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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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 into the room. "Well it hasn't tried to kill us yet, " she whispers, "What do you all think?"

Deia keeps her hex readied just in case.


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 |

"Um, are you okay in there?" Max waits on Kel's lead to go inside.


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

"Some sort of humanoid creature, not moving," Rex says to the party.

Rex yells into the room,"Hey you!"


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 stands his ground and waits, ready to yank the door shut if it fires arrows or casts spells in their direction.

Readied action, shut door in case of danger.


City Map Current Location Map Loot Sheet

The figure remains entirely motionless.


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 |

"Hm..." Ever the brave one, Max casts light on a rock or some other loose object and tosses it closer.

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 wonders aloud, "What if it doesn't speak common? Maybe it doesn't understand what we are saying. "

Deia says "Hello, we mean no harm" in the languages she knows: Varissian, Skald, Halit, and Abyssal.


City Map Current Location Map Loot Sheet

Max ranged touch: 1d20 + 4 ⇒ (9) + 4 = 13

Max imbues a small pebble with light and tosses it as close as he can. The pebble hits the figure's foot. The figure doesn't move as the rock bounces off of it and illuminates the entire room. Meanwhile, Deia tries to converse with it to no avail.

The new illumination reveals that the room was something of a dining and common room. A half dealt deck of cards sits on the table next to the remains of a meal, though there are 5 hands and only 4 chairs.

Kel: 1d20 ⇒ 9
Max: 1d20 + 3 ⇒ (11) + 3 = 14
Deia: 1d20 + 3 ⇒ (3) + 3 = 6
Rex: 1d20 + 5 ⇒ (18) + 5 = 23

Rex:
The new light in the room, being so close to the figure, allows you to see just what looked so off about it before. It's badly misshapen, only vaguely resembling the humanoid form. From under the hood of the cloak you can see what looks to be a bit of hide and fur sticking out. The figure is also entirely motionless, not even showing the steady, rhythmic motion of someone taking a breath.


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 slowly into the room.


City Map Current Location Map Loot Sheet

As Kel moves into the room, the figure remains motionless and silent.


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

Whatcha see?


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 |

"Strange indeed, do you suppose that creature was turned into stone?" Max follows along, looking for magical auras. Detect magic.


City Map Current Location Map Loot Sheet

Max:
The only aura you see is the very faint evocation aura coming from the pebble you tossed into the room.


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

A statue as a trap? Tina remembers how they were all so eager to jump to conclusions about the Mongrel chief dying.Or to delay us?

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 moves into the room enough to get a better view.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17 If applicable

Map updated. Honestly, I'm not sure what to do next.


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 |

"No magical auras in here." Max checks if the food seems warm and fresh, or if it's been sitting for a long time. In other words, did we interrupt meal time?

-Posted with Wayfinder


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

"What the blazes is that thing," as Rex moves into the room with Chief Sull's morningstar in hand.


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

Tina looks bounces up and down impatiently.


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 up and tugs back on the motionless person's hood.


City Map Current Location Map Loot Sheet

Max:
There are 3 place settings for the meal, and all of them are lukewarm. There are 5 dealt hands of cards.

Deia:
Kind of a moot point with Kel's action, but the figure looks completely misshapen, only vaguely resembling the humanoid form.

Kel approaches the motionless figure, yanking back on its hood to reveal... A pile of furs stuffed into the cloak and stacked onto a chair, forming a crude mannequin.

Kel:
As you stand beside the decoy, you can see that it was blocking the view to what was behind it - a vertical shaft and ladder that leads downward about 10 feet.


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

"Decoy. And a ladder."

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 breathes a sigh of relief.

"Aravashnial and Horgus," she says loudly, "it looks safe to move into the big room now."

To everybody else she asks, "Well, we have a ladder up, a ladder down, and two doors we could open. Any guess as to which one we should try first?"

And good job on creating tension, Unruly. I feel like we are definitely acting as if something could eat us at any time.


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 definitely thought I heard someone in here earlier.

Max tries listening at the door in room H4. With guidance. Perception: 1d20 + 4 ⇒ (8) + 4 = 12


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

Let us try the door in the room the distraction is 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

"A decoy, sneaky little gits."

Rex continues to scan about the room.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9


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 stands guard over the ladder while the doors are checked.

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 moved everybody into the room with the decoy.

"That's a good plan, Tina. We are already here anyway," agrees Deia. "Can one of you up-close-and-personal types open the door for us?"

Deia readies a cast of her magic in case the door is opened. Hex: Evil Eye (DC15, will) on anything that presents itself when the door is opened.


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

Tina is ready for another room clear.


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. "Rex, trade me. Make sure nothing comes up the ladder while we aren't looking."

Then he moves to open the door once everyone is in position.


City Map Current Location Map Loot Sheet

Max:
As you press yourself against the door, you're hit with a foul, awful stench. Something of a mix of rotten meat and excrement. Aside from that, you hear nothing.

Max informs the party of the smell, and Kel prepares to open the door once everyone has gotten into position.


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

All set


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 positions on the map look good enough to me. Let's get a move on.

Kel pulls the door open.


City Map Current Location Map Loot Sheet

Inside the door you find a narrow hallway that follows a sharply angled descent and ends in what looks like a trash heap. A vile, putrid smell, not unlike that of rotted meat, excrement, and stale urine, emanates outward from the opened door while thick, dark, streaks of something cover the walls and floor. A couple pegs on the door hold two badly stained buckets in place.


City Map Current Location Map Loot Sheet

Lann curls his nose and looks away from the doorway.

"I guess we've found their cesspit..."


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 shuts the door looking disgusted and moves back to the ladder.

How far down is it?


City Map Current Location Map Loot Sheet

About 10-15 feet. No more than a single fall damage increment if you were to jump down instead of using the ladder.


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

Send a bomb down in case there is someone down there?


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

"If there's someone down there, they aren't underneath it. They could be anywhere in the room. I'll just go down carefully and hope I don't get ambushed."

No, too risky.

Kel hands his polearm to Lann and swaps out his buckler for his Shield, then he carefully starts descending.

Full defense while slowing moving down the ladder with one hand, using the other hand with the shield and keeping a look out.

Perception: 1d20 - 1 ⇒ (17) - 1 = 16 Not bad. :)

Kel has 60' darkvision


City Map Current Location Map Loot Sheet

And your hope was lost.

Kel:
As you pass bodily into the next room, you can see barricades similar to those at the entrance. A small pool of water sits on the southern edge of the room, just a few feet from where the ladder reaches the floor below. You hear the unmistakable twang of bowstrings as two mongrelmen pop up from behind the barricades and loose their weapons in your direction. One shot whizzes by harmlessly, while the other impacts your shield with a loud clang as it deflects off in a different direction. A third mongrel moves from behind the barricades and positions himself at the base of the ladder, his club at the ready.

Crossbow: 1d20 + 1 - 4 ⇒ (14) + 1 - 4 = 11
Longbow: 1d20 + 8 + 1 + 2 ⇒ (11) + 8 + 1 + 2 = 22

Kel, you are approx. 5ft from the top and bottom of the ladder at this point.

A loud clang echoes up through the shaft as Kel begins his descent down the ladder.

Initiative Rolls:

Anevia: 1d20 + 7 ⇒ (3) + 7 = 10
Deia: 1d20 + 4 ⇒ (17) + 4 = 21
Kel: 1d20 + 2 ⇒ (17) + 2 = 19
Lann: 1d20 + 1 ⇒ (13) + 1 = 14
Max: 1d20 + 4 ⇒ (20) + 4 = 24
Rex: 1d20 + 4 ⇒ (16) + 4 = 20
Tina: 1d20 + 2 ⇒ (5) + 2 = 7
Mongrel1: 1d20 + 1 ⇒ (18) + 1 = 19
Mongrel2: 1d20 + 1 ⇒ (12) + 1 = 13
Wenduac: 1d20 + 3 ⇒ (4) + 3 = 7

Initiative Order:
Max
Deia
Rex
Kel
Mongrel1(club guy)
Lann
Mongrel2
Anevia
Wenduac
Tina

Tracking: Includes previous damage
Anevia: -2hp
Deia: -2hp
Kel: -7hp
Lann: -3hp
Rex: -1hp
Tina: -5hp

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)

Earlier...

Deia retches slightly at the smell of the privy. "I'll let somebody else search that for demons," she says half-jokingly.

Now round 1

Deia moves toward the ladder. SE, SE, S assuming that Rex moves before her. If not, just SE, SE.

Before I decide on the next part of my action, a question: If it is 10 to 15 feet down the ladder, where could Hex: Prehensile Hair reach? Would Kel and/or the mongrel be in range for a touch?


City Map Current Location Map Loot Sheet

Since I've said Kel is approx. 5ft from both the top and bottom of the ladder, for simplicity's sake we'll say that the drop is a total of 15ft. It's really more like 12-13 though. So Kel would be within the 10ft reach, while the mongrel would not.


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 |

"More enemies - I can sense them." Taking out Terendelev's scale, Max casts Aid on Lann.

1d8 + 10 ⇒ (4) + 10 = 14 Temporary HP and +1 to attacks for 19 mins.


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 Round 1
Sounds like Kel found something down there.

Rex moves into action with weapon in hand, "I'm going in."

Rex then start climbing down the ladder to assist Kel and staying on the defensive.

Round Summary
Move Action, move down the ladder.
Standard Action, Total Defense +4 Dodge, AC total:23

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)

Thanks for the clarification. It turns out what I was trying to do isn't possible anyway.

Round 1, continued.

Deia intones "Stars of the sky, Lend me our reach!" Hex: Prehensile hair for one minute.


Round Summary:
Move action: Move to where Rex is
Standard Action: Cast Prehensile Hair hex, 1 minute/10 rounds


Status: 14/16 HP
Daily casting:
Healing Hex: Rex, Max, Tina, Lann
Prehensile hair 1/2 per day


City Map Current Location Map Loot Sheet

Round 1 Update

Max pulls out his scale and uses its powers on Lann.

Deia's moves beside the ladder and her hair suddenly grows to an unnatural length.

Rex climbs down the ladder, managing to squeeze past Kel somehow.

The mongrel at the base of the ladder swings at Rex as he comes down, landing a very solid hit.
AoO: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Initiative Order:
Max
Deia
Rex
Kel <--- We Are Here
Mongrel1(club guy)
Lann
Mongrel2
Anevia
Wenduac
Tina

Tracking: Includes previous damage
Anevia: -2hp
Deia: -2hp
Kel: -7hp
Lann: +11hp
Rex: -10hp
Tina: -5hp

Kel, you're still on the ladder, but Rex is directly below you. You can either continue to climb straight down and then move out of his square for the normal total of 10ft of movement, or you can jump from the ladder and make a diagonal move of 5ft with an acrobatics check of 5. Failure simply results in you having to take the first option, as you'll drop to the base of the ladder instead.


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 jumps, twisting his body away from the ladder and yanking his sword from behind his shield as he falls, coming crashing down with a brutal overhead strike.

Acro DC 5: 1d20 - 1 ⇒ (15) - 1 = 14

Attack, High Ground: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Bodyguard (AoO): 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Rex gains +2 AC against that attack. I think that blocks it.

Crit Confirm: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Can I see the two bowmen?


City Map Current Location Map Loot Sheet

Total Defense prevents you from making AoO's. And yes, you can see the two bowmen, but they're behind cover.


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 Unruly GM wrote:
Total Defense prevents you from making AoO's. And yes, you can see the two bowmen, but they're behind cover.

Shoot. Guess that attack gets through. Sorry Rex.


City Map Current Location Map Loot Sheet

Round 1 update

Kel drops down and lands a debilitating blow against the mongrel by the ladder.

The mongrel tries to return the favor, but can't keep up with Kel's movements and swings at empty air.
Attack: 1d20 + 4 ⇒ (9) + 4 = 13

Lann moves at double-time, making his way down the ladder and positioning himself to join the fight.

One of the mongrels behind the barricades reloads its crossbow and fires at Kel again, but the shot passes by harmlessly.
Crossbow: 1d20 + 1 ⇒ (15) + 1 = 16

Anevia moves into the room.

The other mongrel behind the barricades fires her longbow at Kel. Her second shot performs the same as the first, clanging loudly against his shield as it deflects away.
Longbow: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18

Just shy both times! Curse your adaptable tactics!

Initiative Order:
Max
Deia
Rex
Kel
Mongrel1(club guy)
Lann
Mongrel2
Anevia
Wenduac
Tina <--- We Are Here

Tracking: Includes previous damage
Anevia: -2hp
Deia: -2hp
Kel: -7hp
Lann: +11hp
Rex: -10hp
Tina: -5hp
Mongrel1: -18hp


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

Round 1: Tina starts climbing down!

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