The Black Monastery (Inactive)

Game Master drbuzzard

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


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Male Human Fighter (two handed) 8 AC 25 T 14 FF 23 F +9 R +4 W +7 Percp +10 HP 76/84

Curtis will move in to attack the northern skellie, power attack w. vital strike.
greatsword: 1d20 + 18 ⇒ (12) + 18 = 30 damage: 4d6 + 23 ⇒ (2, 5, 1, 5) + 23 = 36


Oh yeah forgot spell resistance on that command undead.

1d20 + 8 ⇒ (20) + 8 = 28 nevermind.


SR is for everyone^^ Even if there was some rule saying psychic magic doesn´t get SR, out of experienc with psionics/magic i would recommend to just treat it the same. Command Undead is channel energy though like a cleric, the archetype i took gets that instead of some buffs/temporary heals.


Ah, ok, mistook it for a spell.


Skelly in the hole tries to climb out.

climb check: 1d20 ⇒ 1

I need new dice.

PCs are up.


HP 50/50 | AC 19 |vs Incorporeal 19| T 15 | FF 15| CMD 16 | F +6 | R +8 | W +7 | SPD 30 ft | Init +11 | Perc +12| Darkvision 90ft
Active Effects::
Mage Armor 14hr
Tracked Resources:
Versatile Evocation 8/9, Arcane Reservoir 5/10, Selective Rod 3/3, Extend Rod 1/3, Wand Infernal 48/50, Wand Enlarge Person 48/50, Wand Shield 50/50, Spells Arcanist 1rst 2/6, 2nd 5/6, 3rd 2/4 Sorcerer 1rst 3/3

Casting Enlarge Person on Curtis from my wand

-Posted with Wayfinder


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

channel positive energy DC16: 4d6 ⇒ (5, 6, 2, 5) = 18 Phillip brandishes his holy symbol and releases the energy of Thisamet into the room at the undead.


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

is the northern most skeleton dead?


Neither skeleton is 'dead', both are still active. However the northern one is controlled by gnome and the southern one fell down the hole.

Now is merely the work of hewing lumber.


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

seeing that Lalali-Re has control of the undead he attacked, trib stops for a moment and ask "Lalali-Re should I attack the bony bloke or are ya gonna have him jump in tha pit and trounce his brother?"


That suggestion sounds like fun. You! Smash the other one!
She motions the skeleton warrior to attack the other one.


The skeleton dutifully hops into the pit and starts swinging away at its comrade. The comrade goes full defense.

8 rounds of pit left at this point (level +1 to start)
to hit: 15d20 ⇒ (5, 5, 18, 1, 5, 16, 11, 9, 5, 19, 3, 17, 12, 11, 10) = 147 Hits once damage: 1d8 + 12 ⇒ (7) + 12 = 19

If someone else has actions in mind during this, let me know.


Male Human Fighter (two handed) 8 AC 25 T 14 FF 23 F +9 R +4 W +7 Percp +10 HP 76/84

Can Curtis reach the other Skeletonal Warrior with lunge?


HP 50/50 | AC 19 |vs Incorporeal 19| T 15 | FF 15| CMD 16 | F +6 | R +8 | W +7 | SPD 30 ft | Init +11 | Perc +12| Darkvision 90ft
Active Effects::
Mage Armor 14hr
Tracked Resources:
Versatile Evocation 8/9, Arcane Reservoir 5/10, Selective Rod 3/3, Extend Rod 1/3, Wand Infernal 48/50, Wand Enlarge Person 48/50, Wand Shield 50/50, Spells Arcanist 1rst 2/6, 2nd 5/6, 3rd 2/4 Sorcerer 1rst 3/3

Watching the skeletons flail about ineffectually at each other and knowing that the pit will expire soon Ravarel begins firing cantrips at the one under Lalali's control not wanting to waste any more spells on these skeletons

"this pit won't last forever. let's try to eliminate at least one of them while they're trapped down there"

Jolt:

Jolt

See Disclaimer!

School transmutation [electricity]; Level sorcerer/wizard 0

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect spark of electricity
Duration instantaneous
Saving Throw none; Spell Resistance Yes

You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage.

Ravarel will fire a Jolt cantrip at the one not under Lalali's control for 7 rounds and will then move a defensive position on the 8th round

R1RTA: 1d20 + 7 ⇒ (19) + 7 = 26
to beat SR: 1d20 + 10 ⇒ (5) + 10 = 15
electrical damage: 1d3 + 1 ⇒ (1) + 1 = 2

R2RTA: 1d20 + 7 ⇒ (1) + 7 = 8
to beat SR: 1d20 + 10 ⇒ (9) + 10 = 19
electrical damage: 1d3 + 1 ⇒ (2) + 1 = 3

R3RTA: 1d20 + 7 ⇒ (10) + 7 = 17
to beat SR: 1d20 + 10 ⇒ (3) + 10 = 13
electrical damage: 1d3 + 1 ⇒ (3) + 1 = 4

R4RTA: 1d20 + 7 ⇒ (4) + 7 = 11
to beat SR: 1d20 + 10 ⇒ (2) + 10 = 12
electrical damage: 1d3 + 1 ⇒ (3) + 1 = 4

R5RTA: 1d20 + 7 ⇒ (11) + 7 = 18
to beat SR: 1d20 + 10 ⇒ (10) + 10 = 20
electrical damage: 1d3 + 1 ⇒ (1) + 1 = 2

R6RTA: 1d20 + 7 ⇒ (20) + 7 = 27
to beat SR: 1d20 + 10 ⇒ (8) + 10 = 18
electrical damage: 1d3 + 1 ⇒ (3) + 1 = 4

R7RTA: 1d20 + 7 ⇒ (1) + 7 = 8
to beat SR: 1d20 + 10 ⇒ (12) + 10 = 22
electrical damage: 1d3 + 1 ⇒ (2) + 1 = 3

I don't want to waste a fireball on them. Hopefully you guys have some more effective ranged attacks. I know Archy can bomb them but he has a limited amount of those as well.


Curtis: It is 30' down in a pit, you can't reach it with your sword and lunge.

Ravarel, 2 of your spells don't fizzle.


HP 50/50 | AC 19 |vs Incorporeal 19| T 15 | FF 15| CMD 16 | F +6 | R +8 | W +7 | SPD 30 ft | Init +11 | Perc +12| Darkvision 90ft
Active Effects::
Mage Armor 14hr
Tracked Resources:
Versatile Evocation 8/9, Arcane Reservoir 5/10, Selective Rod 3/3, Extend Rod 1/3, Wand Infernal 48/50, Wand Enlarge Person 48/50, Wand Shield 50/50, Spells Arcanist 1rst 2/6, 2nd 5/6, 3rd 2/4 Sorcerer 1rst 3/3

damn...I hate SR


Ehm, wouldn´t it make more sense to get rid of the one not under my control first? The other one is controlled untill the next day and gets a new saving throw each day if intelligent. If it´s total hit dice is not higher than mine. If it´s higher i actually can´t control it. Else we might carry this fellow on for a bit, to do some soul redeeming cleaning work in this monastery of evil.


I will mandate an alignment change if you intend to keep this critter around beyond this fight, and expect the cleric to not think it a splendid idea (as in stop healing you).

GM hint that I don't approve of the idea. Your archetype was poorly written in that it allows command undead on a good character which technically should not be possible given the prerequisites of the feat.


I think that´s always a table variation thing, but it´s ok. I can imagine the gnome to keep it for some time as kind of an interesting experience, but that´s all.


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 stands near enough to watch the fight, lucking his rapier under his arm, he pulls out a pipe and lights it, using the pipe as a pointer he aims it at the skeletons fighting in the pit.

"Me moneys on tha climber, Any one o' you blokes want ta wager their part o' tha rubies?"


Waiting to see if the alchemist decides to blow them up while in the pit, otherwise we're back in combat.


Male Human Fighter (two handed) 8 AC 25 T 14 FF 23 F +9 R +4 W +7 Percp +10 HP 76/84

Curtis readies an action to attack the uncontrolled one as soon as the pit disappears.


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

"Ugh. Get this over with."


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 busy weekend..

Archy bombs the s+*! of the skeletons..

Bombs: 6d20 ⇒ (13, 14, 3, 17, 13, 8) = 68 3 bombs each, they will all hit and overlap.. Let me know if it donest tkae all 6.. Starting with fire, if they seem resistant switch to force..

Dam Skele 1: 12d6 + 21 ⇒ (6, 4, 6, 3, 5, 5, 3, 5, 1, 3, 4, 1) + 21 = 67
Skele 2: 12d6 + 21 ⇒ (5, 1, 1, 5, 5, 1, 6, 2, 4, 2, 1, 3) + 21 = 57

Overlap damage is 33 to each, DC 20 reflex x3.. Each success negates 11 damage..

"Well thats all me bombs for the day.."


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

'All of his bombs? Crud I';; need to be a lot more careful!' looking at Archy Trib shrugs his shoulders but only says "'at's a pity, yeah."

He then carefully begins to look around the room, carefully avoiding the pit.

perception: 1d20 + 14 ⇒ (10) + 14 = 24
I'm assuming there is an alter and other stuff

after the pit dissipates Trib inspects the chard remains of the skeletons.
perception: 1d20 + 14 ⇒ (15) + 14 = 29


Only thing that comes back up in the pile of value is 2 suits of masterwork plate mail and 2 masterwork longswords.


Male Human Fighter (two handed) 8 AC 25 T 14 FF 23 F +9 R +4 W +7 Percp +10 HP 76/84

Curtis would like one of the longswords if possible.


That was fun! So many boom boom. Shall we explore on or do you first want to pause to create new bombs?


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

was there anything else in the room?

Trib shrugs his shoulder at the huge Taldan, picking up one of the charred longswords, and its slightly charred scabbard, sheathing the sword he tosses it to Curtis. "No reason not ta use it that I can see, yeah"

Then turning to the handsome gnome, "Not a bad question, Lalali-Re," turning to the rest of the group, "we goin' or taken a break? Wouldn't hurt ta let Archy craft a few o' 'em Boomers, yeah"


Nothing else in the room.


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 have other means of being helpful.. No need to stop and rest everytime my bombs run out.."

Rememeber that I gave Trib and Curtis each a caster level 8 shield and barkskin extract..


HP 50/50 | AC 19 |vs Incorporeal 19| T 15 | FF 15| CMD 16 | F +6 | R +8 | W +7 | SPD 30 ft | Init +11 | Perc +12| Darkvision 90ft
Active Effects::
Mage Armor 14hr
Tracked Resources:
Versatile Evocation 8/9, Arcane Reservoir 5/10, Selective Rod 3/3, Extend Rod 1/3, Wand Infernal 48/50, Wand Enlarge Person 48/50, Wand Shield 50/50, Spells Arcanist 1rst 2/6, 2nd 5/6, 3rd 2/4 Sorcerer 1rst 3/3

"then it's on to the next room. Lead on Trib "

-Posted with Wayfinder


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 pull out his bow as they move on..


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
Archaemedes Falco wrote:
Rememeber that I gave Trib and Curtis each a caster level 8 shield and barkskin extract..

I keep forgetting about those

Trib shrugs his shoulders and nods at Ravarel, "On we go, yeah" he tucks back out into the hallway and glowing rapier in hand, heads south down the hall way. toward M97

When he reaches the the large room he stops at the threshold and looks around.

take 10 (24) on perception


Looking into this large room, it appears to be a theatre.

The old theatre has rows of brittle, wooden benches set up facing a wooden stage. Someone has created and posed a large number of stuffed dummies all around the room. There are almost a hundred of them. Some of the dummies are posed on the benches as if watching a performance. Some are standing against the perimeter walls. About three dozen dummies are posed on the stage, leaning on each other, or sitting with their feet dangling over the edge. The dummies are made of rags, straw, scraps of leather and other pieces of refuse. All of them have pieces of black wood, shaped like crude, black arrows, sticking out of their heads or jammed through their feet, hands and torsos.
A careful observer will note that the dummies are all different. You happen to notice one which looks rather a lot like Klor.


HP 50/50 | AC 19 |vs Incorporeal 19| T 15 | FF 15| CMD 16 | F +6 | R +8 | W +7 | SPD 30 ft | Init +11 | Perc +12| Darkvision 90ft
Active Effects::
Mage Armor 14hr
Tracked Resources:
Versatile Evocation 8/9, Arcane Reservoir 5/10, Selective Rod 3/3, Extend Rod 1/3, Wand Infernal 48/50, Wand Enlarge Person 48/50, Wand Shield 50/50, Spells Arcanist 1rst 2/6, 2nd 5/6, 3rd 2/4 Sorcerer 1rst 3/3

Detecting magic?
Perception : 1d20 + 12 ⇒ (16) + 12 = 28

-Posted with Wayfinder


You detect no auras.


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

"Well that unsettling.. That one over there looks alot like a former companion or ours.. One that we carried out of here and buried as a matter of fact.."

Archy will drink his mutagen transforming into a more agile, wild looking form of himself..


Male Human Fighter (two handed) 8 AC 25 T 14 FF 23 F +9 R +4 W +7 Percp +10 HP 76/84

"Is someone digging up the dead and posing them? What does our cleric say?"


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

'hope I don't get one of these for a long time' Trib carefully looks around the theater, "If 'air are dolls 'air will be a bloody doll maker, yeah" trying to find any foot prints in the dust. assuming he doesn't get jumped while he is looking about

perception: 1d20 + 14 ⇒ (15) + 14 = 29


You note that you appear to have picked up an extra shadow.


HP 50/50 | AC 19 |vs Incorporeal 19| T 15 | FF 15| CMD 16 | F +6 | R +8 | W +7 | SPD 30 ft | Init +11 | Perc +12| Darkvision 90ft
Active Effects::
Mage Armor 14hr
Tracked Resources:
Versatile Evocation 8/9, Arcane Reservoir 5/10, Selective Rod 3/3, Extend Rod 1/3, Wand Infernal 48/50, Wand Enlarge Person 48/50, Wand Shield 50/50, Spells Arcanist 1rst 2/6, 2nd 5/6, 3rd 2/4 Sorcerer 1rst 3/3

knowledge religion: 1d20 + 17 ⇒ (8) + 17 = 25

examining the shadow. is there just one shadow?


Male Human Fighter (two handed) 8 AC 25 T 14 FF 23 F +9 R +4 W +7 Percp +10 HP 76/84

perception check: 1d20 + 10 ⇒ (12) + 10 = 22 checking for more shadows or anything else out of the ordinary.


Ravarel:
, you notice the room is close to full of them. There's 18 or so. They are generic shadows, undead, incorporeal, drain strength.

Curtis, you don't see any shadows.


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 stops walking around and looks at the extra shadow for several seconds he then pokes at it with his rapier a couple of times. "Oy I's 'ave picked up a bloomin' second shadow, yeah"

he will poke the shadow that isn't his. If it isn't obvious which shadow is his he will poke the one on the left then the one on the right.

studied target, flat footed? power attack, +1 keen rapier
attack: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28 for damage: 1d4 + 13 + 2 + 2d6 ⇒ (3) + 13 + 2 + (6, 6) = 30
attack: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 for damage: 1d4 + 13 + 2 + 2d6 ⇒ (2) + 13 + 2 + (4, 5) = 26
cofirm crit: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24 for damage: 1d4 + 13 + 2 ⇒ (3) + 13 + 2 = 18

init: 1d20 + 6 ⇒ (12) + 6 = 18


You get the first pole as a surprise round, then we drop into initiative. No sneak damage, they are incorporeal. You damage was 9.

Need init from everyone.
shadow init: 1d20 + 2 ⇒ (17) + 2 = 19


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

9 seems a little random that would make DR 9, or was my math 3+13+2 not right?


30 damage -12 sneak damage =18 divided by 2 since it is incorporeal so 9.


Ini: 1d20 + 9 ⇒ (12) + 9 = 21

Perception: 1d20 + 13 ⇒ (7) + 13 = 20

This room is very odd and scary. Tribim what are you doing?


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

duh, it's the incorporeal that I didn't calculate, I was trying to figure out why is was half, I feel like such a noob, thanks for the explanation.

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