GM Shady's Price of Immortality (Inactive)

Game Master shady18

Current date: Kuthona 6, 4710 AR; XP - 1437 each; Roll20 link

The arc starting with the level one module, Crypt of the Everflame. All going well, we'll tour the sequel modules Mask of the Living God and City of Golden Death, then figure it out from there.


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- INACTIVE - (GM abandoned game)

"Shouldn't we be moving again, then?" been standing still too long

-Posted with Wayfinder


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)
Roldare wrote:


Roldare stares at the newcomers. "It's been nice to have the company, but Dimira is still the death-speaker's captive. And Krayl's still angry, since the others took his dagger."
Ka'narg wrote:


As Roldare explains to the newcomers who Dimira is and who has her, the half-orc turns his head to the man. "In all fairness, the shade was very angry before Jaer took its dagger from the brazier. She damn near burned her hand to uselessness to do so as well."

Jarif looks confused, certain that he's missing details that would bring all this together. "Wait. Dimira, was she in the group with you and Jaer," he says, looking at Ka'narg, "or is she your sister?" he asks, addressing Roldare. "And who are Krayl, the death speaker, and this 'shade' you speak of?"


@Jarif, I don't think you need to use quotes in this dialogue, except in extremis. Using them tends to break things up. @Ehlers, use Hungarian/Magyar for Orcish pls.

Roldare looks at Jarif. "Yes, yes, my sister. The death speaker took her. And killed Krayl, which is why Krayl is so angry, you see? Burned him all up. He never liked fire."

One other note - you can check the story so far in the Campaign Info section. My suggestion is the group camps here for the night before moving on, we assume Ka'narg fills you all in on the story and you plan for the following day.


- INACTIVE - (GM abandoned game)

I'm fine with that plan

-Posted with Wayfinder

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

Yeah, we'll get pretty bogged down otherwise


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

That works for me. I didn't read ahead in the Campaign Info as far as what happened to the original PCs, because Jarif wouldn't have known that yet. I'll catch up on that now that we've met Ka'narg.

Jarif, knowing that casters have more stringent sleep requirements, and being of an age where sleeping through the night is rare anyway, offers to take a middle watch.

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

Ehlers offers to take the last (third?) watch before morning (in as far as we can tell the time down here)

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Robilar who has been eerily silent during the encounter -mostly because he isn't used to these kind of emotional things and stuff- offers himself for first watch.
"As we are underground, no matter what watch I assume, as my field of vision is greatly reduced in darknes. I will prepare a campfire a bit away from where you sleep, the best so exhaust fumes don't kill you in your sleep." he says with no inflexion at all "Good night and sleep tight!"

And he starts a campfire using wooden debris before sitting by it with his crossbow loaded and his bombs ready.


- INACTIVE - (GM abandoned game)

Haska will take a watch as well.

he doesn't need to sleep for any particular amount of time as long as he gets an hour of prayer in the morning

-Posted with Wayfinder


The night passes without incident. Ka'narg spends the early part of the evening recounting the story of the quest party, up to its fatal encounter with the undead and the mysterious disappearance of the rest of the group. When the story is done, the party turn in and the team take their respective watches.

Roldare sleeps fitfully, occasionally jerking into a half waking state and murmuring the names of his fellow villagers, now lost. Ka'narg reassures the party, or those that are awoken by this behaviour, that this has been normal for the unfortunate villager, since they first made camp here.

Ready to move on - 3 votes move the party in a particular direction.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

I can't see Roll20 until I get home, and I don't quite understand from the Story So Far in Campaign Info which areas of the map haven't yet been explored. As such....

Jarif will vote to follow Ka'narg's direction as to where to go to try to save Dimira.


Jarif Selvaunt wrote:
I can't see Roll20 until I get home, and I don't quite understand from the Story So Far in Campaign Info which areas of the map haven't yet been explored. As such....

Good point. I'll reveal on Roll20 all the areas explored, on the assumption Ka'Narg can tell you about them.


- INACTIVE - (GM abandoned game)

"Let's get th' lass out." second Jarif

-Posted with Wayfinder


Female Halfling Druid 1 [ HP 9 / 9 | AC:17 / T15 / FF 13 | F+4 / R+4 / W+6 | Percep +9 | Init +3] ]

Goldi used truffles for a pillow and slept pretty well considering. but Truffles tends to snore. and insited on snuggling next to Ka'narg.

After some rest, Goldi concurs with most everyone, we really need to find Dimira. Kassen has suffered enough.


OK, pick your direction. Three votes either way.

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Robilar juggles with a few of his flasks while he meditates. "If you can distract it, I could get rid of the shade using my bombs. If he was a friend of yours before, we shouldn't let him suffer, I think. It is the most appropiate way of action."

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

With a hiss the floor where Robilar is standing suddenly becomes chilled (Ray of Frost)

"You can keep your bombs to yourself! I'm looking forward to meeting this 'shadow,' I agree we should deal with that threat first."


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

"When we encountered it ourselves, there was a nauseating smoke in the room, so be wary. I know very little of shades and how to kill them." Ka'narg shows the group back to the room with the beetle carcass and points to the door to the south. "There is a hallway beyond the door, and it enters a room lit with a brazier, or it least it was when we explored it."

He reaches into his boot and slides the dagger out of it, handing it to Jarif. "You may find this more useful than I will. It is enchanted, but to what extent we could not tell." Ka'narg then unclips a well crafted orc double axe and readies himself to face the shade once more.

I can't recall what enchantment the dagger had on it, GM. Can you enlighten the group?


Ka'narg wrote:
I can't recall what enchantment the dagger had on it, GM. Can you enlighten the group?

+1 magic dagger


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif accepts the dagger, and tests its balance, settling on handling it in his off-hand opposite his masterwork sword. "So you don't know much about shades; can they at least be harmed by sharpened steel? I had to resort to bones to attack the skeletons we encountered on our way to you."

I'll update the character sheet with the new weapon arrangement later tonight or over the weekend.


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

"What few blows we thought we could hit did not appear to do anything - however none of our weapons were enchanted with magic. Are any of you knowledgeable of the undead to know what we should expect? My companions were not knowledgeable of shades, unfortunately."


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif shifts his weapons around, moving the dagger to his main hand.


- INACTIVE - (GM abandoned game)

if anyone was still hurt, Haska would have burnt up to two of his channels and his two unused spontaneous casting slots for CLW as necessary to get everyone back up to full before going to bed last night--feel free to roll as necessary

"I believe Torag may be able to aid me in fighting such a creature. Once I have finished my prayers, let us go and destroy it."

preparing Magic Weapon in place of Bless for one spell slot. Haska will cast said spell on his Warhammer before entering the room with the shade

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

Cheers Haska


The group moves back along the path, to the place Ka'narg indicates for the shade. The door, south from the room with the dead beetle, is jammed hard shut and will require a shove to open it.

STR DC 15. Please move your counters into place on Roll20.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif check the door for traps, then steps to the side so someone stronger than he can attempt to force it open.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

Ehlers takes up a position near, but someway back from, the door. Staff held en guard in one hand the other hanging losely at his side.

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Robilar readies his crossbow, as well as a bomb, and places himself near Ehlers.

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

Ehlers also takes off his pack and leaves it in a corner...


- INACTIVE - (GM abandoned game)

please position me on roll20

Haska begins bashing the door down can he just take 10 or take 20 and do it?. Once the door is down he murmurs a short prayer over his hammer.

Haska and Jarif should flank, and everyone else should aid our attacks and defenses

-Posted with Wayfinder

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

As the door scrapes open Elhers takes a moment to recast light on his staff. Then, with a flourish that seems to make the weapon glow, invests the weapon with a magical potency (Arcane Pool)

"Lets try to stay friends this time around shall we. We all get to irritate each other longer if we're still alive and I'm not interested in dragging your corpses back to town"


@Jarif, no traps. @Haska you can take 20, I'll assume you do so.

Jarif having checked for traps and found nothing, Haska throws himself at the door several times, until it bursts open. The corridor turns out to be full of smoke, previously contained by the door, and it now billows into the room containing the party. The smoke partly obscures the contents of the southern corridor, but at the end of it, one can discern the flickering of a fire, coming from the room to the east as described by Ka'narg.

The smoke in the corridor isn't as bad as the smoke in the room with the fire. While in the corridor attack/perception rolls are at -1, and in the room they'll be at -2. The position of the shadow on Roll20 isn't necessarily its correct one, it will either emerge and attack by surprise or you may be able to spot it with perception. You need to figure out who enters the room in what order; standing in the corridor or at the door may slow entry/exit once we enter initiative.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif peers into the smoke, and looks hesitant to take the lead.

Ehlers has the best perception, but is also the most vulnerable. If you're able to spot him, do you have a spell/effect that could make the shade more visible to the rest of us? If not, Jarif has the next best Perception.


- INACTIVE - (GM abandoned game)

Haska could lead the way with Ehlers and Jarif right behind.

Haska slowly, carefully enters the room, looking around for the shadow.

please move Haska 10' into the room
perception: 10 + 2 = 12

-Posted with Wayfinder


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif moves forward, following Haska, attempting to use the smoke to his advantage to remain unseen by the shade.

Stealth: 1d20 + 7 ⇒ (3) + 7 = 10
Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Will update position on Roll20 later tonight.


The room: the remains of a small fire smoulder in the center of this broad chamber, letting off a plume of oily smoke. Fed by a heap of burning gear, debris, and more than few bones, the fire casts a flickering light across the walls of this room, partially obscured by the veil of smoke.

Please update positions on Roll20. I have updated Haska. Once done, I'll run a mass perception roll to try and spot the shade. Jarif - in your case I'll use your roll from your previous post.


Waiting on Ka'narg, Goldi, Robilar to move counters.

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Lost access via pc, recovered it today. Gonna post and move in an hour or so!

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Robilar waits in line behind Ehlers, visibly excited to see what waits ahead.


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

Ka'narg slips into the room between Robilar and Ehlers, sidling along the wall towards the brazier.


I've moved Goldi to the back of the group.

Appearance and Targeting:

The shadow is going to manifest in one of the 8 spare spaces in the upper half of the room, which I've allocated left to right in successive rows - 1 is the space between Haska and Jarif, 2-4 are the spaces east of Ka'narg and 5-8 is the row south of Ka'narg. So ...
initial position: 1d8 ⇒ 4
... it appears in the space directly south of Jarif, and given only one target will attack him.

Perception Checks:

All checks are at -2, bear in mind; Jarif therefore threw 11.
Ka'narg: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
Robilar: 1d20 + 1 - 2 ⇒ (16) + 1 - 2 = 15
Goldi: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
Ehlers: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24
Haska: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1
Shadow Stealth: 1d20 + 12 ⇒ (8) + 12 = 20

Ka'Narg and Ehlers spot the shadow moving in the smoke, in the space just south of Jarif.

Assuming one of them calls out, the shadow doesn't get a surprise round and we go straight to initiative. Someone will have to move to allow Goldi & Truffles to move into the room.

Jarif: 1d20 + 4 ⇒ (15) + 4 = 19
Ka'narg: 1d20 + 3 ⇒ (3) + 3 = 6
Robilar: 1d20 + 1 ⇒ (14) + 1 = 15
Goldi: 1d20 + 3 ⇒ (17) + 3 = 20
Ehlers: 1d20 + 2 ⇒ (12) + 2 = 14
Haska: 1d20 + 4 ⇒ (14) + 4 = 18
Truffles: 1d20 + 1 ⇒ (17) + 1 = 18
Shadow: 1d20 + 2 ⇒ (4) + 2 = 6

So everyone gets to move before the shadow (moves will be resolved in initiative order). Its position is correct on Roll20.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Posting as if someone called out the shadow.

Round 1, Init 19

Hearing the cry of warning, Jarif jumps as he finally notices the hazy form in the smoke in front of him. He gathers himself and stabs forward with the new dagger, followed by a sweeping slash with his trusty shortsword.

Dagger attack, primary: 1d20 + 3 ⇒ (19) + 3 = 22
Dagger damage: 1d4 + 1 ⇒ (2) + 1 = 3
MW Shortsword attack, off-hand: 1d20 + 3 ⇒ (18) + 3 = 21
MW Shortsword damage: 1d6 ⇒ 4

Dagger, critical threat: 1d20 + 3 ⇒ (7) + 3 = 10
Dagger, critical damage: 1d4 ⇒ 1

Feeling confident that he's done at least some damage, but not sure that he did as much as his sure strikes would normally indicate, he quickly takes a 5' step to the SW so that he's not cornered by the shady apparition.

Position updated on Roll20

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

If Ehlers moves, I'll move too to have line of sight with the shadow


- INACTIVE - (GM abandoned game)

not sure when I'll have a chance to look at the map

-Posted with Wayfinder


Jarif Selvaunt wrote:
Position updated on Roll20

Just checking - do your rolls include the +1 on the dagger? I think so but want to check.

Also - just in general - while in combat let me move the counters pls as I have to resolve movement as part of the general resolution, with the posts not necessarily coming in in resolution order. In this case it's OK as Goldi is likely to delay her turn through the end of the movement to get a clearer path in, but in the general case let me know and I will move them.

The dagger shimmers a little as it makes (a kind of) contact with the shade, which twitches slightly in response. The sword makes no contact at all, swishing harmlessly through the shadow's shape.

Shadow takes 1 point damage.

Haska wrote:
not sure when I'll have a chance to look at the map

Assume the room is a 4x4 grid, the rows are A-D (north-south), columns are 1-4 (west-east). Ehlers is in A1, Haska is (you are) in A2, Ka'narg is in B1, Shadow is in B4. Jarif just moved from A4 to B3. The corridor is west of Ehlers, so Robilar, Goldi and Truffles are respectively in A0, A-1 and A-2. The (circular) fire is in B2, B3, C2, C3 but these spaces can be occupied and/or moved through. Hopefully that's enough to allow you to post.

@Goldi - movement in the corridor is hampered, so requires a double move to move through an occupied space. You can of course delay your move to the end of the others to figure out the best move through, if necessary.


- INACTIVE - (GM abandoned game)

that's perfect. :)
A2 to A3

Haska steps up to the shadow and swings his now-magical hammer at it.

warhammer, attack: 1d20 + 4 ⇒ (6) + 4 = 10 bleh. Not so perfect

magic weapon; 9 rounds remaining

-Posted with Wayfinder


@Haska: that's a miss. Moved your counter as is inline with initiative, again assuming Goldi/Truffles delay. So you're now in A3.

Should add, the fire is actually in C1/C2/D1/D2; the room is actually two interlocked 4x4 squares so that C2 of the first square is also A4 of the second square; but that seemed too complex to describe given the action is all in the first square right now.


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

Ka'narg circles around the back of the brazier and puts his back to the pillar nearest the shadow, readying himself to aid his new companions in their attacks against the undead creature.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)
GM Shady wrote:


Just checking - do your rolls include the +1 on the dagger? I think so but want to check.

Yes, the dagger's +1 enchantment is part of my +3 total attack roll.


- INACTIVE - (GM abandoned game)

he meant damage though

-Posted with Wayfinder

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