Mothman's Adventures in Darkmoon Vale game

Game Master Mothman

Adventures in Darkmoon Vale


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Knowledge (Nature)? You're joking, right?

"What the Hells is that?!"

Initiative 1d20 + 3 ⇒ (16) + 3 = 19


Female Human Witch 1 AC 13 HP 8

Know nature: 1d20 + 8 ⇒ (13) + 8 = 21
Init: 1d20 + 9 ⇒ (17) + 9 = 26


Male Human Fighter / 2

Adalwin looks on a little distractedly as the group discusses the trap. When the strange looking figure reveals itself, the young man gasps in surprise. "What the hell is that?"
Will Save: 1d20 ⇒ 15
Init: 1d20 + 1 ⇒ (15) + 1 = 16

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28

"That's a ugly little..."

Will save: 1d20 + 0 ⇒ (12) + 0 = 12 (+2 v emotion spells and effects)

Know nature: 1d20 + 4 ⇒ (18) + 4 = 22

Well, half the duo saved. I sure hope it doesn't make me swat ya'll to death.


halfling tattooed sorcerer (orc) 2 |AC 13, FF 13, T 11, CMD 9; F 1 R 3 W 6, +2 vs fear; hp 4/10; init +2; perc +10, +12 w/ familiar, +15 sight-based in shadows w/ familar

Initiative: 1d20 + 2 ⇒ (18) + 2 = 20

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28

Oh yeah, Initiative: 1d20 + 1 ⇒ (3) + 1 = 4


Male Half-elf Oracle 1 (AC: 17 [T: 13 /FF: 14]; HP: 17/17; F+3, R+5, W+6 (+3 more with Taint); Init: -1; Perc: +7 [Low-light vision])

Initiative 1d20 - 1 ⇒ (17) - 1 = 16


Anor and Eljoy:
This looks like a nuglub, a species of gremlin. Gremlins are fey creatures, but whereas many fey enjoy mischief and tricks, the almost always evil gremlins tend towards cruelty and destruction. The most widely known gremlins are those who enjoy breaking mechanical devices and the type who's mere presence brings bad luck, but nuglubs just really enjoy fighting and hurting people. They especially hate humanoids who wear armour, as their own physiology makes them unsuitable for typical armour, much as they would like to wear it. They prefer their own teeth and claws to manufactured weapons, and have some minor magical talents, such as the ability to heat up metal and cause electric shocks. Like many fey, they have some resistance to magic and to the bite of normal weapons, though cold forged iron cuts through these defences.


Female Human Witch 1 AC 13 HP 8

"We don't want to fight, we are just passing through."


The ugly little figure grinds its teeth and stamps its feet, showing little indication that it understood Anor's words but suggesting it takes offence at her reasonable tone.

1d20 + 4 ⇒ (16) + 4 = 20


Female Human Witch 1 AC 13 HP 8

Sylvan:
Anor repeats herself in Sylvan.. Diplomacy: 1d20 + 1 ⇒ (20) + 1 = 21

"Careful, they like fighting, and biting, they can shock you with electric and heat and have some magical resistance. Cold iron works against them."

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28

"... FEY! I told you the consorshum was stirring them up. Kill the little f!~@er or run! It's just going to be a world of trouble."


Sorry for the delay guys.

The ugly fey shows little appreciation for (or perhaps understanding of) Anor’s words.

Eljoy notices that his scale armour is becoming uncomfortably warm …

Init.
Anor 26
Nuglub 20+
Jasper 20
Reekis 19
Adalwin 16+
Oliver 16
Eljoy 4

The creature performs a clumsy jig on its tree branch, all the time sneering, pointing at Adalwin and gnashing its teeth menacingly.

Intimidate attempt on Adalwin: 1d20 + 8 ⇒ (17) + 8 = 25 vs DC 11, Adalwin is shaken if this beats the DC.


Adalwin shaken for 3 rounds. Jasper and Reekis are up.


Reekis loads his crossbow, takes a bead on the weird looking thing, and shoots.

1d20 + 3 ⇒ (10) + 3 = 13 to hit, damage 1d8 ⇒ 1


The hunchbacked little thing is surprisingly agile, and neatly dodges Reekis' shot.

Anyone who hasn't acted this round may do so.


Female Human Witch 1 AC 13 HP 8

Anor sighs, and then mutters a curse under her breath, pointing at the small Fay.

Cast misfortune at it.....


Male Human Fighter / 2

A sense of dread starts to build in Adalwin as he looks at the hunched creature, and his hands start to shake as he raises his bow to fire at the thing.

Attack: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13
Damage: 1d8 ⇒ 8

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28

"Losers! Get him down here and I'll kick his ass!" Eljoy pulls his bow off his shoulder, nocks an arrow and fires.

Shortbow: 1d20 + 2 ⇒ (4) + 2 = 6 ... damage: 1d6 ⇒ 1

Loser indeed!


Will save: 1d20 + 2 ⇒ (11) + 2 = 13


A flurry of arrows all miss their targets, although the fey seems to stumble slightly on its branch as Anor mutters her curse.


I think we are waiting on Jasper and Oliver to post their actions for round 1.


Male Half-elf Oracle 1 (AC: 17 [T: 13 /FF: 14]; HP: 17/17; F+3, R+5, W+6 (+3 more with Taint); Init: -1; Perc: +7 [Low-light vision])

With no injury to tend, Oliver reluctantly pulls around his crossbow. He has no better recourse for where the creature stands.

Move, draw crossbow
Move, Load crossbow


halfling tattooed sorcerer (orc) 2 |AC 13, FF 13, T 11, CMD 9; F 1 R 3 W 6, +2 vs fear; hp 4/10; init +2; perc +10, +12 w/ familiar, +15 sight-based in shadows w/ familar

Jasper casts a spell, causing the branch to become slippery below the fey. Grease, DC 14


Reflex 1: 1d20 + 7 ⇒ (12) + 7 = 19 Reflex 2: 1d20 + 7 ⇒ (15) + 7 = 22

Despite Anor's misfortune hex, the surprisingly nimble gremlin keeps its feet on the branch as Jasper's spell covers it in grease.


halfling tattooed sorcerer (orc) 2 |AC 13, FF 13, T 11, CMD 9; F 1 R 3 W 6, +2 vs fear; hp 4/10; init +2; perc +10, +12 w/ familiar, +15 sight-based in shadows w/ familar

He has to save again if he stays where he is, right?


Not if he stays where he is, he needs to make an acrobatics check if he wants to move, and if he fails that he needs to make another reflex save ... gremlin's move will be coming up when I have time ...


The gremlin shrieks in rage then attempts to leap down from its high branch to attack Adalwin's shins and knees with its sharp claws.

Acrobatics check 1 to avoid Grease: 1d20 + 10 ⇒ (17) + 10 = 27 ; Acrobatics check 2 to avoid Grease: 1d20 + 10 ⇒ (7) + 10 = 17

Acrobatics check 1 to leap from branch: 1d20 + 10 ⇒ (8) + 10 = 18 ; Acrobatics check 2 to leap from branch: 1d20 + 10 ⇒ (6) + 10 = 16

charge attack with claw at Adalwin try 1: 1d20 + 6 ⇒ (5) + 6 = 11 ; charge attack with claw at Adalwin try 2: 1d20 + 6 ⇒ (7) + 6 = 13 damage: 1d3 + 1 ⇒ (2) + 1 = 3

Note that due to misfortune it needs to take the worse roll for each of the above d20 rolls. It manages to make all the acrobatic checks but fails to connect with Adalwin in combat.


Any / all PC's - go!


Male Human Fighter / 2

Adalwin barely resists the urge to retreat as the thing launches itself off the branch and attacks him. He drops his bow to the ground, drawing his sword and slashing at the creature.

Attack: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9
Damage: 1d10 + 1 ⇒ (8) + 1 = 9


"Little f@+@ing psycho!" It's not clear if Reekis is referring to the gremlin or himself. He reloads and shoots again.

1d20 + 3 ⇒ (12) + 3 = 15 to hit, damage 1d8 ⇒ 8

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28

"Ha! I've got it now!" Eljoy says hotly.

He casts his bow aside and, sweeping his ax from his pack, moves with deadly determination toward the ugly little man.

Ax v fey, rage: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 .... damage: 1d8 + 5 + 2 ⇒ (5) + 5 + 2 = 12

If I could work a charge in there, I would too. Not sure if terrain or companions prevent it.

Mothman, are you forgetting something?


Yes I am, thanks for reminding me.

Eljoy's armour is becoming blistering hot now, burning his skin. damage: 1d4 ⇒ 1


Despite the discomfort, Eljoy’s axe shears through the ugly fey’s long hair and thick skin, biting deeply – though not quite as deeply as the power of his blow might suggest. The little monster shrieks in pain and rage.

Adalwin’s attack, in contrast, bounces harmlessly off the gremlin’s thick head.


Reekis' arrow comes close, but the gremlin dodges it at the last moment.


Female Human Witch 1 AC 13 HP 8

Anor begins to laugh in a mad, high pitch snarl. (maintain cackle) between breaths, she also mutters a spell.

Cast daze on the creature, Will DC14 or it gets no action next round.


Cackle will keep the misfortune hex going, correct?


Male Half-elf Oracle 1 (AC: 17 [T: 13 /FF: 14]; HP: 17/17; F+3, R+5, W+6 (+3 more with Taint); Init: -1; Perc: +7 [Low-light vision])

Oliver is reluctant to fire into the fight, knowing all too well that he is less than adequate with the crossbow he carries. He instead hobbles forward, offering little assistance to Adalwin where he can.

Move, to Adalwin
Standard, Cast Guidance on Adalwin


Female Human Witch 1 AC 13 HP 8
DM Mothman wrote:
Cackle will keep the misfortune hex going, correct?

Yes, I *thought* I typed "Cackle to maintain misfortune" but apparently my brian-finger interface isn't working today.

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28
DM Mothman wrote:


Eljoy's armour is becoming blistering hot now, burning his skin. [dice=damage]1d4

"SONUVVAB%*+$!" Eljoy roars a little higher pitched than usual. "The little f~&!er's roasting me!"


"Hit him again, Eljoy!"


Female Human Witch 1 AC 13 HP 8

Im hoping daze will break its concentration and relieve Eljoy a bit... I should probably have made that clear....


Anor, please make a caster level check to overcome spell resistance.


halfling tattooed sorcerer (orc) 2 |AC 13, FF 13, T 11, CMD 9; F 1 R 3 W 6, +2 vs fear; hp 4/10; init +2; perc +10, +12 w/ familiar, +15 sight-based in shadows w/ familar

Nice set of Acrobatics rolls. Rats.

Jasper gets the flask of acid from his pouch and, concentrating on the faint green fluid, conjures up a handful of the stuff and flings it at the angry little fellow.

Ranged Touch: 1d20 + 3 ⇒ (2) + 3 = 5

Acid damage: 1d3 + 2 ⇒ (3) + 2 = 5

Not confident in his aim missing Eljoy, however, the orcling's acid flies low, sizzling and popping on the ground scant feet from Eljoy's boot.

"Sorry!"


Female Human Witch 1 AC 13 HP 8

Caster Level: 1d20 + 1 ⇒ (4) + 1 = 5 Gah!

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28

Formatting on the boards is screwed up. Can't find 'Add a new post" button, or even see the last posts. Replying to a post shows the missing ones and gets me a posting window.

Eljoy jerks and flails his arms, trying to evade his burning armor -- without success.


Anor's spell fizzles, and Jasper's misses. Oliver blesses Adalwin with a minor enchantment.


The ugly fey continues to bite and claw at Adalwin’s legs, although it seems somewhat distracted by Anor’s mad cackling.

bite roll 1: 1d20 + 3 ⇒ (7) + 3 = 10 ; bite roll 1: 1d20 + 3 ⇒ (20) + 3 = 23; miss
claw 1 roll 1: 1d20 + 4 ⇒ (15) + 4 = 19 ; claw 1 roll 2: 1d20 + 4 ⇒ (8) + 4 = 12 ; miss
claw 2 roll 1: 1d20 + 4 ⇒ (10) + 4 = 14 ; claw 2 roll 2: 1d20 + 4 ⇒ (16) + 4 = 20 ; possible hit with 14? IF this hits Adalwin, damage: 1d3 + 1 ⇒ (3) + 1 = 4


Eljoy’s armour has now become searing hot, smoke rising from the armour’s padding and the skin around it turning bright red. damage: 2d4 ⇒ (2, 4) = 6


PC’s turns. Adalwin has guidance, so gets +1 to a single d20 roll this round. You can pretty easily set up flanks if more than one person is attacking in melee.

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