The Dales and Beyond

Game Master littlehewy

Current Area Map
Current Room Map
Treasure Chest


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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

well if you don’t find anything, there is nothing to find lol.


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 has pitons

"Ok now....lets hammer this door so that no one can come and mess with our stuff. Let's put that poor guardsman over here, out of the way. Ok, now where you?"


@Jack which door did you want to jam with pitons?

Kraz: You spot no signs of accessible machinery in the passageway. You come to the conclusion that, besides attempting to jam the ceiling with pitons (possible, there's a tiny gap between the ceiling and the walls), the only other part of the trap you can manipulate is the trigger - the rusty iron pullring on the far door.

Edit: This is such a 2e trap... You'll know what I mean once you're past it :)


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

did Kraz see anything?


Yep! Multi-edit post...


Hmm, so the door is newly reinforced but the hinges and ring are old...are the bolts holding the hinges on this side? Can we just remove the hinges and take the door off?


Assuming you're examining the door, Nilelane...

Nilelane:
Upon closer inspection, you can see that the hinges are very roughly, and simply, screwed onto the doorframe. In fact, one of them is not attached to the door frame at all.


Sorry rolled investigation earlier but I see now after the trap was triggered she never really went up there

Investigation: 1d20 + 3 ⇒ (16) + 3 = 19

Nilelane continues her investigation from before mumbling about machines, seemingly like something from a childs book about mechanisms "...I am Mr. Hinge, I have a pin, knuckle and 2 leaves...a little rusty I will never squeak again...wait, it isn't even attached...why is this door standing..?" then in a different voice, the wall's apparently "Dont leave me Mr. Hinge! I need you so Door and I can connect!"


Nilelane:
The hinges certainly do not seem to be serving the purpose of holding the door in place.

Edit: Nor would they serve the function of making the door swing.

Nilelane, there's an edit in the spoiler, in case you miss it.


Continuing, she forms a little troupe of illusory puppets in her hand from magical prestidigitation. One a door with sad eyes, the next a wall with a curly mustache, and finally Mr. Hinge with a glorious tophat. She continues to get lost in the twisted children's story... "...Shuddup, Wall! It's over, I'm sicka bein' the middle man, see? Its time for me to go!" and with that a little crowbar animates overhead banging and leveraging out Mr. Hinge mercilessly.

...I don't have any tools.


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

with the trapped door, what if we tie some ropes to a couple of spears and Kraz and I throw them through the door and use the rope to pull the door off?


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

The door leading into this place...on the other side of the bridge

Jack returns to the trapped door and once again examines it...this time knowing what the door is.

1d20 + 5 ⇒ (9) + 5 = 14

"In all honesty it would not surprise me to learn that there is nothing behind this door. Maybe we should start looking for hidden exits from this place"


Sleight of Hand: 1d20 + 2 ⇒ (4) + 2 = 6

Nilelane sighs and steals Jack's crowbar.

She sets about immediately to remove the hinge on the side with the already dysfunctional hinge.

Strength: 1d20 ⇒ 19


Sorry for being dense Jack... but do you mean the door that leads into the passageway, or the door that you've yet to bypass? They're the only two doors. The only other door is the one way back down the tunnel that Thurbal locked behind you.

Jack:
Your inspection confirms Nilelane's garbled analysis: the hinges are for show, serving no function. Furthermore, you know from experience that the pullring also serves no function but to spring the trap.


Jack is well aware of Nilelane's clumsy attempt to swipe his crowbar unnoticed. Once she has it, she sets to the job, popping the hinges off the door.

GM screen:
NP: 1d20 + 4 ⇒ (15) + 4 = 19

Nilelane:
As you pop the hinges off, you notice the door move the slightest bit... away from you.


Perplexed at the door balancing on its bottom surface, she pokes it with a finger expecting it to crash down away from her.


The door is not balancing on its base - there is a small gap between floor and door, under which a fairly strong draught blows. The door is not affected by Nilelane's finger poke.


She slowly passes Jack back his crowbar, disappointed. "...well...something must be supporting it from the other side, it cant just float there without any bearings...unless its ensorcelled!" she squints her eye and raises an eyebrow, viewing the door from a different mental perspective...

Arcana: 1d20 + 5 ⇒ (1) + 5 = 6


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 looks at Nilelane with a confused look for a moment. That is the first time she recalls Nilelane making a clear statement. “Let’s get those pitons in place before we try anything else. We need to make sure that block doesn’t drop again.” She says shaking her head and the confused look away.


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 is sitting back frustrated by the door. “Once those pitons are in how about a decent hip and shoulder?” str: 1d20 + 3 ⇒ (6) + 3 = 9


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 here, let Kraz pound them into place."

He attempts to jam a piton between the ceiling and the walls.

Not sure what I need to roll if anything.


Once the pitons have been wedged into place, Beerg matches actions to words. He takes a few swift steps towards the door, then puts his shoulder to it. He doesn't catch it quite flush, but the door gives way... swinging on hinges on the other side of the door. There is no sign of the ceiling dropping, but a sudden, massive gust of wind blows into the passageway. Fortunately you are relying on Nilelane's magical lights rather than torches, which would surely have blown out.

Beerg pulls up, faced by a great, seemingly empty darkness before him. A well-worn path stretches out amid loose rock and gravel.


GM's screen:
1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 2 ⇒ (11) + 2 = 13


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

No worries. I was referring to the door leading into this area not the door in my he trapped hallway.

Jack smiles at the clumsy attempt to take his crowbar but does nothing else. He watches as the pitons are used to jam the falling block trap and he again nods his approval.

Sorry am away for work, hence the short replies. Will be back Friday so should be back to normal by then


"Fly forth, raven of the feywilds!" she shouts, seemingly completely forgotten about the Gumbo consuming it instantly just a half hour or so before.


I assume we're entering the room in previous marching order...

The party moves forward, cautiously into the room. As Nilelane's glowing orbs pass the doorway, they illuminate (for Jack, at least) a 60' diameter, irregularly shaped chamber with several large boulders lying amid loose rock and gravel. The path of smooth stone leads past a pair of large rocks the bends to the far left corner of the chamber, where an irregular opening leads further into the bowels of the Old Skull.

Heading towards the exit at the far left, or investigating the room, or something else?


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

”Good job with the door guys.” The monk whispers.

Sorin kneels down and examines the stones hoping to find tracks of the beings on this side of the door.

Survival: 1d20 + 4 ⇒ (12) + 4 = 16


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

Once all enter through the door, Beerg sets up a hunting trap in the darkness. this will add some protection from anything sneaking up behind us


Oh, 50 party XP for the trap...

Sorin kneels down as Beerg plants the trap in front of the door...

Sorin:
You detect the faint traces of some recent tracks in the dirt that lies on the path. They are of large, four-toed claws.

Suddenly, a blur of movement from behind the largest boulder to the north of the path draws your attention. Your eyes attempt to focus on the furry, pale forms moving rapidly towards you. As your eyes adjust, you realise that two large, shaggy humanoids are charging at you, one of them with claws raised, the other with a greatsword. You notice that the blade is covered with blood, ichor, or some other substances, as they don't glint in the light like the hideous teeth of these fearsome, furred beasts.

GM's screen:
Sorin: 1d20 + 3 ⇒ (15) + 3 = 18
Beerg: 1d20 + 3 ⇒ (8) + 3 = 11
Jack: 1d20 + 3 ⇒ (19) + 3 = 22
Kraz: 1d20 + 2 ⇒ (9) + 2 = 11
Nilelane: 1d20 + 2 ⇒ (6) + 2 = 8
Beasts: 1d20 + 2 ⇒ (2) + 2 = 4

INITIATIVE ORDER
Jack
Sorin
Beerg (surprised)
Kraz
Nilelane (surprised)
Furries

Map coming very shortly... Jack, Sorin and Kraz, you're up.


Ok, so this map is at least a slight improvement on the last one... Still no moving things around, but I am committed to getting slides sorted out sooner rather than later :)


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)

Are we keeping our own xp or making a spreadsheet for it?

Kraz begins to froth at the mouth as he goes beserk and charges #1..

"You think you can beat Kraz? Bring it!"

step to I8, rage and attack.

Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Dam: 2d6 + 3 + 2 ⇒ (1, 1) + 3 + 2 = 7

Just a reminder that he takes 1/2 damage while raging GM.


There's a spoiler on the campaign info page for XP. Also ones for maps and NPCs. Check them out!


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)

Ok thanks!


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

Greatsword you say?

Sorin moves to the side, allowing Beerg space to move forward and throws a dart at the target facing Kraz.

1d20 + 5 ⇒ (15) + 5 = 20 for 1d4 + 3 ⇒ (4) + 3 = 7 Piercing Damage.

She then moves around the column of natural rock using it for cover from the creatures.
rounding the bottom side of the rocks to P8


Forgot to mention, beasty 1 has the greatsword, just so you know.


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, once finished setting the trap catches the incoming all too late. Springs from the ground to his feet athletics: 1d20 + 5 ⇒ (1) + 5 = 6 then retrieving his maul and notices battle has already commenced.


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

Dropping to one knee, Jack takes aim at the sword-wielding creature and fires.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 3 ⇒ (2) + 3 = 5


Jack's bolt flies over the heads of the beasts, as he tries to avoid hitting his companions. Sorin ducks around the back of the boulder on the right and throws a dart into the lead monster, striking it in the chest. Undeterred, it continues on rushing Kraz. The half-orc steps up to meet it, roaring, his greatsword slashing across its midriff. It bellows in pain as it brings its weapon down in an arc towards Kraz's skull...

GM's screen:
1d20 + 3 ⇒ (7) + 3 = 10

...but the raging barbarian springs to the side, avoiding its swing, and the blade bites deep into the earth.

The second creature joins the battle with Kraz, swinging its claws ferociously.

GM's screen:
1d20 + 3 ⇒ (3) + 3 = 6
1d20 + 3 ⇒ (20) + 3 = 23
2d6 + 2 ⇒ (1, 3) + 2 = 6

Kraz dodges the first claw, but in doing so moves into the range of its second swing, and catches its four wicked claws full in the face, although he manages to roll with the blow somewhat, avoiding having his jawbone ripped off (3 damage).
Int check DC 15:
These creatures are quaggoths, a subterranean race of berserk, ape-like creatures.

Int check DC 20:
Quaggoths frenzy when they are severely wounded, and they often serve the drow as slaves, expendable troops, and spider handlers.

Okay, you're all up. Post your actions and I'll resolve them in initiative order.

LINK TO MAP

INITIATIVE ORDER
Jack
Sorin
Beerg
Kraz
Nilelane
Furries


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

seeing Kraz get clawed by the creature flows Adrenalin through Beergs body. Beerg steps forward partnering Kraz on the front line to ensure the other creature doesn't come at Jack.

With his last step forward Beerg winds up his maul as though he is aboput to split wood
maul: 1d20 + 5 ⇒ (11) + 5 = 16
if a hit
dam: 2d6 + 3 ⇒ (2, 1) + 3 = 6

What are these creatures?

Int: 1d20 ⇒ 4


@ Beerg so are you moving to m8? And which one are you hitting (assuming both are still up when it's your hit)?


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

yes m8 apologies. If a hit and alive the one with the great sword


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

Int: 1d20 + 1 ⇒ (2) + 1 = 3

Knowing nothing of what these creatures Sorin moves wide behind them, angling on the wounded one that she had darted before. She slides into the gravel to kick the creature’s ankle trying to make it unstable and uses her quarterstaff to strike the creature in the back of the skull.

Unarmed: 1d20 + 5 ⇒ (10) + 5 = 15 for Bludgeoning damage: 1d4 + 3 ⇒ (1) + 3 = 4
Quarterstaff: 1d20 + 5 ⇒ (12) + 5 = 17 for Bludgeoning damage: 1d8 + 3 ⇒ (2) + 3 = 5

moving to K6 staying clear of the grey beast.
Action and Bonus Action for attacks.
If Jack kills blue, my attack will be at the grey on instead.


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)

Int: 1d20 ⇒ 5

Kraz spits a bit of blow and bellows a response..

"That the best you got!" and swings his sword in return.

Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Dam: 2d6 + 5 ⇒ (1, 5) + 5 = 11 but was apprently swung a bit to hard and missed the mark..


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 takes a step to the side to get a better shot at the wild creatures.

INT Check: 1d20 + 2 ⇒ (10) + 2 = 12

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Sneak: 1d6 ⇒ 5


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 attacking the silvery one


Jack rolls to the side, ending up on one knee, and fires his bolt into the beast's armpit as it raises its weapon to strike Kraz. It gives a gurgling gasp and crashes backwards.

Sorin and Beerg rush the other creature from both sides, Sorin kicking low and smashing high with her staff. As the monster grunts in pain, Beerg's maul hits it squarely in the chest, forcing the air from its lungs. Kraz tries to press the advantage, but the furry creature manages to duck under his swing, spitting blood.

The last creature is bloodied. Nilelane's last to act before it gets a right of reply. MAP.


Ranged Spell Attack, Ray of Frost: 1d20 + 5 ⇒ (6) + 5 = 11
Frost Dmg: 1d8 ⇒ 6 And speed -10 ft

Nilelane generates a solid beam of ice from the cool cavern air, streaming direct at the strange creature...


The ray of frost lances past the creature and disappears into the dark reaches of the cavern. Roaring, surrounded, the furry beast spins, lashing out at Sorin with its claws.

GM's screen:
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (20) + 3 = 23
2d6 + 2 ⇒ (6, 3) + 2 = 11

Sorin evades the first claw easily, but the second smashes into the monk's side, her ribs crunching, and blood spraying into the air. As Sorin drops to the ground the beast roars in triumph, its spittle flying everywhere.

Ouch, crit, 11 damage. Death save on your turn Sorin. It was going to flee then, but after dropping someone it feels emboldened to stay! Post up your actions folks!


Oops didnt notice Int check. Underdark, can I apply history prof?

Int History: 1d20 + 5 ⇒ (4) + 5 = 9

Nilelane bends the beam of ice with brain, curving the crystalline mass back into the beast...

Ray of Frost: 1d20 + 5 ⇒ (8) + 5 = 13
Frost Dmg: 1d8 ⇒ 5 & -10 ft speed


Sure, you can apply that :)

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