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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There are no penalties for sleeping in light armor, so I was assuming everybody did. Griff, standing up is a move action, and grabbing a weapon is a move action, so you can't move towards the wight this round. Odirin, feel free to redo your action if you don't want to be way out in front of the rest of the party.

GM Notes:
sleeping order, W to E: 5d6 ⇒ (5, 4, 2, 4, 6) = 21last 2: 1d2 ⇒ 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

Oh, I had it in my head that you needed Endurance to sleep in armor. In that case, Thondain just grabbed his weapons and stood up, like Griff. He'll look around next round.


You need Endurance to sleep in medium armor, but anybody can sleep in light armor. As Mr. Walking Arsenal, however, grabbing your weapons is a little more complicated than it is for Griff. You can grab both your kukris or both your shortswords or your warhammer with one move action.


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

Heh, fair enough. He'll go for his shortswords.


Griff Earthminer wrote:


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

Haha, you know, that didn't even occur to me for some reason. My bad.

GM Sarpadian wrote:
Odirin, feel free to redo your action if you don't want to be way out in front of the rest of the party.

Yeah, I'll just move forward 5 feet and ready the action in case the undead is in the mood to charge or some such.


The wight charges forward. Odirin's prepared bolt of positive energy sizzles through the air, striking it in the chest. It finishes its charge, bellowing "Your soul will serve me eternally, spellcaster!" As he reaches Odirin, the creature slams into him, and Odirin feels his life force leeching from his body.

4 damage and a negative level. The effects of the negative level are in the spoiler below. The rest of the party is up.

negative levels:
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.

Rolls:
slam attack: 1d20 + 6 ⇒ (13) + 6 = 19 damage: 1d4 + 1 ⇒ (3) + 1 = 4


Male Dwarf Monk 1/Fighter 1

Negative levels, ewwwwwwww.

Ihro brandishes his kama and moves over to the wight. "Die, undead abomination!"

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 6 ⇒ (6) + 6 = 12


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 stands up and prays to Torag, "Great forge-master guide the hands of these stalwart dwarves to smite this evil walking the land!"

Move action: Stand. Standard action: Cast bless

Bless:
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.


The wight's battle cry is loud enough to wake the dead (or at least Arvanon). Gunnar prays for Torag to strengthen his companions. Thondain grabs his paired swords and stands.

Arvanon, Griff, Odirin, and Ihro are up. Ihro, I know you've posted an action, but there are two squares from which you threaten the wight within one move action of you. Look at the map in Roll20 and decide whether you want to be N or W of the wight.

Rolls:
Arvanon: 1d20 + 6 ⇒ (18) + 6 = 24


Male Dwarf Monk 1/Fighter 1

N.


Odirin grunts deep as the wight drives its hand into him. Clutching the point of impact, the sorcerer feels himself weaken. Not wanting to feel another such blow, Odirin steps backwards, behind Ihro. "Griff was right, don't let it touch you!" he says through clenched teeth. "I'd increase your size and strength, but no sense in making you an easier target..." Instead, he makes the same gesture he did seconds before, attempting to aim a ray around Ihro and into the monster.

Disrupt Undead: 1d20 + 2 - 1 + 1 - 4 ⇒ (17) + 2 - 1 + 1 - 4 = 15 (attack bonus - neg level + bless - firing into melee; ranged touch)
Damage: 1d6 ⇒ 1


HP: 9 / 13 (14 / 18)
1 negative level (-1 attacks, saves, checks, etc.)


Male Dwarf Monk 1/Ranger 1

"What the hell was that noise Seeing the Wight Arvanon Jumps to his feet and grabs his bow. "Sorry for over sleeping my friends I didn't realize how tired I was."


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 grip on his earthbreaker tightens. Whispering a torag battle prayer he charges the Abomination, His eyes glow Hot red like a forge.

Swift: Stonestrike
Move and standard: charge

Power attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 2d6 + 8 ⇒ (3, 3) + 8 = 14


Reeling from the paladin's mighty blow, the wight turns to face him and tries to shove him, his palms crackling with eletric blue energy. "You will pay eternally for that, small one!" His shove misses, rendering him momentarily off balance, but he takes a step around Ihro and recovers before anyone can take advantage.

Gunnar and Thondain have round 2 actions to post, and the rest of the party is up for round 3.

Rolls:
slam: 1d20 + 4 ⇒ (5) + 4 = 9 damage: 1d4 + 1 ⇒ (3) + 1 = 4


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 took a moment to ascertain that they weren't being flanked by any other undead before cautiously moving into assault range.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8 D'oh! I guess that wight is pretty distracting...


Male Dwarf Monk 1/Fighter 1

Ihro stabs and punches the wight, trying to bring the evil creature down. He focuses on his kukri to make sure it lands.

Using perfect strike.

Kukri: 1d20 + 3 ⇒ (6) + 3 = 9
Perfect Strike: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 + 6 ⇒ (3) + 6 = 9

Unarmed Strike: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Confirm: 1d20 + 2 ⇒ (18) + 2 = 20
Crit Damage: 1d6 + 6 ⇒ (2) + 6 = 8


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 moves toward the group and casts guidance on Griff. "May Torag guide your hand!


I think you mean kama, Ihro, since you can't use Perfect Strike with a kukri and I don't see one on your character sheet in any event, but either way it's irrelevant. The punch is enough by itself.

Ihro's fist plunges into the wight's rotting chest, and he pulls out a black gemstone that was sitting where the wight's heart should have been. It collapses at his feet like a marionette with cut strings.

133 XP apiece and somebody record the gem on their character sheet.


Male Dwarf Monk 1/Fighter 1

Blah, sorry. Yes I mean kama. Sorry I just posted as another character who uses a kukri.

Ihro holds up the gem in triumph. "Ha, damned undead. Anybody know what the worth of this is?"


Male Dwarf Monk 1/Ranger 1

Arvanon walks over to Ihro and grips Ihro's shoulder saying "Well done my friend, a fine blow against a foul enemy." Looking at the others "I'll take watch from here, don't want to miss any more of the action"


As the wight falls, Odirin blinks and laughs softly. "And here I was fretting over bestowing you with magical strength. Obviously, such was not needed!" When his gaze falls upon the strange gem, the sorcerer's eyes twinkle. [b]"In its chest...? Strange. I wonder..." He waves his hand in the air, conjuring up a divination, focusing an arcane eye on the object to check it for magical auras.

Cast detect magic


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 snorted at the smell the inside of the rotting body gave off when exposed to the air. "Well done indeed, brother. Surely it must be valuable, though I think its value lies chiefly among the wrong sort of people to have it. But let's move our camp away from this thing. The stink will bring scavengers." He scanned the surroundings again, more carefully this time, not trusting the thing to have been alone.

Ihro dealt with the heart of the problem. *badum tsss*


Male Dwarf Monk 1/Ranger 1

ow that hurt Thondain


Gunnar:
With some help from the others, you figure out that the gem is probably worth 200 gp or so as a gem, irrespective of what other value it may have to some people.

Odirin:
Knowledge (arcana) 1: 1d20 + 10 ⇒ (6) + 10 = 16Knowledge (arcana) 2: 1d20 + 10 ⇒ (1) + 10 = 11 The gem does have a dim magic aura, but you aren't able to discern what type, and you can't remember what spells use a black gem as a component.

Appraise checks:
Arvanon: 1d20 + 2 ⇒ (12) + 2 = 14Thondain: 1d20 + 1 ⇒ (17) + 1 = 18Ihro: 1d20 ⇒ 11Gunnar: 1d20 + 2 ⇒ (9) + 2 = 11 Griff: 1d20 + 1 ⇒ (7) + 1 = 8Odirin: 1d20 + 3 ⇒ (6) + 3 = 9


Male Dwarf Monk 1/Fighter 1

Poor me. I usually play arcane casters so I know exactly what that is, but poor Ihro has no idea.

Ihro shrugs and pockets the game. "I'll sell it for something when we get the chance. Now let's get some shuteye."


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

"As just a gem, its worth about 200 gp regardless of it's other uses.

Sleep would be good."

Gunnar lays down to go back to sleep.


"It has some magical properties...but I cannot attest as to what they are. By my eye, you ripped it from the beast, so it's yours to do what you will with it, Ihro."


The party awakens in the morning (a little later than usual due to the night's interruption), sets the campsite in order, and sets off southeast. After a little over an hour of travel, the party reaches the ruined village they saw ahead of them yesterday. It consists of a few small, dilapidated huts and a larger building in the middle. The larger building, being made of stone instead of wood, is in much better shape than the huts. It looks like it may have been a general store or maybe a govermental building of some kind.

Odirin:
Know (his): 1d20 + 8 ⇒ (14) + 8 = 22 The humans used buildings like this as combination depots/post offices for the "Pony Express". A squad or so of soldiers would look out for the accumulated supplies and the spare horses. Chances are pretty good that the humans didn't have time to gather up everything when they fled. It may have been plundered since, but there's only one way to find out...

GM Rolls/Notes:
random encounter: 1d6 ⇒ 4


Male Dwarf Monk 1/Fighter 1

Ihro grunts in satisfaction. "Good, looks like we can find some reasonable people there. Maybe I won't have to rip their hearts out anyways."


Odirin points towards the larger, more intact building. "That structure there might have some supplies, if the orcs haven't made off with all of it already."


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

Is there any sign of how long it might have been abandoned?

"Let's have a look." Thondain approached the stone house carefully, doing a circuit around it before trying the door. He pushed it open quickly, squinting as he looked in.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20 +2 for stonework


Male Dwarf Monk 1/Ranger 1

"I'll watch our backs brothers, new towns always make me uneasy." Arvanon looks out to the horizon from the outskirts of the town.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13


All you can tell is that it's been a long time. If it's been abandoned since the humans fled south, it's been forty years. There may have been squatters in the interim, but you don't immediately see any signs of that. I'll try to get a post up later today, but school's kicking my rear this week.


Male Dwarf Monk 1/Fighter 1

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

Ihro scans the area first, then leads everybody in. "Come on, won't get anything done sitting around."


Thondain pushes open the door. It creaks somewhat loudly as it swings open to reveal a large rectangular room. Carved into the back wall, barely legible given all the dust encrusted over it, is a greeting: "Thank you for visiting Kingdom depot #119. How may we serve you?" Along the right wall are a series of pegs that seem to have once held clothes of some sort (in fact, you can still see shreds of tattered cloth hanging from some of them. Along the left wall are shelves, but they're empty now. In the back right corner is the remains of a counter, torn free of the brackets that held it up on the wall. There is a door in the back left corner, which Thondain would know from his circuit of the building leads outside, and an open stairwell behind the remains of the counter.


"Any empty greeting for an empty place..." Odirin whispers. "Looks like the orcs have well and good purged this place of its supplies. Best to check upstairs, anyway, I would say."

I'll detect magic in the area, just to be sure.


My bad for not specifying, but the stairwell actually goes down to a cellar.

Odirin outstretches his right hand, and his eyes turn a milky white, as if the pupils have vanished. He begins turning in place. Once he has turned so that he is facing the back corner where the counter was, he stops turning and begins staring at a spot underneath one of the brackets that once held up the counter.

Odirin:
You detect three magical auras coming from just underneath one of the brackets that held up part of the ruined counter. (From your perspective, it would be at about 1 o'clock or so). Looking closer, now that something has drawn your attention, you notice that the stones there seem to stick out slightly more than the rest of the wall. You are unable to determine what kind of magical aura these are. You would know that this is because you don't have line of sight. If you approach and determine how to get to the sources, you'll get a check to determine the school and/or properties.

Rolls:
Perception (Odirin): 1d20 + 9 ⇒ (17) + 9 = 26Perception (A): 1d20 + 4 ⇒ (14) + 4 = 18Perception (GD): 1d20 + 1 ⇒ (7) + 1 = 8


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 walks over to the stairwell and peers down.

Perception: 1d20 + 9 ⇒ (12) + 9 = 21


As Odirin is doing his arcane recon, Gunnar decides to take a more mundane approach. He peers down the stairwell.

Gunnar:
From the top, all you can see is a cellar with stone walls, a dirt floor, and irregularly placed barrels.


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 shrugs his shoulders and turns to the group, "Can't see much from here. We'll have to go down, once Odirin is finished."


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 nods and draws his swords, just in case. "Let's see that it isn't booby-trapped."


Perception: 1d20 + 7 ⇒ (13) + 7 = 20

As best as you can tell from the top, the stairwell does not appear to be trapped.


"Over there, where that counter used to be...I sense something. Notice the stones over there - peculiar. Perhaps they conceal something behind them. If I could get a better look at whatever is giving off this magical energy, I could ascertain their purpose."


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

Distracted from the stairwell, Thondain went over to the counter to help Odirin find whatever he was looking for. He examined the stones as well, looking for some hidden compartment that might contain what Odirin wanted.

Assuming he can't just see what Odirin points out:
Perception + stonework: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10

LOL. At least you can't critically fail skill checks.

Finding nothing, he moved back and shrugged. "I found nothing unusual, but perhaps if you were to guide us, Odirin, we could locate this magic you speak of."

If he doesn't need to roll, he'll take out whatever magic things there are after checking again for booby traps.


Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Thondain observes no traps, so he pulls out the stone that isn't quite flush with the rest of the wall. Doing this reveals a small compartment in which are a vial and two rolled-up pieces of parchment. Pulling them out, he hands them to Odirin. Odirin fixes his still pupil-less eyes on the items.

Knowledge (arcana):
potion: 1d20 + 9 ⇒ (8) + 9 = 17 scroll 1: 1d20 + 9 ⇒ (10) + 9 = 19 scroll 2: 1d20 + 9 ⇒ (2) + 9 = 11

Spellcraft:
potion: 1d20 + 9 ⇒ (1) + 9 = 10scroll 1: 1d20 + 9 ⇒ (18) + 9 = 27 scroll 2: 1d20 + 9 ⇒ (4) + 9 = 13

Odirin:
The potion is giving off an illusion aura, but you're not sure specifically what illusion. The first scroll is a scroll of mage armor. You are able to discern neither the school nor the specific spell for the other scroll.


Male Dwarf Monk 1/Ranger 1

Arvanon is still outside looking around for anything unusual.


Arvanon:
There doesn't appear to be anything unusual going on outside.


We seem to have stalled. I'm going to try to get us going again.

Odirin speaks up: "This potion will create some kind of illusion, and this scroll," he points at one of the two, "will create a protective layer of force for those of us who don't wear armor, but I don't have a clue what this other scroll does."

The stairwell appears to be untrapped. What do you do?


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 gravely. "A valuable find, for all that it is strange to find it left behind. Come, let us explore below."

Thondain will go down the stairs.


Male Dwarf Monk 1/Fighter 1

Ihro follows behind in second.

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