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)

Initiative: 1d20 + 8 ⇒ (8) + 8 = 16


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

initiative: 1d20 + 7 ⇒ (4) + 7 = 11


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

Sry ive had a couple busy ass days..

Init: 1d20 + 5 ⇒ (9) + 5 = 14


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

init: 1d20 + 3 ⇒ (18) + 3 = 21


Klor init: 1d20 + 2 ⇒ (13) + 2 = 15

Order
Tribim
Phillip
Maria
Klor
Big Rock
Archie
Gregor

Go.


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 concentrates and chants some words of power, and the ground below the stone creature disappears!
She casts Create Pit... Reflex Save DC 20 of fall into it, if it makes the save it jumps to the nearest open space. 4 rounds duration.
You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet per two caster levels (30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to avoid falling into it. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.

"Be careful with the edges of the pit, you can fall in! Mr. Falco, use your bombs, give me time to haste the rest of you."


Since this is a huge creature (15x15 as in too big for the pit) I'll let you reconsider that action.


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)

Thanks, I imagined it as large only
Maria quickly concentrates and chants some words of power, and casts Haste on her friends.


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, taking the brunt of the blow internally, spits blood and says "You's can dish out a blow, but can you's take one?" attacking the creatures legs, looking for a weakness. As he attacks he slides to his right, hoping to eventually get a flank.

full attack, power attack, 5 ft step

attack: 1d20 + 14 ⇒ (18) + 14 = 32 for damage: 1d4 + 11 ⇒ (2) + 11 = 13
attack: 1d20 + 9 ⇒ (5) + 9 = 14 for damage: 1d4 + 11 ⇒ (1) + 11 = 12


You hit it once, but don't see to do very much damage.


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

seems like he can take a blow too, huh, go figure


Well Klor keeps saying he wants a challenge.


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

I see a theme here :) First the lightning one, now an earth one. If it is an elemental, I won't do much as I lose all my precision damage and can't crit it. Trib has the same problem (no sneak attack damage). The best I can do is distract it while Klor pounds it.


Rest assured, I didn't put it in here for Klor, it's in the module itself. I may have upped the CR a bit though...


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

"Holy shit!" Phillip blurts out. He then concentrates. "Bet he won't like the fire of Thisamet's oven!"Fireball DC 17: 6d6 ⇒ (6, 2, 5, 2, 2, 1) = 18 Aimed to miss Trib, of course.


reflex save: 1d20 ⇒ 10 fail, full damage


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 moves back a few spaces and drinks his Targeted Bomb Admixture..


Klor moves up and lays into the thing.

power attack, haste
to hit: 1d20 + 12 ⇒ (3) + 12 = 15 damage: 1d10 + 12 ⇒ (8) + 12 = 20 fire: 1d6 ⇒ 5 miss
to hit: 1d20 + 12 ⇒ (19) + 12 = 31 damage: 1d10 + 12 ⇒ (8) + 12 = 20 fire: 1d6 ⇒ 6 hit
to hit: 1d20 + 7 ⇒ (3) + 7 = 10 damage: 1d10 + 12 ⇒ (2) + 12 = 14 fire: 1d6 ⇒ 4 miss

Tags it once, breaking off a good sized chunk.

Deciding that Klor is the biggest threat, it bashes back at him.

slam: 1d20 ⇒ 14 damage: 2d10 + 16 ⇒ (4, 7) + 16 = 27 hit
slam: 1d20 ⇒ 16 damage: 2d10 + 16 ⇒ (5, 10) + 16 = 31 hit

Klor 16/74 HP

PCs are up.


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

Sizing up the situation Archy throws a healing bomb over a fire bomb.. He excludes the Golem squares..

Heals to Klor and Trib: 4d6 + 5 ⇒ (4, 1, 2, 5) + 5 = 17


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)

"Heal Klor! Quickly!"
Maria moves up, gets behind Klor and touches him.
Casts Enlarge Person on Klor.


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

forgot the haste last time

Trib snarls at the rock monster again and attacks again, shifting his grip on the rapier so it will do bludgeoning damage, "lets give tha beast the hammer, yeah?"

haste, full attack, power attack, Bludgeoning, 5 ft step

attack: 1d20 + 14 ⇒ (12) + 14 = 26 for damage: 1d4 + 11 ⇒ (3) + 11 = 14
attack: 1d20 + 14 ⇒ (18) + 14 = 32 for damage: 1d4 + 11 ⇒ (3) + 11 = 14
attack: 1d20 + 9 ⇒ (7) + 9 = 16 for damage: 1d4 + 11 ⇒ (2) + 11 = 13


You hit twice and do a smidgen of damage. Bludgeoning doesn't seem to be any more effective.


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 up to it dodging the last bit to avoid its reach.

acrobatics: 1d20 + 15 ⇒ (6) + 15 = 21
AC vs AoO is 23

attack: 1d20 + 14 ⇒ (3) + 14 = 17
damage: 1d6 + 12 ⇒ (2) + 12 = 14


Gregor has a bad day.

He gets swatted on the way in.

to hit: 1d20 ⇒ 6 damage: 2d10 + 16 ⇒ (3, 10) + 16 = 29 hit

and then misses for his trouble.


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

channel: 3d6 ⇒ (5, 5, 6) = 16


Klor attacks again.

power attack, haste
to hit: 1d20 + 12 ⇒ (6) + 12 = 18 damage: 2d8 + 13 ⇒ (1, 7) + 13 = 21 fire: 1d6 ⇒ 2 miss
to hit: 1d20 + 12 ⇒ (15) + 12 = 27 damage: 2d8 + 13 ⇒ (4, 7) + 13 = 24 fire: 1d6 ⇒ 1 hit
to hit: 1d20 + 17 ⇒ (15) + 17 = 32 damage: 2d8 + 13 ⇒ (5, 8) + 13 = 26 fire: 1d6 ⇒ 6 hit

It continues to batter and the now easier target Klor.

slam: 1d20 ⇒ 12 damage: 2d10 + 16 ⇒ (3, 3) + 16 = 22
slam: 1d20 ⇒ 18 damage: 2d10 + 16 ⇒ (1, 1) + 16 = 18

Klor 9/74

"Dwarf needs food badly"

PCs are up.


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)

How damaged the creatures looks?


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 seeing that the monster was really crushing Klor he calls out "Hey ya big lug, over here, yeah" as he still tries to get on the other side of the rocky monster.

haste, full attack, power attack, 5 ft step

attack: 1d20 + 14 ⇒ (10) + 14 = 24 for damage: 1d4 + 11 ⇒ (4) + 11 = 15
attack: 1d20 + 14 ⇒ (4) + 14 = 18 for damage: 1d4 + 11 ⇒ (1) + 11 = 12
attack: 1d20 + 9 ⇒ (18) + 9 = 27 for damage: 1d4 + 11 ⇒ (1) + 11 = 12
confirm crit: 1d20 + 9 ⇒ (12) + 9 = 21 for damage: 1d4 + 11 ⇒ (1) + 11 = 12


Can't crit elementals.

You would guess a bit over half of its substance has been broken off.


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 will delay her action to be just after Klor attacks.
When he has attacked the elemental, but before the elemental responds, she will cast vanish on Klor, so he becomes invisible.
"Mr. Adey, heal Klor! Keep him fighting!"


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

"Trying.. Im better at blowing stuff up.."

If we level at some point ill be able to toss multiple bombs per round and that will drastically increase his damage and healing on tough fights.

He tosses another healing bomb, hits Klor and anyone within a 10' radius excluding the elemental's squares.. Also forgot to roll to hit on the first bomb sry..

RTA: 1d20 + 12 ⇒ (20) + 12 = 32 ...
COnfirm: 1d20 + 12 ⇒ (14) + 12 = 26 I assume you can crit with healing bomb too? If not disregard.

Heals: 4d6 + 5 ⇒ (6, 3, 6, 3) + 5 = 23
Extra heals if possible: 1d6 + 5 ⇒ (3) + 5 = 8


You will level after this fight. Well if you all survive that is.

I don't really think you can critically heal, but I'll give it this time because 'Dwarf needs food badly'.

and I will be shamed if nobody gets the reference


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

Really throwing down the gauntlet there, chief ...


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 gets back to full health... and sorry, no I don't get the reference...


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

Phillip channels yet again. channel: 3d6 ⇒ (4, 6, 4) = 14"You've got beer to drink, Klor! No dying before drinking!"


I guess technically it's really 'warrior needs food badly'

gauntlet


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)

Right! How could I forgot!


Waiting on Gregor.


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

Sorry

Now that he had paid the price to close with it, Gregor did his best to distract it for Klor.

Using Power attack
att 1: 1d20 + 13 ⇒ (4) + 13 = 17
damage: 1d6 + 12 ⇒ (4) + 12 = 16

att 2: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d6 + 12 ⇒ (1) + 12 = 13


Gergor hits it once for a pittance of damage.

Klor keeps hewing away.
"Yes! For the Ale!"

power attack, haste

to hit: 1d20 + 12 ⇒ (5) + 12 = 17 damage: 2d8 + 13 ⇒ (6, 1) + 13 = 20 miss
to hit: 1d20 + 12 ⇒ (10) + 12 = 22 damage: 2d8 + 13 ⇒ (2, 3) + 13 = 18 hit
to hit: 1d20 + 7 ⇒ (9) + 7 = 16 damage: 2d8 + 13 ⇒ (2, 3) + 13 = 18 miss

and then he vanishes

not seeing his main foe anymore, the behemoth switches to the annoying little peck (Tribim)
slam: 1d20 ⇒ 17 damage: 2d10 + 16 ⇒ (2, 9) + 16 = 27 hit
slam: 1d20 ⇒ 6 miss

PCs up once more.


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)

"Be careful!"
She will try the vanishing trick again...


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 at least Klor is safe, crap seeing the behemoth swat at him again, smashing into his just healed ribs. Trib slips under the second swipe and swings hard at the creatures legs.

haste, full attack, power attack,

attack: 1d20 + 14 ⇒ (3) + 14 = 17 for damage: 1d4 + 11 ⇒ (2) + 11 = 13
attack: 1d20 + 14 ⇒ (6) + 14 = 20 for damage: 1d4 + 11 ⇒ (4) + 11 = 15
attack: 1d20 + 9 ⇒ (2) + 9 = 11 for damage: 1d4 + 11 ⇒ (2) + 11 = 13


Tribim, still reeling from being swatted like a gnat, fails to land any attacks.


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

"Guys, I think I'm best used giving you Thisamet's warmth."channel: 3d6 ⇒ (3, 3, 2) = 8


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 healing bomb at Trib.. 9 splash healing within 10'

RTA: 1d20 + 12 ⇒ (7) + 12 = 19 hits
Heals: 4d6 + 5 ⇒ (4, 2, 2, 3) + 5 = 16


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

"Arch, those things are awesome! How do you do that?"


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 continues to try to affect the creature.

att 1: 1d20 + 13 ⇒ (8) + 13 = 21
damage: 1d8 + 12 ⇒ (2) + 12 = 14

att 2: 1d20 + 8 ⇒ (8) + 8 = 16
damage: 1d8 + 12 ⇒ (7) + 12 = 19


You hit it once for a smidge of damage.

Also, you are hasted.


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

haste attack: 1d20 + 14 ⇒ (2) + 14 = 16


alas

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