The Black Monastery (Inactive)

Game Master drbuzzard

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


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male Dwarf Fighter 1

know planes: 1d20 + 6 ⇒ (18) + 6 = 24

yeah the dwarf does know stuff


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

might be worth our time to go back out and raise the portcullis and release one of the horses to see what would happen

edit: nice role Klor


Klor realizes that somehow the horses are trapped on the Etherial Plane. That explains how they are still alive after all this time.

Perhaps if you had some means of traveling to plat plane you could get them back to the prime material.


male Dwarf Fighter 1

a ghost touch saddle?


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

anything on the door?


The door does not appear to be trapped or locked . Do not fret, there will be traps eventually.

Ghost touch actually doesn't really work vis a vis etherial. You would need etherial jaunt, plane shift, or something like 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

no reason not to take a peek while the rest of the team is admiring the horses

edited
Trib, drawing his rapier for the light, plans to carefully open the door and takes a peek. Then he would wait for everyone else to be ready to continue.

perception: 1d20 + 13 ⇒ (3) + 13 = 16


Before you open the door, you hear deep voices talking on the other side in a language you are unfamiliar with.


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

thanks for the heads up

stepping away from the door, Trib waves his arms and quietly jumps up and down to get someone's attention, once a few people are looking at him he whispers

I hear voices coming from tha other side of tha door and I don't recognize tha bloody language!

of course I only speak common and Halfling but these longshanks don't need to know that


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 hears Tribim, and smiles while nodding to him.
Remember you can whisper at Maria and she can hear you.
She lets the others know.
"Be ready to ambush them!"
Maria quickly casts Mage Armor on herself (grants +4 to armor for 7 hours) and tries to hear behind the door.
She knows celestial.
If she can't make what they are saying, and no one else can, she will use her scroll of comprehend languages.


They are not speaking in celestial either.

Once you use the scroll you realize they are speaking in goblin. They appear to be arguing about something.


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)

"They are speaking in Goblin... I can get the door open and you can charge them... ready?"


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

Phillip nods, slipping sharp kitchen knives into his hands.


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 draws his sword and nods to Maria.

"Ready as ever."


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)

María opens the door and makes way for the others....


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

do we rolL init. for ourselves or do you roll it? Also how do you do combat, in order or in blocks?


I'm waiting for everyone to be ready, then we'll do initiative (I generally let people roll their own, it indicates they are ready for the combat so I don't get started and wonder where they are). Usually the monsters will go in a block and the PCs around them. That way I don't need to wait on a particular person so 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)

I would think we got a surprise round on the enemies. Maria's action is to open the door.
For next round I roll her initiative.

Initiative: 1d20 + 8 ⇒ (9) + 8 = 17


You always roll intitative before action even with surprise. There are a number of class abilities and critters which have the ability to always act in a surprise round.


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

init: 1d20 + 3 ⇒ (11) + 3 = 14


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 ⇒ (16) + 7 = 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

Man yall are tearing it up.. My weekends are busy usually so..

Before they mess with the gobos Archy will drink his alchemical allocation extract followed by his heroism pot(cl 10). He will then pass an extract to Klor.. "Drink that. It'll help your defenses.." Barkskin Extract, +3 nat AC for 70 mins

"Im ready.."

Init: 1d20 + 5 ⇒ (11) + 5 = 16


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

"Got any mezcal, there Arch?"


male Dwarf Fighter 1

Klor takes the drink, as long as ya be passing ale I be takin it. he drinks it down.

init: 1d20 + 2 ⇒ (18) + 2 = 20

he then has axe in hand and shield at the ready, пламя на

and tarnack is suddenly covered in flame.

Klor goes to do the dwarven thing "kick in the door"


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 need to remember just to whisper and not jump up and down

trying to keep his voice calm and soft he approaches near the door and says

"Maria, If'n ya don't mind, I'll opening the door. Either way I want to be near tha front so's I can flank as quickly as possible, I'm better at up close an personal, stead of a distance."

init: 1d20 + 13 ⇒ (5) + 13 = 18

well that's a weak role


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)

You call, but if you "charge" after Maria opens the door, you can, maybe, position yourself...


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

good idea, with that init. I will have to follow Gregor and Klor in, I don't think either will want to stand around and wait for me :).


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)

So... Who opens the door?


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 sorry, Maria. Go ahead and open the door, you called it and you logic is irrefutable. If Trib gets the chance to charge after Gregor and Klor move, he may do so.

After seeing that Maria had her hand on the door and was waiting to open it, Trib smiled and nodded, having his sword drawn he also equips his shield. Remembering to use the whisper spell he says to her

Maria, usually I insist on being tha gentleman an openin tha door and letting ladies go first. But seein there's goblins awaitin, if you open tha door we can rush 'em."


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)

"On 3. 1... 2...3!"


Surprise round.

Door opens.

critter init: 1d20 + 1 ⇒ (17) + 1 = 18

Initiative:order

Gregor
Klor
Tribim
Critters (not in surprise round)
Maria
Archaemedes
Phillip

Maria has acted already in the surprise round opening the door. The rest of you are up. The map link is in the game header. The squares are 10'.


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 toses a bomb at the indicated one..

RTA: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18 vs FF
Fire Damage: 4d6 + 6 ⇒ (4, 1, 5, 6) + 6 = 22 10'Radius on splash for 10 damage DC 18 for 1/2

It appears it will splash the 4 adjacent gobos


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

"Thank you m'lady." Gregor says to Maria as he charges into the room, attacking the first goblin(?).

actions:
Partial charge first goblin using Power Attack.

charge vs goblin 1d20 + 15 ⇒ (11) + 15 = 26
damage 1d8 + 19 ⇒ (1) + 19 = 20 Subtract 7 damage if they are immune to precision

If the hit didn't kill it, free action intimidate to demoralize 1d20 + 14 ⇒ (17) + 14 = 31
If that succeeds, swift action to attack it. 1d20 + 15 ⇒ (2) + 15 = 17
damage 1d8 + 19 ⇒ (3) + 19 = 22

reactions:

I will use my AoOs in this order: 1)those that provoke by moving, 2)Parry those that attack me with flanking, 3)Parry remainder that attack. I will riposte after first parry. I get 6 AoO's. I will not spend more than three Panache.

status:

AC-20
hp-53/53
status-none


A knowledge local check can identify what these are. They are not actually goblins.

They look sort of like goblins, but have 3 arms, 3 legs and 3 heads. It's really rather freaky.


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)

3 heads? Right, those are not "vanilla" Goblins...
No Knowledge (Local) here.


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

Knowledge Local: 1d20 + 4 ⇒ (12) + 4 = 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

Knowledge (local) 1d20 + 12 ⇒ (15) + 12 = 27


You think they are something called Troblins, a goblin/troll cross. Medium CE humanoids. You can have more questions than I have answers for with a 27.

regeneration (fire/acid) is about the only special stuff.


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

Regen is really all that matters. No DR or SR?

"We'll be needing some fire and acid for these beasties, they regenerate otherwise." Gregor shouts out to the rest as he engages.


The base critter is only CR 2, so no, not much. No DR, no SR, no special attacks.


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

hmm, not quite natural, lets see what a blade will do to them

trib follows in behind Gregor also charging

on your right Gregor

charging other frontline goblin, AC now 25 for one round

+ 1 keen rapier attack: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31 for damage: 1d4 + 7 ⇒ (4) + 7 = 11


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

"Fire I can do," Phillip says, pointing a finger at the nearest troblin. A bolt of fire emerges. ranged touch attack: 1d20 + 8 ⇒ (5) + 8 = 13fire damage: 1d6 + 3 ⇒ (6) + 3 = 9


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

Btw, GM, if my second attack after demoralizing didn't hit the goblin's FF AC, then he is no longer demoralized.


Archimaedes nails one with a bomb, but it is still up, though looks a bit woozy.

Gregor drops his Troblin, and with the fire damage from the bomb, it stays down.

Tribim's attack drops the bombed one.


male Dwarf Fighter 1

ok I adjusted Klor, considering he was about to kick in the door before it was opened, and I believe Klor will be in there before trib can attack, or are we just going posting order also based on what it looks like Gregor is the only one that can engage since he charged in (around a corner BTW) but if its better that the melee fighter stay back that's fine as well.

just trying to figure things out... but if we can all fit through the small door at the same time that's fine also... Klor does wield an axe engulfed in fire (not that people notice such things) we really need to develop some tactics if we want to survive


male Dwarf Fighter 1

also not much time to post in detail (will get more later)

Klor steps up to attack (was at the door so will only need 5' step) full attack

attack 1: 1d20 + 14 ⇒ (1) + 14 = 15
damage: 1d10 + 8 + 1d6 ⇒ (6) + 8 + (3) = 17

attack 2: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d10 + 8 + 1d6 ⇒ (9) + 8 + (1) = 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

Klor, they are 10' squares and we were outside door.


male Dwarf Fighter 1

I know, and by the look of things they are only 5' beyond the door, and before the door was opened Klor was at the door ready to "kick it in"


Umm, no they are way past 5' from the door. Maria is on your side of the door. With your 20' move, you cannot attack during the surprise round. Heck, you can't even get adjacent to them in the surprise round. I moved you as far as you can get in the surprise round.

I can understand the room has a funny shape, and the image is a bit blurred from blowing it up.


male Dwarf Fighter 1

ok I just assumed the arrow was pointing at the door and stepping in they were right there. doesn't really matter anyway i rolled a nat 1 but then yeah he charges and attacks.

that puts Klor in the fight and not in the back waiting

are they more than 20' from the door? but within 30' then?

I am very confused right now

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