Lucendar's Bastards of Erebus (CoT) PbP Thread

Game Master Lucendar

Map of Westcrown


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Double moved Tauni and Callandor.

Round 3 Enemies' Turn:
Vander drops his crossbow and draws his short sword and stabs Shel, cutting her severely!
1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Both cultists start casting spells! Loco's fear ends and he double moves back.

Rest of party is up!
Updated Combat Map

Kaliana, for your combat action you can use same rolls as the previous post, if you wish. Just tell me whom you attack.


With a hiss of hatred for the cultists and all they stand for, Tauni takes the fight to them.

Move to -G0 and swing at the cultist in -G1.
To hit 1d20 + 0 ⇒ (20) + 0 = 20
Damage 1d8 + 0 ⇒ (8) + 0 = 8

Edit: Wow! Possible crit...
To hit 1d20 + 0 ⇒ (10) + 0 = 10
Damage 1d8 + 0 ⇒ (7) + 0 = 7


Tauni's morningstar crushes the cultist's skull in one blow, sending brain matter flying! Nice to have you back! BTW, your morningstar does 1d8+1 damage so don't sell yourself short.


Thanks, and thank you for running Tauni while I was away.

Tauni still has 2 points of strength damage, so I believe she loses the +1 on that damage.


Ah, good point. Still was enough to crush that poor soul!


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Billo, You spineless jelly! You know better than to fall for their twisted magic! You picked the worst time for it too eh?. Oh - but I'll give those scumbags something hard and sharp to think about!


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Shel, barely standing, takes a wild swing at the remaining brother.

Attack 1d20 + 5 ⇒ (8) + 5 = 13
Damage 1d3 + 1 ⇒ (2) + 1 = 3

Bless

Also DM, I forgot to add in the penalty for the shaken condition to the above rolls.


Female ( HP 13/1) AC:17 FF:12 T:15 F: +5 R: +2 W: +0 Initiative +3 Perception +3

I will use those rolls, sorry for the diagnol. If she can, Kaliana will move and go for one of the spell casters, trying to interupt him.

As the team surrounds the crossbow man, and Tuani gives him a good whack to the head, Kaliana moves to intercept the casters. " Oh no you don't, no more spells from you today"


As Kaliana moves away from Vander, he takes the opportunity to slash her in the back with his short sword, inflicting a deep wound! Barely conscious, Kaliana reaches the spell caster and slashes him, killing him in one blow!

AoO from Vander: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Vander parries away Shel's blow and Callandor steps in to slash at the rogue, but he also misses!

Attack: 1d20 + 4 ⇒ (10) + 4 = 14..miss!

Round 4 Vander's Turn:
Like a trapped animal in the corner, Vander tries to kill the weakened Shel and open an escape route, but the halfling is too quick and evades his short sword!

Vander: 1d20 + 5 ⇒ (8) + 5 = 13...miss!

Loco again double moves back.

Rest of party is up!

Updated Combat Map


Bump..Shel, Kaliana, Tauni, anyone?? You are up!


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

My bad, DM. Somehow I missed we were back up already.

Shel ducks under the swing of Vander, and again thrusts at him with her dagger.

Attack 1d20 + 5 ⇒ (6) + 5 = 11
Daamge 1d3 + 1 ⇒ (3) + 1 = 4

Bless, and Shaken should be removed this round.


Emboldened by her success against the cultist, Tauni spins and goes after the remaining foe, Vander.

Move to -I-2 and strike with her morningstar.

To hit 1d20 + 0 ⇒ (14) + 0 = 14
Damage 1d8 + 0 ⇒ (3) + 0 = 3


Vander evades Shel's thrust and deflects Tauni's morningstar with his short sword. "C'mon, I can take all of you on!"

Callandor looks and says, "Your reign of terror ends here!", as he plunges the sword into Vander's chest and the rogue looks down at his wound, spits up blood, and falls!
1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

"Be quiet for a moment, everyone," Shel says, immeidately transforming from combatant to the careful halfling the group had begun to know. Shel listens closely to attempt to hear any other cultists or brothers were waiting on them.

Perception 1d20 + 7 ⇒ (16) + 7 = 23


As you walk further into the room, you realize this must be the waste disposal area. There are 2 pits, each containing a disgusting mixture of sludge, animal blood, and feces. A gelatinous layer of yellowish scum coats the surface of the liquid. A narrow trench connects the pits with two burning furnaces. The third furnace, closest to you, is not on. In the NE corner of the room there is a door. Shel listens to the environment, but with the roar of the furnaces, she cannot tell if more dangers await past the door.

Updated Map


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

"Tauni, is there any healing you can do for Kaliana and myself? We both got sliced up pretty good back there." She steps to the side and waits to allow Loco to take his normal position at the front of the group.


Sure. Tauni checks their wounds quickly, sorting out what blood is Shel's and what is their foes. Seeing the extent of the wounds, she will pull the wounded aside Where fallen foes are outside the channel radius and call on the blessing of Milani.

Channel 1d6 ⇒ 2 healed.

Seeing the severity of the wounds after that, she concentrates again.
Channel 1d6 ⇒ 1 healed.

Shel, did you take more than that 8 points earlier? Kaliana, is your stat bar correct, 8 of 13 hit points before those two channels? Is everyone else current on their hit point totals?


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

The 8 was all I had taken, so i am at five now

Feeling somewhat better, Shel steps up and checks the door for traps, before proceeding.

Perception 1d20 + 8 ⇒ (9) + 8 = 17

If there, are no traps, she opens the door. If there are traps, she attempts to disable them.

Disable 1d20 + 8 ⇒ (18) + 8 = 26


Female ( HP 13/1) AC:17 FF:12 T:15 F: +5 R: +2 W: +0 Initiative +3 Perception +3

wow missed some posts earlier, didn't see all this untill now. Witht he vicious wound she was down to 2 and after healing up 2 5
before moving off to far, Kalian will make a quick search of the spell casters. 1d20 + 3 ⇒ (13) + 3 = 16

Kneeling next to the spell caster, Kaliana makes a quick search, then stands slowly, and limps over to shel and Tauni. leanign against the wall with haggard breath " Any healing is much appreciated..."


Having two down by half or more seems too much for me. Tauni tries a third channel.

1d6 ⇒ 2

*sigh*

Perhaps the cultists have enchanted their weapons to resist healing some how.


Shel looks over the door and does not find it trapped so she opens the door. She sees a 20' hallway heading east with a door heading south at the end of it and the hallway continuing north.

On the cultists, Kaliana finds: 2 daggers, 2 clubs, 30 gp, 40 sp.

HP summary:
Shel: 7/10
Kaliana: 7/13
Everyone else: full

Updated Map


Know that I will not run 2 PCs as NPCs, so if Loco doesn't show up, in game, his character will just stay behind guarding your back until this part of the story ends.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Loco has been rather sullen and not as talkative as usual since he returned from his flight during the last fight. He assuumes the rear position, which Shel had been taking before. As he passes by the pits, he observes the sludge closely with grim facination.

Things should be back to normal now and sorry for not posting. I hate moving.


No problem, good to have you back!


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Shel leads the group east, and stops to check the door for anything suspicious.

Perception 1d20 + 8 ⇒ (4) + 8 = 12

Disable if anything is found 1d20 + 8 ⇒ (15) + 8 = 23


Shel moves east and does not detect traps on the door. She opens it, revealing a room containing filthy kitchen cookware, dirty plates, and piles of unwashed utensils. Two kegs, one of ale and one of water, occupy the eastern corner of this room. The hallway continues north, passing two doors, and then turns west.

Updated Map


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Shel takes a quick look around the kitchen then follows the hallway north.

Perception in kitchen 1d20 + 7 ⇒ (10) + 7 = 17

If she finds nothing in the kitchen, she will check the door on the left.

Perception 1d20 + 8 ⇒ (7) + 8 = 15

Disable, if necessary 1d20 + 8 ⇒ (5) + 8 = 13


Shel finds nothing particularly odd in the kitchen and moves on to the next door, detecting no danger. She opens the door, revealing a a blood-stained room resembling a meat locker, although without the hanging sides of beef. Dozens of wicked metal hooks dangle from the ceiling, some bearing dried blood stains.

Updated Map


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

"Have we got them all," Shel asks, rhetorically, as she looks at yet another deserted room.

She quickly scans the room.

Perception 1d20 + 7 ⇒ (17) + 7 = 24

Assuming she finds nothing, she heads to the door facing opposite in the hallway and checks it, opening, if there was no sign of trouble.

Perception 1d20 + 8 ⇒ (19) + 8 = 27
Dasable 1d20 + 8 ⇒ (14) + 8 = 22


The room appears to be a shrine dedicated to suffering. A dozen or more sets of tattered and bloody clothes sit in neat piles in the corner. A haunting display of amateur sketches in blood decorates the walls.

Updated Map


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

"Ugh, we might want to burn this place to the ground as we leave," Shel says with a shudder. "Let's press on, so we can get out of here, as soon as possible."

Perception in the room 1d20 + 7 ⇒ (9) + 7 = 16

She follows the hallway to the northwest, silently hoping that they were close to finished in this grisly building.

I hope its okay with everyone that I am just running through the abandoned rooms. If you all want me to slow down, or do something different, just let me know.


As she reaches the corner, three more doors await for her at the end of the hall. To the north, she hears faint chanting in some strange but creepy language that gives her goosebumps and makes the hairs on the back of her neck stand up! To the south, she hears faint moaning of pain. No sounds emanate from the west.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Updated Map

Hope you don't mind all these map updates, trying to build tension and the creepiness factor! And show off my newly acquired Maptools skills! LOL...


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Shel looks back at the group, and signals them that she hears something ahead. She creeps up to the northernmost door, and looks closely to be sure there are no traps she might blindly run into.

Perception 1d20 + 8 ⇒ (12) + 8 = 20

If there are no traps, once the group is ready, she will throw open the door. If she detects a trap, rather than noiseily attempting to disable it, she will backtrack to the sourthern door, and check it for traps as well.

Perception 1d20 + 8 ⇒ (1) + 8 = 9

I like all the maps, DM. It is like a creepy movie. Nothing, nothing, nothing, then....something!


Shel does notice a subtle trap on the northern door, as well as the fact that it is locked. There is no trap on the southern door but it is locked as well. Shel notices the shape of the keyhole on the door is somehow familiar to her, though she can't place it.
Intelligence check: 1d20 + 1 ⇒ (10) + 1 = 11


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

The halfling turns to the group, and gives the shrug, indicating she was stumped by those two doors. She turns to the third door, checking to see if that one was locked.

Perception 1d20 + 8 ⇒ (4) + 8 = 12

If this door is locked as well, she will whisper to the others, asking for suggestions.


All three doors are locked.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Billo Billcragg shuffles through the rooms in blood-encrusted overalls, spitting and muttering curses under his breath in both dwarven and Chelaxian....for example,

"I'll tomahawk the reeking imbeciles, crazy nitwits, loose-boweled vermin, grmbl, grmble"

When they get to the door....

"psst. Maybe if Shel unlocks the north door...then runs "scared" back to the corner in the East where Kaliana can take over the fight. I'll crouch by the west side and pounce on any pursuers from behind."


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

"Anyone have any ideas? They are all locked. I can disable it, maybe, but they will definitely hear us coming."


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

I think our enemies are north of us. Of course we can work together to disable the trap. Maybe we should check the south room for more information first? Come to think of it...- assuming our enemies are to the north - it might also be wise to unlock all other the doors first incase we need to retreat or flee.


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

"That's fine. Let's check the south door first. Hopefully the chanting and the moans will keep them from hearing us."

With that being said, Shel sets to work on picking the lock to the southern door. "Give me some help on this, if you don't mind, Loco..."

Disable/Open Lock 1d20 + 8 ⇒ (8) + 8 = 16


Female ( HP 13/1) AC:17 FF:12 T:15 F: +5 R: +2 W: +0 Initiative +3 Perception +3

The maps do buld tension, very nice. Kaliana follows behind shel, staying back 10'-15' and trying to not make any unnecessary noise.

Nodding in resposne to Loco's thougths. "Let's not leave any chance for suprises with these other rooms. If you can handle it, we can wait out of sight and you can try to draw them out."


Tauni nods in agreement and backs away with the others, though her concern for Shel is plain on her face.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

using aid another to give Shel a +2. I don't think modifiers apply - I just need to roll 10 or higher. 1d20 ⇒ 9

Loco steps in close to help Shel and provide guidance with the lock picking.

Perhaps his rosy appearance and frangance are just too distracting for him to have been much help to Shel in this case.


On her first try, the pick slips from Shel's delicate fingers at Loco's approach and she fails to open the lock.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

"By the greasy chins of a porcine priest, what do you have bricks for fingers? Let me do that!

Billo tries to disable the lock himself. Care to help Shel? 1d20 + 7 ⇒ (15) + 7 = 22


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

"Dammit," Shel whispers as she struggles with the lock. When Loco moves over to unlock it, Shel tried her best to give him advice.

Aid Another 1d20 ⇒ 10

I thought you did add your modifiers to the Aid Another roll. If I am right, add 8 to Shel's roll.


Loco, with Shel's help, manages to put the pick in the proper position, but just as he is about to jimmy the lock, beads of sweat forming on his forehead fall in his eye and the pick falls out!


Tauni peeks around the corner, trying to see what is taking so long.

When she sees them crouched over the lock, she tries to get Shel's attention, waving her to come back to the rest. If she does...

Whispered to Shel:
What's wrong? Do none of the keys we collected work on the lock? Do you want to try the ones I picked up?


23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint

Shel shakes her head, in misery at that stupid lock. "They probably know we are here already, so I'm going to take my time and get this thing open," she whispers.

"Thats a good idea, Tauni." Shel pulls out the keys and checks them against the lock.


The keys fit perfectly and unlock the door...I was cracking up, seeing you guys messing with the lock!

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