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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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 |

Round 2

Max reloads, and then takes another shot at the creature that has now engaged Kosz. But ensuring he doesn't hit Kosz makes the shot difficult. Attack: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14; Damage: 1d8 ⇒ 6; Ammo reusable if miss?: 1d2 ⇒ 2 (Yes.)

He then steps close to Kel. 5 foot step south.


Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1

Holding his shield up to ward off the darkmantle above him, Kosz swings his morningstar at the creature.

Cold iron morningstar melee attack: 1d20 + 4 ⇒ (9) + 4 = 13

Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Unruly GM:

Remember the darkmantle's +1 to hit for height over Kosz


City Map Current Location Map Loot Sheet

Round 2 Update

Kosz swings at the Darkmantle, but the creature dodges the blow.

Max reloads and fires another shot at the darkmantle, but misses once again.

Deia tries to use her cursing stare. Will: 1d20 ⇒ 8 The darkmantle begins acting strangely.

Rex holsters his pistol and picks his club up off the floor.

Horgus continues to cower in the back.

Initiative Order
Tina
Darkmantle
Anevia
Kosz
Max
Deia
Rex
Horgus
Kel <---- We Are Here
Aravashnial

Tracking
Darkmantle -3hp, -2 Attack Rolls 7 rounds.
Kel +1 on single attack, save, or skill check due to Guidance.


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

"Stay here folks. He needs some help. I'll be right back."

Moving forward, Kel waits a moment for the strange creature to start to close on Kohz again and then whips his net out at it.

Touch Attack: 1d20 - 1 ⇒ (17) - 1 = 16

If I hit, it's entangled and can't go more than 10' from me without an opposed strength check to drag me along.


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

"Hold on, let me try again!"

Aravashnial casts the same spell as before, flinging it in the same general direction. It impacts the wall behind and beside Kel.

"Hah! I bet I got it that time!"


City Map Current Location Map Loot Sheet

Round 2 Update

Kel tosses a net and traps the darkmantle!

Aravashnial tries casting his spell again to the same effect.

Tracking
Darkmantle -3hp, -2 Attack Rolls 7 rounds. Entangled.
Kel +1 on single attack, save, or skill check due to Guidance. (unless used on that net throw)

End Round 2


City Map Current Location Map Loot Sheet

Round 3

Initiative Order
Tina <---- We Are Here
Darkmantle
Anevia
Kosz
Max
Deia
Rex
Horgus
Kel
Aravashnial

Tracking
Darkmantle -3hp, -2 Attack Rolls 7 rounds. Entangled.
Kel +1 on single attack, save, or skill check due to Guidance. (unless used on that net throw)


City Map Current Location Map Loot Sheet

The darkmantle lunges at Kosz's head again, and misses. slam: 1d20 + 3 - 2 - 2 + 1 ⇒ (10) + 3 - 2 - 2 + 1 = 10


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

Anevia presses forward further and closes with the darkmantle.


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

Um, you almost hit Kel!

Tina goes to 4-g and stabs with her longspear
Longspear: 1d20 ⇒ 161d8 ⇒ 8

Done

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 3

Deia moves toward the fight diagonally, to G1.

She invokes "Kosz, May fortune guide your actions." Guidance on Kosz.


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 3

Rex tightens his grip on his club and moves to engage the Darkmantle.

Move Action to 3H
Attack: 1d20 + 1 ⇒ (10) + 1 = 11

Probably a miss, but just in case.
Club: 1d6 ⇒ 2

Rex can find no opening in the darkmantle's defenses.

Move Action
Standard Action:Attack
Bullets 7/10


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 points Kosz toward the other side of the creature. "Let's see if we can box it in. It isn't going anywhere."

Kosz, move to flank. Let's pile on the bonuses and let that 3rd level rogue do her thing.

I'll take my actual action once a few others have posted.


How many of you does it really take to kill a Hexed, netted, and completely exposed ceiling octopus?


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 moves forward to stay near Kel. He then offers a helpful hand to the injured Anevia. "Aroden guide your steps."

Move to F2, cast guidance on Anevia.


Human Aristocrat 4 HP 18/18 | AC:9_T:9_FF:9 | F +2_R +1_ W +5 | Init -1 | Perception +2

Horgus continues to cower, feeling no need to add himself to the fight. However, he does move forward to stay inside the light.


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

"Oop! Sorry!"

After his near-miss, Aravashnial refrains from trying a third time.


City Map Current Location Map Loot Sheet

Round 3 Update

Tina moves forward and stabs mercilessly at the darkmantle. -8hp

The darkmantle attempts another attack on Kosz, but misses.

Anevia moves forward further.

Initiative Order
Tina
Darkmantle
Anevia
Kosz <---- We Are Here
Max (posted action)
Deia (posted action)
Rex (posted action)
Horgus (posted action)
Kel
Aravashnial (posted action)

Tracking
Darkmantle -11hp, -2 Attack Rolls 7 rounds. Entangled.
Kel +1 on single attack, save, or skill check due to Guidance. (unless used on that net throw)


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 transfers the lead rope of the net to his sheild hand and yanks his sword from it's sheath on the back of the sheild. He quicksteps to the side to take better advantage of his allies positions and stabs down at the creature.

Attack, Guidance, Flanking: 1d20 + 4 + 1 + 2 ⇒ (10) + 4 + 1 + 2 = 17
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


City Map Current Location Map Loot Sheet

Gonna bot Kosz to keep things moving.

Round 3 Update

Kosz sidesteps the Darkmantle and swings at it, dealing a wicked blow. Morningstar flanking: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Max moves up and gives Anevia a blessing.

Deia moves up to Kosz and gives him a blessing. Moved you 1 step further to be in range.

Rex moves up to swing, but misses.

Horgus moves forward just enough to stay in the light.

Kel moves up attacks, sending the battered remains of the darkmantle to the ground.

Combat over.


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

It is dead. Tina says to the blind elf.


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 cleans his sword and refolds his net. "Nice work everyone. Keep an eye upwards. This might not be the only one."


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

Aravashnial clumsily feels his way forward, trying to get closer to the voices that he hears in front of him.

"Well then, since I didn't hear any cries of pain I'd say we did a good job and assume that everyone made it out intact. And I'd agree with Kel that those with eyes should keep them turned upwards. But there's no time to revel over small victories. Shall we continue onward?"


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

Agreed.


City Map Current Location Map Loot Sheet

If you want to continue a conversation prior to moving forward, you can. Just put it in a spoiler marked as "Earlier." I'm not trying to push you guys, but I'm assuming that you're going to continue down the path rather than stop and rest here.

Deia's torch begins to flicker and sputter, its pitch nearly gone, as the party heads away from the scene of their recent battle and proceeds down the hallway towards the green light. As you draw nearer you find that the tunnel ends its eastern route and forms a junction. The main path continues to the south and a much narrower, less worn, path heads north.

Glancing into the northern passage reveals that the sickly light is being emitted by some form of mold or fungus that grows thick on the walls, giving the passage the appearance of a path cut through hedges. You can make out an opening at the end of the passage, probably no more than 100 feet away, that contains a pile of rubble and what looks to be a stone building.

Glancing to the south you see nothing but darkness as the trail leads beyond all light.

Time: Approx 2:45pm

Knowledge Nature or Dungeoneering DC 10:
You're able to recognize the green fungus as nothing more than one of many common types of phosphorescent fungus. It's harmless unless eaten, and can be harvested, bundled, and used as a light source similar to a torch. A smaller handful of fungus functions similarly to a candle. The fungus typically glows for 24 hours after it has been harvested.

I just looked up the burn time on torches and saw that they're only supposed to last an hour. You guys have been down in the caves for close to 3 hours at this point, but since I didn't realize the short burn time I'm not going to make you go back and light two more torches over my own mistake. Just assume that the one you've been burning was some kind of extra-large torch.


Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1

Kosz swings his head up towards the sickly light of the mold and fungus before peering into the darkness opposite. "We have a decision to make. To the left is a narrow passage coated in some kind of luminescent fungus or mold. Beyond it opens into a cavern with rubble and a building of stone. To the right, the passage goes on in darkness farther than I am able to see."

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'm on my second torch, so I think we are only one behind. I'll light another now so we should be good.

As her torch begins to flicker, Deia lights another from the soon to be finished one.

"Well, " she starts to think aloud, " I can't imagine why people would go to all the effort of building something at the bottom of the sewers. Maybe the other end of the building opens into the city. What does everybody else think? "

I have no KN: Nature or KN: Dungeoneering skills, so no check for me.


City Map Current Location Map Loot Sheet

Untrained Knowledge Checks:
Untrained: You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.

Everyone should be able to attempt this check, regardless of if they have ranks in the skill. Though I won't roll untrained checks for you.


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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 |

Don't worry about pushing us Unruly - glad we're still moving forward. By stone building, is it an underground building or is it possibly back on the surface?

Knowledge check: 1d20 + 4 ⇒ (17) + 4 = 21

"The glowing fungus is harmless. We could use that glowing fungus as a light source if we want. A handful glows about as bright as a candle, and will last a full day and night."


City Map Current Location Map Loot Sheet

It's still underground. It's just a building made of stone that's been constructed in the cavern.


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

I'm all for checking the building out. Tina scrapes some fungus off with the practiced hand of one who has been handling substances that look unpleasant and puts it on a stick for light.


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

"Must be part of the old sewer system?"

"I've heard tales that the underground below the city is extensive. I guess they are true."

I'll do Take 20 on a Knowledge:Engineering check to determine anything about the building.

Total:23


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 |

"And perhaps the building connects to the surface. Let's take a look."


City Map Current Location Map Loot Sheet

Rex, you aren't close enough to inspect the building that closely yet.


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

Well let us get closer then!

Tromp tromp


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

"Well I'm not sure about this building to far away to make out any details, I'll move up a bit and scout it out."

Rex cautiously walks up closer to the building to be able to inspect it.

Engineering Take 20, for a total of 23.


City Map Current Location Map Loot Sheet

I was typing up a post of the whole group moving down there, but...
Rex heads away from the party and darts down the passage, eager to get a closer look at the building. Tina follows closely behind him. The rest of the party follows Rex and Tina, though at a greater distance due to their having a head start.

The soft fungus beneath your feet adds a bit of a spring to your step as you travel down the passage. The covered walls act as baffling, muffling all sound inside the passage and adding to the eerie atmosphere created by the pale, green light. As you make your way closer to the end of the tunnel you can see the building more clearly, and can make out what looks to be a giant hammer that's carved into the front wall.

Knowledge Religion DC 10:
The hammer is the symbol of Torag, Dwarven god of creation and protection.

Rex and Tina:
Emerging from the passage you're greeted by a pile of stone rubble and the imposing facade of the stone building that was able to be seen earlier. The windowless building stands 20 feet tall and is made of worked stone. The cavern itself stretches about 30 feet upwards, and is covered with patches of the same glowing fungus.

As you approach the building to more closely inspect it, you hear a loud, high-pitched, but intermittent, buzzing coming from above you. Looking up, you see a giant fly transitioning from the roof of the building to the wall, its wings fluttering rapidly.

Rex:
You're able to determine that the building is of a Dwarven design, though an older one. There are no apparent structural weaknesses.

Initiative rolls:

Anevia: 1d20 + 7 ⇒ (5) + 7 = 12
Aravashnial: 1d20 + 2 ⇒ (16) + 2 = 18
Deia: 1d20 + 4 ⇒ (9) + 4 = 13
Horgus: 1d20 - 1 ⇒ (18) - 1 = 17
Kel: 1d20 + 2 ⇒ (8) + 2 = 10
Kosz: 1d20 ⇒ 17
Max: 1d20 + 3 ⇒ (4) + 3 = 7
Rex: 1d20 + 4 ⇒ (13) + 4 = 17
Tina: 1d20 + 2 ⇒ (10) + 2 = 12
Fly: 1d20 + 3 ⇒ (20) + 3 = 23

Initiative Order
Fly <---- We Are Here
Aravashnial
Rex
Kosz
Horgus
Deia
Anevia
Tina
Kel
Max

The map link has been updated as well.


City Map Current Location Map Loot Sheet

The fly climbs down the wall and bites at Rex.
Bite: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Fort Save: 1d20 + 4 ⇒ (1) + 4 = 5
You'll find out later: 1d3 ⇒ 2

The fly sinks its proboscis deep into Rex's shoulder.

Aravashnial, unaware of what's going on ahead due to his blindness and the sound muffling qualities of the fungus-covered walls, does nothing.

Initiative Order
Fly
Aravashnial
Rex <---- We Are Here
Kosz
Horgus
Deia
Anevia
Tina
Kel
Max


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

A bug bit Rex!


Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1

At Tina's exclamation, Kosz hustles to catch up.

Double move (40')to catch up. Reminder that Kosz was 20' feet ahead of the party before Rex and Tina decided to head towards the building.


City Map Current Location Map Loot Sheet

I had assumed that everyone would have closed the gap at the intersection while determining where to go. I put you on Rex's left side after your movement. If you want the right side, just say so.

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)

"Help is on the way, Rex!" shouts Deia as she follows Kosz toward the commotion.

Double move here as well, ending one square south of Kosz.

Knowledge(Religion): 1d20 + 4 ⇒ (9) + 4 = 13

As she comes to a stop behind Kosz, Deia takes a moment to assess the scene. She recognizes the hammer carved into the wall beyond Rex as the symbol of Torag, a common Dwarven diety.


City Map Current Location Map Loot Sheet

The building was already lit. The cavern has patches of that fungus in it that are providing ample light.

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)

Roger that. A second reading made it more clear to me. I'll edit it to make the discovery more in-line with the rest of the text.


City Map Current Location Map Loot Sheet

No worries, the bit that actually described the cavern was labeled "Rex and Tina" after all. Probably should have labeled it as "Once inside" or something instead. So here it is for future reference:

Once inside the cavern:
Emerging from the passage you're greeted by a pile of stone rubble and the imposing facade of the stone building that was able to be seen earlier. The windowless building stands 20 feet tall and is made of worked stone. The cavern itself stretches about 30 feet upwards, and is covered with patches of the same glowing fungus.


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

As Rex approaches the dwarven building, Rex shouts back "Interesting, a building dedicated to Torag. It is really old and..."

Rex's words trail off as a giant fly leaps off the building and sinks its rather large proboscis into his flesh.

"Gah, that hurt," as Rex scrambles away from the creature.

Rex then draws his his pistol and fires at the creature.

Ranged Attack,Point Blank Shot: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13

Damage
Pistol: 1d8 + 1 ⇒ (8) + 1 = 9

Free Action:5' Step Back to E9
Move Action: Draw Pistol
Attack Action: Range Attack

Condition Summary:

HP: 10/13
Failed a Save
Bullets: 6/10

Words you don't want to hear: DM:"I'll tell you later! :)


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

Round 1

If fly is still flying above the group
Tina steps to F-9 and takes out a small flask, putting a few crumbled substances inside, Tina hurls it at the fly.

Touch attack, bomb: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 4 ⇒ (5) + 4 = 9
1/6 used

If it is flappiing closer
Tina steps to F-9 and jabs with her longspear.

Longspear: 1d20 ⇒ 101d8 ⇒ 7


City Map Current Location Map Loot Sheet

Round 1 Update

The fly stabs down on Rex, jabbing him in the shoulder.

Aravashnial remains stationary.

Rex stumbles backwards, firing at the fly. He scores a wicked hit.

Kosz charges forward to Rex's aid.

Horgus doesn't want to get in harms way, and so he stays put.

Deia rushes forward behind Kosz.

Anevia starts to hobble forward.

Tina tosses an alchemical concoction at the fly, blasting it apart.

Combat over. That went quick.


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

Let me check your wound Rex, flies can carry nasty stuff.

Heal: 1d20 + 6 ⇒ (15) + 6 = 21+2 vs. Poison and Disease.


City Map Current Location Map Loot Sheet

Now remember boys, flies spread disease! So keep yours CLOSED! I'll keep your heal check in mind when Rex rolls his next save.

A single 20ft tall building remains in the center of this 30-foot-high cave, a bunkerlike structure with no windows and walls of worked stone blocks. A large carving of a hammer decorates the building’s facade. The ruins of collapsed outbuildings stand to either side, with the rubble from the building on the left having fallen in front of my main building's door.

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