Wrath of the Righteously Inept GM (Inactive)

Game Master Unruly

My first run at PbP GMing. Wrath of the Righteous AP.
Date: 18 Arodus, 4713 Location: Kenabres, Mendev
Loot Tracking Sheet


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F Human Rogue 3 HP 17/17 | AC:14_T:11_FF:11 | F +1_R +6_W +0 | Init +7 | Perception +5

Anevia sighs.

"Horgus, shut up. Aravashnial's right, people aren't infallible. The stresses of yesterday are still bothering me, and I'm letting revenge speak louder than reason. As much as I may disagree with it, you should do as you see fit."


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Let us try the door to the north


City Map Current Location Map Loot Sheet

"Revenge is a strong motivator indeed. You have no idea what these people have done to the rest of us in the past," Lann says, shaking his head. "However, I am but one voice in this group, and will defer to the whims of the majority."


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

"The cycle of revenge is endless until someone is willing to put the past behind them." Kel said with a shrug.

He moved to the north door and waited. "I'm not good with all the trapspotting and lock picking stuff. Someone want to check the door?"

Let's see what Anevia Brokenleg can do.


You're an idiot, you know that?


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina will look at the door.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Disable Device as needed: 1d20 + 8 ⇒ (16) + 8 = 24


City Map Current Location Map Loot Sheet

Deia:
In searching the room, you don't find much of interest. A couple of the bedrolls contained some loose change, but it only totaled out to 74sp, 8cp. The open room to the northeast is a pantry, and the sacks hanging from the ceiling contain smoked meats of dubious origin. Most pieces of meat are very small, though a few look as though they may have once been the meatier portions of larger creatures. A few barrels on the floor contain other foods, such as dried fruits and root vegetables.

Tina:
As you approach the northern door, you see that it isn't completely closed and remains open just a crack. You can hear shuffling and whispers coming from behind it, but you can't make out what's being said.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Deia adds her input to the group discussion. "These cultists have shown themselves to not be trustworthy in the past." She shudders as she thinks of the taunts that the cultists used during the battle. I am OK with letting them live but let's be sure to protect our rear. Perhaps we can put them in the storeroom and bar the door?"

Looking at the few possessions of the cultists she says, "10 bedrolls and we have seen 4 cultists so far. Let's keep our guard up, there should be at least 6 more of them, with who knows how many giant lizards."


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Max stays out of the debate, finding it uncomfortable to argue about yet another life to take or spare. Instead, he and his companion listen at the door to the east.

Perception (Max): 1d20 + 3 ⇒ (11) + 3 = 14
Perception (Meadow): 1d20 + 5 ⇒ (19) + 5 = 24


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina moves over to the others and whispers. Voices from the north door, no doubt more cultists.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Deia nods her head at Tina.

"Let's see what is in there. I don't see how they could have missed the skirmish we just fought."

She moves toward the center of the room.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

I could try to sneakily peek in.


City Map Current Location Map Loot Sheet

Max:
You press your ear against the wooden door, but you can't make out anything. Meadow, however, chirps "Someone's inside!"


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Max whispers - "We have someone behind this door too! We should bar one of the doors - maybe this one." Max points to the door he was listening at.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Okay, let us do that.


City Map Current Location Map Loot Sheet

Tracking update! Includes recent healing and retcons. See the Discussion thread for more info.

Tracking:
Anevia: Guidance
Kel: -3hp
Lann: -3hp
Rex: Guidance
Tina: -8hp, Guidance
Mongrel1: -24hp, unconscious.
Mongrel2: -24hp, unconscious.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Deia looks around the area for something to bar one of the doors with.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Which way does the door open? At the risk of being morbid, could we perhaps block it with the weight of the slain mongrel?


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

"That smarted, I guess I shouldn't rush in like that..."

"Thanks for the heal, Deia."

"Yeah I'm pretty sure they know we are here, but with any luck of the gods they are deaf or not paying attention."


City Map Current Location Map Loot Sheet

All doors in this room open inward except for the main door.

Deia:
The main room is very sparsely furnished. Aside from the bedrolls and wall hangings, there isn't much else. In the storeroom there are 3 barrels of foodstuffs, one of which is packed full of root and bulb vegetables such as carrots, onions, and potatoes. This one in particular is quite heavy, easily weighing in excess of 100lbs.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

"Oh, Tina, I'm sorry I missed you earlier" says Deia.

Hex: Healing on Tina.heal amount: 1d8 + 2 ⇒ (3) + 2 = 5

After looking around the room, Deia hatches a plan and tells the group. "I bet we could take the heavy barrels from the storeroom and use it to block one of the doors while we open the other. It won't stop a determined effort to open the door but it will certainly slow them down."

That is, if open inward means opens into the large room.


City Map Current Location Map Loot Sheet

Yes, they open into the room you're in.


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Rex takes position behind the last door to be opened with pistol drawn and ready to fire.

As Rex glances down at the mongrel bodies,"I get the feeling we will be meeting their friends before to long."


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

"Then let's give them a warm welcome." Kel says quietly.

"Here's what we're going to do…"

Kel explains a basic door breach. No one stands in front of the door. That's where the readied action arrows will come from. Instead, Me and Rex will stand off to the side. Tina will stand next to me. When I open the door, Tina will toss a bomb in and 5' adjust out of sight. Rex will take any available snap shot. If they move in, I'll smack them. Anyone with AoE, this would be a good time to ready it.

There's a good chance that when the fight starts, they will come at us from the other door too. I'd like to pile the bodies of the lizard and the two mongrels in front of the other door to try to block it and create difficult terrain. That should buy us some time.

Sound good?


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Works for me, lets rumble


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Max nods in agreement with Kel's tactics.


City Map Current Location Map Loot Sheet

Which door are you going to open?

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Deia chimes in. "That's a fine plan, I think. Let's just make sure we look after opening the door and before throwing a bomb. I can deal with killing cultists but there may be prisoners or captives that are being held against their will."


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Kel nods, moves the bodies to the south door, and heads to the north. As soon as everyone is in position he counts down on his fingers and yanks it open.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Perception when door is opened: 1d20 + 8 ⇒ (9) + 8 = 17
Bomb!: 1d6 + 4 ⇒ (3) + 4 = 7


City Map Current Location Map Loot Sheet

Please, everyone go to the map and move your character icons to where you wish to be positioned. Once that is done, I'll reveal the next section of the map and resolve the situation.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

"Well, I do have some disabling magics that will not have lasting effects on any hostages."

Heart racing, Max goes up to the door. He takes a deep breath, and goes over what he needs to do in his mind.

Ready action to Color Spray bad guys if they are near the entrance. Will DC15 if triggered. Perception: 1d20 + 3 ⇒ (16) + 3 = 19

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Moved myself on the map to see better.

Deia readies a cast of Slumber Hex DC15, Will should anything run out of the room.


City Map Current Location Map Loot Sheet

As Kel pulls the door open, you can see two armor-clad women on either side of the door. One is wielding a menacing looking scythe, while the other is wielding a glaive of similar styling to the one in Kel's possession.

Once the door is open, a flurry of action occurs.
Rex Pistol: 1d20 + 6 ⇒ (18) + 6 = 24 Rex Damage: 1d8 ⇒ 6
Deskari Will Save: 1d20 + 5 ⇒ (9) + 5 = 14
Baphomet Reflex Save: 1d20 - 1 ⇒ (13) - 1 = 12
Tina Bomb: 1d20 + 4 ⇒ (15) + 4 = 19

As the two cultists begin to move, Rex's shot roars out, slamming into the one with the glaive. Max casts a spell that causes the ground beneath her feet to shine and becoming slippery, forcing her to the ground. Deia's hex causes the other cultist to slump against the wall, asleep, before tumbling to the ground. Tina's bomb wakes her up shortly thereafter, having detonated squarely on top of her sleeping form.

Wow. That, uh... That went about as well as it could have for you guys.

Initiative Rolls:

Anevia: 1d20 + 7 ⇒ (7) + 7 = 14
Deia: 1d20 + 4 ⇒ (19) + 4 = 23
Kel: 1d20 + 2 ⇒ (8) + 2 = 10
Lann: 1d20 + 1 ⇒ (10) + 1 = 11
Max: 1d20 + 4 ⇒ (14) + 4 = 18
Rex: 1d20 + 4 ⇒ (2) + 4 = 6
Tina: 1d20 + 2 ⇒ (5) + 2 = 7
Baphomet: 1d20 + 3 ⇒ (11) + 3 = 14
Deskari: 1d20 + 3 ⇒ (10) + 3 = 13

Initiative Order:
Deia <---- We Are Here
Max
Anevia
Baphomet
Deskari
Lann
Kel
Tina
Rex

Tracking: Includes what damage remains from earlier fights.
Kel: -3hp
Lann: -3hp
Baphomet: -6hp, prone
Deskari: - 7hp, prone

Room Description:
This room's worked stone walls contain numerous shelves, on which are placed the taxidermied remains of various cave denizens. Dire rats, particularly large bats, and lizards like the one you fought just recently stare from the walls in unmoving silence. In the far southeast corner lie two bedrolls of much better quality than those in the common quarters.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Deia tries to put the cultist with the scythe back to sleep.

"Stars of the sky, cause the cultist to slumber! " Hex: Slumber (DC15, Will) on the Deskari cultist.

"Good job team!" she says.


Daily Casting:
Healing Hex: Rex, Max, Tina, Lann


City Map Current Location Map Loot Sheet

Slumber is only usable once per target per day.

-Posted with Wayfinder

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Oh yeah, huge brain fade there. I don't know why I forgot about that. Can we switch it for Evil Eye (Attack rolls)?


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

I drew a square of Grease on the ground - might be relevant later.

"Oh my, that worked!" Max is elated at the success of his spell, but decides it's time to seek cover behind his allies again. "Can you finish them off?" Max casts guidance on Rex.


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

After seeing the effects of the ambush, "Nice work everybody!"

Rex Round1
Rex sets about reloading his pistol.

"I gotta learn how to reload this thing faster..." as he frantically packs more powder into the barrel.

Round Summary
Standard Action, Reload
Bullets 6/10


City Map Current Location Map Loot Sheet

Round 1 Update

Deia throws another curse at the cultist with the scythe.
Will: 1d20 + 5 ⇒ (8) + 5 = 13

Max offers Rex another blessing while trying to retreat.

Anevia hobbles her way into the room, sword in hand. She swings at the cultist with the scythe.
Attack: 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d6 + 1 ⇒ (5) + 1 = 6

The cultist with the glaive stands up, provoking an attack from Anevia.
Attack: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 1d6 + 1 ⇒ (4) + 1 = 5

She then casts a spell.

Spellcraft DC 16:
Cure Light Wounds.

The cultist of Deskari stands up, adjusts away, and casts a spell.
No one with Spellcraft in LoS

For GM use:
Healing: 1d8 + 1 ⇒ (5) + 1 = 6 Healing: 1d8 + 1 ⇒ (3) + 1 = 4

Lann keeps guarding the bottom door. "Sounds like things are going well over there."

Initiative Order:
Deia
Max
Anevia
Baphomet
Deskari
Lann
Kel <---- We Are Here
Tina
Rex

Tracking: Includes what damage remains from earlier fights.
Kel: -3hp
Lann: -3hp
Rex: Guidance
Baphomet: -11hp
Deskari: - 13hp


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Just waiting on Kel


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Kel moves into the room, surprised at how fast Anevia moved on her broken foot.

Pretty sure that doesn't provoke, unless the Glaive Cultist threatens at adjacent also.

He reaches past Anevia with his polearm and cuts at the one in the grease.

"Casters! Dammit. Tell Aravashniel we could use his help now!"

Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

With his spiked gauntlet Kel does threaten adjacent and at reach, so if either of these jokers move or try to cast, I should be able to clobber them for it.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

I need to get a dagger or something for close combat, spear just not cutting it.

Tina looks for a club or whatnot dropped by the downed cultists in this room.

Move, grab club


City Map Current Location Map Loot Sheet

Round 1 Final

Kel moves in and slices at the cultist of Baphomet, scoring a solid hit.

Tina moves to where one of the mongrelmen fell earlier and retrieves his dropped club.

Rex hastily reloads his pistol.

Round 1 Over

Tracking: Includes what damage remains from earlier fights.
Kel: -3hp
Lann: -3hp
Rex: Guidance
Baphomet: -21hp
Deskari: -13hp, -2 to Attack rolls for 7 rounds.

Forgot to add the results of the Evil Eye to the tracking last update. Fixed now.


City Map Current Location Map Loot Sheet

Round 2 Start

Initiative Order:
Deia <---- We Are Here
Max
Anevia
Baphomet
Deskari
Lann
Kel
Tina
Rex

Tracking: Includes what damage remains from earlier fights.
Kel: -3hp
Lann: -3hp
Rex: Guidance
Baphomet: -21hp
Deskari: - 13hp, -2 to Attack rolls for 7 rounds.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

I think the Descari cultist is the one with the pink icon?

Deia moves NE the NE again. Total 15' movement. Moved token on the map.

Then she tries to hex the other cultist. "Stars of the sky, cast doubt into the mind of the cultist" Hex: Evil Eye(DC 15, Will) targeting attack rolls.

If I got the cultists backwards, Guidance on Anevia.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

"Yes, I daresay that was very effective, Lann!" Max moves in front of the blocked door and keeps an eye on it, just in case. He prepares an incantation in case any enemies should come through! Ready action Color Spray.


City Map Current Location Map Loot Sheet

Round 2 Update

Deia attempts to hex the cultist of Baphomet, but she shakes it off.
Will: 1d20 + 5 ⇒ (13) + 5 = 18

Max retreats toward the southern door and prepares in case anyone tries to get through.

Anevia scores a solid cut on the cultist of Baphomet.
Attack: 1d20 + 3 ⇒ (16) + 3 = 19 Damage: 1d6 + 1 ⇒ (4) + 1 = 5

The cultist of Baphomet swings, slashing into Kel's leg.
Attack: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d10 + 3 ⇒ (8) + 3 = 11

The cultist of Deskari backs away and carefully casts a spell in Kel's direction.
Concentration, Cast Defensively: 1d20 + 8 ⇒ (13) + 8 = 21
Kel Will: 1d20 + 1 ⇒ (7) + 1 = 8

As the spell takes its hold on Kel, she growls an order. "Lie down like the dog you are, Iomedaen scum!"

Kel:
Command spell, using the fall command. On your turn, you lie prone, but may otherwise act normally. I'm including your lying prone as part of this update.

Lann, having been told that the fight was going well, stays in position at the southern door.

Kel, having been ordered to lay down with the impetus of magic, complies.
You still have your full round to do what you'd like. Dropping to prone is a free action.

Initiative Order:
Deia
Max
Anevia
Baphomet
Deskari
Lann
Kel <---- We Are Here
Tina
Rex
Aravashnial

Tracking: Includes what damage remains from earlier fights.
Kel: -11hp, prone
Lann: -3hp
Rex: Guidance
Baphomet: -26hp, -2 to Attack rolls 1 round
Deskari: - 13hp, -2 to Attack rolls for 6 rounds.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Round 2

Tina pushes herself up so she can aid Anevia

Attack: 1d20 + 3 ⇒ (14) + 3 = 171d6 + 2 ⇒ (6) + 2 = 8

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