The Dales and Beyond

Game Master littlehewy

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The party sets down to rest just around the corner and out of sight from the gates beyond the lava chasm. I take it you're having a full eight hour rest so everyone can heal and recover?

GM's screen:

8d100 ⇒ (47, 1, 63, 5, 90, 64, 56, 66) = 392
Kraz Perc: 1d20 + 3 ⇒ (7) + 3 = 10
Sorin Perc: 1d20 + 4 ⇒ (7) + 4 = 11

Kraz and Sorin sit up for the first watch, and for the first little while the tunnel remains deathly quiet, but for the occasionally loud lava bubbling popping below. However, after about an hour and a half, both the half-orc and the half-elf hear the grinding of stone and machinery coming from the chasm chamber. It starts, and after five seconds has not stopped. It is not loud enough to wake the rest of the party.

Kraz and Sorin, what do you do?


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Kraz doesn't like the sound of that. He is not very good at sneaky though so he will stay put."


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Sorin says concerned. ”Rouse the others. We may need to move away from here quickly. I will see if I can tell who or what is coming. “ After a quick prayer, she heads toward the entrance.

Guidance: 1d4 ⇒ 2
Stealth: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13


Sorin peers around the corner to the chasm cavern, and sees the huge drawbridge moving down. It's perhaps a third of the way down to connecting the two sides of the chasm. At this rate it will take at least another twenty seconds for it to come to rest and form a bridge across.

GM's screen:
1d20 + 3 ⇒ (2) + 3 = 5

Sorin notices movement in the arrow slits beside the drawbridge on the far side, although she can't make out what is behind them.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Kraz moves to wake the others and prepares for a fight or flight..


Kraz shakes each of you awake, swiftly explaining the situation.

Who's doing what? You've got at least three rounds to prepare yourselves for whatever's about to happen. No one completed their long rest by the way, but that will count as a short rest for everyone.


Nilelane startles and puts her back to the wall waiting for more information.


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Jack slides into the shadows after pouring Drow poison on several of his bolts.

Stealth: 1d20 + 7 ⇒ (19) + 7 = 26


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

Beerg wakes after a short sleep. He rubs the fresh sleep that had only just formedin his eyes. He sees it’s the dirt and grit from the caverns they’ve been exploring.
we better be prepared for anything
Beerg casts bless on Kraz, Sorin and Jack.


Remember your bless bonuses, Kraz, Sorin, and Jack! Nothing worse than using a spell slot on people and they forget to use their buff!

Sorin watches, reporting to the group back around the corner what she sees. As the huge stone drawbridge comes near to resting on your side of the chasm, and it reveals a 10-foot wide exit tunnel on the other side between the arrow slits, leading beyond a well-made fortified stone facade. However, the most urgent thing revealed by Sorin's new line of vision over the nearly lowered drawbridge is the furry, frantic, writing mass a creatures rushing across it!

At first glance, the creatures appear to be some grotesque cross between a chimp and a lion. They seem utterly mindless, slavering and gibbering as they charge en masse. Behind them, pushing forward towards the rear of the horde of at least thirty creatures, are four bright lights, obviously magical, hovering in the air and herding the creatures over the bridge. In the time it takes for the creatures to make it half way across Sorin has seen at least four of them fall to their death, off the side of the drawbridge and plummeting down to the lava flow below.

The creatures, of which there are at least thirty, are nearly half way across. At their current rate of movement, they will make it to the corner at which Sorin stands at the end of next round. What do you do?!

GM's screen:
Beerg: 1d20 ⇒ 1
Jack: 1d20 + 3 ⇒ (5) + 3 = 8
Kraz: 1d20 + 2 ⇒ (2) + 2 = 4
Nilelane: 1d20 + 2 ⇒ (20) + 2 = 22
Sorin: 1d20 + 3 ⇒ (11) + 3 = 14

I'm putting them at the end of the initiative order, so...

INITIATIVE ORDER - Round 1
Nilelane
Sorin
Jack
Kraz
Beerg
Creatures

All up! What are you all doing? Sorin's right at the corner, the rest of you are about 20 feet from there. The creatures are 60 feet away from Sorin, five of which is a ledge of stone in front of her, the other 55 is the 10-foot wide stone bridge they are charging across.


Noticing the lights seem to be controlling them, Nilelane takes her orbs and attempts to guide them off the bridge into the lava below...

You mentioned the lights were 'herding' them so basically just wanted to try and see if I could herd them to their doom, off the bridge.


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

kinda waiting to see what happens with Nilelane’s lights.


GM's screen:
1d10 ⇒ 10

Nilelane's ploy is more successful than she may have hoped: ten of the creatures, startled by the glowing orbs, swerve away from them and over the edge, shrieking as they fall to their deaths!

Nice one! Alright the rest of you, let's hear what you're doing. It's been three days since I asked for actions...


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

Beerg, having just woken up from his slumber, has just pulled his weapon to ready himself after casting bless. Silently watching nilelanes glowing orb trick for effectiveness.


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Sorry, was also waiting to see what the lights would do..

As the creatures come into range, Jack targets the largest of the beasts and fires his poisoned bolt.

Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Adv. 1d20 + 5 ⇒ (9) + 5 = 14

Crit Damage: 2d8 + 3 ⇒ (5, 3) + 3 = 11
Sneak: 2d6 ⇒ (5, 4) = 9

Drow Poison: DC 13 or poisoned condition


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Although a glorious death would please Torm, a pointless one would not. Sorin chooses the better part of valor and tells the others ”We must pull back or be over run, does anyone have anything to slow them down?” perhaps caltrops or a grease spell

Knowing Jack is fast enough to get away, Sorin begins to usher Nilelane away from the intersection. Is there a location to get clear of the horde?


Kraz, Sorin, Jack, you all have bless on, if you don't remember you don't get your extra 1d4 to attacks and saving throws! That's the second reminder from me, so that's fair warning!

They're right on top of you Sorin, and you're next to act. The ten foot wide tunnel winds its way back about 80 feet to the last room you were in, so there's not much room to move. What are you doing?

Also Beerg, you've basically drawn your weapon, which you can do for free. Are you doing anything else? You're still twenty feet from the corner where Sorin, and now presumably Nilelane and Jack, are. You can't see the creatures yet.

Stay with me folks, we've not that long to go with this module!


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

I told you to bot me as I was gone from Thurs till Today.

Kraz will attack the one he is adjacent to.

Attack 1: 1d20 + 5 + 1d4 ⇒ (10) + 5 + (2) = 17
Dam: 2d6 + 3 ⇒ (6, 1) + 3 = 10

Attack 2: 1d20 + 5 + 1d4 ⇒ (3) + 5 + (2) = 10
Dam: 2d6 + 3 ⇒ (4, 3) + 3 = 10


Yep, that's okay Kraz, we hadn't actually got to your turn yet, so all's well. Just to note, the horde of creatures won't reach the corner until they double move on their turn. Also, you're 20 feet from the corner that opens up into the lava chasm/drawbridge chamber, so you'll need to move up near Nilelane, Jack, and Sorin before doing anything else. Happy for you to keep those rolls if you want to move up and delay your Attack action until they get within range.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Sounds fine with me. I was looking at the map and thought it was current.


Ah sorry, no, no map of this situation.


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Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

ok I’ll modify my action to be a more well defined turn.”

With no where else to go, Sorin will stand her ground hoping to withstand the initial rush from the creatures. ”Kraz, Beerg, we must hold the line or we’ll be overrun.” She steps in front of Nilelane with her staff in a defensive position and calls to Torm for strength.

bonus action shield of faith
dodge action


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

Beerg will answer Sorins call for assistance and move up beside her with weapon and shield drawn ready for what is about to go down.

As he arrives at Sorins side he says a prayer to Torm to aid the party in this battle.


Waiting on me? I assumed I had already taken an action for the round. Will dodge if thats not the case.


Sorin prepares her defences, a brief force flickering around her as she waits on her toes for the creatures to reach you all. Jack pokes his head around the corner, shooting one of the oncoming horde through the throat; it falls under the feet of the stampeding creatures behind it. Kraz holds his weapon high, ready to strike as soon as they arrive, and Beerg moves up to stand beside his fellow half-orc and Sorin.

Then the wave of creatures breaks upon you all.

Kraz lashes out, felling two before they can even touch one of you, but the rest hardly notice, rush in to you, lashing out as they surround you.

GM's screen:

@Sorin: 1d20 + 4 ⇒ (9) + 4 = 13
@Sorin adv: 1d20 + 4 ⇒ (12) + 4 = 16
@Sorin: 1d20 + 4 ⇒ (7) + 4 = 11
@Sorin adv: 1d20 + 4 ⇒ (15) + 4 = 19

Dmg @Sorin: 1d4 + 2 ⇒ (2) + 2 = 4

@Kraz: 1d20 + 4 ⇒ (1) + 4 = 5
@Kraz adv: 1d20 + 4 ⇒ (10) + 4 = 14
@Kraz: 1d20 + 4 ⇒ (8) + 4 = 12
@Kraz adv: 1d20 + 4 ⇒ (1) + 4 = 5

@Beerg: 1d20 + 4 ⇒ (4) + 4 = 8
@Beerg adv: 1d20 + 4 ⇒ (10) + 4 = 14
@Beerg: 1d20 + 4 ⇒ (15) + 4 = 19
@Beerg adv: 1d20 + 4 ⇒ (3) + 4 = 7

Dmg @Beerg: 1d4 + 2 ⇒ (1) + 2 = 3

@Jack: 1d20 + 4 ⇒ (20) + 4 = 24
@Jack adv: 1d20 + 4 ⇒ (2) + 4 = 6

Dmg @Jack: 2d4 + 2 ⇒ (2, 4) + 2 = 8

@Nilelane: 1d20 + 4 ⇒ (17) + 4 = 21
@Nilelane adv: 1d20 + 4 ⇒ (18) + 4 = 22

Dmg @Nilelane: 1d4 + 2 ⇒ (3) + 2 = 5

Kraz, having dropped the first two that reached him, manages to avoid taking any wounds from the frenzied creatures as they swarm around you. Everyone else takes some kind of damage from the horde, though. Sorin and Beerg 3 slashing each, Nilelane takes 5, and Jack got critted for 8 damage. However, as the creatures push around you, you all get a chance to lash out at the back of one of the creatures. Anyone who wants to make an opportunity attack may do so with their reaction.

Wis (Insight) DC 12:
It seems the creatures are swarming around you, and lashing out as they do, but they then continue to rush past you. You feel like they will mostly continue to rush past and leave you behind after the initial wave of attacks.

INITIATIVE ORDER - Round 2
Nilelane
Sorin
Jack
Kraz
Beerg
Creatures

After opportunity attacks, everyone up! Assume you're all within reach of at least one enemy, two if you are Sorin, Beerg, or Kraz.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Insight: 1d20 + 1 ⇒ (9) + 1 = 10

Opportunity: 1d20 + 5 ⇒ (7) + 5 = 12
Dam: 2d6 + 3 ⇒ (5, 4) + 3 = 12

Kraz swings his blade into another one before attack twice more on his turn.

Attack 1: 1d20 + 5 ⇒ (17) + 5 = 22
Dam: 2d6 + 3 ⇒ (2, 4) + 3 = 9

Attack 2: 1d20 + 5 ⇒ (19) + 5 = 24
Dam: 2d6 + 3 ⇒ (2, 4) + 3 = 9

"Take that nasty little buggers!"


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Jack swiftly hobbles out of the creature's way, keeping close to the side of the cavern.

Jack will disengage and use full defence until all the creatures are past


Nilelane stabs crazily at the eyes of each creature running past...

AoO: 1d20 + 2 ⇒ (17) + 2 = 19
Dmg: 1d4 + 2 ⇒ (2) + 2 = 4

...giggling out of control as her dagger nearly snaps in the skull of one of the creatures. The claws bring her back to reality though and she cowers...Dodge


Sorin, I forgot you were dodging - just checked the dice rolls and you shouldn't have been hit, so ignore the damage I stated for last round.


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Insight: 1d20 + 4 ⇒ (7) + 4 = 11

AoO: 1d20 + 5 + 1d4 ⇒ (7) + 5 + (4) = 16 for Bludg: 1d8 + 3 ⇒ (7) + 3 = 10

With her staff spinning around her defensively, Sorin steps from side to side using the end of her staff to strike out at her foes.

Quarterstaff: 1d20 + 5 + 1d4 ⇒ (17) + 5 + (1) = 23 for Bludg: 1d8 + 3 ⇒ (3) + 3 = 6

bonus action ki point to continue the dodge action.


Botting Beerg.

GM's screen:

Beerg maul: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg: 2d6 + 3 ⇒ (6, 1) + 3 = 10

@Nilelane: 1d20 + 4 ⇒ (14) + 4 = 18
Dmg: 1d4 + 2 ⇒ (2) + 2 = 4

@Sorin: 1d20 + 4 ⇒ (4) + 4 = 8

@Jack: 1d20 + 4 ⇒ (17) + 4 = 21
Dmg: 1d4 + 2 ⇒ (3) + 2 = 5

@Kraz: 1d20 + 4 ⇒ (12) + 4 = 16
@Kraz adv: 1d20 + 4 ⇒ (9) + 4 = 13
Dmg: 1d4 + 2 ⇒ (1) + 2 = 3

@Beerg: 1d20 + 4 ⇒ (2) + 4 = 6
@Beerg adv: 1d20 + 4 ⇒ (15) + 4 = 19
Dmg: 1d4 + 2 ⇒ (4) + 2 = 6

Kraz lays about, knocking down numerous creatures who fall to the ground, bleeding heavily. Sorin takes out one that rushes past here with a blow to the back of its skull, then finishes off another than Nilelane wounds just as it's about to retaliate against the elven wizard. Beerg also smashes one to the ground, muttering Torm's name as he does. Most of the party takes defensive postures, seeking to endure the tempest of creatures rather than attempt to seriously defeat all of them.

Still, the sheer press of the creatures makes their attacks almost impossible to avoid, and only Sorin resists taking damage from the horde. Another 4 hp for Nilelane, 5 for Jack, 3 for Kraz, and 6 for Beerg. Total party damage from these guys so far is Nilelane and Beerg 9, Jack 8, and Kraz 3. Maybe update stat lines so I can keep an eye on your health.

Having attacked the party, the pack continues on, mostly moving through and beyond you all. Take another AoO each if you like, and they are now all past (those that survived) and continue to hare down the corridor back the way you came. Want to chase them, or let them go? If the former...

INITIATIVE ORDER - Round 3
Nilelane
Sorin
Jack
Kraz
Beerg
Creatures

Otherwise...

As the frenzied footfalls and snarling gibbering of the creatures fades into the distance, the only sounds are your heavy breathing from your stress and exertion, the piteous whimpers and groans of the felled creatures that have not yet fully expired, and the faint susurrus from the lava flow below the bridge. Then, you hear a snore from the crevice where you all rested. It seems Tirrendale's slumber was not disturbed, tucked away as he was into the recess. And also because I completely forgot to include him in the combat. Oh well, he's got enough problems as a virtually mute spellcaster...

What to do?


Nilelane again slashes out at the wall of meat...

AoO: 1d20 + 5 ⇒ (10) + 5 = 15
Dmg: 1d4 + 3 ⇒ (1) + 3 = 4


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Kraz has no interest in fighting fleeing creatures..

The bridge is still down?


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Jack works his way around the swarm, keeping to the darkness as much as possible, and tries to see if the bridge is still down.

Stealth: 1d20 + 9 ⇒ (5) + 9 = 14


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

agreed Kraz. We do not kill fleeing creatures.
Beerg accesses his wounds and that of the party to identify who needs his attention first.


As per above, Beerg you've taken 9 hp of damage, and Kraz 3. Can you guys update that on your stat lines?

Nilelane slashes out at a retreating creature, but the rest of the party turns their attention forward, towards the bridge. The huge slab of stone is still resting on your side of the chasm... for the moment. As you all hesitate, wondering what to do, a shuddering noise of machinery begins again, and the bridge gives an upward lurch.

So it's 60 feet across, and takes a number of rounds to raise and lower, so you can make it across no problems with a round or two of movement, but you'll need to jump now. Heading across?


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Why does Kraz feel he is getting into more than he can handle.. Whelp, let's go save some dwarves!"

Assuming the mute is with us charge across..


Before she can really think it through, Nilelane jumps over with Kraz.


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Jack leaps to the raising drawbridge with the others and turns quickly to assist anyone who needs it.

Acrobatics: 1d20 + 5 ⇒ (19) + 5 = 24


Kraz motions to the bridge, then charges forward, and the rest of the party follows. Jack waits a little for Tirrendale, who lags behind a little, and helps hoist the dwarf over the slowly growing horizontal and vertical gap between the ledge and the bridge. As the young rogue helps the dwarf across, he notices the tightness of the priest's face, the naked fear that fills his eyes as he returns to the place of his imprisonment and mutilation. Still, there is no time to lose, and dwarf and human alike turn to follow their companions and rush across the slowly rising bridge.

It takes no longer than five seconds for all of you to cross the bridge, but it feels like hours; the entire time, you expect squads of drow to emerge from the dark, shadowy gate ahead of you and send poisoned bolts firing towards you. However, despite your fears you all reach the far ledge without interruption. The bridge is starting to head towards 45 degrees, hauled up by a massive chain on each side. The dark entrance ahead waits for you.


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Upon reaching the other side and after assuring they were not under attack, Sorin turns to the others. ”I hope we were able to do enough damage to that horde. It is hard to say where they are heading, but I’d hope to not be in thier path again.”

She scans the are on the opposite side of the bridge.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

yep, updated.

Beerg obviously leaps across the draw bridge ensuring Tirrendale is safe.

' With Torm aiding us we will free your friends and family soon, Tirrendale!' Beerg looking at Tirrendale with conviction in his eye.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Well let's get moving.."

Move on in, sword ready..


Is it a closed door or open dark passage?


It's an open gateway, dark inside. Those with darkvision can see that there's an area to each side that obviously grants access to the arrow slits beside the gateway, and a tunnel that continues on for another 20 feet or so before opening up to the right.

GM's screen:
1d20 + 3 ⇒ (12) + 3 = 15

The party moves forward cautiously, Kraz bravely leading the way.

Sorin, anyone else DC 15 Wis (Perception):
As you approach the gateway, you hear the scuffling of boots - you're not sure which side of the portal it's coming from. Could it be both?


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Lost in the dark, Jack places his hand on Kraz's shoulder and whispers in his ear.

"go slow, my friend...it is darker than the blackest night in here."


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

Perception: 1d20 ⇒ 8

As kraz leads the way, Beerg checks out the area to acces the arrow slits to ensure we can’t have any one come up behind us.

Returning to the pack he comforts tirrendale seeing he is clearly uncomfortable heading deeper into this place.
Stay strong my friend. You need to stay strong for the others.


GM's screen:
1d20 ⇒ 7
1d20 ⇒ 8
1d20 ⇒ 2

Beerg: 1d20 ⇒ 19
Jack: 1d20 + 3 ⇒ (16) + 3 = 19
Kraz: 1d20 + 2 ⇒ (1) + 2 = 3
Nilelane: 1d20 + 2 ⇒ (17) + 2 = 19
Sorin: 1d20 + 3 ⇒ (12) + 3 = 15
1d20 - 1 ⇒ (5) - 1 = 4

@Kraz: 1d20 - 1 ⇒ (14) - 1 = 13
@Beerg: 1d20 - 1 ⇒ (13) - 1 = 12
@Sorin: 1d20 - 1 ⇒ (8) - 1 = 7
@Jack: 1d20 - 1 ⇒ (19) - 1 = 18
J Con: 1d20 ⇒ 7
N Perc: 1d20 + 3 ⇒ (3) + 3 = 6
K Perc: 1d20 + 3 ⇒ (11) + 3 = 14

Beerg steps up just behind Kraz, and peers into the 20-foot square recesses off to each side inside the gate. Instantly, he and Kraz are aware of creatures there, two on each side. They appear to be the same robed creatures that you fought before in the tunnels, and all four hold blowguns to their lips. One of the two on the right seems to be climbing on the ceiling like some weird humanoid spider.

The creatures are obviously aware of you all and ready to attack as soon as you enter the gate. The noise of the blowguns echoes in the stone-worked "foyer", and none of you are hit by the darts - except for Jack, who has time to look down at the dart in his shoulder before his eyes roll back in his head and he slumps to the stone floor.

INITIATIVE - Round 1
Jack (unconscious)
Nilelane (surprised)
Beerg (surprised)
Sorin
Creatures
Kraz (surprised)

Hmmm, bad combo of Perception rolls and successful poison attacks... Sorin to go. There are two on each side, and anyone can reach them in a single move except for one of the two on the right, who is 15 feet up on the high ceiling.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Been sick all weekend.. Hadn't had a chance to check the site..


No probs Kraz, good to have you back and hope you're feeling better!

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