ADQ Table 2 (Inactive)

Game Master chillblame

Raiding and destruction in Sterich. Heros are needed.
greyhawk gods
Sterich and Keoland
roll20 link


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Female Orc

guys, roll20 is down at this time, so I will post tomorrow. This is because I have stats posted there for the monsters. Sorry


M Half Orc| HP 67+8/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Vakmu does an isometric stretch, waiting for Brother Hawthorne to pass along what he sees...


Male Werebear-kin skinwalker Druid (bear shaman) 7 (AC: 27 current | HP: 68/70 | CMD (base) 25 /if Squeezing 21| F+11, R+4, W+10 | Init: +3/2(when in large bear)/1(when in huge bear) | Perc: +13 | Lowlight vision & darkvision 30'

Sensing the action is about to get real, Ungor takes a step back and uses the edge of the wall as a massaging post to get the crick out of his neck from squeezing so long. Then takes a deep breath think thin...think thin... and moves back into position.


Female Orc

nothing to see:
1d10 ⇒ 10

perception DC 15:
from the door to the left, the sound of snoring can be heard. The door is locked (DC 15 to open)

The noise of the party is loud, but the corridors are empty of others. The lighting here is dim, with a torch burning over the doors, but little other light.


M Half Orc| HP 67+8/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

perception: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
+15 skill +2 alertness from familiar


M Half Orc| HP 67+8/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Ok, I put a green dot on the map in front of the door that I think he is talking about (it's to our right, but on the left hand side of the hallway and it's the only new door on the map...

"Sounds like more sleepy heads, we wouldn't want to spoil their surprise, so let's keep quiet here. Brother H, if you'll do the honors with the door..."
I am thinking let Brother H handle the lock (and check for traps), sneak in and put the sleeper(s) down with CDGs..


Male Dwarf Bard 10 HP: 100/100 AC: 23 TCH: 15 FF: 18 CMD: 22 | F+4*, R+12*, W+7*

Brother Hawthorne moves forward to the door as directed, and checks the door...

Perception: 1d20 + 11 ⇒ (2) + 11 = 13 +3 vs traps, +2 vs surprised


Female Orc

No trap is visible. Seems safe.
The lock seems to be a simple drop bar on the inside of the door, easily accessible with a thin blade. The only difficulty is in its size (made for giants), so DC 15 to open.


Male Dwarf Bard 10 HP: 100/100 AC: 23 TCH: 15 FF: 18 CMD: 22 | F+4*, R+12*, W+7*

With a +26, I can tap that.

Brother Hawthorne opens the door, and proceeds to sneak inside...

Perception: 1d20 + 11 ⇒ (17) + 11 = 28 +3 vs traps, +2 vs surprised

Stealth: 1d20 + 21 ⇒ (13) + 21 = 34

...saps at the ready.


M Half Orc| HP 67+8/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Halfling Powerhouse!

Brother Hawthorne wrote:
With a +26, I can tap that.

That's downright impressive on a DC 15 strength check to open a giant door...

Vakmu will do his usual take 10 on stealth,
Stealth: take 10 +0 (ranks)+ 1(dex) -3 (acp) = 8
and come help with the door, (as either primary if he makes the DC or as aid another.) trying to be quiet as they struggle with hundreds of pounds of door.

strength: 1d20 + 1 ⇒ (9) + 1 = 10

EDIT: that's a successful aid another on the door, so the strength check is effectively 13 now


Male Dwarf Bard 10 HP: 100/100 AC: 23 TCH: 15 FF: 18 CMD: 22 | F+4*, R+12*, W+7*

No mention was made of this being a "strength" check, so I picked my best skill, and went with it!


M Half Orc| HP 67+8/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Brother Hawthorne wrote:
No mention was made of this being a "strength" check, so I picked my best skill, and went with it!

If I break my nose because that's disguise, we're gonna have words...


Male Dwarf Bard 10 HP: 100/100 AC: 23 TCH: 15 FF: 18 CMD: 22 | F+4*, R+12*, W+7*

If it's Strength, let's assume I failed, and someone else can open it.


Female Orc

No strength check was required, this was flavor text, just a slightly higher DC. This was a simple lock (dc 10) and I increased the difficulty by 5 to reflect its size. Hill giants don't make good locks, though they are big.


M Half Orc| HP 67+8/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
chillblame wrote:
No strength check was required, this was flavor text, just a slightly higher DC. This was a simple lock (dc 10) and I increased the difficulty by 5 to reflect its size. Hill giants don't make good locks, though they are big.

Ok, so the door is open. I assume that I put the green dot beside the right one... Show us what we have Chill?


Male Dwarf Bard 10 HP: 100/100 AC: 23 TCH: 15 FF: 18 CMD: 22 | F+4*, R+12*, W+7*
Vakmu Blackhorse wrote:
chillblame wrote:
No strength check was required, this was flavor text, just a slightly higher DC. This was a simple lock (dc 10) and I increased the difficulty by 5 to reflect its size. Hill giants don't make good locks, though they are big.
Ok, so the door is open. I assume that I put the green dot beside the right one... Show us what we have Chill?

Hawthorne looks around the now opened room, and stealths inside if the coast looks clear.

Checks rolled above.


Female NG Gnome Arcanist (Brown Fur Transmuter) 7 | HP 59/59 | AC 23 T 14 FF 21 | CMB +1, CMD 14 | F: +8, R: +7, W: +8 | Init: +2 | Perc: +14, SM: +0 | Speed 20ft | Arcane Reservoir: 3/10 | Spells: 1st 3/5 2nd 4/5 3rd 2/3 | Active conditions: None.

Fenla waits patiently nervous for brother Hawthorne. “Be safe” she whispered.


Rommin edges forward, watching the little halfling up ahead. He gives the master acquisitionist the room he needs to do his thing, but watches for any sign he wants help at the point of the group.


Female Orc
Vakmu Blackhorse wrote:
chillblame wrote:
No strength check was required, this was flavor text, just a slightly higher DC. This was a simple lock (dc 10) and I increased the difficulty by 5 to reflect its size. Hill giants don't make good locks, though they are big.
Ok, so the door is open. I assume that I put the green dot beside the right one... Show us what we have Chill?

no, wrong door. I have put a mark on the correct door. Near legs the spider. reposition yourselves


Female Orc

The door opens with a click and a creak

perception: 1d20 + 6 - 10 ⇒ (16) + 6 - 10 = 12

What a deep voice says, blurry with sleep

A female hill giant, who had been sleeping, struggles out of her bed.

you have a surprise. I will roll initiative if the giant survives a round. remember that you have either a standard action or a move action.


Male Dwarf Bard 10 HP: 100/100 AC: 23 TCH: 15 FF: 18 CMD: 22 | F+4*, R+12*, W+7*

Hawthorne charges the drowsy giant...

MW Sap Sneak Hit vs FF: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
MW Sap Sneak Damage: 1d4 + 6 + 4 + 4d6 + 4d6 ⇒ (1) + 6 + 4 + (3, 2, 6, 5) + (2, 6, 5, 3) = 43 Nonlethal


Female Orc

Hawthorne zips over to the giant, and leaping off the bed, cracks the giant over the head.

giantish:
Ow! that hurt me head


Male Dwarf Bard 10 HP: 100/100 AC: 23 TCH: 15 FF: 18 CMD: 22 | F+4*, R+12*, W+7*

I'll do it a couple more times, if I beat his initiative!


M Half Orc| HP 67+8/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
chillblame wrote:


no, wrong door. I have put a mark on the correct door. Near legs the spider. reposition yourselves

Oops, I thought there were party noises on the far side of that door. Oh well

Vakmu looks at the giant struggling from sleep and prepares to put forth his will. He delays to the end of the surprise round and then, with quiet but carrying voice: "Sleep, it's just a dream, back to sleep!"Uses Slumber Hex, Will DC 19 on the giant, trying to put the giant back to sleep.


Female Orc

will: 1d20 + 3 ⇒ (18) + 3 = 21

For a second, the giant seems to be effected, but it shakes of the effect with a snarl
stupid elf magic! I'll smash you!


Male Werebear-kin skinwalker Druid (bear shaman) 7 (AC: 27 current | HP: 68/70 | CMD (base) 25 /if Squeezing 21| F+11, R+4, W+10 | Init: +3/2(when in large bear)/1(when in huge bear) | Perc: +13 | Lowlight vision & darkvision 30'

"Hey. What's going on in there? what was that noise? are you all killing more sleeping ones?" Ungor will wait until the smaller folks in the hallway move before he moves up.


Female Orc

giant init: 1d20 - 1 ⇒ (18) - 1 = 17
Vakmu: 1d20 + 7 ⇒ (16) + 7 = 23
Rommin: 1d20 + 8 ⇒ (14) + 8 = 22
Brother Hawthorne: 1d20 + 6 ⇒ (3) + 6 = 9
Wilrin: 1d20 + 1 ⇒ (15) + 1 = 16
Fenla: 1d20 + 2 ⇒ (14) + 2 = 16
Ungor: 1d20 + 2 ⇒ (5) + 2 = 7


Female Orc

Vakmu
Rommin
giant
willrin
fenla
hawthorne
Ungor

Round one
Vakmu and Rommon are up


M Half Orc| HP 67+8/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

More stupid Elf magic... Sooner or later the damn giants are going to fail a will save... Aren't they?!? This will hopefully give Rommin the opportunity to come in here and CDG her...

Vakmu clenches his teeth and marshals his will. He tries again to push the giantess back to sleep...

Vakmu uses Slumber again, another DC 19 save. He can do it again because of the Accursed Hex feat, which allows him a second try in case of a successful save

If he succeeds:
"Rommin, get in here and finish her, QUIETLY"

If he fails:
"Crapper Drop!", as he expects the Giantess to start screaming about intruders...


Female Orc

will: 1d20 + 3 ⇒ (7) + 3 = 10

With second cast, the giant succumbs to the hex.

Battle over. I'm going to assume that the giant is offed quietly


Male Dwarf Bard 10 HP: 100/100 AC: 23 TCH: 15 FF: 18 CMD: 22 | F+4*, R+12*, W+7*

Woot!


M Half Orc| HP 67+8/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Vakmu speaks quietly but penetratingly :"Ok everyone, looting & pillaging is before burning, but after killing. Sooner or later we are going to raise an alarm, and I think we want as many dead enemies as we can by that point. Let's go sneak up on some more sleepy heads."

I am proposing that we move on quickly rather than loot. I have put a dot in front of where I suggest we go next (carrying on with Ungor's right hand rule). We're a well oiled team right, everybody knows the drill: Hawthorne scouts, checks for traps, listens. We decide what to do depending on what he hears.

Question for assorted people with familiars - how comfortable are you pushing them forward as stealthy scouts? Assuming we are at the door I marked, we are at a 3 way intersection; Hawthorne can lead in 1 direction at a time, and a little warning if something is up and about in the hallways would be quite nice...


Male Dwarf Bard 10 HP: 100/100 AC: 23 TCH: 15 FF: 18 CMD: 22 | F+4*, R+12*, W+7*

Brother Hawthorne will scout, check for traps, and listen.

Scouting:

Stealth: 1d20 + 21 ⇒ (19) + 21 = 40
Perception: 1d20 + 11 ⇒ (5) + 11 = 16 +3 vs traps, +2 vs surprised

Checking for traps:

Perception: 1d20 + 11 ⇒ (6) + 11 = 17 +3 vs traps, +2 vs surprised

Listening

Perception: 1d20 + 11 ⇒ (9) + 11 = 20 +3 vs traps, +2 vs surprised


M Half Orc| HP 67+8/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Let's move this along
Clackers (Vakmu's spirit animal ) advances steathily to the left hand corner in the corridor (the pink square I put on the map) and peeks around the corner.
Stealth, Clackers: 1d20 + 15 ⇒ (2) + 15 = 17
Perception, Clackers: 1d20 + 14 ⇒ (16) + 14 = 30

Meanwhile, Vakmu proceeds quietly to the next door we plan to investigate ( I have left a square on the map for Brother Hawthorne to move into ). He does his usual take 10 on stealth.
Stealth: take 10 +0 (ranks)+ 1(dex) -3 (acp) = 8


Male Dwarf Bard 10 HP: 100/100 AC: 23 TCH: 15 FF: 18 CMD: 22 | F+4*, R+12*, W+7*

Moved myself to the green spot.


Male Werebear-kin skinwalker Druid (bear shaman) 7 (AC: 27 current | HP: 68/70 | CMD (base) 25 /if Squeezing 21| F+11, R+4, W+10 | Init: +3/2(when in large bear)/1(when in huge bear) | Perc: +13 | Lowlight vision & darkvision 30'

Ungor moves up to the intersection to take his position about 30' away from Brother Hawthorne that went around the corner.

anyone that doesn't want to be rear guard is free to move past me :)


Rommin continues to follow along behind the halfling, giving him room but ready to rush up if he finds trouble.


Female Orc

room description after the fight
This place contains a scattering of furnishings-hides on the floor, a bearskin on the wall, a chair, a stool, a huge chest, and a vast bed mounded with furs.

perception 15:
On a shelf 9 feet above the floor are a beaten silver comb set with four pearls worth 50gp each (total value
300gp), a copper mirror (worth 200gp), and a large gold hairpin set with a 500gp pearl (800gp total value).

perception 15 on chest:
no traps. It is locked disable device DC 20

contents:
It contains 980 cp, 320 sp, and 1,500gP.


Female Orc

The green dot door

perception DC 15:
The sounds of several giants snoring can be heard

The door is unlocked.

On opening

Spoiler:
The snores of two soundly sleeping giants can be heard among the 10 beds and 10 chests in this room. There are items of clothing
hanging from walls and a couple of torches are smouldering in wall cressets.

stealth rolls please

perception: 1d20 + 6 - 10 ⇒ (18) + 6 - 10 = 14

perception: 1d20 + 6 - 10 ⇒ (5) + 6 - 10 = 1

As a further note, Ungor is very uncomfortable due to the lack of space, which is weird considering this places occupants. He is even bigger than them. :D

well I don't think brother Thorne can fail, so he doesn't need to roll


Female Orc

Actions please


M Half Orc| HP 67+8/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Before the door opens, Vakmu whispers to Brother Hawthorne "Remember the lesson from last room. Let Rommin come up and do the coup-de-grace work. The rest of us will rush in if the alarm breaks out"
Then he whispers back to Rommin "Brother Hawthorne hears several sleepers in the room. Slip past me quietly and do the coup with your bow so they never wake up."

He squeezes to the north side of the corridor so Rommin can pass unimpeded, and waits with murderous patience.

Not sure Vakmu needs a stealth roll if he's not going to be moving...

Stealth Roll if needed:

stealth: 1d20 - 2 ⇒ (20) - 2 = 18

@Chill, What does Clackers see down the hallway from the pink square? Similarly, what does Brother H see looking north down the hallway where he is? Will you remove the fog of war in those areas?


At the hand signal, Rommin moves up. Taking stock of the situation, he slides up to one of the giants.

Stealth 1d20 + 19 ⇒ (17) + 19 = 36

He pulls up his bow and fires a single well placed arrow into the slumbering behemoth.

CDG, auto hit. Damage 3d8 + 33 ⇒ (8, 5, 8) + 33 = 54

If that goes as hoped, he'll move to the second and repeat the process.

CDG, auto hit. Damge 3d8 + 33 ⇒ (8, 2, 5) + 33 = 48

If both work, he'll recover his arrows and clean them with a quick murmured spell. prestidigitation.


Female Orc

They are both dead.

search perception (takes 2 minutes):
A search of the room reveals little of interest, except for a pouch containing 110 platinum


Female Orc

nothing to see here:
1d10 ⇒ 4
The corridor to the north is empty and quiet.

perception DC 25 due to noise from the party:
The nearby door (red marked) has noise coming from it, yells and thumps


M Half Orc| HP 67+8/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

I notice that Clackers has returned to me... (my pink dot is gone, without revealing that corridor...)

perception: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26
+15 skill, +2 alertness from Clackers


M Half Orc| HP 67+8/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

"Psst. Everybody, there are several somethings up and moving in the room just to the north of us; there are yells and thumps. That said, if there's nothing alive in this room, we can come back an search it later, so let's not waste time"

ie. let's move and skip Chill's 2 minute search box. As mentioned before, it's killing time, not looting time.

"Brother H can you give us a quick listen at all 3 doors. If you find more sleepers or empty rooms, we will sneak and clear them, before hitting things that are awake, whatever they are."
I have marked the other doors with a green dot and a orange dot respectively.
The usual routine applies for sleepers or empty rooms; check for traps, open door, let Rommin slip in and CDG.


Rommin stays a half dozen yards behind Hawthorne, watching for signals or obvious trouble.

I completely agree that we should keep moving, though a quick detect magic may help us find trinkets that we wouldn't want used against us when things get hot. A giant is tough enough without having a potion of bears endurance or something like that.


M Half Orc| HP 67+8/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Yeah, a quick detect magic is a good idea Rommin. Fenla, you willing to take that on your to do list?


Male Dwarf Bard 10 HP: 100/100 AC: 23 TCH: 15 FF: 18 CMD: 22 | F+4*, R+12*, W+7*

As directed, Brother Hawthorne listens at the three doors...

Perception: 1d20 + 11 ⇒ (3) + 11 = 14 +3 vs traps, +2 vs surprised

Perception: 1d20 + 11 ⇒ (4) + 11 = 15 +3 vs traps, +2 vs surprised

Perception: 1d20 + 11 ⇒ (1) + 11 = 12 +3 vs traps, +2 vs surprised


M Half Orc| HP 67+8/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Brother Hawthorne wrote:

As directed, Brother Hawthorne listens at the three doors...

Perception: 1d20 + 11 ⇒ (3) + 11 = 14 +3 vs traps, +2 vs surprised

Perception: 1d20 + 11 ⇒ (4) + 11 = 15 +3 vs traps, +2 vs surprised

Perception: 1d20 + 11 ⇒ (1) + 11 = 12 +3 vs traps, +2 vs surprised

Bad Dicebot!

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