Redelia's True Dragons (Inactive)

Game Master Redelia

maps


1 to 50 of 156 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Venture Lieutenant, Play by Post (online)

OK, everyone, this is where we will move the game to. Transfering ownership of a campaign can just be messy and take a while, so this is easier.

Please dot and delete for now.


1 person marked this as a favorite.
Venture Lieutenant, Play by Post (online)

Working together, you manage to dispatch the grey skinned humanoids and the very very black hounds.

Now that you can look around more carefully, you find that you are in a room where there is a portal. The humanoids you fought were guarding this portal. It is clear to you that someone is going to come through that portal in a little while, and you need to prepare a warm welcome for them!

This is the really complicated part of this adventure. Tomorrow I'll post the rules for the trap making for you, as well as giving you instructions for how we'll run this part. For now, I'm going to give you a chance to react in character. I'll also give you the stat blocks you need in the map slides tomorrow.


Pethjun | Female kobold fighter 4 | AC 22/13/20 | HP 34/34 | F+5, R+3, W+2; +1 v. fear | Init.+2, Perc.+7 | Darkvision 60' | Movement 30’ |

”Ah ha ha, Pethjun the mighty has slain her enemies! Pethjun strongest kobold ever,” she almost yells as she catches her breath. ”What is this strange portal?”


VARANOG|LE Male kobold sorcerer 4 | HP 26/26 | AC 16 (touch 15, flat-footed 12) | F +2 R +4 W +5 | Perc +3 | Init +3 | 30 ft | |1st 7/7 2nd 4/4| Active Conditions:

"Yes, my magic has proven me invincible!" Varanog crows as he holds his staff, err rod aloft. "Magic portal be trouble here...let me check it out..."

Knowledge Arcana: 1d20 + 8 ⇒ (20) + 8 = 28


grimdog73 kobold alchemist 4, HP 29; AC/T/FF 15/14/12, R/R/W +6/+8/+2, Init +3. Perc +9, darkvision

Don't know...strange magic. A summoning portal? Athrax looks on, completely stumped as to what it might be.


Skyrahk|Female kobold cleric of Dahak 4 Init +5; Senses darkvision 60 ft.; Perception +5|AC 18, touch 12, flat-footed 17|hp 6/29|Fort +6, Ref +4, Will +8

"That fight was incredible. I was sure it was the end for me Wow! But that reverse situation!." Says the kobold.


1 person marked this as a favorite.
Venture Lieutenant, Play by Post (online)

I think I'm going to need to write up a summary of the things you would remember if you had played the rest of this adventure a few hours ago, rather than months ago. The portal will make a lot more sense then. Sorry, this will delay my next substantial posting, because it will take me time to go through your old gameplay. I should be able to do a lot tomorrow and get us moving, or at least where you guys can start to plan together.


1 person marked this as a favorite.
grimdog73 kobold alchemist 4, HP 29; AC/T/FF 15/14/12, R/R/W +6/+8/+2, Init +3. Perc +9, darkvision

all good boss


Venture Lieutenant, Play by Post (online)

HERE and for the rest of that page is probably what you need to reread. The enemies you just fought are clearly those who were to prepare the portal, not those who were to go through. You cannot stop the portal, but you can prepare an ambush for those who will be coming through. You will have about half an hour to prepare traps as part of your ambush. I need to find a better way to get you the rules for making those traps, so you can strategize in general for a day or two.


Venture Lieutenant, Play by Post (online)

relevant rules:

The PCs have about half an hour before renegade elements
of the Blakros family and their allies arrive to reinforce
the portal. As kobolds, the PCs are skilled in the crafting
of traps, and this time gives them ample opportunity to
craft traps to vex their enemies. To represent the PCs’
abilities as trapsmiths, this event allows them to craft a
simplified list of traps at a rate far faster than the normal
Craft skill rules allow.
Building Traps: A list of kobold traps is provided as an
appendix to this adventure (see page 21 ); this list details
information on construction and activation of the traps
presented. The time the PCs have to prepare is broken
into 5 phases that are each about 6 minutes long. During
each phase, a PC can craft one trap, unless the trap
requires more than 1 phase to construct, in which case
the PC continues construction into the ensuing phases.
Each phase represents roughly 6 minutes of time. PCs
can take 10 on these checks, but cannot take 20 due to the
somewhat rushed nature of their defense.
A PC succeeding at the necessary Craft (traps) check
creates the desired trap, placing it in a location available
on the map based on the trap’s size. In addition, unless
the trap has a special note, there is no cost to create a
trap—it’s assumed the PCs have the necessary tools and
equipment on hand.
Moving Through Traps: Creatures moving through
the PCs’ traps trigger them as normal. Enemy waves
activating a trap become wary of further devices, and
begin to actively assign a scout to search ahead for traps,
unless pressured into direct combat with the PCs.
As masters of setting traps, the PCs do not incur any
chance of activating traps by moving through trapped
squares. However, a PC caught in the area of a trap when
another creature activates it falls victim to the trap’s effects.
Defective Traps: If a PC fails a Craft (traps) check by 5
or less, the trap may still be usable. Place the trap on the
map as normal, but if someone springs the trap, there
is a 50% chance the trap does not trigger. In addition,
PCs moving through squares with defective traps trigger
them with the same 50% chance as all other creatures.


Venture Lieutenant, Play by Post (online)

OK. Ive posted the stat blocks and trap info i the maps link at the top. When we start uilding traps, I'll ask you to make the frame around the traps you place the same color as the frame om your map token so we can keep track.

Does everyone understand whhat is going on? Are we ready to go?


grimdog73 kobold alchemist 4, HP 29; AC/T/FF 15/14/12, R/R/W +6/+8/+2, Init +3. Perc +9, darkvision

I think so...

Athrax looks around, planning what he can do with the traps.

Spear here...get as many as we can...then a pit...yes...yes...a pit...then an axe if they get out of the pit... he says...pleased with himself.

my crfat traps is +14...any one else wanna suggest some?


Pethjun | Female kobold fighter 4 | AC 22/13/20 | HP 34/34 | F+5, R+3, W+2; +1 v. fear | Init.+2, Perc.+7 | Darkvision 60' | Movement 30’ |

Craft Traps 1d20 + 8 ⇒ (16) + 8 = 24

Pethjun also pulled out her spears as well. ”Maybe make tripwire, and have spears fly out and stab them,” the super strong warrior suggests.


VARANOG|LE Male kobold sorcerer 4 | HP 26/26 | AC 16 (touch 15, flat-footed 12) | F +2 R +4 W +5 | Perc +3 | Init +3 | 30 ft | |1st 7/7 2nd 4/4| Active Conditions:

Varanog's eyes gleam with excitement, "Amateurs. I can create magic trap that goes BOOM! Big Fireball ya know!"

Varanog's Craft trap is only +9 but he can automatically create up to six magical trap runes each in a 5' square. Check his character profile for more details. He can also create an Alarm Spell trap and tie the scroll of Fireball he carries with it. DC for that spell is pretty high though.

GM Redelia: I don't suppose I could use that last roll for his Craft Traps check?


grimdog73 kobold alchemist 4, HP 29; AC/T/FF 15/14/12, R/R/W +6/+8/+2, Init +3. Perc +9, darkvision

Big boom? Yes...burn them...wish I could make trap like that...some day... the alchemist says as he surveys the plans.

craft spear trap: 1d20 + 14 ⇒ (3) + 14 = 17
craft pit trap: 1d20 + 14 ⇒ (15) + 14 = 29
craft axe trap: 1d20 + 14 ⇒ (8) + 14 = 22


Venture Lieutenant, Play by Post (online)

Please notice, everyone, that you get five phases of making traps, and many traps take only one phase. Also, your pregen extra also gets those turns. Please place your traps on the map.


Pethjun | Female kobold fighter 4 | AC 22/13/20 | HP 34/34 | F+5, R+3, W+2; +1 v. fear | Init.+2, Perc.+7 | Darkvision 60' | Movement 30’ |
Big Chieftan Chuffy wrote:

Craft Traps 1d20+8

Pethjun also pulled out her spears as well. ”Maybe make tripwire, and have spears fly out and stab them,” the super strong warrior suggests.

Okay, Pethjun has multiple spears, so I’ll try to make another spear trap. I guess I’ll make an arrow trap with my final phase. Could someone place them on the map for me? I’m a phone poster and can’t really do that. Anywhere is fine. Thanks in advance!

Craft spear traps 1d20 + 8 ⇒ (9) + 8 = 17
Craft arrow traps 1d20 + 8 ⇒ (12) + 8 = 20

Skyrahk, the cleric, first tries to set an alarm spell trap. He then tries three arrow traps.

Craft alarm trap 1d20 + 8 ⇒ (15) + 8 = 23
Craft arrow trap 1d20 + 8 ⇒ (6) + 8 = 14
Craft arrow trap 1d20 + 8 ⇒ (11) + 8 = 19
Craft arrow trap 1d20 + 8 ⇒ (16) + 8 = 24

If someone would be kind enough to place these four anywhere on the map, that would be appreciated. Thanks!


Venture Lieutenant, Play by Post (online)

OK, I see rolls to set traps from Pethjun and Athrax. I see some thoughts about what to do from Vanarog, and nothing from Skyrahk. I need a roll (or statement about taking 10) from Vanarog, and a plan from Skyrahk, if he is still joining us.

I also need you to put tokens for yourself on the big map (#2) and your traps on that same map. I see some traps on the little map, but only one on the big map. Where you put your token should be where you want to end up after you set your traps. I think at least one person has asked for help placing traps on the map, and it would be far better for another player to do so than for me to.

This setup phase is a long, complicated part; hopefully everything will move forward smoothly after we get done with this.


1 person marked this as a favorite.
VARANOG|LE Male kobold sorcerer 4 | HP 26/26 | AC 16 (touch 15, flat-footed 12) | F +2 R +4 W +5 | Perc +3 | Init +3 | 30 ft | |1st 7/7 2nd 4/4| Active Conditions:

OKay added the traps to the bigger map, along with Varanog's token. Also here is a roll for the Fireball trap (highlighted in orange): Craft Traps: 1d20 + 9 ⇒ (12) + 9 = 21


Skyrahk|Female kobold cleric of Dahak 4 Init +5; Senses darkvision 60 ft.; Perception +5|AC 18, touch 12, flat-footed 17|hp 6/29|Fort +6, Ref +4, Will +8
GM Redelia wrote:

OK, I see rolls to set traps from Pethjun and Athrax. I see some thoughts about what to do from Vanarog, and nothing from Skyrahk. I need a roll (or statement about taking 10) from Vanarog, and a plan from Skyrahk, if he is still joining us.

I also need you to put tokens for yourself on the big map (#2) and your traps on that same map. I see some traps on the little map, but only one on the big map. Where you put your token should be where you want to end up after you set your traps. I think at least one person has asked for help placing traps on the map, and it would be far better for another player to do so than for me to.

This setup phase is a long, complicated part; hopefully everything will move forward smoothly after we get done with this.

[ooc]Wait i did put the arrow traps?[ooc]


Skyrahk|Female kobold cleric of Dahak 4 Init +5; Senses darkvision 60 ft.; Perception +5|AC 18, touch 12, flat-footed 17|hp 6/29|Fort +6, Ref +4, Will +8

Skyrahk create a pit trap just under the portal (takes 10)

trap javelin: 1d20 + 8 ⇒ (4) + 8 = 12
trap javelin: 1d20 + 8 ⇒ (3) + 8 = 11
trap javelin: 1d20 + 8 ⇒ (16) + 8 = 24


Skyrahk|Female kobold cleric of Dahak 4 Init +5; Senses darkvision 60 ft.; Perception +5|AC 18, touch 12, flat-footed 17|hp 6/29|Fort +6, Ref +4, Will +8

Skyrahk create a pit trap just under the portal (takes 10)

trap javelin: 1d20 + 8 ⇒ (1) + 8 = 9
trap javelin: 1d20 + 8 ⇒ (4) + 8 = 12
trap javelin: 1d20 + 8 ⇒ (16) + 8 = 24

She does have difficulty installing the trap.


1 person marked this as a favorite.
Venture Lieutenant, Play by Post (online)

A set of creatures arrives from the surface. They seem pretty confident of themselves and their safety, so are too busy chatting to watch where they are going.

One of them in soft clothes rather than armor walks right into a pit trap.
ref save: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 2d6 ⇒ (5, 2) = 7

The one in soft clothes looks hurt pretty badly at the bottom of the pit.

A creature looking like a human with long ears similarly walks right into a spear trap.
atttack: 1d20 + 10 ⇒ (3) + 10 = 13
It hits because he's not ready for anything right now.
damage: 1d8 + 1 ⇒ (1) + 1 = 2

It also pokes into a human standing right behind him.

They suddenly get quiet and much more alert.

The one at the bottom of the pit yells about not being paid enough to deal with this.

The other two look around, searching for more traps.
2d20 ⇒ (17, 14) = 31

Seeing the remaining trap, they cross back over to avoid it, abandoning the hired wizard for now.


1 person marked this as a favorite.
Venture Lieutenant, Play by Post (online)

In order to get through to the ladder, they cross back over. They evidently did not see the second part of the axe trap.

attack: 1d20 + 10 ⇒ (11) + 10 = 21
damage: 1d8 + 1 ⇒ (3) + 1 = 4

removing the axe trap from the map, since it can't be reset

They climb down the ladder to find themselves face to face with Hats!

uggh, sorry, out of time to finish this post. You may roll your own initiative this time.


VARANOG|LE Male kobold sorcerer 4 | HP 26/26 | AC 16 (touch 15, flat-footed 12) | F +2 R +4 W +5 | Perc +3 | Init +3 | 30 ft | |1st 7/7 2nd 4/4| Active Conditions:

Hats Init: 1d20 + 2 ⇒ (4) + 2 = 6


grimdog73 kobold alchemist 4, HP 29; AC/T/FF 15/14/12, R/R/W +6/+8/+2, Init +3. Perc +9, darkvision

init: 1d20 + 3 ⇒ (19) + 3 = 22

Go away! You not welcome here!


Pethjun | Female kobold fighter 4 | AC 22/13/20 | HP 34/34 | F+5, R+3, W+2; +1 v. fear | Init.+2, Perc.+7 | Darkvision 60' | Movement 30’ |

Pethjun Initiative 1d20 + 2 ⇒ (15) + 2 = 17

Redelia. I can no longer see the cleric’s stat block anymore.


VARANOG|LE Male kobold sorcerer 4 | HP 26/26 | AC 16 (touch 15, flat-footed 12) | F +2 R +4 W +5 | Perc +3 | Init +3 | 30 ft | |1st 7/7 2nd 4/4| Active Conditions:

Varanog init: 1d20 + 3 ⇒ (3) + 3 = 6


Skyrahk|Female kobold cleric of Dahak 4 Init +5; Senses darkvision 60 ft.; Perception +5|AC 18, touch 12, flat-footed 17|hp 6/29|Fort +6, Ref +4, Will +8

init: 1d20 + 5 ⇒ (2) + 5 = 7


Venture Lieutenant, Play by Post (online)

guards init: 1d20 - 1 ⇒ (18) - 1 = 17
scout init: 1d20 + 3 ⇒ (2) + 3 = 5

initiative:
Pethjun
guards (both -4 HP)
Athrax
Vanarog
Hats
Skyrahk
scout (-2 HP)

Pethjun is up. If you are going to wait until they get closer, let me know.


Pethjun | Female kobold fighter 4 | AC 22/13/20 | HP 34/34 | F+5, R+3, W+2; +1 v. fear | Init.+2, Perc.+7 | Darkvision 60' | Movement 30’ |

Pethjun will delay for the enemies to move into melee range.


Venture Lieutenant, Play by Post (online)

The guards delay so the scout moves first.

Athrax, Vanarog, Skyrahk, and Hats are up.


grimdog73 kobold alchemist 4, HP 29; AC/T/FF 15/14/12, R/R/W +6/+8/+2, Init +3. Perc +9, darkvision

[b[/we wait here or go help Hats? Might get hurt...not good...[/b] Athrax moves to back up Hats.

double move...moved to token beside the cleric..i think that's me...


VARANOG|LE Male kobold sorcerer 4 | HP 26/26 | AC 16 (touch 15, flat-footed 12) | F +2 R +4 W +5 | Perc +3 | Init +3 | 30 ft | |1st 7/7 2nd 4/4| Active Conditions:

Varanog stealthily moves out into the corridor quietly whispering an activation word for his wand, much quieter than usual. "Need to make sure we not get caught in the middle here!"

Move and activate Wand of Mage Armor.


Skyrahk|Female kobold cleric of Dahak 4 Init +5; Senses darkvision 60 ft.; Perception +5|AC 18, touch 12, flat-footed 17|hp 6/29|Fort +6, Ref +4, Will +8

skyrak will move close to Andrax and casts guidance on him.

"May Dahak guide you."


Venture Lieutenant, Play by Post (online)

waiting for Hats


VARANOG|LE Male kobold sorcerer 4 | HP 26/26 | AC 16 (touch 15, flat-footed 12) | F +2 R +4 W +5 | Perc +3 | Init +3 | 30 ft | |1st 7/7 2nd 4/4| Active Conditions:

Hats smiles at the scout as it shambles forward towards him, "Do you like my hat? Did you want a closer look?" A tentacle reaches out to snag the poor scout!

Tentacle: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 1d6 + 3 ⇒ (1) + 3 = 4 plus grabbed.


1 person marked this as a favorite.
Venture Lieutenant, Play by Post (online)

Hats actually still needs to roll for the grab; the successful attack just gives a free attempt to grapply

Hats grab: 1d20 + 17 ⇒ (5) + 17 = 22

yep, grappled.

The scout tries to wriggle free.
1d20 ⇒ 15
nope.

Pethjun is up.

initiative:
Pethjun
guards (both -4 HP)
Athrax
Vanarog
Hats
Skyrahk
scout (-6 HP)


1 person marked this as a favorite.
Pethjun | Female kobold fighter 4 | AC 22/13/20 | HP 34/34 | F+5, R+3, W+2; +1 v. fear | Init.+2, Perc.+7 | Darkvision 60' | Movement 30’ |

Now that Hats has engaged the guards Pethjun double moves to try to provide support in the upcoming rounds.

Could someone move Pethjun on the map towards Hats (and avoiding the traps) please? Thanks!


Venture Lieutenant, Play by Post (online)

sigh... sorry about the delay. the forums ate my post one day, the website was down when I tried to post another, and I had to deal with a two hour tantrum another day.

The first guard moves forward a little, then swings a big weapon on a pole at Hats.

attack: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 2d4 + 3 ⇒ (1, 2) + 3 = 6
percent Hats gets mad, high is yes: 1d100 ⇒ 1

The second guard also moves around and swings at Hats.
attack: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 2d4 + 3 ⇒ (4, 1) + 3 = 8
percent Hats gets mad, high is yes: 1d100 ⇒ 12

To speed things up, I will delay the next turn of the scout, so the entire party and Hats are up.

initiative:
round 2:
Athrax
Vanarog
Hats (-6 HP)
Skyrahk
round 3:
Pethjun

scout (-6 HP)
guards (both -4 HP)


grimdog73 kobold alchemist 4, HP 29; AC/T/FF 15/14/12, R/R/W +6/+8/+2, Init +3. Perc +9, darkvision

Must help friend Hats! Athrax hisses at the others as he moves forward and spews a mouthful of fire at the trio, missing Hats.

move and using Fire Breath, dc 15...

burn!: 4d6 ⇒ (3, 4, 3, 4) = 14


VARANOG|LE Male kobold sorcerer 4 | HP 26/26 | AC 16 (touch 15, flat-footed 12) | F +2 R +4 W +5 | Perc +3 | Init +3 | 30 ft | |1st 7/7 2nd 4/4| Active Conditions:

Yes of course!" Varanog follows behind Athrax then looses a volley of magical darts at the guard who struck Hats!

Move, and magic missile the first guard: 2d4 ⇒ (4, 1) = 5

Hats shudders in pain, "You almost made me drop my hat!" he says as he targets the guard who wounded him!

bite: 1d20 + 9 ⇒ (13) + 9 = 22; damage: 1d8 + 6 ⇒ (7) + 6 = 13 (plus disease),
tentacle: 1d20 + 5 ⇒ (1) + 5 = 6; damage: 1d6 + 3 ⇒ (6) + 3 = 9
tentacle: 1d20 + 5 ⇒ (14) + 5 = 19; damage: 1d6 + 3 ⇒ (2) + 3 = 5
Constrict damage: 1d6 + 3 ⇒ (6) + 3 = 9


1 person marked this as a favorite.
Pethjun | Female kobold fighter 4 | AC 22/13/20 | HP 34/34 | F+5, R+3, W+2; +1 v. fear | Init.+2, Perc.+7 | Darkvision 60' | Movement 30’ |

Pethjun double moves again, closing with the intruders.

Could someone move Pethjun up to the enemies, please?


Skyrahk|Female kobold cleric of Dahak 4 Init +5; Senses darkvision 60 ft.; Perception +5|AC 18, touch 12, flat-footed 17|hp 6/29|Fort +6, Ref +4, Will +8

Skyrahk moves and casts guidance on Hat.

**"Oh Mighty Dahak, guide this creature into destruction.**"


Venture Lieutenant, Play by Post (online)

saves: 3d20 ⇒ (13, 15, 3) = 31

One guard almost falls over from the fire.

The other guard dodges the worst, but is definitely worse for the wear.

The scout droops in Hats' arms.

The more injured guard falls from the magic missile.

A bite from Hats finishes off the final guard.

end of first wave

You are able to reset all the traps that can be reset before the next wave starts. Anything else you want to do?

Please also place your tokens on the map wherever you are waiting this time.


Pethjun | Female kobold fighter 4 | AC 22/13/20 | HP 34/34 | F+5, R+3, W+2; +1 v. fear | Init.+2, Perc.+7 | Darkvision 60' | Movement 30’ |

Could someone move me say, 40’ or so from where the bad guys are, so I could charge and help Hats next wave? Thanks!


grimdog73 kobold alchemist 4, HP 29; AC/T/FF 15/14/12, R/R/W +6/+8/+2, Init +3. Perc +9, darkvision

Athrax goes about rearming the traps quickly.

if possible can I add a bomb the pit trap? it's a DC 15 to spot, disable it. 2d6+3 damage, reflex dc 16 for half and creatures in adkacent squares take 5....and he'll back up Hats...where ever Hats is, Athrax will be right behind him...and i need placing....on phone and trackpad on my keyboard went kaput...I know i'm a PITA...ty!


Venture Lieutenant, Play by Post (online)

I like your idea about the bomb, but unfortunatly I'm unaware of any mechanics that would allow that. In a home game we'd make it work, but this is a society game.


grimdog73 kobold alchemist 4, HP 29; AC/T/FF 15/14/12, R/R/W +6/+8/+2, Init +3. Perc +9, darkvision

relevant text from pregen sheet

bomb trap:
Bomb Trap (Su) Athrax can expend one of his bombs to make a trap.
Setting a bomb trap is a full-round action that provokes attacks of
opportunity. A bomb trap fills a single 5-foot square and cannot
be placed in the same area as any other trap. A creature that steps
on that square triggers the trap and takes 2d6+3 fire damage.
Creatures in adjacent squares take 5 points of damage
(Reflex DC 15 half). The DCs of the Perception check
to notice the bomb trap and the Disable Device
check to disable it are both 15. The bomb
trap lasts for 40 minutes, after which it
becomes


VARANOG|LE Male kobold sorcerer 4 | HP 26/26 | AC 16 (touch 15, flat-footed 12) | F +2 R +4 W +5 | Perc +3 | Init +3 | 30 ft | |1st 7/7 2nd 4/4| Active Conditions:

Varanog waves for Hats to hide in the pool, "You waits there for more tasty snacks Hats" He then retreats back to the corridor and awaits the next wave...

1 to 50 of 156 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Redelia's True Dragons All Messageboards

Want to post a reply? Sign in.