Tales of the Nalbrin (Table 1)

Game Master sarpadian

Regional Map

Tactical Map

Initiative:

Odirin
Arvanon
Griff
Ihro
Thondain
Gunnar
Enemy


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Male Dwarf Monk 1/Ranger 1
Ihro wrote:
"Edible and good to eat are two different things."

"People have eaten them but they say it's not the most pleasant of experiences"


Odirin lines up a shot at the fisher with his light crossbow and fires off a bolt at it, harrumphing as the projectile goes wide.

Light Crossbow: 1d20 + 2 ⇒ (5) + 2 = 7
Damage:1d8 ⇒ 7


M Dwarf Maneuver Master Monk 1/ Stonelord Paladin1 AC 17 T 13 FF 16 | HP 24/24 | F +7 R +3 W +6 | Init +2 | Perc +7 Myhweaver sheet

Griff readies and actions to attack the Creature, if it gets too close to his fellow companions. It seems there arrows will suffice.

Earthbreaker SMASH!: 1d20 + 5 ⇒ (9) + 5 = 14

Earthbreaker SMASH!: 2d6 + 4 ⇒ (4, 3) + 4 = 11


I'm going to put Gunnar on delay so that we can keep moving.

Three arrows strike the cave fisher, making it wobble on its perch.

Thondain and Ihro are up for round 2.


Male Dwarf Monk 1/Fighter 1

Ihro draws and fire another arrow, but nearly shoots himself in the foot.

Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

Thondain betrayed no frustration at having missed his first shot. He merely reached for another arrow and tried again, his actions economic and methodical.

shortbow: 1d20 + 4 ⇒ (20) + 4 = 24
dmg: 1d6 ⇒ 6

confirm: 1d20 + 4 ⇒ (17) + 4 = 21
dmg: 2d6 ⇒ (6, 4) = 10


The sheer force of Thondain's arrow knocks the cave fisher off its perch. It falls to the cavern floor, lying motionless.

Combat over. You each receive 100 XP.


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

Thondain re-slung his bow as Griff (presumably) smashed the cave fisher to make sure it was down for good. He took a good look around in the tunnel to make sure they hadn't missed any other threat - or any unlucky dwarven victim that needed to be laid to rest - before nodding to the others and continuing down their path, stepping over the crunching remains.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22 Additional +2 for stonework

Thondain will hold up if he spots anything, or there's anything else the rest of the guys want to do.


Odirin blinks and looks down at his own crossbow, then shifts his eyes toward Thondain. "Well struck." He then shrugs and slings his crossbow back over his shoulder and follows behind the forward scouts once more.


Male Dwarf Monk 1/Ranger 1

After the cave fisher dies, Arvanon pats his party mates on the shoulders saying "Well done my friends." after which he walks up and begins to cut out the glands of the cave fisher.


Male Dwarf Forgemaster (Cleric) 2 | AC 19 T 12 FF 17 | HP 20/20 | F +5 R +1 W +6 | Init +1 | Perc +9

"Good job all! Any battle when no healing is needed is a great one!"

Sorry for not posting. My Campaign tab wasn't updating this thread for some reason. All the others were.


Arvanon cuts the filament glands from the cave fisher and stows them in his pack. The party resumes moving again. You travel along the abandoned mine shaft for several more hours until it plays out into a large cavern. A large underground river flows along the floor of the cavern (about 30 ft. down), approximately in the way you want to go, with the plenty of space on either side for the party to walk abreast. To reach it, however, you will have to either climb down the cavern's side or carefully walk down a narrow ledge that forms an archway over the river and drop down into it. Needing a rest, the party pauses at the mouth of the mining tunnel and contemplates the next move.

At this point you've made your 8 hours of progress for the day. If you want to keep going, you'll need to start making forced march checks; alternatively, you can camp here for the night. Whenever you decide to head down, you'll need to either make a Climb check, an Acrobatics check, or come up with another plan I haven't thought of (which I encourage, by the way).

Arvanon:
Add the glands to your character sheet. They'll count as 100 gp worth of raw materials for making sticky magic items.

GM Rolls/Notes:
random encounters: 2d6 ⇒ (3, 2) = 5 12 mi.


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

Thondain stood looking out over the cavern as the back of the party joined the front. "This seems as good a spot as any to rest; we know there will be no trouble at our backs should we camp here," he said to the others. "Ihro and I can have a look around, make sure there is no orc filth anywhere near."

Having cast his vote, he turned back to look out over the river again as the party discussed the matter.


Male Dwarf Forgemaster (Cleric) 2 | AC 19 T 12 FF 17 | HP 20/20 | F +5 R +1 W +6 | Init +1 | Perc +9

"Resting here sounds good. I'll take first watch if that's ok, unless someone else needs it. Does anyone have any broken gear I can fix?"

Gunnar then sits down and starts cleaning his gear and making sure it is all in top shape.


M Dwarf Maneuver Master Monk 1/ Stonelord Paladin1 AC 17 T 13 FF 16 | HP 24/24 | F +7 R +3 W +6 | Init +2 | Perc +7 Myhweaver sheet

Griff sets down his load, and lest out a deep sigh.

We are in a fairly defensible position here, we can use ourrope and gear to easily make out way down the cavern face after some rest.

"Very good Thondain, let us rest here. Please be careful and stick together while you scout. Our code word for danger shall be fisher. I think it wise not to Disrobe until our brothers return.


Odirin settles into camp, nodding in agreement with the others' plan. "Stay safe, Thondain. I can take a watch as well, whichever the rest of you find suitable. My arcane energies are still full as a tankard at the Iron Keg. Might just be the best taphouse in the mountains. Ever been? Perhaps I'll buy a round when we return. A victory drink fit for the nalbrin, eh?"


Male Dwarf Monk 1/Fighter 1

"I suppose I'll take first watch."


Male Dwarf Monk 1/Ranger 1

Arvanon puts down his gear and stretches his legs as he looks around.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
"I'll take morning watch, I always seem to get up early"


The night passes uneventfully. In the morning, you break down camp, eat breakfast, and depart.

Nobody suggested an alternate plan, so go ahead and make your choice of an Acrobatics or Climb check. Griff, you were going to be the quartermaster, right? Mark off a day's rations for everybody, please.

GM Rolls:
random encounters: 3d6 ⇒ (5, 5, 3) = 13[/dicce]


Male Dwarf Monk 1/Fighter 1

"I suppose we should get past that. I can go either way, but I think the climbing might be easier for the rest of you. I can go on ahead and bring a rope with me."


Male Dwarf Forgemaster (Cleric) 2 | AC 19 T 12 FF 17 | HP 20/20 | F +5 R +1 W +6 | Init +1 | Perc +9

Gunnar gets up and announces, "I'm going to see if I can get down and keep watch while the rest of you come down." Gunnar then gets up and
walks the narrow ledge and drops down onto the area below.

Acrobatics: 1d20 + 6 ⇒ (19) + 6 = 25


Peering over the options, Odirin leans towards the archway. "Let us see if my feet are as steady as they were during training..." he mutters, testing his balance a bit before stepping out onto the arch.

Acrobatics: 1d20 + 6 ⇒ (11) + 6 = 17


Male Dwarf Monk 1/Ranger 1

"Never been much of a climber myself I'll take the ledge"
Acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

Thondain nodded as the others dropped down, though he did wonder how they would get back up with what supplies they might bring from the human town, should they return the same way. At least, I hope we will bring back more than we ourselves may carry, he thought as he walked out onto the ledge himself.

Acrobatics: 1d20 + 8 ⇒ (8) + 8 = 16


Male Dwarf Monk 1/Fighter 1

Ihro decides to go the climbing route.

Climb: 1d20 + 8 ⇒ (6) + 8 = 14


Griff's Climb: 1d20 + 3 ⇒ (13) + 3 = 16

The party eventually makes its way down to the riverbed. The day passes uneventfully.

Another day of progress, another day's rations marked off. Your characters would know that it's just over a day's walk from here to the cave exit itself. One forced march check (either tonight or tomorrow) will put you at the cave exit tommorrow night, or you can exit early in the morning on the day after tomoorow.

GM Rolls/Notes:
random encounters: 2d6 ⇒ (4, 6) = 10 27 mi.


Male Dwarf Forgemaster (Cleric) 2 | AC 19 T 12 FF 17 | HP 20/20 | F +5 R +1 W +6 | Init +1 | Perc +9

"Let's push on for today that way we can camp tomorrow night just inside and leave in the morning."

Forced March: 1d20 + 1 ⇒ (5) + 1 = 6
NL damage: 1d6 ⇒ 2


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

Thondain was willing to push on as well, but the trip took a surprising toll on him, and he was a bit winded by the time they made camp.

Too much recuperation at home. I've gotten soft.

Forced march: 1d20 + 1 ⇒ (5) + 1 = 6
NL damage: 1d6 ⇒ 1


Male Dwarf Monk 1/Fighter 1

"No sense in getting ourselves worn out, especially if we get ambushed."

I am not at all inclined to make a forced march. It easily fatigues half the party, and we're in no rush anyways.


Male Dwarf Monk 1/Ranger 1

"I agree with Ihro, there is no reason to wear ourselves out, lets save our energy for whatever dangers might be out there."


"Aye...better slow and steady, eh? No need to be straining ourselves to make for a quick job."


Looks like the "stay"'s have it.

The party makes camp for the evening. The night, the next day, and the following night pass by without incident, and you make your way out of the cave exit early in the morning on the fourth day of your journey.

Mark off another day of rations. Give me Knowledge (geography) and Survival checks, please. Also, feel free to throw in anything you'd like ot have done while in the caves or upon exiting.

GM Rolls/Notes:
random encounters: 10d6 ⇒ (2, 2, 3, 4, 3, 2, 3, 2, 6, 5) = 32 40 mi.


Male Dwarf Monk 1/Fighter 1

Survival: 1d20 + 5 ⇒ (15) + 5 = 20


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

K.geography: 1d20 + 5 ⇒ (16) + 5 = 21
Survival: 1d20 + 7 ⇒ (17) + 7 = 24

Thondain would be extra careful on exiting the caves - if the orcs don't know of this way into the mountain, there's no need to show it to them.


Male Dwarf Forgemaster (Cleric) 2 | AC 19 T 12 FF 17 | HP 20/20 | F +5 R +1 W +6 | Init +1 | Perc +9

Gunnar follows the others out of the cave, "What's that? Oh just the wind. Sorry been a while since I've felt the wind on my face. Need to get used to the surface again."


Upon exiting the caves, Odirin squints upwards at the light of the sun, but not without a small smile upon his lips. "The stone is home, aye, but there is a certain beauty in the sky, I admit. Look how far it goes. Endless, as the flows of magic. It is good to be reminded of it from time to time."

Survival: 1d20 + 3 ⇒ (6) + 3 = 9


Male Dwarf Monk 1/Ranger 1

Stepping out into the sunlight Arvanon breathes in as deep as he can, upon exhaling he mutters to himself "Ahh fresh air, my old friend, it has been far too long."

Survival: 1d20 + 6 ⇒ (16) + 6 = 22

"Ok back to the task at hand" Arvanon pulls out the map to check the parties position and plan the next course of action.


For obvious reasons, the exact location of the South Gate is not marked on the map, but Thondain's understanding of geography allows the party to determine their location fairly easily. With their (mostly) uncanny directional sense, the party sets out southeast, zig-zaging back and forth across their base course per Nalbrin SOP for hiding the location of the cave exits. The day passes uneventfully. As the party is beginning to tire, they find themselves in the middle of an open plain with no cover to speak of. In the distance ahead, they can see what appears to be the ruins of a village, probably abandoned by humans who fled the Taloth horde.
Do you want to camp out here in the open, or press on to the ruins? It will take at least one forced march check to reach the ruined village, maybe two.

GM Rolls/Notes:
random encounters: 2d6 ⇒ (6, 2) = 8 48 mi.


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

Thondain scanned the horizon, suspicious eyes noting every detail. "I don't like the thought of remaining out in the open for so long. We're too exposed, especially if we want a campfire. But there may be Taloth in those ruins, and we would be tired if we pressed on to reach them by nightfall. Maybe we're better off forgoing the campfire, and resting out here in the tall grass. Slow and steady, as my father says. That way we would be rested and ready if any Taloth came our way."


Male Dwarf Monk 1/Fighter 1

You really like your forced march checks, eh?

Ihro grimaces. "I say we stay out here without a fire, but I see the wisdom in moving on as well."


Male Dwarf Monk 1/Ranger 1

Looking around Arvanon says "It's better to see a fight coming than be too weak for the fight, I say we stay here and like Ihro said, No Fire! Wake me in the morning I'll take the morning watch."


Male Dwarf Forgemaster (Cleric) 2 | AC 19 T 12 FF 17 | HP 20/20 | F +5 R +1 W +6 | Init +1 | Perc +9

Gunnar looks to the far horizons. "I agree, it is best to be rested when heading into the unknown. I'll take first watch, a chance to see the stars again."


I like all the obscure little rules like that. Extreme temperatures, altitude effects, you name it :)

The party camps on the open plain without a campfire. Being as it is early summer, that poses no difficulty, especially for those who have already endured the rigors of Nalbrin training.

Odirin:
About halfway through your watch you hear the grass rustling behind you. At first you dismiss it as the breeze blowing, but then you turn around and see a partially rotted corpse, ite empty eye sockets gleaming with a red light. It's currently about 50 ft. away.

GM Rolls/Notes:
random encounters: 4d6 ⇒ (2, 2, 1, 5) = 10Stealth: 1d20 + 16 ⇒ (4) + 16 = 20Perception: 1d20 + 7 ⇒ (18) + 7 = 25


"To arms, Nalbrin! The dead walk among us!" Odirin shouts during his watch, hoping to rouse the others from their slumbers. Even as he calls out to them, arcane energy bristles to his fingertips, a faint, flickering grey light appearing there.

If there is anyone within foot's reach I'll nudge them as well if I can.


Everyone except for Arvanon hears Odirin's warning and wakes up.

I'll update the Initiative spoiler in the campaign description, but Ihro, Odirin, and Griff are up.

Griff:
This creature is what is called a wight. It has the normal features of the undead, and it can also sap its victim's life force by shoving it. i.e. 1 negative level on a successful slam

Perception checks to hear Odirin:
Arvanon: 1d20 + 7 ⇒ (2) + 7 = 9 Griff: 1d20 + 7 ⇒ (14) + 7 = 21 Ihro: 1d20 + 5 ⇒ (13) + 5 = 18 Thondain: 1d20 + 7 ⇒ (3) + 7 = 10 Gunnar: 1d20 + 9 ⇒ (1) + 9 = 10

Initiative:
Odirin: 1d20 + 2 ⇒ (13) + 2 = 15 Griff: 1d20 + 2 ⇒ (11) + 2 = 13 Ihro: 1d20 + 3 ⇒ (20) + 3 = 23Thondain: 1d20 + 3 ⇒ (2) + 3 = 5 Gunnar: 1d20 + 2 ⇒ (1) + 2 = 3 W: 1d20 + 1 ⇒ (9) + 1 = 10 [ooc]I'll roll initiative for Arvanon when he wakes up.

Knowledge (religion):
Gunnar: 1d20 + 6 ⇒ (6) + 6 = 12Griff: 1d20 + 6 ⇒ (14) + 6 = 20


M Dwarf Maneuver Master Monk 1/ Stonelord Paladin1 AC 17 T 13 FF 16 | HP 24/24 | F +7 R +3 W +6 | Init +2 | Perc +7 Myhweaver sheet

Griff's eyes blow open with adrenaline, instincts kicking in. Grabbing his hammer as he gets to his feat Griff Shouts

"Lets GOOO Nalbrin, the beast saps your life with its touch! Odirin Give me magic armor if ya' can."

Griff moves to greet the wight with caution.


"Good to know, that! Aye, an protective layer of force - but it wouldn't join with your mail." I have a wand of mage armor but it won't stack with your chain shirt. The enemy I believe is not incorporeal, so it wouldn't help against its touch attacks, either. "I am with you, though!" Eyes flashing fierce in the night, Odirin moves forward as well, preparing to release a spell at the undead creature should it draw near.

Move 20 feet forward and ready an action to cast disrupt undead should the enemy close within 25 ft. of my position.

1d20 + 2 ⇒ (15) + 2 = 17 ranged touch
1d6 ⇒ 5 damage


M Dwarf Maneuver Master Monk 1/ Stonelord Paladin1 AC 17 T 13 FF 16 | HP 24/24 | F +7 R +3 W +6 | Init +2 | Perc +7 Myhweaver sheet

I am assuming I am unarmored because I just woke from sleep and I don't sleep with armor on.


Male Dwarf Monk 1/Fighter 1

"Crap!" Ihro grabs his blade and stands, looking about for the enemy.

Move action to stand, move action to draw weapon.


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

Thondain threw off his blanket and grabbed his armor, throwing the chain shirt over his head and into place before grabbing his weapons. Only then did he stand and scan the darkness for movement other than where the wight that his friends fought stood.

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