Dungeon Master S's "The Fall of Plaguestone" (Inactive)

Game Master Chris Marsh

TACTICAL MAP |STRATEGIC MAPS
HANDOUTS | CAMPAIGN RECORDS | DRAMATIS PERSONAE | LOCATIONS | MAP TEMPLATES

Default Exploration Mode:

[dice=Hostiles]d20[/dice]
[dice=Penryn]d20+7[/dice] ()
[dice=Cilik]d20+5[/dice] Perception (T)
[dice=Lucky]d20+7[/dice] Avoid Notice (T)
[dice=Jasper]d20+9[/dice] Seek
[dice=Blodgett]d20+4[/dice] Sense Direction (T)

*If you do not make a specific post (with referenced skill and modifier) this will be the assumed action and initiative roll.

Perception:

[dice=Kaleb]d20+7[/dice] (E)
[dice=Penryn]d20+7[/dice] (E)
[dice=Cilik]d20+5[/dice] (T)
[dice=Blodgett]d20+6[/dice] (T)
[dice=Jasper]d20+9[/dice] (T)


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Grand Archive

M Halfling evoker 3| HP 33 | AC 17 | Fort +7 | Ref +7 | Will +9 | Perc +7 (Keen Eyes) | Speed 25

occultism[dice: 1d20 + 8 ⇒ (14) + 8 = 22

Cilik nods his head. "it definitely looked unnatural. The wolves looked diseased with misshapen parts and they were VERY deadly."


Male Halfling Brb3 | HP 51/51 | AC 20 | Fort +9, Refl +7, Will +8 | Perc +8 | Speed 25 | Default exploration: Scout | Conditions: | Hero Points: 0

Blodgett nods. We'll help, yeah, he says. What we can, anyway.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The heroes get a night's rest at the Feedmill. Ruling that expending medicine, help from the locals, and comfy beds, you're fully healed the next day.

In the morning, Noala gives you a run down of the journey, [b]"It's going to take us the whole day. We can't do the normal adventuring thing where we take it slow. Even moving quickly, we'll not have a lot of day left. It should be reasonably safe, but I worry that taking too long will mean the blight spreads even more.

To make it in one day you'll need an Exploration tactic which does NOT hinder your movement. Otherwise it'll take two days.... The only character with a default that is too slow to make it in a day is Jasper.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The journey to the Pen is long and challenging as expected. You arrive with only an hour of daylight remaining. The area resembles the blight surrounding the wolf den. The plants on the perimeter are sickly and dying. Noala grunts, "Last time was bad, but I think especially here, I should patrol the perimeter. Let me help a bit more this time though."
She hands you 2 lesser healing potions and 2 barkskin potions. After that, she heads off into the woods to begin her preparations.

Map updated.


M Halfling Cleric | HP 33/33 | AC 18 | Fort +6 | Ref +8 | Will +11 | Perc +9 | Speed 25 | Hero Points 0/3 | Conditions -

The next morning Jasper makes a point of going through the coins that they've collected. Although he's not exactly the best with money, as Penryn knows, he manages the basic math needed to divvy out the coins they've found. "It amounts to 4 gold and 6 silver each. There are 4 copper coins left, but I think they're a nice tip to the innkeeper for our breakfast, right?"

He then goes into the stables to see Petunia. Spending a few minutes grooming and petting the beast, he gives her a few turnips and... cries a lot. He then returns to the inn and seeks out Delma. "I wondered if you'd be interested in acquiring the most loyal, well-behaved pony ever. She's a delight, full of personality and verve. Great at giving children rides, though she'll take you from home to work in a flash as well. And she's smart, so I've no doubt you can teach her more. A bargain too at 35 gold. What say you?"

The bartender makes the purchase and the two iron out the details. Jasper embarrasses himself by crying some more while she hands over the coins, though he leaves quickly thereafter.

After what might be 30 minutes Jasper returns to the group. He carries a longbow and has a quiver of arrows, the plumage poking over his shoulder. "It seems we're at war with a corruption of nature. I'm ready to fight it."

==============================

When Noala hands over the potions, Jasper makes some decisions for the group. He hands a healing potion to Blodgett and Penny, and a barkskin potion to Blodgett and Kaleb. "You three are often closest to danger, so I think it best that you be able to use the magic to help yourselves. For Cilik and Elvanthain, I'll do what I can with Erastil's blessings."

He then takes hold of his new bow, and adds, "Let's do what we must here."
Added the tokens to the map.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The party closes in on the blight. The environment feels sick.
Deeper into this massive blight, the plants take on unnatural shades, and their branches seem to shudder and quake at the sensation of something passing. Up ahead is a wall of thick brambles with some sort of thorny iris in the center.

Jasper pulls the party up. Ahead are some dangerous plants. They don't look nearly as deadly as the last round of killer plants, but you never know... Unless you're Elvanthain. The elf stops the party immediately. There are two threats here. The plants with the long tendril are vine lashers, a mildly dangerous carnivorous plant. The other plant is a bit more subtle. They're known as poison blooms. If an animal comes within 10', it releases a mud befuddling gas...

We're now in Encounter Mode, but not combat.

DM:

Kaleb: 1d20 + 7 ⇒ (8) + 7 = 15 (E)
Penryn: 1d20 + 7 ⇒ (8) + 7 = 15 (E)
Cilik: 1d20 + 5 ⇒ (9) + 5 = 14 (T)
Blodgett: 1d20 + 6 ⇒ (5) + 6 = 11 (T)
Jasper: 1d20 + 7 ⇒ (17) + 7 = 24 (T)
Elvanthain: 1d20 ⇒ 14

Nature
Elvanthain: 2d20 ⇒ (16, 19) = 35


S Halfling Thief 3 | Hp 36/36 | AC 19 | F +5 (T), R +11 (E), W +9 (E) | Perception +9 (E) | +2 Initiative

Kaleb keeps his silver rapier in hand as he points to the plants and asks Elvanthain "I don't suppose you prepared and weed-killer today?"


M Halfling Cleric | HP 33/33 | AC 18 | Fort +6 | Ref +8 | Will +11 | Perc +9 | Speed 25 | Hero Points 0/3 | Conditions -

Jasper readies his bow (Interact) then says, "Don't move yet, guys. And keep quiet. Let's think about what we're going to do before we do it."

He then tries to recall anything he can about the dangerous flora before him (Recall Knowledge x2), sharing what he knows about vine lashers and poison blooms.
Nature (Recall Knowledge): 1d20 + 8 ⇒ (5) + 8 = 13
Nature (Recall Knowledge): 1d20 + 8 ⇒ (9) + 8 = 17


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Jasper confirms Elvanthain's comment about the poison blooms clouding one's mind if it gets too close, but that's all he remembers.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Round 1:
Penryn: Go
Hostiles: TBD
Blodget: TBD
Lucky: TBD
Cilik: TBD
Elvanthain: TBD
Jasper: TBD

Hostiles: 1d20 + 4 ⇒ (13) + 4 = 17
Penryn: 1d20 + 7 ⇒ (18) + 7 = 25 ()
Cilik: 1d20 + 5 ⇒ (8) + 5 = 13 Perception (T)
Lucky: 1d20 + 7 ⇒ (9) + 7 = 16 Avoid Notice (T)
Jasper: 1d20 + 8 ⇒ (1) + 8 = 9
Elvanthain: 1d20 + 5 ⇒ (7) + 5 = 12 Thinking
Blodgett: 1d20 + 4 ⇒ (13) + 4 = 17

Horizon Hunters

M Halfling Investigator 3 | HP 30 | AC 17 | Fort +7 | Ref +10 | Will +9 | Perc +9

”Good thinking, Jasper,“ Penryn says quietly, surprising himself a little as the words come out. He joins his cousin in slipping a bow off his shoulder and thinking on what he knows of the creatures before him.

Also Recall Knowledge x2

Nature checks :

Nature on Vine Lashers : 1d20 + 6 ⇒ (12) + 6 = 18
Nature on Poison Blooms: 1d20 + 6 ⇒ (19) + 6 = 25


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Penryn knows a thing or two, because he's seen a thing or two. He knows that these lashers, while not as dangerous as the last ones, are ambulatory - at a pace equal to a human. He also knows that the poison blooms release their spores in a wide area, perhaps 20' or so.

A moment after he shares the information, the plants go on the move! Two even get close enough to lash out with their vines.

Black v. Blodgett: 1d20 + 7 ⇒ (13) + 7 = 20 for DMG: 1d8 + 2 ⇒ (4) + 2 = 6 and it grabs hold of Blodgett.

Red v. Kaleb: 1d20 + 7 ⇒ (19) + 7 = 26 for DMG: 1d8 + 2 ⇒ (6) + 2 = 8 No actions to grab

Round 1:
Penryn: Think
Hostiles: ATK
Blodget: Go
Lucky: Go
Cilik: Go
Elvanthain: Go
Jasper: Go


Male Halfling Brb3 | HP 51/51 | AC 20 | Fort +9, Refl +7, Will +8 | Perc +8 | Speed 25 | Default exploration: Scout | Conditions: | Hero Points: 0

Blodgett has the Unfettered Halfling feat, so the lasher must succeed at an Athletics check to grab him instead of automatically grabbing him. Blodgett's Athletics modifier is +7, so his Athletics DC is (I think) 17.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

1d20 ⇒ 19 on mobile. Can't look it up, but beats it on the die


Male Halfling Brb3 | HP 51/51 | AC 20 | Fort +9, Refl +7, Will +8 | Perc +8 | Speed 25 | Default exploration: Scout | Conditions: | Hero Points: 0

DC would be Fort DC, my bad. But moot anyway.

Blodgett, remembering a point in his life where being grabbed meant punishment, struggles mightily against being restrained.

Athletics: 1d20 + 7 ⇒ (9) + 7 = 16
Desperation rising in him, Blodgett lets the anger in him explode (this is mostly for flavor but it might matter), then squirms frantically.

Athletics: 1d20 + 7 - 5 ⇒ (20) + 7 - 5 = 22 if that would be a success numerically, Unfettered Halfling makes it a crit success

Athletics check, Rage, Athletics check with Attack trait.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Blodgett tears himself completely free! His memory of the last carnivorous plant is fresh in his mind as his blood boils.

Round 1:
Penryn: Think
Hostiles: ATK
Blodget: I want to break free
Lucky: Go
Cilik: Go
Elvanthain: Go
Jasper: Go


S Halfling Thief 3 | Hp 36/36 | AC 19 | F +5 (T), R +11 (E), W +9 (E) | Perception +9 (E) | +2 Initiative

Kaleb winces in pain, bad memories of the previous encounter with plants still fresh in his mind as he sets of an arc of lightning between red and black.

electric arc: 1d4 + 3 ⇒ (2) + 3 = 5
Basic Reflex DC 17

Before blessing himself with a shield spell.

+1 AC, will block for DR 5 the first time Kaleb is hit.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Red: 1d20 + 7 ⇒ (20) + 7 = 27
Black: 1d20 + 7 ⇒ (7) + 7 = 14

Kaleb's electric magic shocks one of the plants, though the other completely avoids it. The injured plant already looks seriously messed up after the spell. Just in case, Kaleb raises up a magical defense.

Round 1:
Penryn: Think
Hostiles: ATK
Blodget: I want to break free
Lucky: Elec
Cilik: Go
Elvanthain: Go
Jasper: Go

DM:

Black: 5

Grand Archive

M Halfling evoker 3| HP 33 | AC 17 | Fort +7 | Ref +7 | Will +9 | Perc +7 (Keen Eyes) | Speed 25

acid splash on black: 1d20 + 8 ⇒ (9) + 8 = 17
damage?: 1d6 + 4 ⇒ (6) + 4 = 10


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Cilik's acid burns away the plant. What's left shrivels and wilts!

Round 1:
Penryn: Think
Hostiles: ATK
Blodget: I want to break free
Lucky: Elec
Cilik: Kill
Elvanthain: Go
Jasper: Go


M Halfling Cleric | HP 33/33 | AC 18 | Fort +6 | Ref +8 | Will +11 | Perc +9 | Speed 25 | Hero Points 0/3 | Conditions -

Jasper prepares for battle and begins a prayer. "Erastil, grant this bow your power as a symbol of your will. I will use it to stop the dangers before me."

He then moves into a better position to use the weapon.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Jasper prepares himself for battle!

Round 1:
Penryn: Think
Hostiles: ATK
Blodget: I want to break free
Lucky: Elec
Cilik: Kill
Elvanthain: Go
Jasper: Move and cast


M | M Elf Alchemist 1| hp 14/14| | AC 16 | Fort +5 Ref+7 Will +5 | Perc +5 |Speed 35

Elvanthain lines up his crossbow and shoots at black.

crossbow: 1d20 + 6 ⇒ (2) + 6 = 8

and misses badly.

Horizon Hunters

M Halfling Investigator 3 | HP 30 | AC 17 | Fort +7 | Ref +10 | Will +9 | Perc +9

Realizing he has once again drawn his bow in order to try to cut down plants, Penryn takes a moment to curse his foolishness. He then carries on with the fool plan, shooting an arrow at the closest lasher.

Study Suspect on red, then shoot.

Study Suspect: 1d20 + 8 ⇒ (3) + 8 = 11

Shortbow attack: 1d20 + 7 ⇒ (14) + 7 = 21
Shortbow damage: 1d6 ⇒ 1

Shortbow attack 2, MAP: 1d20 + 7 - 5 ⇒ (9) + 7 - 5 = 11
Shortbow damage: 1d6 ⇒ 6

If it appears that the first arrow does no damage, I won't take the second shot. Instead, I'll drop my bow and draw my shortsword.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Elvanthain's bolt goes wide. Penryn sees his arrow sink in. Apparently these plants come with considerably less sclerenchyma, though it's a light hit.

The remaining trio of plants advance, each attacking a different target!

Red v. Kaleb
Vine!: 1d20 + 7 ⇒ (17) + 7 = 24 for DMG: 1d8 + 2 ⇒ (7) + 2 = 9. It then grabs him! It's a light grab though. A creature grabbed by a vine lasher is not immobilized, but the grabbed creature’s space and every adjacent square use the rules for difficult terrain. If the creature moves, the vine lasher moves with it, always keeping the grabbed creature within 10 feet of itself.

Blue v. Blodgett
Vine!: 1d20 + 7 ⇒ (10) + 7 = 17 Miss
Vine!: 1d20 + 2 ⇒ (3) + 2 = 5 Miss

Green v. Jaspar
Vine!: 1d20 + 7 ⇒ (2) + 7 = 9 MISS

Round 2:
Penryn: Hit
Hostiles: ATK
Blodgett: Go
Lucky: Go
Cilik: Go
Elvanthain: Go
Jasper: Go

DM:

Red 1


Male Halfling Brb3 | HP 51/51 | AC 20 | Fort +9, Refl +7, Will +8 | Perc +8 | Speed 25 | Default exploration: Scout | Conditions: | Hero Points: 0

Blodgett draws his greataxe and a wide grin breaks across his face, the exhilaration of combat showing his euphoria, as he dashes around to the far side of Red and attacks!

Strike: 1d20 + 7 ⇒ (14) + 7 = 21
damage (4 is acid): 1d12 + 7 ⇒ (5) + 7 = 12

Interact to draw, Sudden Charge ◈◈


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Blodgett's swing nearly ends the plant, leaving only a small bit of combative flora left.

Round 2:
Penryn: Hit
Hostiles: ATK
Blodgett: Hit!
Lucky: Go
Cilik: Go
Elvanthain: Go
Jasper: Go

DM:

Red 13


M Halfling Cleric | HP 33/33 | AC 18 | Fort +6 | Ref +8 | Will +11 | Perc +9 | Speed 25 | Hero Points 0/3 | Conditions -

Jasper steps back, only to nock and fire two arrows in quick succession!
Strike 1 vs Green: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Damage 1 (P): 2d8 ⇒ (8, 6) = 14
If it's down, switching to Blue
Strike 2 vs Green/Blue: 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19
Damage 2 (P): 2d8 ⇒ (7, 2) = 9


S Halfling Thief 3 | Hp 36/36 | AC 19 | F +5 (T), R +11 (E), W +9 (E) | Perception +9 (E) | +2 Initiative

Kaleb's shield pops violently as it absorbs the worst of the vine. Kaleb does a gratuitous combat roll to get adjacent to red before getting it a serious stab.

silver rapier vs FF red plant: 1d20 + 8 ⇒ (2) + 8 = 10
Piercing + SA: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (5) = 14

Kaleb follows up his clumsy swing with a serious forking.

fork vs FF red plant: 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15
piercing + SA: 1d4 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Jasper's two arrows quickly take out the green plant, and the remise of Kaleb's attack drops a second plant!

Round 2:
Penryn: Hit
Hostiles: ATK
Blodgett: Hit!
Lucky: Kill
Cilik: Go
Elvanthain: Go

Jasper: Kill


M | M Elf Alchemist 1| hp 14/14| | AC 16 | Fort +5 Ref+7 Will +5 | Perc +5 |Speed 35

Elvanthain takes another shot at the closest plant.

crossbow: 1d20 + 6 ⇒ (11) + 6 = 17

damage: 1d8 ⇒ 8

He then reloads and shoots again

crossbow: 1d20 + 1 ⇒ (4) + 1 = 5

and tries to avoid shooting himself in the foot.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Elvanthain takes aim at the only plant and lets fly. The bolt strikes true, obviously harming the plant.

Round 2:
Penryn: Hit
Hostiles: ATK
Blodgett: Hit!
Lucky: Kill
Cilik: Go
Elvanthain: Hit
Jasper: Kill

DM:

Plant: 8

Grand Archive

M Halfling evoker 3| HP 33 | AC 17 | Fort +7 | Ref +7 | Will +9 | Perc +7 (Keen Eyes) | Speed 25

Seeing acid being so effective, Cilik tries it again,

acid splash: 1d20 + 8 ⇒ (17) + 8 = 25
damage?: 1d6 + 4 ⇒ (6) + 4 = 10


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Cilik's splash is enough to wilt the final ambulatory plant! Aside form the poison blooms, it looks like a clear path in...

For overcoming the floral kerfuffle, each hero earns 80 XP.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Penryn looks around, and thinks the party can get to the opening without trouble, so long as they stay away from the plants. The astute investigator can see that there's still plenty of healthy flora here, but it's doomed if the blight isn't solved. Most of the healthy plants are starting to get choked out by corrupted vines and plants.

Horizon Hunters

M Halfling Investigator 3 | HP 30 | AC 17 | Fort +7 | Ref +10 | Will +9 | Perc +9

"Right, keep your distance from those poison blooms and we should be able to move on to whatever other horrors await us here," Penryn remarks, waiting for someone else to take the lead.

We probably have some healing to do, no?

Also, Penny will use his Take the Case ability on the blight investigation, which he should have done long ago.


S Halfling Thief 3 | Hp 36/36 | AC 19 | F +5 (T), R +11 (E), W +9 (E) | Perception +9 (E) | +2 Initiative

Kaleb is indeed down 14


M Halfling Cleric | HP 33/33 | AC 18 | Fort +6 | Ref +8 | Will +11 | Perc +9 | Speed 25 | Hero Points 0/3 | Conditions -

"Kaleb, you're wounded! Here, lend me your bandages and I'll do what I can to help you."
Medicine vs DC 15: 1d20 + 8 ⇒ (4) + 8 = 12

Jasper sighs, unable to do much good. Instead, he whispers a prayer to Erastil, and the healing magic closes Kaleb's wounds.
Heal (V/S): 1d8 + 8 ⇒ (8) + 8 = 16


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Carefully, following Penryn's directions, the party approaches the door. The astute halfling gives the blooms a wide berth, protecting the party from a truly awful experience.

Indeed! Elvanthain's discovery of the species coupled with Penryn's directions saves you from the hazard, earning the party 12 XP.

The strange doorway, made up of thorny branches winding clockwise in a broad circle, does not have a handle or keyhole.

Horizon Hunters

M Halfling Investigator 3 | HP 30 | AC 17 | Fort +7 | Ref +10 | Will +9 | Perc +9

It's unclear to me what this is a door into - are we at a building, a cave, the side of a large tree?

Penryn studies the door of branches, wondering if the particular type of vegetation involved might have variable turgor pressure that could be used seal and unseal the opening, perhaps by regulating the osmotic flow within. More prosaically, he also looks for some sort of hidden mechanism that might open the thing.

Nature: 1d20 + 6 ⇒ (5) + 6 = 11
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Thievery: 1d20 + 7 ⇒ (5) + 7 = 12 to figure out an opening mechanism

"Well, those rolls will clearly result in great success," Penny observes, as the sad trombones play.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

More like an impenetrable hedge maze.

Penryn thinks he's on the right track with his approach to the door, but he just can't get his thoughts together.


M Halfling Cleric | HP 33/33 | AC 18 | Fort +6 | Ref +8 | Will +11 | Perc +9 | Speed 25 | Hero Points 0/3 | Conditions -

Jasper watches his cousin think, the looks at what he's looking at. He makes his own conclusions.
Nature: 1d20 + 8 ⇒ (11) + 8 = 19
Perception: 1d20 + 8 ⇒ (14) + 8 = 22


S Halfling Thief 3 | Hp 36/36 | AC 19 | F +5 (T), R +11 (E), W +9 (E) | Perception +9 (E) | +2 Initiative

Kaleb keeps his eyes out for ambushes and other dangers while his allies work on the door.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Jasper looks very carefully. The natural construction of the "door" doesn't need to be disturbed. He finds one branch which will create a chain reaction to move branches and open the door. When all is said and done, Jasper opens the door.

For opening the thorn iris without resorting to hacking it down, the hearies each earn XP.

On the other side of the wall of brambles is a yard dominated by three large, wooden cages and a pool of bubbling sludge. A wretched-looking horse stands in one of the cages, while another cage is filled with a swarm of gigantic rats covered in white blisters. The third pen looks empty, but it appears to be built around a small cave located in the hillside. There is another cave entrance on the north side, near one of the pens.

Within are a pair of orcs! They seem to be hard at work at... something, both are positioned at a cage door—one at the door a strange looking horse, the other perched atop the cage with a pair of strange rats!

Hostiles: 1d20 + 5 ⇒ (12) + 5 = 17
Penryn: 1d20 + 7 ⇒ (1) + 7 = 8 ()
Cilik: 1d20 + 5 ⇒ (4) + 5 = 9 Perception (T)
Lucky: 1d20 + 7 ⇒ (17) + 7 = 24 Avoid Notice (T)
Jasper: 1d20 + 7 ⇒ (13) + 7 = 20 Cover Tracks (T)
Elvanthain: 1d20 ⇒ 5 ???
Blodgett: 1d20 + 4 ⇒ (18) + 4 = 22 Sense Direction (T)


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Round 1
Lucky: Go
Blodgett: Go
Jasper: Go

Hostile: TBD
Elvanthain: TBD
Cilik: TBD
Penryn: TBD


M Halfling Cleric | HP 33/33 | AC 18 | Fort +6 | Ref +8 | Will +11 | Perc +9 | Speed 25 | Hero Points 0/3 | Conditions -

Jasper steps in and immediately spies the horse. Taken by the beast, he takes a moment to study it.
Nature (Recall Knowledge): 1d20 + 8 ⇒ (16) + 8 = 24

Seeing an orc near it he assumes the worst and fires off an arrow at them!
Strike vs Black: 1d20 + 7 ⇒ (19) + 7 = 26
Damage (P): 1d8 ⇒ 7


S Halfling Thief 3 | Hp 36/36 | AC 19 | F +5 (T), R +11 (E), W +9 (E) | Perception +9 (E) | +2 Initiative

Kaleb strides past Tosscobble and follow up with his own thrown 3rd best fork.

ranged fork, second increment: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
damage+SA: 1d4 + 1 + 1d6 ⇒ (3) + 1 + (1) = 5

Kaleb then follow up with the shield cantrip for the inevitable counter attack.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Kaleb's third best fork is way off target. Jasper's arrow however, is dead on target. The orc's wound is serious, and Jasper feels like he's got the orc's number.

He spares a look at the horse, and there's something... wrong with the horse. It's skin looks like stone, some kind of stoneskin.

Round 1
Lucky: Miss
Blodgett: Go
Jasper: Hit
Hostile: TBD
Elvanthain: TBD
Cilik: TBD
Penryn: TBD

DM:

Black: 7


Male Halfling Brb3 | HP 51/51 | AC 20 | Fort +9, Refl +7, Will +8 | Perc +8 | Speed 25 | Default exploration: Scout | Conditions: | Hero Points: 0

Blodgett moves forward with his axe in hand.

Stride x3.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Finally happy to fight something that bleeds, Blodgett closes distance! The orc responds by hurling his bucket of putrescence at Blodgett:

ATK: 1d20 + 4 ⇒ (2) + 4 = 6, but it goes wide, sizzling the grass. He then takes out a knuckle dagger and rushes to meet the halfling.

To the north the orc opens the horse's cage with a shout and an order to attack. He then also draws his weapon.

The horse closes to Kaleb.

Round 1
Lucky: Miss
Blodgett: Move
Jasper: Hit
Hostile: Open the gates!
Elvanthain: Go
Cilik: Go
Penryn: Go

DM:

Black: 7

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