Pass of Thaldor (Inactive)

Game Master OberonViking

The village of Cedarwood is isolated and unprotected. People have gone missing. What is happening on the Pass of Thaldor?

NOTE: the Campaign Info tab contains all the info relevant to the current encounter.


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Male Human Druid 3

I like this idea since Grobnar can scout ahead and use the thunderstone/tanglefoot bag if he's seen so he has enough time to get back to us without being turned into hamburger.


Male Human Barbarian 3

Ready to go.


Is everyone ready to go? Is all the equipment and loot allocated, and encumbrances checked? Any other preparations during this minute or two of downtime? Any questions? Bribes?
The sounds of panicked evacuation is still present, though it seems to be tapering off.


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

MW breast plate – from a dwarf
MW Waraxe
1 Potion of Beast Shape 2
1 Potions of Magic Weapon
1 Potion of Remove Fear
1 Potion of Detect Evil
1 Potion of Deathwatch
1 Potion of Detect Undead
1 Scroll of Gaseous Form (Bard/Wizard 3)

Looks like this is what's left over... Drakr is happy to carry everything that no one wants. drarves can carry more than a mule you know.


Male Human Druid 3

[occ]Conner is ready and two scrolls won't slow him. I'm guessing Drakr and Jobo will split the heavy gear between them.[/ooc]


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

ready to go. Lorelei will advance with her crossbow out and loaded.


Male Human Barbarian 3

I grabbed the Beastshape 2 -- want to try that sometime. Rest for Drakr. Following the pointman Drakr.


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1
Drakr wrote:

Ok. I like this plan, when we need scouting Grobnar can go ahead. When we don't Drakr will take point followed by Jobo, Conner, Grobnar and Lorelei.

After all the gear has been split up Drakr looks at Jobo " You rested enough yet? Let's get going these caves arent gonna clear themselves out! " Then with his axe at the ready he moves around the corner.

Reposting incase the Gm missed this :)


Secret GM Rolls:

St 1d20 + 5 + 12 ⇒ (6) + 5 + 12 = 23
Se 1d20 - 1 ⇒ (16) - 1 = 15
In 1d20 + 1 ⇒ (6) + 1 = 7.


You are ready to roll some heads from their shoulders. You have a new stash of gear and feel ready and more capable then ever. Perhaps you have the trick of taking on these kobolds.
Let's see if you have...  

The sounds from around the corner have changed. It is no longer the panicked evacuation it was, though some of that is still present. What you hear primarily is an ordered, perhaps even military-level of organisation. Groups of kobolds are working together at a common goal. 

Perception DC 23:
working at something mechanical ...but they are having problems with it. 
 
Draconic and Perception DC 16:
Something is wrong with the 'vertical spiked door gate,' it won't come down, something is jamming it.
 

Moving towards the next corridor you hear the sudden scratching of clawed feet running, just beyond the corner - a kobold running away just now.


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

Perc: 1d20 + 3 ⇒ (19) + 3 = 22

" lot of hubbub about something over there lets go break it up! "

So close!


Male Human Barbarian 3

PER 1d20 + 7 ⇒ (1) + 7 = 8 "Look out for traps and malicious kobold trickery.

Grand Lodge

1d20 + 7 ⇒ (13) + 7 = 20

"Lets see what our friends have in store for us this time."


Male Human Druid 3

Perception 1d20 + 10 ⇒ (4) + 10 = 14

"Just sounds like noise to me."


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

perception and draconic 1d20 + 7 ⇒ (1) + 7 = 8
What is it with me and 1s lately? :(


Okay, so you've noticed all you can... Now what?
Referring back to the map, the corridor turns just beyond the dog kennel. It is from around this corner that all the noises have come from.
Who dares to step around the corner within this Kobold Lair?


Male Human Barbarian 3

Right behind Drakr!! I don't think he will waste potions on kobolds.


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

Hoping Ac 23 will be enough for now.

Drakr boldly strides around the corner, shield held high, his axe held back behind him ready to swing at any enemies.


Male Human Druid 3

Conner walks in behind the others, offering to be rearguard if Lorelei doesn't want to risk standing in the back.


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Lorelei will accept Conner's offer to be rearguard and will be next to last in the marching order.

Grand Lodge

Grobnar stays on the flank and quietly whistles to himself as the party advances. He has his shortsword at hand something he has never used nor wishes to.


Turning the corner, you can see a kobold running 30' away. It glances over its shoulder and, seeing you, almost stumbles. It drops something from its hand, a small plate perhaps, and it smashes into dozens of small, shiny pieces. 

10' ahead of him a team of 4 kobolds work at a toothed wheel, half of which protrudes from the wall. Another 2 are pulling down at something from the ceiling with sticks which have a metal hook on the end. 

For this combat I would like to act in marching order to match the order you came round the corner - just as a one-off, Initiative as usual next time.  
Grobnar
Drakr
Jobo
Lorelei 
Conner
Is this correct?  


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

Grobnar was on the flank somewhere. I was first.

Drakr charges the Kobold 30ft away. " Graaaaarrrr " he yells as he runs down the hall, swinging his axe in a wide arc.

1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 +2 Charge
1d10 + 6 ⇒ (1) + 6 = 7

AC: 21 from charge. The dice make me sad :(


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

I don't know if there is room for someone to be on the flank in this tunnel.


Male Human Druid 3

Conner hears the plate fall from his place at the back of the line. It's loudness let's him know something is wrong.

"That noise was a signal! There's some ambush up ahead." he yells.


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1
Lorelei wrote:

I don't know if there is room for someone to be on the flank in this tunnel.

The corridor looked ten feet across on the last map... Come on everyone let's Smash, Slash, Blast and Bash some Kobolds!


Drakr chases down the kobold and puts an axe where the  right hemisphere of its brain wanted to be. It spasms violent, running left as bright red blood spurted from the large gash in its cranium. Eventually the body fell in a convulsing heap. 

The plate that it dropped is shiny, reflective, and seems to have been square in shape and primarily glass. 


Ahead, 40' from the corner, one of the kobold working the gear wheel yells "Got it ! " in Draconic. Suddenly a porticulus drops from the ceiling, leaving the two with sticks separated from their allies. The four who are working the wheel, continue to wind it upwards, and soon one of them places an iron bar between the wall and the bottom tooth. They carefully let go of the wheel and the tension within it holds the bar in place and prevents the wheel from turning. 


Dungeoneering or Engineering DC 20:
This simple mechanism links the movement of the porticulus to the wheel. One would assume that the wheel links to something else.
 
Perception DC 23 (Trap and Stonework):
Read the spoiler above And you spotted a panel in the ceiling This side of the porticulus.
 


The two nearest kobolds see the greatly feared sight of Adventurers storming their home. These two look to their brothers and yap and bark and whine with hands outstretched through the thick iron bars of the porticulus. The other four turn to flee. 


Kobolds 1&2 cower,  with their backs towards you. In fact, consider them to be Helpless. The other four have run out of actions, though they clearly intend to leave as fast as they can.  

There are two doors left open in this corridor.  Glancing in you see both have shelves on all the walls and a table, perhaps it is a counter. There are some empty boxes around, and a sense of some shop or something that has been cleared out in a hurry. 

Perception DC 15:
There's a quiver of bolts and a broken spear lying discarded or lost in one room - perhaps this was an arms supply room. The other room has a little broken pottery on the floor.
 

" The Map "

Order
Drakr. <=====
Jobo
Grobnar
Lorelei 
Conner
Kobolds


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

Is it my turn again or are you just reposting the Initiative?
Perception 1d20 + 3 ⇒ (3) + 3 = 6
Kn Dungeoneering 1d20 + 5 ⇒ (7) + 5 = 12
Kn Engineering 1d20 + 5 ⇒ (16) + 5 = 21


Drakr wrote:

Is it my turn again or are you just reposting the Initiative?

Perception 1d20+3
Kn Dungeoneering 1d20+5
Kn Engineering 1d20+5

It is Drakr's turn again.


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

Drakr looks at the two Kobolds desperate to get to the comparitivr safety of the other side of the portcullis. " Hmph " Only monsters would leave their companions to die. the thought obviously sickens him as does his own role in the process and his face screws up in disgust, looking if possible even uglier. " Fight or die lizards, fight or die "
He moves up to the right hand Kobold figuring that Jobo will charge the other one.

Attack
1d20 + 9 ⇒ (1) + 9 = 10
1d10 + 4 ⇒ (8) + 4 = 12


Male Human Barbarian 3

Jobo charges and misses. He was so embarassed, he posted the rolls in the discussion thread--natural 1 missed I assume


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Dungoeneering 1d20 + 9 ⇒ (10) + 9 = 19
attack 1d20 + 4 ⇒ (13) + 4 = 17
damage 1d8 ⇒ 3

Lorelei moves up (staying behind Jobo) and attempts to shoot one of the fleeing kobolds through the porticulus.


Male Human Druid 3

The Druid moves up behind Lorelei and looks around.

Perception 1d20 + 9 ⇒ (7) + 9 = 16


Drakr surges forward and kills the cowering kobold. Blood spurts over the dwarf and the kobolds.

Jobo charges in to finish off the other one, but forgets about the ceiling height as he goes for an overhead blow. 

Lorelei glides a bolt between the thick iron bars of the portcullis into the left shoulder of one of the four fleeing kobolds. He stumbles forward, pulls a dagger from his belt, waves it above his head and yells in their yap-like language. It flops to the ground, remaining deathly still. 

Draconic:
For Norgorber!
you may want to make a DC 12 Knowledge (Religion) check, or ask someone else to.  
 
 

Grobnar keeps pace with Lorelei.

Conner keeps an eye out for danger. All is quiet and still behind you, and ahead the kobolds flee. Conner take a +1 Circumstance bonus to Perception whilst you continue to keep watch for the group. Bonus ends when you are distracted, through combat or full round actions or actions that you don't Take 10 for.  

There is one kobold beside Drakr, which is also just in front of Jobo, curled up in the foetal position, shivering in fear and mewing almost like a cat. 

The other kobolds continue running, and are soon out of sight.
Could you please remind me who has what light source. The torch on the wall only provides 20' light, out to 40' as Dim light, which means a 20% Miss Chance. 

*******

Barring the way is the iron portcullis. The toothed wheel set into the wall is only 6' from the bars of the portcullis, and the iron bar is still in place checking it's movement. 

Strong-men typically like to show off by bending the bars of such a portcullis - at a DC 25 Strength check. This would enable one Medium character to spend a full-round action to squeeze though with a DC 10 Escape Artist check (ACP applies), and hence only one Medium character per round. Small characters can slip through as a move action, counting the portcullis as Difficult Terrain. 

Less showy and dramatic, one could attempt to lift the portcullis. This also requires a DC 25 Strength check.

Both of these option could be aided by a maximum of 2 others, one either side of the Strong-man. 

*******

Secret GM roll:
1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
 

Anyone: Sense Motive DC 13:

That kobold that Lorelei shot is faking it. He landed so that he didn't hit his head, and he is curled up on the ground so that you cannot tell if he is breathing.
 

The Map

Order
Drakr. <=====
Jobo
Grobnar
Lorelei
Conner
Kobolds


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

Sense Motive: 1d20 + 1 ⇒ (6) + 1 = 7

Grimacing Drakr Attempts to give the cowering Kobold at his feet a quick clean death by decapitation.
Coup de grace: Auto hit and crit? Dmg: 2d10 + 8 ⇒ (3, 8) + 8 = 19
Then he drops his axe and shield. "I'll help you with the bars Jobo."
Assist Jobo: 1d20 + 4 ⇒ (18) + 4 = 22


Male Human Barbarian 3

Jobo will remove the iron bar from the toothed wheel with a quick flip of his ranseur and then he will lift up the portcullis.
STR= 1d20 + 5 ⇒ (8) + 5 = 13
Sense motive 1d20 + 1 ⇒ (4) + 1 = 5


Jobo wrote:
Jobo will remove the iron bar from the toothed wheel with a quick flip of his ranseur

Excellent.... Mwhahahaaaaa!

Hahahahahahahahahaha!
Bwhahahahahahahahaha!

Consider this an interrupt. More to come soon.


With the bar removed the toothed wheel rapidly rotates, and mass of hairy, crawly, Arachnids drops like a black waterfall from a concealed hatch in the ceiling. They land on Drakr and Jobo and cover a 10' square your side of the portcullis. 

Surprise Round to the spiders. 
Attack, auto damage. 1d6 ⇒ 6 to Jobo and Drakr. 
Plus Poison: Fort save DC 11 or take 1d2 ⇒ 1 Str damage. 

I'll ask everyone to roll initiative and post an action.
Make any skill checks you want/need to as well.
Spider Swarm Initiative: 1d20 + 3 ⇒ (18) + 3 = 21 
 


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

HP: 27/33
Fort save: 1d20 + 6 ⇒ (19) + 6 = 25

" Ugh, spiders! "

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Initiative 1d20 + 3 ⇒ (6) + 3 = 9
Well, real life me absolutely hates spiders, so Lorelei does too. :)

At the sight of the writhing mass of eight-legged little creepy crawlies, Lorelei lets out a very undignified shriek of: Spiders!

On her turn she will attempt to cast Burning Hands at the mass of spiders. She will try not to hit anyone else if possible, if not she'll try to hit as few people as possible and apologize profusely afterwards.

I'll leave Lorelei's exact placement at your discretion, since the spiders will go before her I can't yet decide what square to put her in.
Burning Hands damage 3d4 ⇒ (1, 2, 2) = 5


Male Human Barbarian 3

Fort 1d20 + 7 ⇒ (15) + 7 = 22
INIT 1d20 + 1 ⇒ (18) + 1 = 19
"I found a trap the hard way. I don't think I can step on them all."
Jobo can only think of smashing the spiders to help Lorelei. If repeatedly diving on top of them will kill them faster than stomps and sweeps of his polearm, that is what he will do.
[hp=40/46 - Rage 4/10]


Male Human Druid 3

Init 1d20 + 2 ⇒ (6) + 2 = 8

If the swarm remains on his turn, the Druid with cast produce flame and attack the swarm.

Ranged touch 1d20 + 4 ⇒ (15) + 4 = 19
Damage 1d6 + 3 ⇒ (2) + 3 = 5


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

On his turn if there is still spiders left Drakr draws his morningstar and smashes at the spiders on the floor.

Atk:1d20 + 6 ⇒ (6) + 6 = 12 with power attack
Dmg:1d8 + 9 ⇒ (3) + 9 = 12 Two handed.

"Git Off!"

Grand Lodge

"There are to many your weapons will do nothing. Fire should do the trick."

Grobanr just sits back not wanting to near the dangerous swarm of spiders.


Initiative
Spiders 21
Jobo 19
Lorelei 9
Conner 8
Drakr 3
Grobnar - delay.

Round 1

The spiders crawl all over Drakr and Jobo, up the legs, into their tunics, in their beard and hair. They slash at the spiders a little and quickly realise the futility of it.

Round 1 Spider's damage to Drakr and Jobo: 1d6 ⇒ 6
Fort save DC 11 or suffer 1d2 ⇒ 1 Str damage.

Lorelei hesitates a second to weigh up the pros and cons... And casts Burning Hands onto the Spider Swarm (which is particularly effective) and flaming Jobo and Drakr too.
1d20 + 4 ⇒ (1) + 4 = 5 vs Touch. MISS. Really badly.
I guess she is too worried about Jobo's mullet to effectively target the spiders.

Conner also knows the effect that fire has on these spiders, and casts Produce Flame, lobbing a ball of flame at the crawling mass. And still they persist.

Drakr finds that his Morningstar splatters a few of the spiders, it is just a drop in the ocean, and does next to nothing to the swarm.

Grobnar waits back with a look of I'm, like, so not going anywhere near those spiders.

There is a sound of marching coming from the darkness ahead toward you.
The portcullis still stands in the way.

*********

Round 2 begins

Initiative
1d20 + 1 ⇒ (12) + 1 = 13

Spiders 21
Jobo 19
Sounds of marching 13
Lorelei 9
Conner 8
Drakr 3
Grobnar - delay.

The spiders continue to bite at Drakr and Jobo, their legs and mandibles all over the body now, scalp, neck, chest, legs, even in their boots.
[Ooc]Round 2 Spider's damage 1d6 ⇒ 1
Another Fort save DC 11 or 1d2 ⇒ 2 Str damage.


To summarise:
Jobo and Drakr took 7 points of biting damage from the spiders, and need to make 2 Fort saves DC 11. If you fail the first of these you will need to make a third.
.
Lorelei missed with her Burning Hands attack.
.
Conner hit with Produce Flame.
.
The spiders live on.
.
There is the sounds of marching coming towards you.
.
The portcullis still bars your progress.

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