Trekking the Darkmoon Vale - time to grow up boys and girls! (Inactive)

Game Master Edeldhur


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Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

I act after Tsin then.

Tsin move your ass man!

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

No need to ask twice, oh minute one...

I move 5' back and shoot another arrow at one of the surviving ghouls.

I'm assuming 5' is enough for Duncan to step in front of me. If I'm wrong I can move further back.

Att/Dmg: 1d20 + 7 ⇒ (12) + 7 = 191d6 + 3 ⇒ (3) + 3 = 6


Tsin steps back and away from the monstrous undead trying to eat his organs, and fires another well aimed shot.

Duncan casts a divine protective spell, and valiantly moves ahead to take the ninja's place.

Duncan casts Protection From Evil, and moves forward.

Saktar > Lokeemon GO!

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

Assuming Saktar attacks and nothing out of the ordinary happens, I attack.

You want my flesh? Let me show you my sword first...

I cleave both of them with power attack:
attack: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 2d6 + 9 ⇒ (2, 1) + 9 = 12
attack: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 2d6 + 9 ⇒ (5, 3) + 9 = 17
(not sure if it's 1 attack and 1 damage for both or different rolls for each)

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Saktar csts a simple cantrip, his powers almost depleted

acid splash: 1d20 + 4 ⇒ (8) + 4 = 121d3 + 1 ⇒ (2) + 1 = 3


Lokeemon finishes up the one hit by Tsin's arrow with a clean and effective sword strike, but is unable to kill the second one.

Saktar's spell goes wide as he tries to avoid hitting his companions and aiming his casting into the fray, hissing harmlessly against the stone wall.

Even more troublesome - Kimi, standing right behind the Arcanist, tugs on his robes and points down the hallway - "Mister, there are more over there" - and he can see armed kobolds peering from behind the double doors, which now stands ajar.

The last remaining undead monstrosity seems unfazed by the fact his 'companions' are being massacred, and launches itself at the Warpriest - "We.. Are... Venommmm..." - one of its claws tearing an ugly and painful gash just below his breastplate, threatening to eviscerate him.

Lokeemon you take 12 points of damage, and you need a Fort save...

Even more dice:
1d20 ⇒ 9
1d20 ⇒ 9
1d20 ⇒ 4
1d20 ⇒ 4
1d20 ⇒ 12
1d20 ⇒ 20

1d20 ⇒ 20
1d6 + 1 ⇒ (4) + 1 = 5
1d20 ⇒ 19
1d6 + 1 ⇒ (6) + 1 = 7
1d20 ⇒ 9
1d20 ⇒ 4

--------------------------------

-- Round 4 --

Sorted Initiative:

24 Tsin
23 Duncan
19 Saktar
12 Lokeemon
11 Bad guys

Good guys GO!

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

Fort: 1d20 + 5 ⇒ (10) + 5 = 15

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Tsin faces the incoming danger bravely and shoots an arrow into the group of kobolds.

Att/Dmg: 1d20 + 7 ⇒ (8) + 7 = 151d6 + 3 ⇒ (2) + 3 = 5

Stay back, spineless dogs! There's only death for you here!

(Leaving this roll here so the site doesn't reuse it)

Bluff: 1d20 + 8 ⇒ (6) + 8 = 14

(That is Tsin using Intimidate to discourage them)

Intimidate: 1d20 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Guys finish that up, the kobolds are gaining some courage

Saktar gives a quick smile to Kimi, advances and fires at the creatures more to scare them than to actually do some harm

advance 5', next to Keebo and fire

acid splash: 1d20 + 4 ⇒ (18) + 4 = 221d3 + 1 ⇒ (3) + 1 = 4


The combined assault from Tsin and Saktar immediately drops one of the kobolds on the spot, with an arrow wound and an horrible acid burn.

the others growl and yap furiously at the heroes.

Duncan/Lokeemon GO!

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

If Duncan does not kill the ghoul, I attack it:
attack: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 2d6 + 6 ⇒ (4, 5) + 6 = 15
HAAA! Take your stinking claws from me and be gone!!!
Assuming I killed the ghoul, I then move 2 south and place myself in front of Saktar.


Lokeemon swings mightily, cleaving the last of the ghouls in twain and putting an end to its unholy existence!

Duncan GO!

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

Can I charge the Kobolds?
In case I can here it goes:

Face me you foul lizads!
attack warhammer: 1d20 + 7 ⇒ (1) + 7 = 8
damage: 1d8 + 2 ⇒ (2) + 2 = 4


Duncan you cannot charge the kobolds, because:

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can’t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge.

What will you do instead?


I thought I probably couldn’t make it. I only move to be next to them.

You sniveling wretched lizards. You’ll regret to be here!


Without hesitation the Red Dragon rushes to meet their adversaries head on - the creatures seem to whimper and recoil some at the mad advance from, but a few barked orders from behind them seem to keep the formation in check.

As he gets close the Red Dragon can now see there are more kobolds inside the room - the one apparently giving the orders is a hunchbacked kobold with dark blue scales. One of his ears is immensely oversized and droops under the weight of several human finger-bone earrings.

Once the dragon comes into melee range, he is promptly attacked by several short spears - one comes dangerously close but bounces off his magical protections, the second misses completely, but the third hits the mark.

Duncan, you take 3 points of damage.

Slice and Dice:

1d20 ⇒ 19

1d20 ⇒ 20
1d20 ⇒ 9
1d6 - 1 ⇒ (4) - 1 = 3

1d20 ⇒ 16

--------------------------------

-- Round 5 --

Sorted Initiative:

24 Tsin
23 Duncan
22 Kobolds
19 Saktar
12 Lokeemon
11 Bad guys

Good guys GO!

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Once again, Tsin shoots a well-aimed arrow into the fray.

Att/Dmg: 1d20 + 7 ⇒ (14) + 7 = 211d6 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Saktar stays in the same place, throwing another spell into the fray

acid splash: 1d20 ⇒ 161d3 + 1 ⇒ (3) + 1 = 4

I've included -4 for firing into melee, not sure if there are other modifiers


I attack one of the wounded Kobolds.
attack: 1d20 + 5 ⇒ (19) + 5 = 24 damage: 1d8 + 2 ⇒ (8) + 2 = 10

Guys try to attack the blue scaled kobold. He’s the one giving the orders!


Even with the Red Dragon blocking the arrow path, Tsin manages to shoot exactly at the right spot, and takes the next kobold down.

Tsin, you are at -4 because the Red Dragon provides cover to the kobold. you still hit and killed another one though.

Saktar is not so lucky, and between shooting past Lokeemon, and trying to hit the kobold engaged with the Red Dragon, he is unable to hit his mark.

Saktar you are at an additional -4 because Lokeemon provides cover to the kobolds.

Duncan however, proves to be quite accurate, swinging his warhammer and blasting a kobol head in.

Duncan kills another kobold.

Lokeemon GO!

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

CLW: 1d8 + 3 ⇒ (3) + 3 = 6
I cure myself then advance to melee.
I should have 14hp when I move to melee

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

Forgot 1 of my feats, I actually heal 2 more hp.
So I should have 16hp


Lokeemon decides to heal himself and get back on the fray, joining Duncan at the front.

The blue scaled kobold yaps orders and commands, and one of the others steps forward to attack Lokeemon, but his swing is weak and ineffective.

The second one lunges at the Red Dragon from around the corner, his spear hitting the wall instead.

Then the leading one summons forth a spell and a cone of searing flame shoots from his fingertips, engulfing both the group's frontliners.

Spellcraft DC16:
Burning Hands.

Red Dragon, you take 4 points of damage. Lokeemon you take also 4 points of fire damage (9-5 from your fiendish Resistance).

Dice:
1d20 ⇒ 6
1d20 ⇒ 19
1d2 ⇒ 21d20 ⇒ 6
1d20 ⇒ 11
3d4 ⇒ (4, 4, 1) = 9

-----------------------------------------

-- Round 6 --

Sorted Initiative:

24 Tsin
23 Duncan
19 Saktar
12 Lokeemon
11 Bad guys

Good guys GO!

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

Talking can be at any point so I say: Leave the mage to me and the space in front of him
I move to the front of the mage so I can cleave the mage and another one.

First attack the mage, is the attack and damage roll the same for both? (will check when back to the pc)
attack: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 2d6 + 6 ⇒ (6, 1) + 6 = 13

attack: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 2d6 + 6 ⇒ (4, 1) + 6 = 11

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Hearing of a leader and seeing the display of magic, Saktar advances looking for him

As soon as he sees him, he uses his magic to harass him

Ready action to fire a magic missile as soon as he begins casting

magic missile with arcane point: 4d4 + 8 ⇒ (1, 2, 1, 1) + 8 = 13


Lokeemon moves around his opponents, then swings in a wide arc, trying to cull down the opposition - unfortunately his attack is poorly placed and misses the mark.

Tsin > Duncan GO!

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

I attack the blue kobold

attack: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d8 + 2 ⇒ (5) + 2 = 7

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

What are those things inside the room? on the map, we can see 6 of them.

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

I stay focused on taking down the lesser minions.
I move 10' forward and shoot at the Southern kobold.

Att/Dmg: 1d20 + 7 ⇒ (6) + 7 = 131d6 + 3 ⇒ (1) + 3 = 4


Lokeemon Keilsparn wrote:
What are those things inside the room? on the map, we can see 6 of them.

Lokeemon, those are stone prayer platforms with well-worn knee rests carved into them. They are spread throughout the large chamber.

Even around the corner, Duncan manages to swing his warhammer accurately and caves the kobolds head in with a sickening crushing sound.

The ninja takes aim, but unfortunately his arrow shot bounces harmlessly off the wall.

The leading kobold takes a step back and away from Lokeemon, his hands already going through the intricate weave of a spell, when it is hit squarely in the chest by Saktar's readied magical missile.

The creature looks befuddled for a split second, enough to rob it of its concentration on the casting, and the spell fizzles... Leaving a confused, hurt kobold staring at you.

The second one presses on, continuing its attack as ordered, swinging at Lokeemon, and somehow landing a blow on the warpriest.

Lokeemon, you take 5 points of damage. According to my math you are down to 7hp. Please confirm.

Dicing:

1d20 ⇒ 2
1d20 ⇒ 14
1d6 - 1 ⇒ (6) - 1 = 5

-----------------------------------------

-- Round 6 --

Sorted Initiative:

24 Tsin
23 Duncan
19 Saktar
12 Lokeemon
11 Bad guys

Good guys GO!


If I can attack the leader I go for him, if not I attack the other.

attack: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d8 + 2 ⇒ (8) + 2 = 10


confirm crit: 1d20 + 5 ⇒ (4) + 5 = 9


The Red Dragon steps forward, passing by Lokeemon who seems to be hesitating, and simply ignoring the attack from the small kobold to his right as he moves.

Kobold is entitled an AoO but misses.

His warhammer swing hits the kobold 'leader' squarely in his chest, just as the creature raises its arms on an apparent surrender or something of the sorts. The hit cracks its ribcage, and it crashes to the ground with but a wheeze escaping from his lips.

One kobold left - Good guys GO!

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

If the kobold is still alive when it's me to act, I'll attack him ...
Die!!
Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13
... and I'll probably miss :)


Lokeemon strikes hard, but misses his mark.

However, from the back Tsin launches a sure shot which hits the last kobold through the heart, dropping him down, soon to expire.

Combat over! What do you guys want to do next?

Spoiler:

1d20 ⇒ 14
1d6 ⇒ 4

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Saktar leans against the wall

Guys, my spells have taken their toll, we should rest for the night. I won't be much help if we go on

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

I guess I got to agree. Although I don't like it, the fact is that our powers are almost exhausted and the fight that lies ahead is not going to be easy.

Let's pick a room where we can lock the entrances like one of the bedrooms and rest.


"But... What about Jurin and Hollin... We must find them..." - Kimi steps forward, apparently agitated and distressed - "Who knows what can happen to them while we stay here and wait..."

The spoilers you can read depend on your roll - if you roll 16 or above you can read all; if you roll 14 or 15 you can read only the lower two ones, if you roll 12 or 13 you can only read the first one. Below 12 and you can't read any of it ;)

Sense Motive DC 12:

Kimi is trying to be strong, but she is VERY worried about her friends.

Sense Motive DC 14:

There is something more...

Sense Motive DC 16:

She probably feels guilty for having convinced the boys to come out here....

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Sense motive: 1d20 ⇒ 9

I understand child... but we'll be of no help if we die

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

Sense Motive: 1d20 + 7 ⇒ (13) + 7 = 20

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

Kimi, I understand your concerns, but the creature that has him is not something to take on lightly...
I hunger for this battle but we must be ready for it.


Diplomacy Saktar: 1d20 + 4 ⇒ (11) + 4 = 15
Diplomacy Lokeemon: 1d20 - 1 ⇒ (4) - 1 = 3

Will give it some time for the Red Dragon to pipe in ;)


sense motive: 1d20 + 3 ⇒ (19) + 3 = 22

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

Guys, it pains me to know that Jurin and Hollin are still out there but to be honest I am badly injured and I have almost no spells… I think that our chances to survive – by ours I include Jurin and Hollin – are better if we take a rest.

diplomacy: 1d20 + 4 ⇒ (11) + 4 = 15

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

[b]The monster that have taken Jurin, needs to perform a ritual that takes one day to complete. I don’t think he will be injured before that time. Come all of you kids. We need to rest to move swiftly after your friends.[/i]

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

The monster that have taken Jurin, needs to perform a ritual that takes one day to complete. I don’t think he will be injured before that time. Come all of you kids. We need to rest to move swiftly after your friends.

After we find a place to rest I use my remaining spells to heal everyone that needs before I rest.


"Ok... I guess you know best sirs adventurers sirs..." - Kimi seems to relax somewhat with Saktar and Duncan's words, and goes back to rejoin the other kids.

So what now guys? What do you want to do? Do you want to investigate this area further? Do you want to leave? Where do you want to go from here? Where do you want to rest? How many spells do you have left Duncan? Will you be converting all into Cure spells?

Map updated!

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

I say we rest in the room with the anvil. It doesn't have more exits and we can keep watch in the interception, making sure nobody leaves either

The room NW in the map

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

The anvil it is.


Ok guys - I will need watches, positioning, and any other precautions you may take during your rest (if any).

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