GM MattMorris Fall of Plaguestone (Inactive)

Game Master ChesterCopperpot

Slides and Maps


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Horizon Hunters

”Uhtred” | Male CG Dwarf Barbarian 3 | HP 51/55 | AC 20, 18 w/Rage | Class DC 19 | F: +10, R: +6, W: +9, +1 vs. spells and magic | Perc: +9 | | Speed 25ft | Active Conditions: None

And away we go!

if there's an obvious entrance point where I would look for traps (especially after taking the arrow to the gut) ...
perception: 1d20 + 7 ⇒ (4) + 7 = 11


Frozen Flame + Dragon's Demand

Sorry! I didn't see the update on this. I assume you guys have some sort of light?

The chute deposits you into a short hallway that leads to a wooden door.

I hate to stop you guys at a door (PBP poison!), but I want to let you figure out who is going to open it and leave the option for scouting.

Uhtred doesn't see any traps.

Map


NG Male Gnome (fey-touched) druid 3 HP 38/38 | AC 16/18 w/raise shield | F +9 R +9 W +11 | Perc +11 | Stealth +7 | | Speed 25ft | Focus 0/2 | Spells Cantrips 7; 1st: 0/3; 2nd 0/2 | Active conditions: None.

Vetch casts light on any item of Uhtred's that he'd prefer.

Should we develop a SOP for doors in dungeons? Like:
1) Perception check at door, both to check for traps and to listen to other side
2) Uhtred kicks it in.
3) Profit!

Vigilant Seal

Male Goblin Oracle (Flames) 3 | CG | hp 33/33 | AC 18 | F: +6, R +8, W +6 | Perception: +4 Speed: 25 | Conditions: | Spells: 1st 3/3, 2nd 2/2 | Focus Pts: 2/2

That's fine with me, though one it's been checked you can have me try to open it quietly. I'm fine with not scouting, especially since my perception is pretty low.


Frozen Flame + Dragon's Demand

Cool, I'll assume that as our dungeon MO.

Uhtred doesn't hear much of anything on the other side of the door,Uncle Good Good eases it open quietly, and you see that is opens into a larger underground room lit by a single, flickering torch. Through the gloom you see piles of small crates and more than a few barrels stacked up haphazardly on the south side of the room. Opposite you is a stout wooden door with iron bands, while the north side of the room is bare save for an iron gate set into the middle of the wall. The stench of smoke and damp dog hangs heavy in the air.

You hear a low chuckle from behind a wooden door on the far side of the room, followed immediately by a metallic clanking sound from the west side of the room. You see a metal grating begin to rise into the wall. Behind the rising bars, three emaciated dogs growl and snap, lunging at the bars as they draw up into the ceiling.

Perception:

BGG: 1d20 + 4 ⇒ (15) + 4 = 19
Guldun: 1d20 + 8 ⇒ (5) + 8 = 13
Uhtred: 1d20 + 7 ⇒ (12) + 7 = 19
Vetch: 1d20 + 7 ⇒ (20) + 7 = 27
Red: 1d20 + 6 ⇒ (11) + 6 = 17
Yellow: 1d20 + 6 ⇒ (17) + 6 = 23
Blue: 1d20 + 6 ⇒ (14) + 6 = 20

~+~Combat Round 1~+~
Vetch
Yellow
Blue
Uhtred
BGG
Red
Guldun

Combat Map


NG Male Gnome (fey-touched) druid 3 HP 38/38 | AC 16/18 w/raise shield | F +9 R +9 W +11 | Perc +11 | Stealth +7 | | Speed 25ft | Focus 0/2 | Spells Cantrips 7; 1st: 0/3; 2nd 0/2 | Active conditions: None.

Vetch slides into the room, going to the far side and attempting to climb up on some crates to get a commanding view.

Athletics to climb boxes?: 1d20 ⇒ 18


Frozen Flame + Dragon's Demand

Vetch scoots across the room and successfully climbs the boxes. (You'll be 5 feet up, with partial cover from the animals if they come right up to you, though they have no cover from you.)

Yellow and blue have to expend some effort to get through the raising bars, and use the rest of their actions to close with you as you enter their domain. They seem to be starving!

~+~Combat Round 1~+~
Vetch
Yellow
Blue
Uhtred
BGG

Red
Guldun

Combat Map

Vigilant Seal

Male Goblin Oracle (Flames) 3 | CG | hp 33/33 | AC 18 | F: +6, R +8, W +6 | Perception: +4 Speed: 25 | Conditions: | Spells: 1st 3/3, 2nd 2/2 | Focus Pts: 2/2

UGG will delay until there is a path into the room.

Horizon Hunters

”Uhtred” | Male CG Dwarf Barbarian 3 | HP 51/55 | AC 20, 18 w/Rage | Class DC 19 | F: +10, R: +6, W: +9, +1 vs. spells and magic | Perc: +9 | | Speed 25ft | Active Conditions: None

Uhtred goes into a rage and swings at the mongrel in front of him

attack1: 1d20 + 7 ⇒ (10) + 7 = 17
damage1: 1d12 + 10 ⇒ (12) + 10 = 22

With the mongrel in front of him cleaved in half, Uhtred moves in to support Vetch

if that first attack didn't hit, or hit and didn't finish off the animal, please move me back, and here is my second attack attempt - I used one action to take out my weapon

attack2: 1d20 + 2 ⇒ (15) + 2 = 17
damage2: 1d12 + 10 ⇒ (2) + 10 = 12

Uhtred's AC is now 16 due to Rage and Clumsy 1 because of his large weapon, and he has 4 temp Hp


Frozen Flame + Dragon's Demand

Yes, 22 damage should do it. :)

Horizon Hunters

”Uhtred” | Male CG Dwarf Barbarian 3 | HP 51/55 | AC 20, 18 w/Rage | Class DC 19 | F: +10, R: +6, W: +9, +1 vs. spells and magic | Perc: +9 | | Speed 25ft | Active Conditions: None

if it didn't, i was going to be seriously worried

Vigilant Seal

Male Goblin Oracle (Flames) 3 | CG | hp 33/33 | AC 18 | F: +6, R +8, W +6 | Perception: +4 Speed: 25 | Conditions: | Spells: 1st 3/3, 2nd 2/2 | Focus Pts: 2/2

If that crate provides Cover, I will Sneak twice to hide myself from Red (Very Sneaky lets me Sneak even if I only have cover at the end of my movement.) It's a +6 if you want to roll in secret.

I'll feint at yellow when I get there. A critical success means it's flatfooted against all opponents until the end of my next round.

Feint
1d20 + 7 ⇒ (5) + 7 = 12


Frozen Flame + Dragon's Demand

GM screen:

Stealth: 1d20 + 6 ⇒ (12) + 6 = 18

The last dog escapes from its pen and runs up to Uhtred. It nips at his exposed flank.
bite: 1d20 + 6 ⇒ (8) + 6 = 14 for piercing: 1d4 + 1 ⇒ (1) + 1 = 2

~+~Combat Round 1/2~+~
Vetch
Yellow
Blue
Uhtred (2 temp HP)
BGG
Red
Guldun

Combat Map


NG Male Gnome (fey-touched) druid 3 HP 38/38 | AC 16/18 w/raise shield | F +9 R +9 W +11 | Perc +11 | Stealth +7 | | Speed 25ft | Focus 0/2 | Spells Cantrips 7; 1st: 0/3; 2nd 0/2 | Active conditions: None.

Vetch zaps the dogs with a jolt of electricity.

Basic save vs. Reflex DC 17
1d4 + 4 ⇒ (2) + 4 = 6


Frozen Flame + Dragon's Demand

Yellow: 1d20 + 7 ⇒ (11) + 7 = 18
Red: 1d20 + 7 ⇒ (6) + 7 = 13

Vetch's attack scorches both of the dogs. Guldun moves into the room, Hunts the red dog and fires her crossbow at it.

crossbow: 1d20 + 7 ⇒ (15) + 7 = 22 for piercing: 2d8 ⇒ (3, 7) = 10

The bolt skewers the dog, severely killing it.

Target: 1d3 ⇒ 2

Cornered, the remaining dog lashes out futilely at Uhtred.
bite: 1d20 + 6 ⇒ (2) + 6 = 8 for piercing: 1d4 + 1 ⇒ (2) + 1 = 3
bite: 1d20 + 6 - 5 ⇒ (7) + 6 - 5 = 8 for piercing: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 6 - 10 ⇒ (5) + 6 - 10 = 1 for piercing: 1d4 + 1 ⇒ (3) + 1 = 4

~+~Combat Round 1/2~+~
Vetch
Yellow
Blue
Uhtred (2 temp HP)
BGG
Red
Guldun

Combat Map

Vigilant Seal

Male Goblin Oracle (Flames) 3 | CG | hp 33/33 | AC 18 | F: +6, R +8, W +6 | Perception: +4 Speed: 25 | Conditions: | Spells: 1st 3/3, 2nd 2/2 | Focus Pts: 2/2

BGG feints against Yellow...

1d20 + 7 ⇒ (8) + 7 = 15

...and tries to bite yellow.

1d20 + 6 ⇒ (4) + 6 = 10
1d6 + 1d6 ⇒ (3) + (5) = 8 2nd d6 is if the dog is flatfooted

Horizon Hunters

”Uhtred” | Male CG Dwarf Barbarian 3 | HP 51/55 | AC 20, 18 w/Rage | Class DC 19 | F: +10, R: +6, W: +9, +1 vs. spells and magic | Perc: +9 | | Speed 25ft | Active Conditions: None

Uhtred swings at yellow
attack1: 1d20 + 7 ⇒ (10) + 7 = 17 for
damage1: 1d12 + 10 ⇒ (3) + 10 = 13

if the dog is still up, he swings again
attack2: 1d20 + 2 ⇒ (15) + 2 = 17 for
damage2: 1d12 + 10 ⇒ (7) + 10 = 17

and moves to see if he can see anything through the open door
if that is, indeed, an open door


Frozen Flame + Dragon's Demand

That spells the end of the line for the last dog.

Uhtred, you find that door locked. Through a viewing slit in the door, you see a short hallway beyond.

Horizon Hunters

”Uhtred” | Male CG Dwarf Barbarian 3 | HP 51/55 | AC 20, 18 w/Rage | Class DC 19 | F: +10, R: +6, W: +9, +1 vs. spells and magic | Perc: +9 | | Speed 25ft | Active Conditions: None

Coming out of rage, and seeing no one behind the door, Uhtred does a quick once over of the room and his companions.

perception: 1d20 + 7 ⇒ (10) + 7 = 17


Frozen Flame + Dragon's Demand

It seems the companions have come through the encounter unscathed. Among the crates, you see the glint of 2 vials of lesser alchemist’s fire, partially covered by a burlap sack.


NG Male Gnome (fey-touched) druid 3 HP 38/38 | AC 16/18 w/raise shield | F +9 R +9 W +11 | Perc +11 | Stealth +7 | | Speed 25ft | Focus 0/2 | Spells Cantrips 7; 1st: 0/3; 2nd 0/2 | Active conditions: None.

"Mr. Goodgood, please use your particular set of skills on this next door. I want to find who was laughing at us before unleashing the hounds on us."

Horizon Hunters

”Uhtred” | Male CG Dwarf Barbarian 3 | HP 51/55 | AC 20, 18 w/Rage | Class DC 19 | F: +10, R: +6, W: +9, +1 vs. spells and magic | Perc: +9 | | Speed 25ft | Active Conditions: None

Is everyone ok with assuming that we aren't super rushing? meaning that finding the vials and working on the door would take at least a full minute? I just need to keep track for when I can rage again

Vigilant Seal

Male Goblin Oracle (Flames) 3 | CG | hp 33/33 | AC 18 | F: +6, R +8, W +6 | Perception: +4 Speed: 25 | Conditions: | Spells: 1st 3/3, 2nd 2/2 | Focus Pts: 2/2

"If we have time to rest, shall I brew us up a nice pot of tea?"

When the party is ready to move on, BGG will pick the lock.

Thievery though, unless there's a reason not to, he'd try until he succeeded
1d20 + 6 ⇒ (3) + 6 = 9


Frozen Flame + Dragon's Demand

GM Screen:

10d20 ⇒ (11, 9, 11, 5, 10, 6, 9, 19, 5, 7) = 92

BGG manages to spring the lock in less than a minute. (Only took 3 tries.)

You can decide how long you want to wait. I'll describe the next room.

Beyond the door, a short hallway (remarkable only for the iron wheel set into its western side) leads to an area that appears to be a living quarters.

The living area is a mess, with a cot in one corner and a crude firepit in the other. A simple chimney leads up from this room, disappearing in the ceiling above. Bits of trash and a few pieces of gear can be found with a simple search, including a whetstone, a dagger, 15 feet of rope, a hammer, 2 candles, and a coin purse with 2 gp, 8 sp, and 14 cp.

Perception:

BGG: 1d20 + 4 ⇒ (13) + 4 = 17
Guldun: 1d20 + 8 ⇒ (17) + 8 = 25
Uhtred: 1d20 + 7 ⇒ (18) + 7 = 25
Vetch: 1d20 + 7 ⇒ (13) + 7 = 20

All of you spot a sturdy chest hidden under the bed. It is made from stout wood, banded in iron, closed with a simple lock, and--to your trained eyes--obviously trapped.

This area connects to the larder, to the north, where scraps of old meat, a third of a wheel of cheese, a sack of turnips, and a barrel of
weak ale. There is also a crate of empty wine bottles in one corner. They are all of a good Chelish vintage and were probably quite valuable.

To the south is a lavatory, it is little more than an open pit, though are scraps of moldy food and bits of junk in the corners of the room.

Perception:

BGG: 1d20 + 4 ⇒ (15) + 4 = 19
Guldun: 1d20 + 8 ⇒ (15) + 8 = 23
Uhtred: 1d20 + 7 ⇒ (19) + 7 = 26
Vetch: 1d20 + 7 ⇒ (16) + 7 = 23

Several of you spot a number of small, identical bottles scattered among the trash. Examining the bottles reveals they all have a silvery
residue in the bottom that smells strongly of iron and something else terribly acrid.

Crafting DC 15:
These are the remains of a juggernaut mutagen.

Crafting DC 25 or Crit. Success:
There is something unusual and sweet smelling in the mix.

An open passageway leads off into darkness to the north.

Horizon Hunters

”Uhtred” | Male CG Dwarf Barbarian 3 | HP 51/55 | AC 20, 18 w/Rage | Class DC 19 | F: +10, R: +6, W: +9, +1 vs. spells and magic | Perc: +9 | | Speed 25ft | Active Conditions: None

Asking for a moment to catch his breath, let's say 30 seconds - 5 additional rounds Uhtred heads down the short hallway ...

Horizon Hunters

”Uhtred” | Male CG Dwarf Barbarian 3 | HP 51/55 | AC 20, 18 w/Rage | Class DC 19 | F: +10, R: +6, W: +9, +1 vs. spells and magic | Perc: +9 | | Speed 25ft | Active Conditions: None

"Mr. Good Good, do you think you would have any luck disarming the trap on this trunk?"

Vigilant Seal

Male Goblin Oracle (Flames) 3 | CG | hp 33/33 | AC 18 | F: +6, R +8, W +6 | Perception: +4 Speed: 25 | Conditions: | Spells: 1st 3/3, 2nd 2/2 | Focus Pts: 2/2

"Won't be a spot of bother, sir."

Thievery
1d20 + 6 ⇒ (1) + 6 = 7

:O


Frozen Flame + Dragon's Demand

Poison Barb: 1d20 + 13 ⇒ (2) + 13 = 15
A poisoned spine, spring-loaded into the lock, zips out toward BGG, but the goblin nimbly snatches his hand away.

With the trap sprung, it's no trouble getting the lock open.

Within are of 14 receipts that list transactions with Bort, though there is no detail listed about what merchandise was delivered. The box also contains 21 gp and 37 sp.

As you are examining the receipts, you find a scrap of parchment that lists each transaction along with a value slightly higher than that listed on the corresponding receipt from Bort. On the back of the transaction list is a crude map. It depicts a cave helpfully labeled “HIDEOUT,” next to a shape that might be a pond; from there, a winding
path passes through a strange V-shaped chamber before ending at what appears to be a clearing with a tree stump labeled “DROP POINT.”

Horizon Hunters

”Uhtred” | Male CG Dwarf Barbarian 3 | HP 51/55 | AC 20, 18 w/Rage | Class DC 19 | F: +10, R: +6, W: +9, +1 vs. spells and magic | Perc: +9 | | Speed 25ft | Active Conditions: None

I assume we take what we find and head on, knowing that we will see what we come across next and then undoubtedly begin looking for this Hideout.

"Does anyone have any idea what was in these bottles? I'm wondering if it will give us any clues into what was used to kill good Bort."

Vigilant Seal

Male Goblin Oracle (Flames) 3 | CG | hp 33/33 | AC 18 | F: +6, R +8, W +6 | Perception: +4 Speed: 25 | Conditions: | Spells: 1st 3/3, 2nd 2/2 | Focus Pts: 2/2

"I'm afraid alchemy is quite outside my expertise."

Horizon Hunters

”Uhtred” | Male CG Dwarf Barbarian 3 | HP 51/55 | AC 20, 18 w/Rage | Class DC 19 | F: +10, R: +6, W: +9, +1 vs. spells and magic | Perc: +9 | | Speed 25ft | Active Conditions: None

Having gathered the evidence and such, Uhtred makes to head on into the next passageway/room, assuming his party is looking to join him.


Frozen Flame + Dragon's Demand

Beyond the living quarters is a system of natural caves. Although the path is far from level, it has been worked to allow for easy travel; stalagmites have been cleared away in some spots and small wooden footbridges have been stretched over pools of stagnant water no more than 5 feet deep.

After about 10 minutes of travel, the passageway opens up into a large natural chamber, the center of which is occupied by a pool of brackish
water. Stalactites and stalagmites occupy much of the room, but a path between them leads around the pool and to another corridor on the opposite side of the cave.

When you enter the room, a strange blue glow emanates up from the pool, sending a cascade of shimmering light to the ceiling above.

Map

Horizon Hunters

”Uhtred” | Male CG Dwarf Barbarian 3 | HP 51/55 | AC 20, 18 w/Rage | Class DC 19 | F: +10, R: +6, W: +9, +1 vs. spells and magic | Perc: +9 | | Speed 25ft | Active Conditions: None

Scanning the area before moving on
perception: 1d20 + 7 ⇒ (6) + 7 = 13
Uhtred heads in.


Frozen Flame + Dragon's Demand

Seconds after Uhtred enters the room, the head of a giant blue snake rises from the pool with sparks of electricity dancing between its fangs, while a metal, rattle-tipped tail pokes out of the water behind it, audibly building up a charge with every flick of the rattle.

Perception:

BGG: 1d20 + 4 ⇒ (3) + 4 = 7
Guldun: 1d20 + 8 ⇒ (1) + 8 = 9
Uhtred: 1d20 + 7 ⇒ (10) + 7 = 17
Vetch: 1d20 + 7 ⇒ (19) + 7 = 26
Blue: 1d20 + 8 ⇒ (14) + 8 = 22

~+~Combat Round 1~+~
Vetch
Blue
Uhtred
Guldun
BGG

Map


NG Male Gnome (fey-touched) druid 3 HP 38/38 | AC 16/18 w/raise shield | F +9 R +9 W +11 | Perc +11 | Stealth +7 | | Speed 25ft | Focus 0/2 | Spells Cantrips 7; 1st: 0/3; 2nd 0/2 | Active conditions: None.

Vetch strides into the cavern and fires a ray of cold at the “snake.”

spell attack: 1d20 + 7 ⇒ (7) + 7 = 14
dmg ray of frost: 1d4 + 4 ⇒ (4) + 4 = 8


Frozen Flame + Dragon's Demand

Vetch's cold strike skips across the surface of the water, leaving a small line of frost on its surface.

The snake slithers out of the pool, lining up several of the party members. It flicks its rattling tail in your direction, and a huge bolt of electricity flies out, headed straight for the confines of the tunnel!

Just as the hair begins to rise on Uhtred's arms, the bolt suddenly grounds itself into the floor, leaving a charred, trident-shaped stain on the cavern floor.

Recall Knowledge (Religion) DC 10:
The trident is the favored weapon of Gozreh, whose shrine you cleared not long ago. I wouldn't count on such a boon to happen again--the ways of the gods are fickle!

~+~Combat Round 1~+~
Vetch
Blue
Uhtred
Guldun
BGG

Map

Vigilant Seal

Male Goblin Oracle (Flames) 3 | CG | hp 33/33 | AC 18 | F: +6, R +8, W +6 | Perception: +4 Speed: 25 | Conditions: | Spells: 1st 3/3, 2nd 2/2 | Focus Pts: 2/2

Religion
1d20 + 4 ⇒ (20) + 4 = 24
"Hmm, the trident is the mark of Gozreh, whose shrine we recently cleared. I think we may have been shown a mercy, but should not count on that again."

BGG will move, feint and bite the snake.

Feint
1d20 + 7 ⇒ (7) + 7 = 14

Attack
1d20 + 6 ⇒ (7) + 6 = 13

Horizon Hunters

”Uhtred” | Male CG Dwarf Barbarian 3 | HP 51/55 | AC 20, 18 w/Rage | Class DC 19 | F: +10, R: +6, W: +9, +1 vs. spells and magic | Perc: +9 | | Speed 25ft | Active Conditions: None

Uhtred goes into a rage and moves to join in to the fray

attack: 1d20 + 7 ⇒ (2) + 7 = 9

but fails to connect.

his ac is now 16, and he has 4 temp Hp

Vigilant Seal

Male Goblin Oracle (Flames) 3 | CG | hp 33/33 | AC 18 | F: +6, R +8, W +6 | Perception: +4 Speed: 25 | Conditions: | Spells: 1st 3/3, 2nd 2/2 | Focus Pts: 2/2

botting?


Frozen Flame + Dragon's Demand

Sorry, Robyn is off doing her clinical. She told me to bot her and I lost track of time.

Guldun Hunts Prey, attacks the snake.
crossbow: 1d20 + 7 ⇒ (17) + 7 = 24 for piercing: 1d8 + 1d8 ⇒ (6) + (6) = 12

She then commands Telly to move in to flank and attack the snake.
Flanking
jaws: 1d20 + 6 ⇒ (19) + 6 = 25 for piercing: 1d8 + 1d8 + 2 ⇒ (8) + (6) + 2 = 16

The ranger and her companion savage the creature, but it's still barely alive!
(Wow, the precision ranger's edge continues to be good!)

~+~Combat Round 2~+~
Vetch
Blue (-28)
Uhtred
Guldun
BGG

Map


NG Male Gnome (fey-touched) druid 3 HP 38/38 | AC 16/18 w/raise shield | F +9 R +9 W +11 | Perc +11 | Stealth +7 | | Speed 25ft | Focus 0/2 | Spells Cantrips 7; 1st: 0/3; 2nd 0/2 | Active conditions: None.

Sorry! Somehow missed Matt's botting of Guldun.

Vetch fires more cold at the snake:
spell attack: 1d20 + 7 ⇒ (12) + 7 = 19
dmg ray of frost: 1d4 + 4 ⇒ (4) + 4 = 8


Frozen Flame + Dragon's Demand

The blast of cold from Vetch's hand strikes the snake and saps the last of its vitality. The strange reptile collapses to the floor.

Out of initiative.

Perception:

BGG: 1d20 + 4 ⇒ (16) + 4 = 20
Guldun: 1d20 + 8 ⇒ (10) + 8 = 18
Uhtred: 1d20 + 7 ⇒ (16) + 7 = 23
Vetch: 1d20 + 7 ⇒ (2) + 7 = 9

You notice the body of a long-dead explorer at the bottom of the pool in which the snake was coiled. The body is coated in limestone deposit, trapping it in the pool. The pommel of a sword is visible at the belt of the unfortunate--it would take about 20 minutes to free the sword.

Horizon Hunters

”Uhtred” | Male CG Dwarf Barbarian 3 | HP 51/55 | AC 20, 18 w/Rage | Class DC 19 | F: +10, R: +6, W: +9, +1 vs. spells and magic | Perc: +9 | | Speed 25ft | Active Conditions: None

"can anyone detect magic in the general direction of that sword?


NG Male Gnome (fey-touched) druid 3 HP 38/38 | AC 16/18 w/raise shield | F +9 R +9 W +11 | Perc +11 | Stealth +7 | | Speed 25ft | Focus 0/2 | Spells Cantrips 7; 1st: 0/3; 2nd 0/2 | Active conditions: None.

Vetch reaches out his magical senses into the water . . . detect magic


Frozen Flame + Dragon's Demand

No magic


NG Male Gnome (fey-touched) druid 3 HP 38/38 | AC 16/18 w/raise shield | F +9 R +9 W +11 | Perc +11 | Stealth +7 | | Speed 25ft | Focus 0/2 | Spells Cantrips 7; 1st: 0/3; 2nd 0/2 | Active conditions: None.

"No magic. But maybe it's a nice sword? I think we should come back for it if you're interested. We have someone to catch!"

Vigilant Seal

Male Goblin Oracle (Flames) 3 | CG | hp 33/33 | AC 18 | F: +6, R +8, W +6 | Perception: +4 Speed: 25 | Conditions: | Spells: 1st 3/3, 2nd 2/2 | Focus Pts: 2/2

"I suppose we should move on. We can always come back for it."


Frozen Flame + Dragon's Demand

Solid plan. I'll make note of your intention to come back for the sword.

The tunnel beyond the snake’s lair twists and turns for a great distance; it takes you 10 minutes to traverse it before you can detect a faint natural light up ahead, and the air becomes notably cleaner, smelling vaguely of grass. After another 5 minutes of travel, the tunnel opens up into a cave mouth.

The tunnel you have been traversing opens into a cave, and you can see a forest beyond the cave’s mouth. The roots of a large tree block the middle of this entrance, as if the tree had grown into a hillside that has since eroded away. Beyond the tree is a large pond; a path around
the water begins to one side beneath a curtain of moss hanging from the tree. The cave itself is piled high with two rows of neatly stacked crates and boxes.

In the cave stands a rough-looking man, bald and with a prominent scar running down his face. He is wearing filthy leather armor and wielding a nasty-looking kukri. You recognize Hallod from your encounter with him at the inn on the first night you were in town.

When the you enter the room, he hops up on a berm formed by the tree roots, aims his crossbow at you, and says, “I wondered when Bort’s lackeys would arrive. Let’s do this!”

Initiative:

BGG: 1d20 + 4 ⇒ (12) + 4 = 16
Guldun: 1d20 + 8 ⇒ (15) + 8 = 23
Uhtred: 1d20 + 7 ⇒ (12) + 7 = 19
Vetch: 1d20 + 7 ⇒ (2) + 7 = 9
Red: 1d20 + 4 ⇒ (19) + 4 = 23

Hallod pulls a small flask from his belt and drinks it. You can see his muscles physically swell and distend. He grunts in pain, then gives a satisfied sigh and fires his crossbow at Guldun.
Target: 1d5 ⇒ 1
heavy crossbow: 1d20 + 10 ⇒ (2) + 10 = 12 for piercing: 1d10 + 2 ⇒ (1) + 2 = 3

Guldan hunts prey, returns fire, and commands Telly to attack.
crossbow: 1d20 + 7 ⇒ (13) + 7 = 20 for piercing: 2d8 ⇒ (1, 6) = 7

The wolf rings into action, running toward the enemy.

GM Screen:

1d20 ⇒ 17
1d20 ⇒ 14

The wolf triggers a tripwire just before it reaches the foe!
spear trap: 1d20 + 14 ⇒ (20) + 14 = 34 for piercing: 2d6 + 6 ⇒ (1, 3) + 6 = 10
A spear flies from the wall and slams into Telly, tumbling the wolf. He lies on the ground. Poor Telly! :(

~+~Combat Round 1~+~
Hallod
Guldun
--Telly (dying 2)
BGG
Uhtred
Vetch

Horizon Hunters

”Uhtred” | Male CG Dwarf Barbarian 3 | HP 51/55 | AC 20, 18 w/Rage | Class DC 19 | F: +10, R: +6, W: +9, +1 vs. spells and magic | Perc: +9 | | Speed 25ft | Active Conditions: None

Uhtred goes into a rage at seeing poor Telly dropped by the spear trap and charges up to the villain.

attack: 1d20 + 7 ⇒ (20) + 7 = 27

and takes the swing of his life!
damage: 1d12 + 10 ⇒ (11) + 10 = 21 x2 = 41!

hopefully it was clear that my actions were to rage and sudden charge. He now has 4 temp Hp and 16 AC

Vigilant Seal

Male Goblin Oracle (Flames) 3 | CG | hp 33/33 | AC 18 | F: +6, R +8, W +6 | Perception: +4 Speed: 25 | Conditions: | Spells: 1st 3/3, 2nd 2/2 | Focus Pts: 2/2

Following Uhtred's lead, UGG moves 25' then takes a guarded step to get into flank, then tries to bite Hallod.

1d20 + 6 ⇒ (7) + 6 = 13
1d6 + 1d6 ⇒ (1) + (1) = 2

"You're discourtesy to the servers at the inn has not been forgotten."

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