Medieval Europe PbP campaign (Inactive)

Game Master Michael Johnson 66

Set in a version of 15th century Europe where magic, monsters, myths and legends are real....


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Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

Thanks for the really great and vivid description of the chamber Michael. Bit confused on where the lever is though. It's easily reachable from where we are?


M Human unchained monk 8/paladin 6
Hisao of the Yellow Reeds wrote:
Thanks for the really great and vivid description of the chamber Michael. Bit confused on where the lever is though. It's easily reachable from where we are?

Yes. It is about chest level to a medium creature, on the corridor wall to Paddy's right....


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

[whisper]: Should we quickly back out and come up with a stealth plan? Or maybe just holler out our presence?

Iommi-Tyr Magnusson backs out of the area of light.

(Upon seeing the "stange glyphs" did I recognize anything from my studies?....)

Knowledge Arcane or Religion or Linguistics or whatever: 1d20 + 9 + 1d6 ⇒ (20) + 9 + (2) = 31
I think we found where the traitorous Cleric/ Necromancer holds lair.


M Human unchained monk 8/paladin 6
Iommi-Tyr Magnusson wrote:

[whisper]: Should we quickly back out and come up with a stealth plan? Or maybe just holler out our presence?

Iommi-Tyr Magnusson backs out of the area of light.

(Upon seeing the "stange glyphs" did I recognize anything from my studies?....)

[dice=Knowledge Arcane or Religion or Linguistics or whatever]1d20+9 +1d6
I think we found where the traitorous Cleric/ Necromancer holds lair.

The glyphs on the green door appear to be magical glyphs of warding....


M Human unchained monk 8/paladin 6

Perception checks from all who are in the corridor and looking into the vast cistern....


Male Fleshwarped Half Elf Verminous Hunter 4/Medium 4 (Level 8)| HP 59/59| AC 31 T 22 FF 24 | Fort +9 Ref +14 Will +8| CMD 30 | Init +9 | Perception +12 (+18 Wasp Focus)

Perception: 1d20 + 6 ⇒ (6) + 6 = 12


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

Per: 1d20 + 5 ⇒ (8) + 5 = 13


Stealth 1d20 + 13 ⇒ (7) + 13 = 20

Something serpentine and skeletal slithers beneath the surface of the moat, drawing near to where it perceives a new, unfamiliar light source near the drawbridge corridor....


male teifling Rogue(u) 7/slayer 2, HP 75/75, AC 30, T 18, FF 22, F +13, R +20 W +11, Perception +24(+27 traps); darkvision 120', Initi. +13

perception: 1d20 + 7 ⇒ (17) + 7 = 24


M Human unchained monk 8/paladin 6
Paddy wrote:
[dice=perception]1d20+7

Paddy detects a disturbance in the water, as if something large was moving below the surface and coming nearer....


male teifling Rogue(u) 7/slayer 2, HP 75/75, AC 30, T 18, FF 22, F +13, R +20 W +11, Perception +24(+27 traps); darkvision 120', Initi. +13

ahh b@+~%$~s! There's something in here....

Paddy makes his way to the edge of the moat, scrambling to get out.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

Perception: 1d20 + 4 ⇒ (6) + 4 = 10

Concentrating on the symbols etched in the door and other clues as to what "lives" here, Iomm-Tyr Magnusson does not notice anything stirring in the rough waters of the "moat."

It's a good thing he backed out to hide.


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

Hisao helps pull Paddy up then goes invisible.


Hisao, Nacht and Alphonse quickly haul Paddy out of the moat and back onto the corridor, just as something large disturbs the murky waters of the moat below the drawbridge! A draconian skull dripping slime rears up from the depths with a splash, malevolent green fires burning unquenched by the waters in the large, hollow eye sockets! It snaps its crocodilian jaws with a loud clap!

Initiative 1d20 + 6 ⇒ (14) + 6 = 20


Male HP: 44/50 (34/40)|AC: 22 (25 Smite) |T: 12|FF: 21 | Fort +11, Ref +6, Will +7| Init +1| CMD 20 |IMMUNE Fear and Diseases

Init: 1d20 + 1 ⇒ (14) + 1 = 15


Male Fleshwarped Half Elf Verminous Hunter 4/Medium 4 (Level 8)| HP 59/59| AC 31 T 22 FF 24 | Fort +9 Ref +14 Will +8| CMD 30 | Init +9 | Perception +12 (+18 Wasp Focus)

Initiative: 1d20 + 6 ⇒ (12) + 6 = 18


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

Init: 1d20 + 6 ⇒ (20) + 6 = 26


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

Initiative: 1d20 + 2 ⇒ (14) + 2 = 16


male teifling Rogue(u) 7/slayer 2, HP 75/75, AC 30, T 18, FF 22, F +13, R +20 W +11, Perception +24(+27 traps); darkvision 120', Initi. +13

What the bloody hell is that....

initiative: 1d20 + 10 ⇒ (20) + 10 = 30


Male HP: 44/50 (34/40)|AC: 22 (25 Smite) |T: 12|FF: 21 | Fort +11, Ref +6, Will +7| Init +1| CMD 20 |IMMUNE Fear and Diseases

Kn. Religion: 1d20 + 5 ⇒ (5) + 5 = 10

"Not a clue."


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

The Guardian of the Depths goes before Iommi-tyr Magnusson can shout out what (if anything) he's read about it.


male teifling Rogue(u) 7/slayer 2, HP 75/75, AC 30, T 18, FF 22, F +13, R +20 W +11, Perception +24(+27 traps); darkvision 120', Initi. +13

I'm going on a hunch that Paddy is first....

Paddy whirls and throws a dagger at the creature

attack: 1d20 + 6 ⇒ (2) + 6 = 81d4 ⇒ 11d6 ⇒ 2 rolled sneak attack in case i qualify....just in case...


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Iommi-Tyr Magnusson wrote:
The Guardian of the Depths goes before Iommi-tyr Magnusson can shout out what (if anything) he's read about it.

You can speak as a Free action even when it's not your turn.


Male Fleshwarped Half Elf Verminous Hunter 4/Medium 4 (Level 8)| HP 59/59| AC 31 T 22 FF 24 | Fort +9 Ref +14 Will +8| CMD 30 | Init +9 | Perception +12 (+18 Wasp Focus)
Rynjin wrote:
Iommi-Tyr Magnusson wrote:
The Guardian of the Depths goes before Iommi-tyr Magnusson can shout out what (if anything) he's read about it.
You can speak as a Free action even when it's not your turn.

Yes you can but you must be able to ACT to make free actions.. which you cant if you are Flat Footed IE the thing goes before you.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40
Rynjin wrote:
Iommi-Tyr Magnusson wrote:
The Guardian of the Depths goes before Iommi-tyr Magnusson can shout out what (if anything) he's read about it.
You can speak as a Free action even when it's not your turn.

.

...Really, even when giving information that is based on a Skill Check? Remember I did not make my Perception check to notice the monster coming up from the moat in the first place and am pretty flat-footed.

I'll roll my check but I'd prefer to let the DM arbitrate whether I can speak as an Immediate or a Non Action.

Knowledge Check: 1d20 + 9 + 1d6 ⇒ (18) + 9 + (4) = 31


M Human unchained monk 8/paladin 6

I'd say Iommi is speechless at the moment until combat gets under way....


Iommi-Tyr Magnusson wrote:
Rynjin wrote:
Iommi-Tyr Magnusson wrote:
The Guardian of the Depths goes before Iommi-tyr Magnusson can shout out what (if anything) he's read about it.
You can speak as a Free action even when it's not your turn.

.

...Really, even when giving information that is based on a Skill Check? Remember I did not make my Perception check to notice the monster coming up from the moat in the first place and am pretty flat-footed.

I'll roll my check but I'd prefer to let the DM arbitrate whether I can speak as an Immediate or a Non Action.

[dice=Knowledge Check]1d20+9 +1d6

But he recognizes the approaching thing as an undead large black dragon skeleton....

He immediately realizes that the thing's claws are now mostly for mobility in the water or on land, but it's bite and bony tail slap are still lethal....

Blunt weapons will do full damage....


Paddy wrote:

I'm going on a hunch that Paddy is first....

Paddy whirls and throws a dagger at the creature

[dice=attack] 1d20+6; 1d4; 1d6 rolled sneak attack in case i qualify....just in case...

The Irish rogue hurls a dagger at the thing, but it passes between ribs and sinks into the moat, doing no damage....


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Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

Round One
Hisao, invisible, attacks the creature with his blade.

blade on FF: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 1 + 1d6 ⇒ (5) + 1 + (6) = 12

becoming visible after the swing and stepping back 5 feet to let someone else have a go.


As the slime-coated skull snaps after Paddy's dripping heels, the ninja appears out of the shadows and lands a solid jab on its snout, causing the beast to shudder....


It snaps it's mighty jaws at Paddy....

Bite 1d20 + 12 ⇒ (14) + 12 = 26 clamps down hard on the rogue's booted left foot, dealing 1d8 + 6 ⇒ (1) + 6 = 7 bite damage, plus 1d6 ⇒ 4 acid damage!


Male Fleshwarped Half Elf Verminous Hunter 4/Medium 4 (Level 8)| HP 59/59| AC 31 T 22 FF 24 | Fort +9 Ref +14 Will +8| CMD 30 | Init +9 | Perception +12 (+18 Wasp Focus)

Seeing the Dagger plop off and the blade of Hisao plop off slightly Nacht drops a Gladius pulls a light hammer and swings it.

Light hammer Strike: 1d20 + 3 ⇒ (15) + 3 = 181d4 + 2 ⇒ (3) + 2 = 5


Hoenheim Dobberkau *Nacht* wrote:

Seeing the Dagger plop off and the blade of Hisao plop off slightly Nacht drops a Gladius pulls a light hammer and swings it.

[dice=Light hammer Strike]1d20+3; 1d4+2

The hammer head lands a crunching blow on the dragon skull!


Male Fleshwarped Half Elf Verminous Hunter 4/Medium 4 (Level 8)| HP 59/59| AC 31 T 22 FF 24 | Fort +9 Ref +14 Will +8| CMD 30 | Init +9 | Perception +12 (+18 Wasp Focus)

Everyone else turn again (Save Nacht) then the Dragon


Male HP: 44/50 (34/40)|AC: 22 (25 Smite) |T: 12|FF: 21 | Fort +11, Ref +6, Will +7| Init +1| CMD 20 |IMMUNE Fear and Diseases

Alphonse moves in and slashes at the undead monstrosity.

"Let's drop this affornt to nature as quickly as possible."

1d20 + 6 ⇒ (20) + 6 = 26

Damage: 2d4 + 6 ⇒ (4, 4) + 6 = 14

Confirm?: 1d20 + 6 ⇒ (16) + 6 = 22

Crit damage?: 6d4 + 18 ⇒ (2, 2, 1, 3, 1, 2) + 18 = 29


Male Fleshwarped Half Elf Verminous Hunter 4/Medium 4 (Level 8)| HP 59/59| AC 31 T 22 FF 24 | Fort +9 Ref +14 Will +8| CMD 30 | Init +9 | Perception +12 (+18 Wasp Focus)

Scythecrit...Its whats for dinner


male teifling Rogue(u) 7/slayer 2, HP 75/75, AC 30, T 18, FF 22, F +13, R +20 W +11, Perception +24(+27 traps); darkvision 120', Initi. +13

nice hit! that'll break a few bones...

Paddy reels away from the monster, gaping holes made by the creatures teeth made wider by the stinging acid.

The bloody thing ruined me best cloak....the nerve of the thing. If I had a mace or a club I would go up and smack it right in its bloody nose. Damn beastie! Go pick on something your own size....

Paddy goes behind Alphonse and Aids another for AC

aid: 1d20 + 6 ⇒ (5) + 6 = 11

I have a feeling you just pulled aggro..and might need a hand with AC


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

Rd.: 1

Here's my last combustible; I'm definitely going to continue working and manipulating alchemical research -- and more rigorously -- it seems it can make for some good weapons and I need to become proficient in battle.

Use blunt weapons against a skeleton!

Move Action: Iommi-Tyr Magnusson draws his Alchemist Fire and backs up 5 feet.

Standard Action: Iommi-Tyr Magnusson flings a cocktail of fire at the Necromancer's unnatural pet.

Alchemical Flaming Destruction!: 1d20 + 1 ⇒ (7) + 1 = 8
(aimed at the back square of the Large Undead, NOT adjacent to any PCs)
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
.
.
.
Crunch

Spoiler:
Attack = +1 BAB, +2 DEX, +1 Point Blank, +1 Firebug Trait; -4 Firing into Melee ....
Damage = +1 Point Blank


Alphonse Veritas wrote:

Alphonse moves in and slashes at the undead monstrosity.

"Let's drop this affornt to nature as quickly as possible."

1d20+6

[dice=Damage]2d4+6

[dice=Confirm?]1d20+6

[dice=Crit damage?]6d4+18

CHOPPPP!!!

Alphonse's scythe blade sinks through the slime-coated skull and pierces through the jawbone below, momentarily pinning the abomination's maw shut! Wrenching the blade free, the young squire raises his scythe for another blow, but the beast sinks back down into the murky water....


M Human unchained monk 8/paladin 6
Iommi-Tyr Magnusson wrote:

Rd.: 1

Here's my last combustible; I'm definitely going to continue working and manipulating alchemical research -- and more rigorously -- it seems it can make for some good weapons and I need to become proficient in battle.

Use blunt weapons against a skeleton!

Move Action: Iommi-Tyr Magnusson draws his Alchemist Fire and backs up 5 feet.

Standard Action: Iommi-Tyr Magnusson flings a cocktail of fire at the Necromancer's unnatural pet.

[dice=Alchemical Flaming Destruction!]1d20+1
(aimed at the back square of the Large Undead, NOT adjacent to any PCs)
[dice=Damage]1d6+1
.
.
.
Crunch** spoiler omitted **

The flask of acid splashes into the moat, missing the beast's skeletal tail by inches....


The moat waters churn and bubble as the skeletal guardian sinks to the bottom, laid to eternal rest by Alphonse's mighty scythe blow!


M Human unchained monk 8/paladin 6

All Lusty Fools have now gained enough XP to advance to level 3! Congrats, stalwart heroes!


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

In French. That swing would have felled a dragon Hisao whistles before indicating the lever. If someone else does not wish to pull the lever I will

Can we level up right away or would we wait to rest to do so?


M Human unchained monk 8/paladin 6

You may level up right away, though of course, you are still missing any HP lost in combat, and must rest before memorizing new spells or regaining per day powers back....


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

....Which means I for one am still at 1st level regarding "day powers" such as my Formulae and Extracts because we haven't rested since then.

I'd really like to go back up to Notre Dame for a few days -- even if we segue the whole time -- just to provide an actual in-game reason for leveling (other than "killed-enough-monsters").

Is anyone else okay with that? ....
Can we come up with a reason to go back up? ....
I know it's rough for Nacht because of his Oath, but....


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

I'm pretty sure we spent one night at the tavern between our two forays into the dungeon. Am I wrong about that?


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

I remember spending a night, too, but I guess it was prior to level two.

I'd like to be able to prep some Extracts. All I've ever prepped are the two that came at first level. I never had a chance to prep my third one at 2nd level.

Of course, it's not that big of a deal. You guys are handling the combats without me and even fully prepped at third level I'm not exactly a combat powerhouse. ...I'll still get some HP and, far more importantly, some Skill points.


Male HP: 44/50 (34/40)|AC: 22 (25 Smite) |T: 12|FF: 21 | Fort +11, Ref +6, Will +7| Init +1| CMD 20 |IMMUNE Fear and Diseases

You still get HP and skill points, you just don't heal previous HP loss (EX if I was at 12/20, and gained 10 HP, I'd be at 22/30 instead of 30/30 or 12/30). Skill points hurt verisimilitude a bit depending on what you put them in, but RAW you DO get them.

Alphonse looks at his scythe in surprise, then back to the monster.

"Thank you God for guiding me to such a well placed blow."

After such a stunning victory, Alphonse feels bolstered in courage, ready to take on anything the Necromancer might throw at him.

And now being immune to Fear doesn't hurt.


M Human unchained monk 8/paladin 6

Suddenly, the flagstone floor of the corridor noticeably shudders under the Lusty Fools' feet, simultaneous with a groaning of grinding gears somewhere under the moat water!

The water pouring from the pipe increases drastically in pressure, becoming a gushing torrent that begins to raise the water level at a gradual but noticable rate!


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

Rd 2:

Immediate Action: Iommi-Tyr Magnusson gains 10 HP, 9 Skill Ranks, a Feat, and 2 points of Fort & Ref.

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