GM WhtKnt's Mega-Greyhawk Campaign (Inactive)

Game Master WhtKnt

Village of Hommlet! Temple of Elemental Evil! Slave Pits of the Undercity! Secret of the Slaver's Stockade! Assault on the Aerie of the Slave Lords! In the Dungeons of the Slave Lords! Expedition to the Barrier Peaks! Steading of the Hill Giant Chief! Glacial Rift of the Frost Giant Jarl! Halls of the Fire Giant King! Descent into the Depths of the Earth! Shrine of the Kuo-Toa! Vault of the Drow! Queen of the Demonweb Pits! These adventures are legendary and this campaign will bring them all to life again using the Pathfinder ruleset.


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Dark Archive

Maps: Car. Crown || Skull & Shackles

Thaldal and Terry, see Isinghar's spoiler above for the history of the Temple. The speech differs slightly, but it's basically the same spiel. Calmert will gladly detail it for you.

"The ruin lies about a league to the east. There is an overgrown track at the eastern edge of town. Simply follow that path."


NG dwarf wizard P+5 DV 90ft AC15 F15 T11 F+3 R+1 W+3

Aotor takes Burnes’ Hand and pumps it eagerly. ”Aye sir if any troublemakers be out there we’ll deal with them. If not, I guess a stroll through the peaceful and safe woods is good for the soul.”


"Fair enough. Even I should be able to find that!" He looks to his dwurven companion. "Do you have enough to discuss with your partners, or did you want to ask him about the bounty Maggie mentioned?"


Male Hill Dwarf Cleric 1| HP 10/10 | AC 15 T 9 FF 15 | Fort +3 Ref +1 Will +7 |

"As strange as it may sound coming from a dwarf, I don't care about the bounty that much. Tyr favors those who fight for justice. Ridding this area of any banditry is good enough for me."


"Thank you, Calmert. I believe we have enough to speak with our fellows. It sounds like something we should be doing, sure enough!"

And I believe we rejoin the others at this point, yes?

Dark Archive

Maps: Car. Crown || Skull & Shackles

Yes.


Image

Once they are all together again Raddosric shares what he learned from Rufus and Burne, "So what's next for our merry band?"


ADVENTURE PATH COMPLETE

"It sounds like the various town leaders agree, this moathouse to the east is a potential problem and they wanna make sure it doesn't get outta hand," says Rudrik.

In a lower tone he says, "We should probably keep this under our hats. While I was campaigning in the north I learned the hard way that word gets around when you're doing a job and then suddenly the enemies find out about your plans. I think we should keep it between us and the town leaders. Anyone else asks why we're heading out or buying weapons or whatnot, we just tell 'em the roads are always dangerous and we're just making sure we're covered."


Male Hill Dwarf Cleric 1| HP 10/10 | AC 15 T 9 FF 15 | Fort +3 Ref +1 Will +7 |

Thaldal looks to be rankled by Rudrik's comment for a moment and begins to speak out. He stops himself however and thinks for a brief moment then continues, "Yes that is a good idea, as much as I dislike the thought of sneaking up on a foe. Tyr prefers a battle betveen armies prepared for each other. But this isn't a var, if bandits hear ve are coming they will simply move to a new hole, yes?

"On that note, I think ve should depart as soon as is possible. It is difficult to keep anything a secret for very long."

Dark Archive

Maps: Car. Crown || Skull & Shackles

Just a reminder, it is currently late afternoon/early evening. You are free to travel by night if you wish. You might even catch the bandits unprepared or unaware. But... travel will be far more dangerous.


Male LN Dwarf Druid (Storm) 1 | HP 6/10 | AC 18 T 12 FF 16 | CMB +1, CMD 13 | F: +4, R: +2, W: +6 | Init: +8 | Perc: +8*, SM: +4, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics -3, Bluff -2, Craft (weapons) +5*, Diplomacy -2, Knowledge (nature) +7, Perception +8*, Sense Motive +4, Survival +10

”That is sound advice Rudrik. I agree we should move fast before the bandits get a chance for advanced warning. I have no issue with traveling in the dark.”


Image

Raddosiric nodded his head in agreement with the plan, "It would be nice if we could surprise the rascals."


NG dwarf wizard P+5 DV 90ft AC15 F15 T11 F+3 R+1 W+3

”Ah, surprise. My second favorite element. Right after earth I say. And the dark never bothered me none. Heck, I barely notice it myself.” Aotor chuckles at his own “jokes.”


Terry laughs. "Well, while YOU may not care about the dark, I'm afraid I do. I tend to do things like walk into roots, step in holes, and possibly even walk into low-hanging branches in the dark I'm not real keen on the idea of traveling down an overgrown trial in the dark."


NG dwarf wizard P+5 DV 90ft AC15 F15 T11 F+3 R+1 W+3

”Ah, so you’re saying we should stay here and drink all night, then head out in the morning? There are certain merits to your plan I’ll give you that!”


Male LN Dwarf Druid (Storm) 1 | HP 6/10 | AC 18 T 12 FF 16 | CMB +1, CMD 13 | F: +4, R: +2, W: +6 | Init: +8 | Perc: +8*, SM: +4, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics -3, Bluff -2, Craft (weapons) +5*, Diplomacy -2, Knowledge (nature) +7, Perception +8*, Sense Motive +4, Survival +10

"Well in deference to our human blooded companions I second the motion to drink here tonight and head out in the morning. The only thing worse for surprise than stumbling over roots is a glaring light moving through the wilderness. It will be a beacon for wild creatures and possibly the bandits."

Isinghar is ready to have a good night's sleep, and set off for the ruined fort in the morning.


Image

"They will probably be just as surprised in the morning," the bard conceded. "And it would be nice to be able to see too."


After a little more socializing, and getting to actually learn everyone else's names, "It has been a productive day and a good evening, but for now, I should get a good night's sleep before our little walk tomorrow."


ADVENTURE PATH COMPLETE

"Fine by me," says Rudrik with a shrug. "Can set out on the morrow, rested and rarin' to go."

Dark Archive

Maps: Car. Crown || Skull & Shackles

Early the next morning, following a fine breakfast of fresh sausage, eggs, and bread, you are ready to set out.

(If anyone has any shopping to do, we can retro it. The Trading Post has fairly little to offer, and at slightly inflated prices, but you can shop if you wish or need to.)

The track that leads to the old moathouse is thick and overgrown and what should have been two hour's walk takes about four hours as you cut your way through the undergrowth. Doing this by night would have been both dangerous and far more time-consuming.

A scrub of thorns, thistles, weeds, and shrubs grows thickly along the edge of the track which leads to the ruins. Even the track is mostly overgrown and cluttered with fallen branches and trees. Here and there it is washed out, in other places a mire.

Some game evidently still follows the pathway, however, for after a mile or so faint traces can be seen. After two miles, as the track turns more northerly, the land begins to sink and become boggy. Tall marsh plants grow thickly where cattails and tamaracks do not. Off to the left can be seen the jagged silhouette of the moathouse.

A side path, banked high to cross over the wetland to either side, just north to the entrance of the ruin. The track here is only about 15 feet wide or so, with crumbling embankments making travel near the edge dangerous. The bogs stink. The vegetation appears dense and prolific, but somehow sickly and unhealthy, creepers and vines throwing their strangling loops over the skeletons of dead saplings and living bushes alike. The rushes and cattails rustle and bend even to a slight zephyr, and weird birdcalls, croakings, and other unwholesome sounds come faintly across the fen.


ADVENTURE PATH COMPLETE

As the group closes in on the moathouse, Rudrik draws his pair of blades - long one right hand, short one left - and assumes a hunched, guarded posture.

"You wanna check the side trail?" he whispers. "Never go into enemy territory by the front door, my sergeant always said."


Getting his shield off his back and onto his arm, and then a sickle into his hand, Terry shrugs. "Front doors aren't always the front door. Used the neighbors' back door all the time. Don't know how this will be, or even IF it will be. But you are right, we should be ready."


NG dwarf wizard P+5 DV 90ft AC15 F15 T11 F+3 R+1 W+3

Aotor pulls out his mining pick and thumps it against his chest. A shimmering light that looks like rocks cracking spreads out from the point of impact covering his body. ”Oy. This smells worse than a dozen sweaty dwarves trapped in a mine after a long day and the pooper’s clogged. Let’s look around first, I agree.”

Cast Mage Armor

Dark Archive

Maps: Car. Crown || Skull & Shackles

The map is up on Roll20, the link is Greyhawk Classics in my status line. Please do not enter the keep just yet, but feel free to reposition yourselves to reflect where you are standing.


ADVENTURE PATH COMPLETE

"Let's check around the perimeter first," says Rudrik, moving toward a tree and a puddle nearby.

Where did you get these maps? I'm also running Temple and I've had to use crappy handmade ones.


Male Hill Dwarf Cleric 1| HP 10/10 | AC 15 T 9 FF 15 | Fort +3 Ref +1 Will +7 |

Thaldal also draws his weapon, a warhammer designed to look like a judge's gavel only made of fine dwarven steel. It goes against his instincts to follow orcish advice but he has to admit that Rudrik probably knows more about this sort of thing. He nods and prepares to follow.


Image

Raddosric ducks behind the fallen tree and prepared to trail behind his companions guarding their rear.


Male LN Dwarf Druid (Storm) 1 | HP 6/10 | AC 18 T 12 FF 16 | CMB +1, CMD 13 | F: +4, R: +2, W: +6 | Init: +8 | Perc: +8*, SM: +4, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics -3, Bluff -2, Craft (weapons) +5*, Diplomacy -2, Knowledge (nature) +7, Perception +8*, Sense Motive +4, Survival +10

Cannot access Roll20 from work, please place Isinghar close to the rest of the party. In the middle of the group if possible.

Isinghar feels at home in the wilderness and is not inconvenienced by the bog stench. He will survey the area and look for tracks along the trails.

Survival, tracks: 1d20 + 10 ⇒ (13) + 10 = 23
Perceeption: 1d20 + 8 ⇒ (11) + 8 = 19


Just followed the link to Roll20, logged into "Greyhawk Classics" with a ToEE graphic hosted by John G, but all I see is a black square? Bah. Going to work now, anyway.

Group includes nick e., Isinghar T., Dan H., Eric K., Jesse H., Jeff H., and Misroi.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Terry, I wasn't sure of your Roll20 identity when I made the tokens, but it should be fixed now. Sorry.

Rudrik, the maps were appropriated from educatedgamer.


NG dwarf wizard P+5 DV 90ft AC15 F15 T11 F+3 R+1 W+3

Im good.


Image

It was black for me too but I zoomed in and out and it pulled the map into my view.


NOW I see it!

Terry looks at how close they are to the structure, and how non-existent any cover they have from observation. "If they are in there and haven't seen us yet, circling this close around the building should draw their attention. I'll go with the group, but are we sure?"

He hesitates to move either away from the group or the perceived way in.


ADVENTURE PATH COMPLETE

"Look, if there's people inside, and we go through the front door, we're walking right into the part of the structure that's most fortified and designed to hold off invaders," whispers Rudrik. "Which we can do, this place is a mess that's falling apart, but it might be good to have a handle on the perimeter first and see what we can see. Or at the very least send someone sneaky to make a circle around it."


"It isn't normal to check the perimeter of a building with your hand on the building, is it? Don't you normally keep some distance? Like I said, I'll stay with the group. This just doesn't seem right."


ADVENTURE PATH COMPLETE

Not sure what you're talking about, as on the map I'm still quite some distance from the building. Or at least, I positioned my character that way.


Male LN Dwarf Druid (Storm) 1 | HP 6/10 | AC 18 T 12 FF 16 | CMB +1, CMD 13 | F: +4, R: +2, W: +6 | Init: +8 | Perc: +8*, SM: +4, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics -3, Bluff -2, Craft (weapons) +5*, Diplomacy -2, Knowledge (nature) +7, Perception +8*, Sense Motive +4, Survival +10

Isinghar has never explored a ruined fort before, so is at a loss for words as Terry and Rudrik debate the merits of circling the perimeter of the ruins before heading in. He finally suggests, ”The bog makes it difficult to scout the ruins from further away, and means if we wish to circle the fort we’ll need to do this following the trail we are on. I am sure the fort was designed to guard and watch this trail, so we will be noticed by any sentries. If there are any. So the choice is should we risk being spotted to gain better intelligence on the fort, or rush in through the front gates and hope to surprise anyone inside? I believe both options have valid benefits and risks.”

Since we are a new group adventuring together for the first time, this is a good dilemma for us to sort out how we make decisions. I am not one for a democratic vote each time we encounter a situation like this. A motion and a second supporting makes for quicker gameplay in a PbP, so that we can move the action along. With that in mind, Isinghar will continue.

”I vote for more intelligence vs. rushing into a situation we are not prepared for, even if it means risking detection. Any sentries hiding in the crumbling fort will have probably already seen us anyway.”

Dark Archive

Maps: Car. Crown || Skull & Shackles

At your approach, three frogs, two the size of small dogs and one the size of a horse, burst from the water!

INITIATIVE
Terry
Goliath Frog
Isinghar
Thaldal
Raddosric
Rudrik
Small Frogs
Aotor

Terry, you're up!

Dice Rolls:
Isinghar Init: 1d20 + 8 ⇒ (3) + 8 = 11
Rudrik Init: 1d20 + 3 ⇒ (2) + 3 = 5
Terry Init: 1d20 + 2 ⇒ (10) + 2 = 12
Raddosric Init: 1d20 + 3 ⇒ (2) + 3 = 5
Aotor Init: 1d20 + 1 ⇒ (1) + 1 = 2
Thaldal Init: 1d20 - 1 ⇒ (7) - 1 = 6
Small Frogs Init: 1d20 + 1 ⇒ (4) + 1 = 5
Goliath Frog Init: 1d20 + 1 ⇒ (11) + 1 = 12


Had to get off work, get home, be personable . . .. Thus, the delay.

"Giant . . . FROGS?" Terry moves up to the big one, shield and sickle both previously ready, then takes a swing at the big frog.

Sickle Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Meaningless damage roll, I think: 1d6 + 2 ⇒ (2) + 2 = 4


Male LN Dwarf Druid (Storm) 1 | HP 6/10 | AC 18 T 12 FF 16 | CMB +1, CMD 13 | F: +4, R: +2, W: +6 | Init: +8 | Perc: +8*, SM: +4, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics -3, Bluff -2, Craft (weapons) +5*, Diplomacy -2, Knowledge (nature) +7, Perception +8*, Sense Motive +4, Survival +10

Waiting for my turn, but will be busy later, so posting action now. Also cannot access Roll20 from work computer so please adjust token as appropriate. Thank you.

Isinghar realizes the team is under attack by giant frogs (?) and moves to confront the closest dog sized one, wielding his battleaxe and shield:

Attack small frog:

Attack, battleaxe: 1d20 + 1 ⇒ (10) + 1 = 11
Damage, battleaxe: 1d8 + 1 ⇒ (4) + 1 = 5

Dark Archive

Maps: Car. Crown || Skull & Shackles

Edit: Added Spugnoir to the initiative order and the map.

INITIATIVE
Spugnoir
Terry
Goliath Frog
Isinghar
Thaldal
Raddosric
Rudrik
Small Frogs
Aotor

Spugnoir cries out and without thinking, brings to mind the words of a spell. He blows a handful of sand at the frogs and one of the giant creatures falls asleep. Terry strikes at the largest of the amphibians but fails to connect. The goliath frog snaps at Terry, managing to grab the paladin's left arm! (Terry takes 9 points of damage and is grappled!) Isinghar steps up and strikes one of the smaller frogs, but his weapon slides off the slimy skin without causing damage.

The rest of the party, with the exception of Aotor, is up!

Dice Rolls:
Spugnoir Init: 1d20 + 2 ⇒ (14) + 2 = 16
Frog Will Save: 1d20 - 1 ⇒ (12) - 1 = 11
Frog Will Save: 1d20 - 1 ⇒ (19) - 1 = 18
Frog vs. Terry: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 2d6 ⇒ (3, 6) = 9 plus grab
Frog vs. Terry Grapple: 1d20 + 12 ⇒ (15) + 12 = 27


ADVENTURE PATH COMPLETE

DM:
Unless Spugnoir has some ability that lets him speed up the casting of sleep, casting that spell takes a full round, so it doesn't go off until his turn next round.

Rudrik growls and advances on the large frog, drawing his longsword as he goes. He takes a swing at the hulking beast.

Longsword attack: 1d20 + 4 ⇒ (10) + 4 = 14
Longsword damage: 1d8 + 3 ⇒ (5) + 3 = 8


Image

Radosric rushes up into the fray and placed his hands on Terry as he sang a soft song of healing.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Casts CLW

Dark Archive

Maps: Car. Crown || Skull & Shackles

Waiting on Thaldal.


Male Hill Dwarf Cleric 1| HP 10/10 | AC 15 T 9 FF 15 | Fort +3 Ref +1 Will +7 |

Seeing Terry take such a blow, Thaldal moves towards him. He says a short prayer and touches the human with his red hand. Healing magics flow through Terry, healing him somewhat.

Cast defensively: 1d20 + 6 ⇒ (18) + 6 = 24
Just in case
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4


Well, that's past full health! Sadly, it will probably be important . . ..

Dark Archive

Maps: Car. Crown || Skull & Shackles

Thaldal and Raddosric both react quickly, restoring Terry to full health even before it sinks in that he is injured. Rudrik attacks the giant frog as well, but his weapon, too, slides off the slimy surface of the frog's tough hide. The one small frog remaining awake snaps at Isinghar, landing a solid strike and biting deep! (Isinghar takes 8 points of damage and is grappled!)

Aotor and Terry are up! Terry is grappled!

Dice Rolls:
Frog vs. Isinghar: 1d20 + 3 ⇒ (17) + 3 = 20 Damage: 1d6 + 2 ⇒ (6) + 2 = 8


Well, a sickle is a light weapon, so Terry can use it at no penalty while grappled . . .. Not in the thought process when I picked his weapon (preferred weapon of his god), but, be thankful for small favors, right?

Giving only a second to the thought of how he can free himself for the frog's mouth, Terry decides to try cutting the corner of the mouth open with his sickle.

Sickle: 1d20 + 3 ⇒ (4) + 3 = 7
Pointless Damage roll: 1d6 + 2 ⇒ (2) + 2 = 4

He finds the position too odd to hook the blade like he had planned.

Wait. What are the odds I would get the same two numbers on the dice I did in the previous round?


NG dwarf wizard P+5 DV 90ft AC15 F15 T11 F+3 R+1 W+3

Aotor grits his teeth, grips his mining pick, and clods up making away around Isingar. He swings the pick at the frog and hopes his armor spell holds up.

Attack 1d20 + 2 ⇒ (12) + 2 = 14 Damage 1d6 + 1 ⇒ (3) + 1 = 4

Dark Archive

Maps: Car. Crown || Skull & Shackles

Odd, Terry, but I have seen it happen.

Aotor's pick bites into the smaller frog, causing a minor wound. The frog croaks loudly. Spugnoir utters another arcane word and a glowing missile of force flies from his fingertips towards the goliath frog, striking unerringly. Terry tries to cut his way free of the biggest frog's mouth but fails. The frog responds by attempting to swallow the paladin whole and succeeds. (Terry takes 3 points of damage and is swallowed.)

Isinghar, Thaldal, Raddosric, and Rudrik are up!

Dice Rolls:
Magic missile: 1d4 + 2 ⇒ (3) + 2 = 5
Swallow attempt: 1d20 + 12 ⇒ (4) + 12 = 16
Terry Damage: 2d6 ⇒ (2, 1) = 3

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