The Black Monastery (Inactive)

Game Master drbuzzard

A classic dungeon crawl set in Taldor.
Combat Map
Monastery Map


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Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

I guess it has no repair?
Maria throws the ring towards the empty room they just explored, and tells the others.
"That ring, while powerful, is broken, it is more dangerous for us than for an enemy. Well, get ready to enter these door."
She uses her wand of Shield again, just before opening the doors.


Yeah, no repair method is mentioned.

You open the door to find a large room which appears to be a dormitory. There are 43 beds, each with a chest at the foot of it. All of the beds have forms on them covered in old, tattered blankets.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Maria enters the room signalling everyone to move slowly and quietly, stands in "line" with as much beds as she is able and uses her found ring to unleash a Lightning Bolt on 120' of beds.
Lightning Bolt Damage (Reflex DC 22 for half): 6d6 ⇒ (1, 3, 5, 6, 5, 1) = 21


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

lol, really? No attempt to see if they are not innocent first :)


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

For Maria there are no innocent people inside this place. It is an accursed place, and she plans to burn it to the ground if able.


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

Bout the best setup you'll ever see for a lightning bolt ill give yea that lol.. Ill be waiting to see what happens before i lob one of my few remaining bombs for the day though..


You zap the lightning bolt across the line of beds, and in thirteen of the beds a cloaked figure like you've seen before (Cimota) rises up and moves to attack.

Need initiative.

baddies init: 1d20 + 7 ⇒ (1) + 7 = 8


I'll have the map up in the morning. The room is immense, so for the moment assume you're in the doorway of a room which is large enough to not really matter where the walls are.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

Init 1d20 + 7 ⇒ (11) + 7 = 18


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Yes, it was made for the Lightning Bolt
Initiative: 1d20 + 7 ⇒ (6) + 7 = 13


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

Trib is impressed watching Maria throw down the lighting, impressive and a little surprised to see anyone jump out of any of the beds. "Well at's unexpected, Yeah"

init: 1d20 + 6 ⇒ (17) + 6 = 23


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

Init: 1d20 + 5 ⇒ (1) + 5 = 6


Phillip Init 1d20 + 3 ⇒ (10) + 3 = 13
Klor init 1d20 + 2 ⇒ (17) + 2 = 19

Order:

Tribim
Gregor
Klor
Maria
Phillip
Baddies
Archy

Map is updated.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

Gregor moves quickly into the room and attempts to cut down the first guy before he acts.

actions:
Move to number 3 and attack using combat exp. and power att.

att vs 3: 1d20 + 12 ⇒ (9) + 12 = 21
damage: 1d8 + 19 ⇒ (3) + 19 = 22

more actions:
If that doesn't drop him:
Free action intimidate: 1d20 + 14 ⇒ (9) + 14 = 23
then swift action to strike if I successfully demoralized him.
swift att: 1d20 + 12 ⇒ (4) + 12 = 16
damage: 1d8 + 19 ⇒ (2) + 19 = 21

status:

AC-24
hp-48/53
status-panache (2/5)


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Zapping time!
Maria once again uses her ring on the figures!
Lightning Bolt Damage (Reflex DC 22 for half): 6d6 ⇒ (6, 2, 4, 2, 3, 2) = 19
3rd charge used, no idea how many remaining.


Gregor damages one solidly but you can't intimidate undead

reflex saves: 13d20 ⇒ (17, 14, 18, 10, 5, 7, 13, 8, 2, 1, 5, 17, 18) = 135

4 pass, rest fail, one hit by Gregor dissipates after the bolt


male Dwarf Fighter 1

Klor advances into the room to stand beside Gregor, Can't be lettin you ave all da fun. he says as he ignites Tarnack and readies to attack the next robed figure that gets close.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

lol, undead, wouldn't ya' know.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

well at least there are enough of them to go around

trib, smiling jogs past his two companions and attacks the creature that is now in the front

+ 1 keen rapier attack: 1d20 + 16 ⇒ (7) + 16 = 23 for damage: 1d4 + 7 ⇒ (4) + 7 = 11


Phillip will move up behind those engaged in melee and prepare to channel if needed.

Critters advance and attack.

on Tribim:
2d20 ⇒ (2, 17) = 19
1d20 ⇒ 15
1d20 ⇒ 11
1d20 ⇒ 9
1d20 ⇒ 14
1d20 ⇒ 19 damage: 1d6 + 3 ⇒ (5) + 3 = 8

On Gregor
1d20 ⇒ 10
1d20 ⇒ 2
1d20 ⇒ 1

On Phillip
1d20 ⇒ 15
1d20 ⇒ 14

OK, lots of whiffing (no shock).

Phillip seeing lots of targets to hurt, channels to harm undead.
damage: 3d6 ⇒ (5, 5, 1) = 11

will saves: 12d20 ⇒ (5, 18, 20, 13, 4, 8, 11, 15, 15, 12, 7, 15) = 143 2 fail and go away. Tribim's target also dissipates.

Archie is up, then the rest do round 2.


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

Archy tosses a bomb at #7, ignoring his allies squares. The 10' radius will hit 2, 5, 6, 9, 10 as well with splash.

RTA: 1d20 + 12 ⇒ (7) + 12 = 19
Fire Dam: 4d6 + 6 ⇒ (2, 5, 3, 6) + 6 = 22 Splash dam is 10, DC 18


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

"Ah, undead, too stupid to know they should be afraid."

Gregor attempts to thin the herd by working on the ones surrounding him while protecting Maria from melee.

actions:
5' step backwards so I threaten #4. Full attack. 1st attack against #4, if he drops, then second attack against #8.

att #1: 1d20 + 15 ⇒ (15) + 15 = 30
confirm crit: 1d20 + 15 ⇒ (19) + 15 = 34
damage: 2d6 + 23 ⇒ (4, 6) + 23 = 33

att #2: 1d20 + 10 ⇒ (18) + 10 = 28
confirm crit att #2: 1d20 + 10 ⇒ (2) + 10 = 12
damage: 1d6 + 15 ⇒ (6) + 15 = 21
If somehow that 12 converts, add 1d6 + 8 ⇒ (4) + 8 = 12

reactions:

If I'm attacked, I will parry/riposte the first attack.
parry: 1d20 + 16 ⇒ (17) + 16 = 33
riposte: 1d20 + 15 ⇒ (18) + 15 = 33
confirm crit: 1d20 + 15 ⇒ (18) + 15 = 33
damage: 2d6 + 23 ⇒ (6, 5) + 23 = 34

status:

AC-22
hp-48/53
status- panache (3or4/5)

Now that's some d20s :)


reflex saves: 5d20 ⇒ (11, 4, 1, 9, 17) = 42

Archie's bomb dissipates a bunch of them.

Gregor disposes of 4 and 8.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Maria walks calmly on the middle of her allies, gets behind Tribim, and touches him in the shoulder.
"Be the sword of justice!"
She casts Vanish on him, making him invisible.
She fights defensibly, getting a +2 to AC.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

"Thanks, Missy" as Trib realizes he has become invisible, he moves from in front of the undead to around behind it, once he is in flanking position he attacks the creature behind.

power attack, sneak attack

attack: 1d20 + 14 ⇒ (9) + 14 = 23 for damage: 1d4 + 11 + 2d6 ⇒ (2) + 11 + (5, 4) = 22


Tribim drops another.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

Maria, you can't fight defensively unless you make an actual attack against an opponent.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

I didn't knew that...


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

You can however take a full defense action, but thats a full round action..


Waiting on Phillip and Klor.


M Human Thief (knife master) 1/ Cleric of Thisamet 7

"Man, undead guys. Just leave. Relax."channel energy: 3d6 ⇒ (3, 6, 1) = 10


Actually they are low enough that they all pop. Combat over.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

well that was about peculiar as Trib watches the last of the little guys pop when Phillip casts his spell, he wipes his blade and begins checking the room, as he does so he announces "you blokes want ta help with tha trunks er do ya want me ta do 'em in case 'air trapped yeah" He begins checking the trunks and the room in general

can we just use "trap spotter" for the trunks and take 10 (23/26)on perception for the room, is there another door?


M Human Thief (knife master) 1/ Cleric of Thisamet 7

"Yeah, I still have no clue what that one is saying."


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Maria smiles and starts patting backs.
"Good work team! Anyone is hurt?"


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

Trib stops rummaging through one of the trunks and answers Maria, "one o' 'em lit'le buggers clipped me on tha wing pretty good, but I's'l be hunky-dory, yeah" He then returned to rummaging through the rooms contents.


Beneath one of the beds is a silver+2 greatsword. Under another cot is a small coin purse that functions as a bag of holding (type III). This bag weighs 35 pounds and will seem incredibly heavy to anyone who picks it up, revealing its unusual nature.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

well that was kinda fun after rummaging around a bit Trib drags out a greatsword and a coin purse and declairs "Both o' 'ese be too heavy fer me ta carry, any o' you's want em?"

is there another exit?


That room has no exits (other than how you got in). .


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

"Well, the sword is useless to me, but maybe Klor can make good use of it."


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

"With this room having only one exit and beds everywhere perhaps we should rest here. I for one could use a refueling so to speak."


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

There goes nothing!
Maria grabs the Magical Coin Purse and check it's contents.


The bag is empty.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

"Is anyone encumbered and able to make use of this magical bag?"


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

"Not at the moment but it is handy to have."


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7
drbuzzard wrote:
You come into another empty room. There are corridors exiting to the NE, NW, and S.

Trib shrugs as the longshanks discuss the sword and bag,"I's'l backtrack and find tha other corridor, yeah." He returns up the hallways into the empty room where they had gone up the first two hallways then turning up the north-east corridor he begins to take a look around.

take 10 (23/26)on perception for the NE corridor


male Dwarf Fighter 1

ok catching up, and klor did nothing, not even able to get a ready action...you sure you guys need me around. never thought the fighter would be useless. lets assume that Klor killed some just so I feel better. otherwise I don't see any value I bring to the group.

BTW if the challenge does not go up here Gregor is all you guys need, better attack and better damage output, I am the tank but only by armor.


male Dwarf Fighter 1
Archaemedes Falco wrote:
"With this room having only one exit and beds everywhere perhaps we should rest here. I for one could use a refueling so to speak."

rest? I aven't even began to break a sweat. I say we continue until we actually find somethin' that is actually dangerous


That particular fight was a farce at best. As is the case in this module, there are easy and hard encounters. You just need to find the hard ones. Well maybe the reasonable ones, You didn't manage to find the TPK room at least.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

Your damage will scale better than mine. And to hit wise you should stay equal. I just have better defensive tricks. Also, I'm something of a glass cannon. You have almost half again as many hp as I do. I'm more of a one on one guy. a bunch of little mooks is no problem, but a bunch of better ones I can only deal with one at atime.

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