The Black Monastery (Inactive)

Game Master drbuzzard

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


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The arrow was designation of where Archimaedes threw a bomb. I removed the target since it is dead, and that's why it's a bit confusing.


Gregor, Klor and Triblim get to go again before the critters act now that we are out of surprise.


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

Did my firebolt hit?


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 shifts forward so that Klor can flank with Triblim and then attacks the next goblin.

actions:
5' step, full attack goblin using Power Attack

1st attack 1d20 + 13 ⇒ (5) + 13 = 18
damage 1d8 + 19 ⇒ (5) + 19 = 24

2nd attack 1d20 + 8 ⇒ (1) + 8 = 9

If 1st attack hit, demoralize 1d20 + 14 ⇒ (9) + 14 = 23
if successful, attack as swift 1d20 + 13 ⇒ (16) + 13 = 29
confirm crit 1d20 + 13 ⇒ (4) + 13 = 17
damage 1d8 + 19 ⇒ (6) + 19 = 25 if crit add 1d8 + 12 ⇒ (1) + 12 = 13

status:

AC-22
hp-53/53
status-none


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

trying something a little different, trib will tunble past four critters and come in behind the south-western one, he will then attack, I forgot the sneak attack in the surprise round!

Trib wanting to get behind their appointments and give the team more room, he tumbles through his opponents and spinning behind the one separated from the rest of the group and attacks it.

"lets see what you boys look like from tha back"

so four tunbles and an attack right?

tumble: 1d20 + 15 ⇒ (20) + 15 = 35
tumble: 1d20 + 15 ⇒ (5) + 15 = 20
tumble: 1d20 + 15 ⇒ (16) + 15 = 31
tumble: 1d20 + 15 ⇒ (7) + 15 = 22
+ 1 keen rapier attack: 1d20 + 16 ⇒ (6) + 16 = 22 for damage: 1d4 + 7 ⇒ (2) + 7 = 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

Just one tumble check, but they add +2 to their CMD for each additional one after the first, so one check with a DC=to their CMD+6


Yes, the firebolt hit. Sorry missed that.

Gregor's first hit drops the target, so no second hit.

The one in back gets an AOO on Triblim. to hit: 1d20 ⇒ 2 miss

Triblim stabs the one to the rear.


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

just one tumble check, got it, glad that 35 was first :)


male Dwarf Fighter 1

Klor advances against the Troblins, his flaming axe in one hand, shield in the other, Alright ya coo-faced mangey ass-bandit, Time fer ya ta be meetin yer maker!

Klor set himself up to flank with the Peck.

attack with Flank and power attack: 1d20 + 14 + 2 - 2 ⇒ (9) + 14 + 2 - 2 = 23
damage: 1d10 + 8 + 4 + 1d6 ⇒ (9) + 8 + 4 + (3) = 24

damage = 21 slashing, 3 fire


Between Tribim's and Klors damage the critter is pretty much chopped in half.


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

Who's 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)

The remaining Troll-Goblins I think


Troblins advance and attack. They each swing a greatclub and bite.

1 on Gregory
to hit: 2d20 ⇒ (10, 15) = 25 miss, miss

2 on Klor
to hit: 4d20 ⇒ (4, 19, 15, 12) = 50 all miss, tanks will be tanks

1 on Tribim (this one seems to attack more, 2 swings with a greatclub, bite, claw)
to hit: 4d20 ⇒ (1, 1, 13, 3) = 18 the bit lands, rest miss now that was a great set of rolls

damage: 1d8 + 1 ⇒ (7) + 1 = 8

PCs all up again


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 wait for the others to finish them, only attacking if one survives.


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 begins methodically working through the enemies.

"What a shame they are not more of a challenge! Oh well, at least we get some exercise."

actions:
Gregor will full attack. If the first hit drops the goblin, he will 5' step into its space and attack the next one.

att1 1d20 + 13 ⇒ (20) + 13 = 33
confirm crit 1d20 + 13 ⇒ (14) + 13 = 27
damage 2d8 + 31 ⇒ (6, 3) + 31 = 40

5' step into its square (assuming it went down)
2nd attack vs next one 1d20 + 8 ⇒ (13) + 8 = 21
damage 1d8 + 19 ⇒ (8) + 19 = 27

status:

AC-22
hp-53/53
status-none

reactions:
I will parry the first attack vs me and riposte.
parry 1d20 + 14 ⇒ (14) + 14 = 28
riposte 1d20 + 13 ⇒ (17) + 13 = 30
confirm crit 1d20 + 13 ⇒ (10) + 13 = 23
damage 2d8 + 31 ⇒ (2, 6) + 31 = 39 damage= 21 if the crit didn't confirm.


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 one that hit trib does he appear to be bigger, meaner, smarter or anything that would identify him as different? I'm assuming its the leader, if it hit trib with a 13 and the other critters missed with a 19 and 15 on two lower armors

trib tumbles away from his original location, again hoping to provide a flank for the tank, smiling as he does, he calls out to the critter that hit him

"I's'l'b back for you in a jiffy"

so tumble, looks like three foes and then sneak attack the one facing Klor

tumble: 1d20 + 15 ⇒ (5) + 15 = 20

+1 keen rapier,sneakattack: 1d20 + 16 ⇒ (15) + 16 = 31 for damage: 1d4 + 7 + 2d6 ⇒ (3) + 7 + (5, 2) = 17

confirm crit.attack: 1d20 + 16 ⇒ (2) + 16 = 18 for damage: 1d4 + 7 ⇒ (1) + 7 = 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

Is everything dead or?


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

Philip moves in, slashing out with his razor-sharp cutlery. Knife 1: 1d20 + 7 ⇒ (11) + 7 = 18damage: 1d4 + 1 + 1d8 ⇒ (2) + 1 + (3) = 6knife 2: 1d20 + 7 ⇒ (17) + 7 = 24damage: 1d4 + 1 + 1d8 ⇒ (2) + 1 + (7) = 10


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 think the two to the north are dead and the two to the south have sustained injury from lighting and such but are still mobile


3 targets have been dropped (had to adjust Tribim to be flanking a different one since Gregor killed his target). He tears into the same one as Phillip and it drops.

Just Archaemedes to go.

1 still stands.


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)

Seeing that only one enemy remains Maria fires an acid splash at it.
Ranged Touch Attack (-4 if in melee): 1d20 + 5 ⇒ (16) + 5 = 21
Damage roll: 1d3 + 1 ⇒ (3) + 1 = 4


You do a smidge of damage to the target.


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 is and as a swift action he attaches an alchemist fire to his heavy crossbow and takes a shot as the remaining enemy.

Attack: 1d20 + 12 ⇒ (11) + 12 = 23 -4 if he has cover
Dam: 1d10 + 1 + 1d6 + 5 ⇒ (7) + 1 + (1) + 5 = 14


You hit solidly, but he remains up. He does not, however, heal the wound.


male Dwarf Fighter 1

Klor steps up to the remaining creature, Yer next ya steamin brainless choob!

attack #1: 1d20 + 14 ⇒ (6) + 14 = 20
damage: 1d10 + 8 + 1d6 ⇒ (3) + 8 + (3) = 14

attack #2: 1d20 + 9 ⇒ (3) + 9 = 12

that's 11 slashing 3 fire


You tag him once (but then you figured that out).

He will keep attacking Tribim. 2 with the greatclub, claw and bite like usual.

to hit: 4d20 ⇒ (11, 9, 7, 6) = 33 This guy might actually be dangerous if the dice didn't hate me. All miss
whiffs.

PCs up.


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 not seeing a second round attack or AoO for the critters, so after that

we need to put this one down

"time ta finish tha big un"

helping Phillip kill the last of the flunkies, Trib turns to the big one and summersaulting behind the last critter slashes at its hamstrings as Klor attacks the front.

trib tumbles behind the remaining critter and attacks with his rapier using power attack

tumble: 1d20 + 15 ⇒ (5) + 15 = 20

+1 keen rapier, 1d20 + 14 ⇒ (9) + 14 = 23 for damage: 1d4 + 11 + 2d6 ⇒ (4) + 11 + (3, 4) = 22


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 up into range and pulls a bomb, tossing it at the bigun..

RTA: 1d20 + 12 ⇒ (6) + 12 = 18
Fire Damage: 4d6 + 6 ⇒ (3, 1, 3, 5) + 6 = 18


Big guy is taking a pounding, but is still up.


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

dagger 1: 1d20 + 7 ⇒ (8) + 7 = 15damage: 1d4 + 1 ⇒ (2) + 1 = 3knife 2: 1d20 + 7 ⇒ (20) + 7 = 27damage: 1d4 + 1 ⇒ (4) + 1 = 5knife 2 confirm: 1d20 + 7 ⇒ (10) + 7 = 17crit damage if confirmed: 1d4 + 1 ⇒ (4) + 1 = 5

Chef Adey slashes out at the troblin with both knifes gleaming.


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

It's practically surrounded

trying to encourage the team Trib calls out,

"Come on, Gregor or Phillip or both ya's, ease over here an finish tha thing!"

edit:Phillip you ninja'd my post! Is it wrong that Phillip reminds me of Steven Segal in "under siege'?


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

Hahaha ...he'll take it as an honor.


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 was trying to give the rest of you a chance at the fun first, but if you insist."

Gregor moves over to the last adversary and attempts to finish him off.

attack 1d20 + 13 ⇒ (8) + 13 = 21
damage 1d8 + 19 ⇒ (7) + 19 = 26


Klor and Maria are up.


male Dwarf Fighter 1

tough little bugger ain't ya, well, guess I'll just ave ta get a little tougher

if he can get into flank with a 5' step then Klor will do so

attack 1 w/ PA: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
attack 2 w/ PA: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19

damage 1: 1d10 + 8 + 4 + 1d6 ⇒ (1) + 8 + 4 + (1) = 14 (13 slashing, 1 fire)
damage 2: 1d10 + 8 + 4 + 1d6 ⇒ (3) + 8 + 4 + (5) = 20 (15 slashing 5 fire)


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 keeps trying to burn the skeleton down with acid.
Ranged Touch Attack (-4 if in melee): 1d20 + 5 ⇒ (2) + 5 = 7
Damage roll: 1d3 + 1 ⇒ (3) + 1 = 4


Teetering on his feet, the strange humanoid takes one last swing at Tribim and collapses.

to hit: 1d20 ⇒ 1

For all the good that does.

Combat over.


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 burns the remains with acid, not wanting them to regenerate.
"Great work people! Please check ahead for traps or more enemies."


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, we did bring a trap expert, didn't we

"one of you check tha bodies, I's'l take a look around the room and at tha door."

Trib nods to Maria, then quickly searches the room for traps and hidden doors. Then he moves to the door in the north-east corner and listening carefully, then checks it for traps and examines it for locks.

perception, room: 1d20 + 13 ⇒ (2) + 13 = 15

take 20 on perception at the door so 34, if the door is not trapped but is locked he will take 20 on the lock also for 38


Searing the 'camp' you find a sack that contains 449 gp, 650 sp and 166 cp. On the leader (last one to go down), you find a nice ring, which had been covered in crud to make it look less ostentatious.

Checking the door to the north (only door out), you do find some curious observations. First of all, you get a whiff of ozone. Then listening and taking a close look, you hear some popping and crackling noises, as well as see some flashing lights from under 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

ozone and flashing lights, this can be interesting

Returning to the group Trib reports on what he found

Oy, tha door appears ta be open and untrapped. I did notice a wee hint of Ozone smell, some popping an' crackling noises, an I also seen some flashing lights from under tha door. Now tha last door we piled though there seemed ta be some confusion. Ta prevent tha cluster f*** from happinen again, shall we decides who's goin' first, and such, now instead of later?"


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 examines the ring to try and discern what is it about, using her Detect Magic ability.
Spellcraft (Taking 10): 21
She kicks the sack with coins.
"I don't have need for this dead weight, if you want, split those between yourselves. Just don't let greed slow you down."
That is a good thing of Module games, no need to carry the loot.
Maria smiles at the halfling.
"Your abilities keep being very useful, my friend. Let's see if I can make myself useful too."
She reach into her Handy haversack and retrieves a scroll from in there.
"When you are ready to go in, I will cast this, and make the 6 of us partially immune to electricity for a while."
Resist Energy (Communal) CL 6, so is it Resist Energy (Electricity) 10 for 6 persons for 10 minutes each.


It appears to be a ring of protection +3.


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

wow, that's up there.


Yeah, one of the quirks of the module. The rest of the stuff was crap, but one amazing item.


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 tries to clean the ring as well as she is able.
"If you don't mind, I think Don Sandoval can make the most use of this ring, which will booster his defenses."
She gives the ring to Gregor.
He is the "front line" character with less AC, and doesn't have a Ring of Protection yet. I just hope the ring is not cursed :P


male Dwarf Fighter 1

Klor stands guard in case more things decide to manifest out of the darkness.

magic rings, dare say, never trusted em much, unless of dwarven craftsman. met dis dwarven hermit in one a deeper parts of zolurket, said he made magic rings an such, done got me one and turned me inta som damn undead magnet, I mean ya done think someone rand that damn undead dinner bell. took me 3 weeks ta find me a priest ta get da blasted thing off. said she need da dust of a a lich or some such now dat was a battle I won't soon ferget.

His story cut short at the Peck's discovery. hmmm, lightnin, right, ya be wantin me ta go in first. with dis protectin magin I can probably take a hit or two. long enough ta get some good whacks in and keep em occupied till you all can make yer moves and show em what ya got.


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

that story explains a lot; so was the craftsman, the hermit, the priestess or the lich the dwarf? oh never mind

Trib watches as Klor rejects the ring and then offers to go first through the door, nodding in agreement, Trib follows Klor to the door.

make sense for us two to go first, that way everyone else can fire over our heads unobstructed.

As they are headed to the door Trib calls over his shoulder,

"if I acquired a ring I'd put it on a ladies finger first, far as I'm concerned you's can wear tha bloody thing Maria."

hopefully we get a surprise round.

init.: 1d20 + 6 ⇒ (11) + 6 = 17


male Dwarf Fighter 1

klor is full of stories, not all are true, and many are a bit embellished


OK, map updated. Heck, I even made a proper grid (don't expect that every time, I'm just bored ATM).

Make up your plan. Need to know who is where and who opens the door.

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