignatius moves towards to the west where the wail originated.

Must make a note to see if the armor can tell us anything, how old it is, the style, construction...


The door onto a large chamber that contains a maze of pillars that obscure the far side of the room. Next to the door is a pile of empty saddlebags and three brooms.

This room is a little tricky, please use the map to move through it and draw your path. Order will be done by order of posts.

Liberty's Edge

Male Half-Orc Barbarian/1

Grog lowers his blade and clasps Nat on the shoulder roughly with his hand.

Good! Maybe more over where the noises come from.

He heads off into the darkness...

Same as before taking 10 on stealth and perception as I move at half speed toward the wailing sounds. Stealth = 12. Perception = 16.


Grog:
Grog moves around the corner into a narrow passage. He notices a lever set into the opening to the North, and an odd depression in the ground to the South.

The square to the South is a covered pit trap

Dark Archive

Male Dwarf Bard (Archivist)/1

Ignatius can't keep pace with Grog, and sees him enter a doorway into the darkness beyond before he can follow. Double move from previous spot.

Dark Archive

Male Elf Sorcerer (Wildblooded) (Sage) 1 | HP: 8/8| AC: 13 (12 Tch, 11 Fl) | CMB: -1 CMD:11 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +9, SM: +2 | Speed 30ft | |Spells: lvl0:4/4, lvl1:2 / 2Active conditions: None.

I lost the login for Mapotools again, can someone just move me in behind the bulk of the party?

Thurim goes to stop Grog, but realizes the futility of it all. "Gods have mercy on us all."

Sovereign Court

Male Gnome Oracle (Pei Zin Practitioner) 1

Ow well, I'll have to have a look at these guys after.

Hold up Grog. My little legs have trouble keeping up with you.

Ngonunho hurries over to the door and looks around.

Oh neat! A maze! Haven't been in one underground yet, but plenty of forest mazes back home were fun. Now don't get lost guys.

Liberty's Edge

Male Half-Orc Barbarian/1

Not much to see so far.

Grog slows down slightly to allow his companions some time to catch up.

Move 15' west. Same deal taking 10 on stealth and perception.

Dark Archive

Male Dwarf Bard (Archivist)/1

Ignatius moves in and to the south, to move towards Grog.


Grog moves five feet to the West then notices something. Nat moves through the corridor unimpeded.

Grog:

The next step West appears to be another depression in the ground. You believe it could be another pit trap.

If you want to continue West or South, make a Reflex save.

Liberty's Edge

Male Half-Orc Barbarian/1

Grog pauses when he sees the western floor plate coupled with the southern floor plate. He decides to pull the lever on the wall to see what happens.

This should do something useful.

Dark Archive

Male Dwarf Bard (Archivist)/1

The half-orc barbarian is pulling random levers in the dungeon....what could go wrong??!!

Just in case it matters/helps, Ignatius will be looking for hidden doors, traps or other unusual stonework within this maze.
Stonecunning: +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

And that dice roller hate is no help at all - although I might "discover" a trap!


Grog pulls a lever and you all hear a clicking noise coming from the door. You'd guess it sounded like a locking mechanism tumbling into place.

For Nat:

As Nat traverses the aisle, he notices several depressions in the ground. It's as if there's something covering the floor that is sinking in a bit.

These are covered pit traps, one is in the square directly North of nat, one is 5ft diagonal SW from Nat, the other is 5ft to the East and 10ft South of Nat at the intersection.

GM Rolls:

1: 1d20 + 7 ⇒ (7) + 7 = 14
2: 1d20 + 7 ⇒ (19) + 7 = 26
3: 1d20 + 7 ⇒ (18) + 7 = 25
4: 1d20 + 7 ⇒ (10) + 7 = 17

Dark Archive

Male Dwarf Bard (Archivist)/1

Ignatius backs up until he can see Grog, he then whispers,
Pssst, Grog, I have pit traps all around me. We need to make sure no one falls into them. Where are the others?

We need to stick together, to work together. I don't want o be separated from the others.

Liberty's Edge

Male Half-Orc Barbarian/1

Hmm... Not what I wanted to happen.

Grog pulls the lever again, returning it to its original (preferably unlocked) position. He then whispers back over to Nat.

Others are close. Pit traps everywhere. Need to find another way 'round. Gotta be a right way. Follow Grog.

Grog moves to the south, plotting a new course.

Taking 10 on stealth and perception again. 12/16 respectively.

Sovereign Court

Male Gnome Oracle (Pei Zin Practitioner) 1

Is Grog still bleeding?

Ngonunho moves ahead and grabs Grog by the belt.

It would be difficult to grab his shoulder.

Grog, wait a second. That wound is pretty bad, let me take care of it first.

Ngonunho reaches out his hand, now glowing, and touches Grog's leg. Grog's wounds close a little further, though not fully yet.

Healer's Way:
1d6 ⇒ 5

That should be okay for now. I can stitch that up better later if needed.

Dark Archive

Male Dwarf Bard (Archivist)/1

Does anyone have a bit of chalk? I would like to mark the traps as we bypass them, in case we need to retreat this way later.

Sovereign Court

Male Gnome Oracle (Pei Zin Practitioner) 1

Great idea! Never really used it for that in the woods, but I guess it is a normal thing down below.

Ngonunho takes his pack off and rummages through it, finally coming out with a piece of chalk. He hands it to Nat with a smile.

Here you go. There is more in the bag as well, so feel free to use it liberally.

Then Ngonunho turns back to Grog and waits to see where he goes next.

Got to keep up with this big guy. The spirits seem to want to test my knowledge of healing.

Dark Archive

Male Dwarf Bard (Archivist)/1

Why thank you Master Kaetanta Nat smiles, The caverns and Darklands are treacherous places, always good to mark your way. Give me a moment to mark these dangers before we move on. Please keep an eye out for me Grog - I will need backup if something pops out!

Grog - No!! Nat tries to grab Grog, pointing to the floor where he is about to step, indicating the pit there.

If he stops Grog, Nat marks the walls indicating where he knows there are pit traps, otherwise...

Dark Archive

Male Elf Sorcerer (Wildblooded) (Sage) 1 | HP: 8/8| AC: 13 (12 Tch, 11 Fl) | CMB: -1 CMD:11 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +9, SM: +2 | Speed 30ft | |Spells: lvl0:4/4, lvl1:2 / 2Active conditions: None.

Thurim follows, lending his gaze to any further surprises.

Take ten perception is 19


Nat I corrected your Pit, Grog was safe where he went.

For Grog:

Grog detects the same depression in the ground 10 feet to the West (marked on the map). At the end of the hallway, to the West is another lever.

Liberty's Edge

Male Half-Orc Barbarian/1

Grog continues south and keeps looking around. He points out the other western lever and pit to the group with a grunt.

I don't like this place already...

More levers. More pits. Keep going.

Taking 10 on stealth & perception as I go.

Dark Archive

Male Dwarf Bard (Archivist)/1

Nat will mark the walls with the chalk and keep an eye out for levers and traps and pits....oh my. He will also inspect a lever to see if he can surmise its purpose.

Point out the pits, and I will mark them Grog! Clearly this is not the place to go wandering off.

I am making a lot of noise while Grog slips silently along. with a -2 stealth, chances are pretty good that Nat - and therefor Grog are not going to be sneaking up on anything We need to work out a way for him to use that skill without my hindering him.


Grog detects another pit nearby, but otherwise the hallways are empty.

I marked it for you, assuming Grog will tell Nat and Nat will mark it. Which lever will Nat check out and what's the path? Knowledge (engineering) would be the best skill.

Liberty's Edge

Male Half-Orc Barbarian/1

Yeah, Grog's pointing the pits out to Nat.

Grog continues a southern path along the eastern wall.

Still taking 10 on stealth and perception whether or the others are stealthy is up to them.


Grog notices another pit, directly to the West of his location.

Marked

Dark Archive

Male Dwarf Bard (Archivist)/1

Nat will go to the western lever, his move double move if doing rounds and intended path are marked.


Nat makes his way to the switch on the Western wall, successfully avoiding the pits.

Give me a Knowledge (engineering) check.

Dark Archive

Male Dwarf Bard (Archivist)/1

Knowledge Engineering: 1d20 + 3 ⇒ (16) + 3 = 19


For Nat:

Based of the lever design and the sounds heard when Grog switched it, you believe it is a locking mechanism. More specifically, you believe it is used to unlock the door.

Sovereign Court

Male Gnome Oracle (Pei Zin Practitioner) 1

Why would someone create such a dangerous room? What if they forgot where they put these pits, wouldn't that be bad for them? Or maybe they just float around without walking and don't have to worry about the pits? Kind of like some of the spirits back home. Or maybe like that one spirit you saw running along tree branches, they weigh next to nothing and they don't trigger the pits. I will have to check out the limits of these pits when we come back.

Ngonunho suddenly realizes that he has fallen behind and is holding up Thurim.

Sorry friend, I was just contemplating how to make a room like this back home, except the pits would have some kind of spring plate at the bottom to jump back up with. Maybe even leading to another level of a similar location. Ideas my friend, they tend to run away from you. Right?

Ngonunho thinks for a second.

Let's catch up, what do you say?

Ngonunho moves up to where he can see Grog and where Nat has gone.

Liberty's Edge

Male Half-Orc Barbarian/1

Grog pauses a moment in thought then retraces his steps to the north.

hmm... not that way.

Continuing stealth and perception.


For Grog:

Other than the pits that have already been marked, you don't see anything out of the ordinary. The hallway appears empty and safe.

For Nat:
As you move to examine the lever, you noticed a third level along the Southern wall.

Sorry, I didn't see your path, I thought you went up to the Northern lever before.

GM Roll:

N: 1d20 + 5 ⇒ (10) + 5 = 15

Liberty's Edge

Male Half-Orc Barbarian/1

Grog moves up to the door and tries to open it.

Stealth and perception (12/16).

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