The Mouth of Doom (Inactive)

Game Master Grimmy

Round 2:
Raziel <<<<
Hound <<<<
Q <<<<
Bandits

Battle Map

Loot Tracker | Zelkor's Ferry Environs | Campaign Map | Obsidian Portal


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His Minstrel, a half-elf, looks genuinely upset.

"Do ye know who yer talking to!? The Company of the Crying Maiden has rid the north of the fell black wyrm Calthraxus, and now we are here to cleanse the Mouth of Doom of it's evil occupants!

Now order the man a round, as is the custom in these lost lands!"


Along with Renard and his minstrel are a half-orc who looks like he's seen a fair few fights and three lads under twenty years of age with identical chain shirts. One carries a longsword, one a longspear, and the last a battleaxe.

They look back and forth between you and the minstrel, heads nodding in rapt agreement, while the half orc stands there looking tough.

A robed man stands in the back, and another, clearly belonging to the same sect but appearing to be less academic in bent, moves to his side, mirroring hounds almost reflexive positioning of himself to close proximity of Ridley.


Knowledge Religion DC 12:
The robed figures belong to the cult of Hecate, Goddess of Black Magic.

Knowledge Religion DC 15:
You can identify by the insignia on their robes that one is an "initiate of the hound", a fairly low level adept, and the other is a monk of modest but not insignificant achievement, probably accompanying the initiate as a body guard.

Knowledge Religion DC 17:
You know that one of Hecate's high priestesses is said to be imprisoned in Rappan Athuk.

^^ One successful check yields all lesser results. Knowledge: Local can be substituted with DC's five greater.


male Human Paladin 2 Level 2 Human Paladin Init +2 Perception -1 AC 18 (T 12 FF 16) HP 22 CMB +6 CMD 18 BAB+2 WIL +5 REF +5 FORT +8

Alrik enjoys a hearty laugh as he has a deep drought of the fine beer.

Where I come from adventurers of great renown, enjoy the respect of those who have heard of them. Also they tend to be generous and buy drink for those less fortunate!

The large man booms!

Anyhow none of us are adventurers of great renown such as yourself and sadly have already spent our last sorry pennies on our own drink! However we have come to brave the Mouth of Doom! So that is one less thing for you to worry about!

Diplomacy to calm the situation1d20 + 7 ⇒ (16) + 7 = 23


Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]

Eli turns in his seat back towards Tallie, away from the newcomers, and in the process shifting so that he was standing more than sitting, ready to move to either side should something, unfriendly, come his way. Giving Tallie a small smile, Eli mutters under his breath as he takes another drink from his own mug, "Indeed. It'd be a shame to get all of your gear dirtied and scuffed over a mug that nobody here is going to buy you anyway.

Good thing I preview everything before I post it. Got ninjad by Alrik and had to rewrite the whole thing.


"Excellent! Since you have come for the same purpose, you will join the ranks of my company as paiges, under my command, along with Jeb, Joccob and young Rye here. And if you will not join, you must leave the area at once after being relieved of your equipment and giving us any intelligence you have gathered about the dungeon!

Aldo! Since these upstarts haven't heard of us and will not buy a round, we shall pay the establishment in song! Play that new one I like!"

The minstrel reaches for his instrument.


male Human Paladin 2 Level 2 Human Paladin Init +2 Perception -1 AC 18 (T 12 FF 16) HP 22 CMB +6 CMD 18 BAB+2 WIL +5 REF +5 FORT +8

Alrik combes back a strand of golden hair with his hand and replies in a tone becking no compromise.

Alrik of Karlsguard is no ones paige! Take a seat and be at peace.

For Alrik this conversation is over with.


Eli and Quetzal, having spent time in monasteries, can attempt the above knowledge checks to identify the sect of the robed figures untrained, as can Alrik as an agent of the goodly faiths.


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male Human Paladin 2 Level 2 Human Paladin Init +2 Perception -1 AC 18 (T 12 FF 16) HP 22 CMB +6 CMD 18 BAB+2 WIL +5 REF +5 FORT +8

Knowledge 1d1 - 2 ⇒ (1) - 2 = -1


lol


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male Human Paladin 2 Level 2 Human Paladin Init +2 Perception -1 AC 18 (T 12 FF 16) HP 22 CMB +6 CMD 18 BAB+2 WIL +5 REF +5 FORT +8

Alrik can't even spell Duh right what did you expect...Actually being a noble son he prolly can, being semi educated his dumbness must manifest in other ways.
EDIT: LOL just noticed my typo...

1d20 - 2 ⇒ (2) - 2 = 0

There much better...


lolol


Perception DC 15:

Brother Kaleb: "Hey, boss, that looks like a Paladin of Muir, he might recognize our robes..."
Symon:"Um.. No brother Kaleb I don't think we have anything to worry about."


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Hounds thinks this will go bad. To demand that their equipment be handed over? Perposterous! He leans over to Ridley.

That noble is itching for a fight or taking our things, you sure you want to stick around?


The minstrel strikes up his song, seeming to bolster the courage of his companions.


Really busy until later today but... Raziel will start drifting to the furthest recesses of the room, to look for a fast way into a hiding place, perhaps trying to look as a blundering, half-drunken patron?

Stealth?: 1d20 + 10 ⇒ (7) + 10 = 17
Bluff?: 1d20 + 6 ⇒ (11) + 6 = 17


Sure, I'll find a way both rolls can come into play, but take a look at the map I got up when you have time. There is not much to offer concealment except the stairwell or the bar.


Sense Motive:
Renard the Adventurous: 1d20 ⇒ 14
Aldo the Minstrel: 1d20 + 3 ⇒ (9) + 3 = 12
Half-Orc Bully: 1d20 + 6 ⇒ (14) + 6 = 20
Brother Kaleb: 1d20 + 7 ⇒ (15) + 7 = 22
Symon the Initiate: 1d20 + 3 ⇒ (14) + 3 = 17
Young Jeb: 1d20 ⇒ 9
Young Rye: 1d20 ⇒ 19
Young Jocob: 1d20 ⇒ 8

Perception:
Renard the Adventurous: 1d20 ⇒ 3
Aldo the Minstrel: 1d20 + 5 ⇒ (2) + 5 = 7
Half-Orc Bully: 1d20 + 6 ⇒ (1) + 6 = 7
Brother Kaleb: 1d20 + 7 ⇒ (20) + 7 = 27
Symon the Initiate: 1d20 + 3 ⇒ (1) + 3 = 4
Young Jeb: 1d20 ⇒ 10
Young Rye: 1d20 ⇒ 13
Young Jocob: 1d20 ⇒ 15


Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]

Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Knowledge (Religion): 1d20 ⇒ 7
Damnit, I rolled that knowledge earlier and got a 19, then realized I couldn't do it untrained. Now the dice aren't in my favor... C'est la vie.

Eli turns back around towards the obnoxious crowd, a murmured question and answer piquing his interest. "What was that? You. In the back. Yeah, you. What was that about your robes? Why would my friend there, a Paladin of Muir, find your robes interesting?" Since Alrik and I have both already failed the religion check, I'll use this to try and jog Q's knowledge of their Goddess.

"As for you, loudmouth, why don't you just pick a table and grab a pint? No one here will do what you ask. Leaving the pissing contest outside." Eli knows that his abrasive personality is likely only egging the Renard on towards a conflict, but he's too annoyed with the man to care.


Eli Szardos wrote:


Damnit, I rolled that knowledge earlier and got a 19, then realized I couldn't do it untrained. Now the dice aren't in my favor... C'est la vie.

Where did you roll it? In a post that you deleted? I reallize I lagged in mentioning that the check could be made untrained by those with a history with monastic orders.

Alrik of Karlsguard wrote:


Diplomacy to calm the situation1d20+7

DC 24 Diplomacy: Alrik is almost able to shift attitude from unfriendly to indifferent, but fails.


The robed figure in the back begins to gesture and intone magical words.

Spellcraft DC 16:
He is casting Protection from Good.


Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]
DM Grimmy wrote:
Eli Szardos wrote:
Damnit, I rolled that knowledge earlier and got a 19, then realized I couldn't do it untrained. Now the dice aren't in my favor... C'est la vie.
Where did you roll it? In a post that you deleted? What was the result? I reallize I lagged in mentioning that the check could be made untrained by those with a history with monastic orders.

Kind of. I rolled it to see what I would have gotten so I could write my response, then deleted the whole thing and wrote something else when I remembered that I couldn't do it untrained. No worries though.


Ok.

Renard walks over to the bar and takes a sip from your mug.

"I'll sit down when you tell me whether or not you intend to join the Company of the Crying Maiden, and no sooner. Whichever way you decide, I am awaiting a full report on any intelligence you have gathered regarding The Mouth of Doom."

Renard to B7.


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male Human Paladin 2 Level 2 Human Paladin Init +2 Perception -1 AC 18 (T 12 FF 16) HP 22 CMB +6 CMD 18 BAB+2 WIL +5 REF +5 FORT +8

As Renard attempts to take a sip from Alrik's mug the Paladin pulls it away and poors the beer on the floor before him apparently getting rather agitated.

Okay. I tried to tell you nicely. Clearly you don't understand!

The young nobleman takes a step back and grabs the shafted weapon he had leaning against the bar.

GO F$$# YOURSELF!

Just noticed that Alrik's Diplomacy roll would have been a 25 as I have a +8 to diplomacy ...oh well


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M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

And away we go!


OK guys you know what this means... Roll Initiative!!


male Human Paladin 2 Level 2 Human Paladin Init +2 Perception -1 AC 18 (T 12 FF 16) HP 22 CMB +6 CMD 18 BAB+2 WIL +5 REF +5 FORT +8

Initiative1d20 + 2 ⇒ (9) + 2 = 11

Remember Alrik will be provoking AoO if he loses ini and someone mves into his threatend area.


Alrik of Karlsguard wrote:


Just noticed that Alrik's Diplomacy roll would have been a 25 as I have a +8 to diplomacy ...oh well

How about we just say Eli's comments gave you a -2? I like that better then a retcon.


male Human Paladin 2 Level 2 Human Paladin Init +2 Perception -1 AC 18 (T 12 FF 16) HP 22 CMB +6 CMD 18 BAB+2 WIL +5 REF +5 FORT +8

No problem... that's the way of things. anyhow I don't feel like this encounter was ever supposed to end peacfully...


Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]

I think he was attempting to drink from my mug since I'm the one that was talking massive s@$# to him. But this works too!

Initiative: 1d20 + 5 ⇒ (15) + 5 = 20


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Initiative: 1d20 + 6 ⇒ (6) + 6 = 12


Yes, it was Eli's mug. I will avoid using pronouns like "your" from now on. We're good though, onward!


Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]

Still would have led to combat. I would have just let him start taking a gulp and bumped the bottom of the mug, forcing him to spill it on himself >:)

Edit: Renard's not even anywhere near Alrik ahahaha.


backgrounds

*sigh* "Idiots."

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4

In the future, it'='ll probably going to be easier for Dm grim to roll initiative for everyone.


Position of tokens was subject to your approval. I put them where I had gathered they were from the posts thus far, but no one had seen the map yet.

Edit:Map updated to put Alrik at bar.

Anyone else not where you were picturing, just tell me new coordinates.


Initiative Them:
Paiges: 1d20 ⇒ 19
Company of the Crying Maiden: 1d20 + 2 ⇒ (3) + 2 = 5
Creepy Cultists: 1d20 + 5 ⇒ (19) + 5 = 24

Ridley has darted out of the room saying she wants to make sure the young girl Ysbel is safe. She has asked Hound to stay and give them plenty to keep the preoccupied.


Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]
DM Grimmy wrote:

Position of tokens was subject to your approval. I put them where I had gathered they were from the posts thus far, but no one had seen the map yet.

Edit:Map updated to put Alrik at bar.

Ah. Alrighty.


Ogrim Orecrusher wrote:


In the future, it'='ll probably going to be easier for Dm grim to roll initiative for everyone.

Will do in future. See discussion thread.


Initiative: 1d20 + 10 ⇒ (16) + 10 = 26


Raziel, you got the feeling earlier that a few of them saw through your ruse, and at least the half-orc thug was able to keep a bead on your location.

Peering into the stairwell that accesses the basement though, you noticed an unused door behind some winecrates.

It might be possible to exit that way and re-enter from the garden through the door behind the bar and thus enter the fray undetected.

All this occured before initiative, you may position your token where you like.


Round One Open

Initiative Order:
Raziel - 26 <<<<
Cultists - 24
Paiges - 19
Eli - 20
Hound - 12
Alrik - 11
Q - 6
Company - 5
Ogrim - 4


Won't be able to post for another hour or something, but to keep things moving along, Raziel will snipe the caster with acid splash + sneak attack damage if he hits, then dash out that door to move around to the garden ;)


Round 1 Initiative 26:

Raziel hurls an orb of acid.

Standard:
Ranged Touch Attack + Precise Shot: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Damage: 1d3 ⇒ 2
Precision Damage: 1d6 ⇒ 1

Move:
Move to A0


Round 1 Initiative 24:

The robed figure finishes casting his spell, wincing as the acid bites into his neck and jaw.

Spellcraft DC 16:
He cast Protection from Good.

His bodyguard adopts a combat stance.


Round 1 Initiative 19:

Renard cries out:
"Paiges! Teach this man a lesson!"

The paiges move to surround Alrik.

Move Action:
Move to B5, C5, C6

Standard Action:
Attack.

Alrik AoO's:
Bardiche
Attack - Nonlethal: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
Attack - Nonlethal: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4
Attack - Nonlethal: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5

Nonlethal Damage: 1d8 + 6 ⇒ (2) + 6 = 8

One paige, the one with the axe, is knocked out cold.

Longsword: 1d20 + 1 ⇒ (7) + 1 = 8
Longspear: 1d20 + 1 ⇒ (2) + 1 = 3

The other two do not even connect, much less pierce your armor.


Initiative Order:
Raziel - 26
Cultists - 24
Paiges - 19
Eli - 20 <<<<
Hound - 12 <<<<
Ridley - 12 <<<<
Alrik - 11 <<<<
Q - 6 <<<<
Company - 5
Ogrim - 4


male Human Paladin 2 Level 2 Human Paladin Init +2 Perception -1 AC 18 (T 12 FF 16) HP 22 CMB +6 CMD 18 BAB+2 WIL +5 REF +5 FORT +8

In a tight spot with an unwieldly weapon Alrik lashes out at one of the mooks.

Attack dude 2 squares south of me 1d20 + 6 ⇒ (2) + 6 = 8 Damage 1d8 + 6 ⇒ (2) + 6 = 8

AoO kindo have to be resolved before my action cause if one of the mooks drops Alrik can actually move into a position to attack the big bad guy.


Sorry thought you went to bed. Doing it now, also I was thinking you would go nonlethal on these kids, should I fix that?


Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]

Round 1, Initiative 20

A dull thud can be heard as Eli jumps off of his stool, forcing it to the ground. Eli spins to his left so that his body is facing Renard, plants his feet and twists further, reaching cross-body with his right hand to facilitate drawing his sword. "Us work for you?" Eli twists back to the right as he partially draws his Nodachi, using his backhanded momentum to slam the hilt-end into Renard's midriff, aimed to the side of the man's kidney. Painful, but not life-threatening.

Attack: 1d20 + 7 + 2 - 4 ⇒ (16) + 7 + 2 - 4 = 21 -4 for nonlethal damage with a lethal weapon
Nodachi Damage: 1d10 + 6 ⇒ (1) + 6 = 7
"You'd end up as our b@&&+."


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Round 1 Initiative 12

Hound will punch the goon at E-5

Pow: 1d20 + 5 ⇒ (19) + 5 = 241d3 + 3 ⇒ (3) + 3 = 6

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