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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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 carefully cleans Radiance and moves to check the barriers and whatever lay past them.


City Map Current Location Map Loot Sheet

While checking out the barricade you find nothing of interest. Just past the barricade is a single wooden door that's been heavily reinforced with strips of rusted iron, though it appears that the door's lock has rusted away long ago.


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

Figuring that if the lock had rusted away that any traps would likewise be in disrepair, Kel pushed the door open.


City Map Current Location Map Loot Sheet

The door swings open slowly, with the loud squeal of rusted hinges filling the cavern. Beyond it lies a room that's elegant compared to what you've seen up until now. Walls of uniform stone blocks rise for about twice a man's height before forming into beautiful stone archways. However, near the center of the room it is marred by a more recent, and much cruder, construction. Brick walls have been erected from floor to ceiling, preventing you from seeing deeper in.


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 description of the room is a little confusing to me. Can you clarify what we're looking at?

Kel moves in cautiously, shield up. "This looks promising…"


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

Tina grips her club and prepares to follow.


City Map Current Location Map Loot Sheet

The walls of the room are worked stone blocks that have been very uniformly carved and laid with precision, and they rise up to about twice a man's height before turning into the ceiling. The ceiling is vaulted and supported by arches made of the same worked stone. Near the center of the room a brick wall rises from floor to ceiling. There's a very obvious difference in the quality of construction between the stone and the brick.


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 |

"What do you suppose they are trying to keep out with this brick wall?" Max examines the wall for any weakness or instability. He will report any findings to the group. Knowledge (engineering): 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18.

Edit - adding +1 for guidance.


City Map Current Location Map Loot Sheet

Max and Kel - As you move into the room, you notice that the wall isn't sealed off. It has an opening that leads to the other side, or at least to a corridor that leads further inward.

Max:
While the craftsmanship of the brick wall doesn't come close to that of the cavern's stone walls, it's still quite solid. The mortar is still all in place, the bricks are unbroken, and it's been laid in a Flemish bond pattern for simplicity while allowing for freestanding strength.

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 to Lann, "Yes, it does appear that the cultists were guarding both ends of their hideout. Either there are other underground communities close or we are getting closer to the surface, I think."

After that, she moves into the room and marvels at the various types of construction. "Very interesting," she thinks aloud.

Seeing the high ceilings, she pushes Astra into the air, "Stretch your wings, now that you have room," she says.

While they are inspecting the area, Deia thinks about any history relevant to underground construction. Know(history): 1d20 + 9 ⇒ (4) + 9 = 13


City Map Current Location Map Loot Sheet

Deia:
You aren't able to come up with anything outside of what you remembered yesterday.


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 |

"Be wary. If this is the exit, it seems like a place where one might lay traps." Max keeps an eye out for them.

Perception: 1d20 + 3 ⇒ (10) + 3 = 13

He cautiously approaches the apparent alcove toward the northeast to investigate.


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

[Tina will follow along with Max, checking things out as well.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26


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 lock was rusted clear away. Why would they maintain traps here, but not the lock?" Kel said moving to the opening and looking through.


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

Weird my post disappeared.

Rex surveys the room, "I wonder if this is indeed another way out."

Engineering on the room in general: 1d20 + 5 ⇒ (14) + 5 = 19


City Map Current Location Map Loot Sheet

Max and Tina:
You find nothing. The northeastern path dead-ends at the wall.

Kel:
You step into the opening and see that it diverges into different pathways. One of which leads southeast, but you can see that it ends in a dead-end. Another leads eastward before reaching a section of brick wall. You can see that the eastern path proceeds forward a short ways before reaching an opening in the wall on its north side, and its southern side has an opening just as it reaches the far end.

I'm not good at describing things like that, so just look at the map if you're confused.

Rex:
The primary walls of the room are expertly done. Though the mortar between blocks has started to crumble, they show no signs of loosening or any instability. The vaulted ceilings not only make the room more spacious, but they also give it a stability that would otherwise be lacking with a flat ceiling.

The newer brick walls are done with far less care in their construction. While they've been built sturdily, there's too much wasted mortar on the bricks. The brickwork has been done in a Flemish bond to provide for self-supporting strength, but because of the apparent haste that went into its construction the wall probably won't last for more than a few decades without needing repair.


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

Northeast path is a dead end


These idiots built a tiny maze, and you idiots are in it.


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

How true...idiot. ;)


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 blinked, sighed and shook his head. Right. Maze. Wonderful. If anything else is in here with us, they know we're coming. No reason to play it quiet.

he could see that there was nothing int he right passage so he stepped forward and looked around the corner and further down the hall in front of him.


City Map Current Location Map Loot Sheet

Kel:
As you peek around the corner you see that the northern path turns eastward again after a short distance, and the eastern path branches both north and south where it reaches the eastern wall.


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

Another step, another glance around the corners...

based on the map, I'm getting a little far from the rest of the group. Folks, you might want to position yourselves.


City Map Current Location Map Loot Sheet

I'm going to hold off on further updates for you, Kel. I want to give some of the folks who aren't up in the middle of the night time to get a word in edgewise.

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 sees Kel, Tina, and Lann start into the bricked area.

She calls Astra back to her and then yells to those down the hallway, "Don't get too far ahead of the rest of us. Keeping the group together has helped us before."

Deia tries to get everybody moving in Kel's direction.


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 falls in behind Lann, keeping apace as the party moves. "This is a most peculiar maze. Why would anyone build this?"


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

"Interesting a mix of construction techniques, wait were did everybody go."

Rex hurries down the hall to catch up, he gets behind Kel with morningstar in hand to cover him.


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

"My guess? It's a delaying tactic. There's probably some sort of ward at the other end to alert them of intruders. By the time they get through they're likely to run into the entire group waiting for them."


City Map Current Location Map Loot Sheet

Now to do Kel's update since it seems everyone else has had a chance to post.

Kel, as you peer around the next set of corners you first look north and see that that path curves to the east. However, as you glance down the southern path you spot a demon! The short, fat creature looks to be of the same type as one of the ones on the plaza yesterday, and it snarls loudly as it advances towards you!

Initiative Rolls:

Anevia: 1d20 + 7 ⇒ (14) + 7 = 21
Aravashnial: 1d20 + 2 ⇒ (11) + 2 = 13
Deia: 1d20 + 4 ⇒ (3) + 4 = 7
Horgus: 1d20 - 1 ⇒ (15) - 1 = 14
Kel: 1d20 + 2 ⇒ (7) + 2 = 9
Lann: 1d20 + 1 ⇒ (16) + 1 = 17
Max: 1d20 + 4 ⇒ (9) + 4 = 13
Rex: 1d20 + 4 ⇒ (17) + 4 = 21
Tina: 1d20 + 2 ⇒ (17) + 2 = 19
Dretch: 1d20 ⇒ 15

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

Tracking: Includes previous damage
Anevia: -2hp
Deia: -2hp
Kel: -14hp, Aid
Lann: -10hp, Aid
Rex: -2hp
Tina: -5hp

Max, but only once he sees the monster.:
You recognize the creature as a Dretch, the same as what you fought on the plaza yesterday.


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

On hearing the snarl, Anevia nocks an arrow and draws her bow while making an addendum to her earlier statement.

"Or, it's where they keep their pet monster. That didn't sound good at all..."

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 forward into the walled area, keeping with the group. Once she sees the Dretch, she says, "This is not exactly what I would have expected. They seem to be guarding against the demon as much as they were against other groups."

Once she sees the demon, she tries to use her magic on it, "Stars of the sky, cast doubt into the mind of the demon" Hex: Evil Eye (DC15, Will) targeting attack rolls


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

RD 1

Tina stays where she is.


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

Demon, yikes, I hope Chief Sull's morningstar can hurt this thing.

Rex tightens his grip on the morningstar and yells over to Kel,
"I'll move around to the north and see if I can flank."

Rex then moves down the corridor to the north to set up a flank.

Round Summary
Move Action, Move to the top of the corridor.
HP 20/22
Bullets 3/10


City Map Current Location Map Loot Sheet

Round 1 Update

Rex moves to the north.

Tina stays put.

Lann takes up Rex's old position.

The demon moves closer to Kel and savagely attacks! But it fails to penetrate Kel's armor!
Bite: 1d20 + 4 ⇒ (3) + 4 = 7 Claw1: 1d20 + 4 ⇒ (9) + 4 = 13 Claw2: 1d20 + 4 ⇒ (4) + 4 = 8

Horgus stays put.

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

Tracking: Includes previous damage
Anevia: -2hp
Deia: -2hp
Kel: -14hp, Aid
Lann: -10hp, Aid
Rex: -2hp
Tina: -5hp


M Elf Wizard(Conjurer) 5/Riftwarden 1 HP 20/35 | AC:12_T:12_FF:10 | F +3_R +3_W +7 | Init +2 | Perception +7

"Did someone say that was a demon? That can't be good at all. Especially not after our last run-in with them turned out the way it did..."


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 takes his first step into the maze, and passes his turn.


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

Yes, a demon.


Dretch.


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

"Dretch!" Kel yells as the demon attacks.

Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


City Map Current Location Map Loot Sheet

Round 1 Final

Max steps into the maze.

Aravashnial stays put.

Kel swings at the demon, but fails to harm it.

Deia prepares to hex the demon if it ever comes into view.

Round 1 Complete

Round 2 Begin!

Anevia repositions herself, but keeps her bow drawn taught.

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

Tracking: Includes previous damage
Anevia: -2hp
Deia: -2hp
Kel: -14hp, Aid
Lann: -10hp, Aid
Rex: -2hp
Tina: -5hp


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

"Try and see if you can draw it out. Let more of us help you with it."


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

RD 2

Tina stays where she is.


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 2

Rex looks down the hall at the demon, "It is not moving, Anevia, but we will try to get him closer."

Rex then moves down the hallway to see if he can move behind demon.

Round Summary

Move Action, move and look down the other hallway.

HP 20/22
Bullets 3/10


City Map Current Location Map Loot Sheet

Round 2 Update

Rex moves further into the complex and finds a nasty surprise.

Rex:
As you look down the next hallway, you see another demon. It stares up the hallway at you, drooling.

Tina stays put.

Lann moves up to engage the demon. The demon swings a clawed hand at him as he moves, but fails to connect. Lann returns the favor with an ineffective swing of his club.
AoO: 1d20 + 4 ⇒ (3) + 4 = 7
Attack: 1d20 + 6 ⇒ (6) + 6 = 12

The demon up front begins casting a spell. Kel and Lann swing at it as it lowers its defenses. Kel's strike draws blood, but the demon shrugs off Lann's attack as it belches forth a thick, noxious cloud that fills the maze and makes it almost impossible to see.
Kel AoO: 1d20 + 6 ⇒ (16) + 6 = 22 Lann AoO: 1d20 + 6 ⇒ (18) + 6 = 24 Kel Damage: 1d8 + 3 ⇒ (3) + 3 = 6 Lann Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Concentration Check: 1d20 ⇒ 16
Lann Fort: 1d20 + 2 ⇒ (15) + 2 = 17 Kel Fort: 1d20 + 6 ⇒ (5) + 6 = 11 Deia Fort: 1d20 + 2 ⇒ (18) + 2 = 20 Tina Fort: 1d20 + 5 ⇒ (12) + 5 = 17 Max Fort: 1d20 + 1 ⇒ (6) + 1 = 7 Rex Fort: 1d20 + 5 ⇒ (2) + 5 = 7

Spellcraft DC 18:
Stinking Cloud

Rex and Max are now both Nauseated for so long as they remain in the cloud, and for some rounds after they leave(will be determined once they leave). Everyone else will have Fort saves rerolled each round that they remain in the cloud. The area designated as being the stinking cloud provides Concealment(20% miss) within 5 feet, and Total Concealment(50% miss) beyond 5 feet.

The second demon charges down the hallway at Rex, but only bites at the clouded air as he arrives.
Bite: 1d20 + 4 ⇒ (1) + 4 = 5

Horgus sees the cloud billowing out and catches a slight whiff of the stench, causing him to retreat to the door.

Nauseated condition:
Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.

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

Tracking: Includes previous damage
Anevia: -2hp
Deia: -2hp
Kel: -14hp, Aid
Lann: -10hp, Aid
Max: Nauseated
Rex: -2hp, Nauseated
Tina: -5hp


City Map Current Location Map Loot Sheet

Lann gags and coughs as the demon belches its foul cloud right into his face.

"*hurk* Perhaps we should *urk* listen to the woman and *ugh* retreat into open territory."


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

Spellcraft: 1d20 + 7 ⇒ (15) + 7 = 22

*Cough* It is like the magic spell Stinking Cloud! Lann and Anevia are right! Get back to the larger room!

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)

Round 2

Deia can't see the dretch so I think that means she also couldn't perform the spellcraft check?

Deia tries to give Tina a quick blessing, "Tina, may fortune guide your actions." Guidance overcome concealment: 1d100 ⇒ 33. Deia successfully reaches out and touches Tina.

She then retreats out of the cloud, "Back toward the door!" she shouts.


Action Summary:
Standard: Guidance on Tina
Move: North, North, Northwest


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


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 swings Radiance again, holding his ground and holding his breath. "Get clear!"

Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Crit Confirm: 1d20 + 6 ⇒ (12) + 6 = 18
Crit Damage: 1d8 + 3 ⇒ (7) + 3 = 10

I'll back up next round once Max is able to get away. I don't want to leave him in there.


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 stumbles out of the maze, trying to find some fresh air. He will move by Horgus.


City Map Current Location Map Loot Sheet

Round 2 Final

Max retreats out of the maze in a sickly stumble, trying to keep his stomach in check. Nauseated rounds: 1d4 + 1 ⇒ (3) + 1 = 4

Aravashnial stays where he is.

Kel sounds the retreat while trying to hold the demon back with expertly placed strikes.

Deia reaches out to Tina and offers her a blessing as she retreats, calling for the others to exit the maze.

Round 2 Complete

Round 3 Begin

Anevia backs further away from the cloud, keeping her bow drawn and ready.

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

Tracking: Includes previous damage
Anevia: -2hp
Deia: -2hp
Kel: -14hp, Aid
Lann: -10hp, Aid
Max: Nauseated 4rds
Rex: -2hp, Nauseated
Tina: -5hp
Dretch1: -11hp


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

RD 3

Tina double moves out of the maze

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