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)

Glup!
Concentration Check to cast without causing an AoO: 1d20 + 15 ⇒ (6) + 15 = 21
It fizzles. Damn it!
Appears at the start of next turn.
"Keep attacking it, but prepare to Withdraw if needed."


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

will: 1d20 + 5 ⇒ (1) + 5 = 6 looks like he is slowed, didn't remember the haste last time so no harm done, assuming Gregor has got his flank,

feeling the effects of the creatures spell, Trib begins to move slowly, slashing away at the beast again, calling out "Well if we a are runnin' were runnin' slower now, yeah"

full attack, power attack, rally cry, flank

attack: 1d20 + 14 + 2 + 3 ⇒ (9) + 14 + 2 + 3 = 28 for damage: 1d4 + 13 + 2 + 2d6 ⇒ (2) + 13 + 2 + (3, 2) = 22
attack: 1d20 + 9 + 2 + 3 ⇒ (10) + 9 + 2 + 3 = 24 for damage: 1d4 + 13 + 2 + 2d6 ⇒ (4) + 13 + 2 + (1, 4) = 24


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

Seeing it not standing Archy lobs 3 bombs at it..

RTA: 1d20 + 7 ⇒ (13) + 7 = 20
RTA: 1d20 + 7 ⇒ (5) + 7 = 12
RTA: 1d20 + 2 ⇒ (18) + 2 = 20

Hopefully it doesn't have a good touch AC.. I factored in the =4 for prone..

Force Dam: 4d4 + 7 ⇒ (4, 1, 2, 4) + 7 = 18
Force Dam: 4d4 + 7 ⇒ (3, 2, 4, 2) + 7 = 18
Force Dam: 4d4 + 7 ⇒ (2, 1, 3, 2) + 7 = 15


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
drbuzzard wrote:


I still need will saves from Tribim and Gregor or their haste is gone.

PCs are up.

Made my save. I got a 24.


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 steps behind the golem to flank with Tribim and Klor. He then continues to beat on the creature.

actions:
5' step to flank. Swift- spend 1 panache to double precision damage on next hit. Full attack.

att 1: 1d20 + 22 ⇒ (3) + 22 = 25
damage: 1d6 + 26 ⇒ (5) + 26 = 31

att 2: 1d20 + 17 ⇒ (13) + 17 = 30
damage: 1d6 + 18 ⇒ (1) + 18 = 19

haste att: 1d20 + 22 ⇒ (18) + 22 = 40
confirm crit: 1d20 + 22 ⇒ (3) + 22 = 25
damage: 1d6 + 18 ⇒ (4) + 18 = 22
add. crit damage: 1d6 + 10 ⇒ (3) + 10 = 13

status:

AC-26
hp-43/60
status-hasted, flanking, rallying cry


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

Being prone with bomb damage that thing has got to be hurting.. Come on Klor!!


Klor attacks gamely once more.

to hit: 1d20 + 14 ⇒ (17) + 14 = 31 damage: 1d10 + 14 + 1d6 ⇒ (7) + 14 + (1) = 22 hit
to hit: 1d20 + 9 ⇒ (14) + 9 = 23 damage: 1d10 + 14 + 1d6 ⇒ (8) + 14 + (2) = 24 hit

it does the slow thing again (saves from adjacent folks, Tribim, Gregor and Klor)
klor will save: 1d20 + 9 ⇒ (1) + 9 = 10 fail
and it swats him back.

to hit: 1d20 ⇒ 3 damage: 4d8 + 13 ⇒ (7, 8, 2, 5) + 13 = 35 hit and Klor goes flying across the courtyard into a wall making a sound which combines crunching noises and a loud splat. You don't think he's getting back up.

It switches targets to Gregor
to hit: 1d20 ⇒ 2 damage: 4d8 + 13 ⇒ (5, 3, 4, 6) + 13 = 31 hit

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

Jesus that thing has some hp.. I know my force damage is going full..

Frowning at Klor Archy tosses 3 more bombs..

RTA: 1d20 + 8 ⇒ (4) + 8 = 12 vs touch rem
RTA: 1d20 + 8 ⇒ (15) + 8 = 23
RTA: 1d20 + 3 ⇒ (12) + 3 = 15

Force Dam: 4d4 + 7 ⇒ (1, 2, 1, 2) + 7 = 13
Force Dam: 4d4 + 7 ⇒ (4, 4, 2, 2) + 7 = 19
Force Dam: 4d4 + 7 ⇒ (1, 4, 3, 3) + 7 = 18

I totally been forgetting about haste..

Haste Bombs: 1d20 + 8 ⇒ (6) + 8 = 14
Haste Bomb from last round: 1d20 + 8 ⇒ (8) + 8 = 16

Force Dam: 4d4 + 7 ⇒ (1, 2, 4, 2) + 7 = 16
Force Dam: 4d4 + 7 ⇒ (4, 3, 1, 2) + 7 = 17


And it finally breaks to pieces.

I was actually keeping it alive so I could off Klor. It did have a pile of HP anyway though. Then again it was CR 14, so rational people would have ran.


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

I tried to be the rational one.. You can't attack everything you see without checking it out first in 1st edition style.. A CR 14 wow, i was thinking 12.. Thatll put a dent into 9th level xp lol..


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

If Klor is dead, what are we going to do with his Gear?

I think we maybe should have ran, Klor mya still have been alive leaving Klor to the medically trained, Trib looks around the room for anything interesting.

perception take 10 (24)


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

"Next time we get into flank immediately. It would have gone down much quicker." Gregor says as he checks himself for broken bones.


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

"Holy shit, guys."


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 goes to stand next to Klor, and sets the body straight, crossing his arms over his chest.
"His ancestors would be proud of him. I am proud of him. Of all of you. We could have run. But we decided to stay. I thank you all for that. And I am sure Klor is thankful too."
I vote not to "cannibalize" the body... always thought of it as bad manners.


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

what do you think drbuzzard, should we leave Klor's stuff alone?


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

"Thankful? Awful presumptuous. Somebody died. Cause you think everything here should die!"


It's up to you folks to decide how to deal with his body. You could take it out of the monastery for burial and then come back in if you so chose.


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

unless drbuzzard tells us we can't, I would take the magical items. No way a thief like trib would leave those items, if he signed an agreement saying he would send the items to the next of kin he would do that, but he wouldn't just leave them, at least not items he could wear or carry, if the axe was too heavy it might get buried with Klor but not any other magical items

Trib, realizing Klor is dead, asks "Isn't there a graveyard right out in tha courtyard? We can strip off his valuables and bury him there, that would be good enough." turning to there resident chef Trib asks "Phillip, you's would say a few kind words a'fore we put him in tha ground, yeah?"


If anyone here has an once of knowledge religion, they would realize that burying someone in a cursed graveyard is a less than good idea.


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 frown at Phillip.
"That is why we came here in the first place. Get this accursed place clean up of evil, or die trying."
She casts floating disk.
"Please help me put it in the disk, so we can take him out of here, and lay him to rest, as a hero. As my great-great-grandfather. And I am sure he would like for us to get good use of his equipment to continue with the mission."
Ok... ok... Let's get his equipment.


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
drbuzzard wrote:
If anyone here has an once of knowledge religion, they would realize that burying someone in a cursed graveyard is a less than good idea.

oops!


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

As a GM I would have totally jumped on the idea of a returned zombie Klor lol.

"We should probably take him back to the village, give updates and a get a hot meal eh? Perhaps another soul has come to test their mettle in this crazy place."

Are we going to look for a replacement or keep it at 5? Idc one way or another. Buzz does Lord Vars have accumulated gears from all his travels that we might be able to purchase? Or sell too?

Is there a overall loot list around somewhere? I know theres been some expensive shit found..


Yes, I was going to throw him back at you if you actually left him sitting here with all his equipment. There's plenty of mean undead options to indulge. Perhaps a ghast Klor would have been nice.

We'll say you can buy what you like from Vars' loot pile if that is where you are going.


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 much is the "Staff that fires powerful frost rays doing 2d6 damage" worth? We can sell that.
What other loot we have?


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 nods his head, as he approaches Klor's feet, grabbing each boot by the heel, "Archaemedes is right, someone give me a hand and we will toss tha lad on tha disk an' burry him Back at tha village, yeah."


You are able to grab the corpse of your fallen comrade and drag him back to the nearby village from whence you set out. He's pretty heavy. Probably liked ale too much.


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 pays for a good lot for him to be buried, and for a Torag's priest to make a ceremony and proper funeral rites.
How much for it? Good stuff, nothing cheap.


I imagine 1k GP would probably make for a pretty damned elaborate funeral. (based on an ornate coffin being only 100 GP).


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)

Sold! So, guys, ready to go back? Anything else you want to buy?


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

GTG


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

After dropping the body off to the Torag priest and watching Maria and the priest talk about costs. Kind of Maria to pay for Klor's funeral. Maybe she's trying ease her guilty conscious for killing those innocent sick people. He asks "Are we staying for the funeral then goin' shoppin' and seein' what the nobleman has for supper, yeah?"


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)

With a gloomy demeanor Maria answers Tribim.
"Yes, we can report our progress so far."


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'm good too


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

Phillip spends more money than he should on ingredients for the next trip's meals. Say, 500 gp? Would that be fancy?


That's well into the realm of insanely fancy.

I think people get a bit jaded because of the cost of magic items, but normal stuff is pretty damned cheap.


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

Heh ...maybe the extra cost is some preserving cantrip.


Duke Vars greets as you are taken to the reception hall in the manor house (only non trailer structure in the village). He treats you to a nice meal and asks about your progress. He assigns a seneschal to deal with the trading of goodies from his vault.

Now?


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)

Thank him and go back to business.


OK, you need to decide how you go back in and where to.


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

"We could try the secret entrance we found. I think its closest to where we left off right?"


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)

"Great idea Mr. Falco. Let's go."


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 from Archaemedes to Maria, shrugs his head and asks "So we go to tha secret tunnel, do we want ta return ta tha courtyard?"


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, why not?"


OK, you head back in via the concealed tunnel and get back into the courtyard. Now what? You have already checked every door which opens on the courtyard. There there is a passage to the SW which you opened earlier which lead to a hallway.

You also never actually wend through the main gateway. Other than that, you could backtrack to where you found a way down to the lower level.


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)

Anything else we are missing on this level that we know off? (Besides the probably trapped main entry? ;) )


There's plenty more on this level, you just need to find out how to access it.


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 about an Int check to see if we "realize" 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

Once back inside Archy will use his alchemical allocation and heroism pot combo again..


Since I've already said there's a corridor to the SW which leads into a hallway, you hardly need an Int check for it. You can probably realize that there's areas in the NE which you have let to find a way to access.


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 goes in that direction. She handles a chalk to Tribim.
"Please cover me... mark the places I tell you to."
She will use her scroll of Detect Secret Doors granting a minute (10 rounds) for checking the place out. She will try to move as fast as possible to detect the doors, spending 2 rounds to pinpoint their location, moving if none is near. If she has time remaining she will try to use the "third" round on the last secret door detected.

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