The Black Monastery (Inactive)

Game Master drbuzzard

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


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

"Holy shit, Archy. That is awesome."


The capstan won't budge. You can try a strenbth check, but there's no way you can succeed.

You would guess the damage to the portcullis has it jammed shut.


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 closes her eyes.
"By the will or air, by the will of the sky..."
She then touches Klor, who seems, by far, the strongest of them all. He starts hovering a feet above the ground.
She casts Levitate on Klor.
"Master dwarf, please carry Phillip in your arms."
When he gets Phillip, she makes him float to the top of the wall.
"Please pull yourself over the wall, and I'll get you down. Leave Phillip and I'll return you here."
She plans to do the same with everybody, leaving her for the last.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

hmmm, wouldn't hurt to take a look at the windows in the portcullis before we go back to the front gate.

"give me just a moment just ta see what I can see, blokes"

Moving to the portcullis Trib attempts to climb it to get a closer look at the windows.

he will take ten on the climb and the perception at 21 and 23

edit: Maria ninja'd my post :)

seeing Maria's Idea Trib says

"Mam I'll go Last with you, after I get off this portcullis"

once Trib gets a quick look at the portcullis windows he climbs back down ready to be carried by a levitating companion.


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 will fly back over and carry people over the wall.. He has a str 10 but im sure he can do this, slowly.. 7 rounds of fly left..


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)

Sounds fair... Maria saves one spell...


10 strength carrying capacity is 100 lbs for a heavy load. No, you can't shuttle people across flying. You could manage the halfling, and maybe the sorceress, but the rest will definitely be too heavy.


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)

Ok... Maria uses the spell then ;)


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

did Trib find an easy way over or through the portcullis before hi came down for levitation or being carried?


male Dwarf Fighter 1

Klor practically shrieks when he starts to lift off the ground What is all the nine hells ya doing ta me lass.

as he starts to lift up a little more he remembers the task to get Phillip. He grabs him by the scruff of his neck, [b]come on boy yer gonna go airborne fer a bit. and quit yer squirmin ya ugly wee haggis

He does as he is requested but as he goes over he checks ou the bars and the mechanisim,

know engineering: 1d20 + 6 ⇒ (15) + 6 = 21

he also tries to size up the bars to see if tarnack can bust through them.

(adamantine waraxe)


Trib can climb up the outside wall just fine and get around the gatehouse. Climbing up a portcullis gets you to the inside of what is essentially a tunnel, and you would have to climb to the ceiling upside down for a while, so no go on that.

Thus you are inside, just not via the portcullis.


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

"Actually, I know a pretty great haggis recipe ...a bit of foie gras, some mushroom, and the right spices ..."


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)

Once inside Maria closes her eyes again.
"Make our voice become familiar to our ears..."
She touches each one of her companions, while asking them to say their name very quietly.
She casts Message on everyone.
"Now you can whisper and I will hear you, even if you are far away. And I can relay your messages to the others."
It lasts 70 minutes, she will keep it up when it expires.
She uses her detect magic ability to see if there is something interesting.

Perception Roll=: 1d20 + 7 ⇒ (6) + 7 = 13


The area you find yourselves in is 90x50. It is an open area, and the sky is showing. The ground is covered in grass. There are two doors on the north wall. One single door is to the west, while the other is a double door about dead center in the wall.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

I’m assuming that Trib climbed back down and was carried over by someone levitating or flying, if this is not the case he climbed the wall and dropped a rope for whoever else was climbing the wall.

As Trib is being carried over the wall, he squirms as little as possible, trying to make it as smooth as he can.

being carried over by someone flying is a little humbling, but at least were learning to work as a team

it looks like were proceeding like we are all on the inside of the wall

"well folks double door ta the dead center or single door ta the west 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)

"The small one... we are preferring the back entrances..."


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

the Lady asked for the small door, the small door she gets

Trib quickly approaches the single door to the west and searches it for traps and style of locks. Once he is confident that the door is free of traps he attempts to open it.

trib will take 20 on perception (34 for traps) assuming there are no traps if it is locked he will take 20 on the lock (38) if neither trapped or locked he will open the door and look inside


The door is not locked nor trapped.

The rooms looks to be a tack room, though all the riding harness seems to have rotted away with age. There is a ladder up to a hayloft in the northern area of the room.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

tack room, aren't these usually near the barn

Trib draws his rapier and drops his shield in place, just in case, by the light cast from his sword he inspects the tack room. having a gift for stating the obvious he says

"Saddle's ain't worth much now"

He quickly inspects the first level then going up the ladder he inspects the loft, looking for any possible hidden doorways.

perception: 1d20 + 13 ⇒ (20) + 13 = 33


If you're going up a ladder, there is no way you can be wearing a shield and holding a weapon (you can do one or the other, weapon or shield).

Once you get to the top, something tosses a hayfork at you.

1d20 ⇒ 3 miss.

The attacker appears to be a cloaked and hooded figure who is coalescing out of a dark cloud.


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 follows the halfling into the room. While Trib goes up to the loft, Gregor looks for the entrance to the stables (as assumes most tack rooms have one).


Odly enough, there is only the door you entered through.


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)

Have the others seen it? Can we attack him?


You can't see what did it without going up into the hayloft.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

since he would have been using the rapier for light he would have shouldered the shield putting his armor class at 24,

as Trib finishes climbing the ladder, something tosses a hayfork at him. Looking up as the attacker appears to be a cloaked and hooded figure who is coalescing out of a dark cloud. Trib drops his shield in place and not too terribly frightened by a pitchfork says,

"come out of tha darkness and let me see ya's"

can he apply the first perception check or do you want another?


There is nothing special you will notice with a perception check. Only things up here are moldy hay, and the critter.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

you said the attacker is a hooded figure who coalesced out of the darkness, did it stay visible or undark, can Trib see it? did it respond to his statement?


You can see it just fine. It coalesced out of a dark cloud, not the darkness.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

Trib looks at the critter for a moment trying to recognize who or what it is

the only training he has is in dungeoneering, everything else is untrained

knowledge, dung.: 1d20 + 10 ⇒ (20) + 10 = 30

stepping closer to illuminate the creature better and to see what it will do, he repeats himself

"I said come out's of tha darkness and let me see ya's"


Not dungeoneering.

It holws, moves up, and attacks you.

1d20 ⇒ 16 but misses


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

trib, deflecting its attack with the shield, quickly strikes twice at the creature. calling down the ladder

"OY, we got's a live one!"

full attack

+1 keen Rapier attack: 1d20 + 16 ⇒ (16) + 16 = 32 for damage: 1d4 + 7 ⇒ (3) + 7 = 10
+1 keen Rapier attack: 1d20 + 11 ⇒ (12) + 11 = 23 for damage: 1d4 + 7 ⇒ (4) + 7 = 11

confirm crit, attack: 1d20 + 16 ⇒ (12) + 16 = 28 for damage: 1d4 + 7 ⇒ (2) + 7 = 9


You stick it twice and seem to hurt it pretty well.

It tries to attack you again. 1d20 ⇒ 4 fail.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

I don't think I asked in the right way on my knowledge check, if it wasn't dungeoneering could I apply the role to an untrained check? Or would I need to do a separate role? if not lets try again

knowledge: untrained any: 1d20 ⇒ 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)

Maria quickly go up the stair, and send a glob of acid towards the creature.
Acid Splash Ranged Touch Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Knowledge (Arcana) to identify: 1d20 + 11 ⇒ (19) + 11 = 30
Acid Splash Ranged Touch Crit Confirm: 1d20 + 5 ⇒ (8) + 5 = 13


male Dwarf Fighter 1

Klor calls up, OY! Peck, lure the thing down ere, where the real warrior's can take care of it.

there is too much congestion on the ladder at the moment, and luring the creature below seemed the best course of action.

he had to give the peck credit though, he was far braver than most any other Peck he's met. maybe he was part dwarf?


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

I'm waiting to see if a knowledge check would tell us what it is, With no attack modifiers it must role a 20 to even hit and if it threw a pitchfork it is probably sentient, I'm a little surprised 30 points of damage from the first attack did not kill it. If were going to kill something that cannot harm us I would like to know what it is first

at least they did not hang me out to dry

as Trib considers his best attack option he calls down

"In good time my bearded friend in good time"


You cannot make an untrained knowledge check if the DC is above 10. Hence you cannot identify critters untrained.

The knowledge skill in this case is religion (which does tend to give things away).

The critter has SR, so you need to roll for that.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

stupid thing, I hate not knowing what I'm fighting

moving to attack again,

"hold on Klor, I'll toss it's carcass down in a second"

full attack

+1 keen Rapier attack: 1d20 + 16 ⇒ (9) + 16 = 25 for damage: 1d4 + 7 ⇒ (2) + 7 = 9
+1 keen Rapier attack: 1d20 + 11 ⇒ (13) + 11 = 24 for damage: 1d4 + 7 ⇒ (4) + 7 = 11


It's dead now, so a fairly moot point.

Tribim stabs it a couple more down and it screeches once more, and collapses. Then it disperses into a black cloud and dissipates.

One of the under CR encounters of the module. No risk really at a CR 4.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

I guess I was hoping for a general physical description

glad Maria was up here, no one would have believed otherwise.

watching the thing dissipate Trib calls down to Klor

"Sorry Klor, I lied, it's gone now.

Trib quickly finishes searching for any other doorway into the monastery.

perception: 1d20 + 13 ⇒ (3) + 13 = 16

edit:obviously the fight disturbed Trib's focus more than he realized


male Dwarf Fighter 1

<harrumph> Guess it knew it had ta be facin a Kragsson and done fled back ta where ever it be from.


The monster was a 3rd party critter that I couldn't even find in the d20pfsrd. The text in the module went no further than "hooded and cloaked figure". Sorry I had nothing to run with.

You search comes up fruitless. Nothing in here anyway.


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)

What was the SR for? Acid splash don't allow SR.
Maria examines the place where the creature disappeared.
"Evil always vanish, only to reappear anew where you least expect it. Good work Tribim."
She comes down after the halfling.
"Let's try the big door now."


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, never saw a tack room that didn't have an entrance into the stables before...."
He looks up to the loft.
"A lot of noise, but no body? You sure you're completely recovered from last night, Tribim?" Gregor says with a grin.


Sorry forgot about it being SR proof. Didn't make much difference.


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

30 something posts on a weekend eh.. nice..

Archy follows along.. "What happened? Did I miss something?"


Since you don't have a lot of options, you head back out and through the double doors.

This is obviously the stables. There are 14 stalls in this large room. In each of the stalls is a misty warhorse, stamping and snorting at the party, obviously interested in seeing humans again.

There is a door on the east wall.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

well if the entire building disappears why am I surprised that a body does?

Trib sheathing his rapier and shouldering his shield, nods at Maria as he pass her to go down the ladder, he returns Gregor’s smile as he heads out the door but doesn’t say anything, answering Archy on the way past

”not a thing Archy not a bloody thing, let’s go check out tha double doors.

Trib goes to the set of double doors, opening and finding a stable and a door to the east. Trib goes to the door and repeating the process of looking for traps and trying to identify the locking mechanism.

he will take 20 on perception 34 for searching for traps, if the door is locked but not trapped he will take 20 on disable device for 38 if the door is untrapped and after it is unlocked he will open it and look inside.


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)

"Are these horses alive? They seems feed! how old do you thing they are? Could it be that time in the monastery has not elapsed as it has done outside of it?"


A knowledge planes check would be good here.

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