The Slave Lords

Game Master EltonJ

Our adventures continue! Word has been received that there are slavers on the Wild Coast. The Slave Lord cycle begins with Slave Pits of the Undercity by David Cook.

Slave Pits Map 1

Slave Pits Map 2


1,251 to 1,300 of 1,388 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>

M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7 Rage 12/14

Chestman grunts and keeps going after slavers

Greatclub,Power Attack: 1d20 + 6 ⇒ (14) + 6 = 201d10 + 7 ⇒ (10) + 7 = 17


Male elf Ranger 4 | hp 37 | AC 15, t 13, ff 12 | CMD 20 | Fort +6, Ref +8, Will +2 | Init +3 | Perc +10 Ranger 4

The elf shoots any remaining guards.

attack: 1d20 + 7 ⇒ (13) + 7 = 20

damage: 1d8 + 2 ⇒ (2) + 2 = 4

attack: 1d20 + 7 ⇒ (3) + 7 = 10

damage: 1d8 + 2 ⇒ (5) + 2 = 7


Male Human Psion 10/Atlanteologist 10

One guard is covered. Three guards are slain. The one that is behind cover is getting his horn out to call for reinforcements.

The closest combatant to the one behind cover is smoke and Sea Ranger. There are two archers on top of the temple. They are still very much alive.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger sends Smoke to attack the guard raising the horn and closes in to flank against the wolf, intent on taking the guard down before he can summon reinforcements.

Smoke's Bite Attack (w/ Flanking): 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Damage: 1d6 + 1 ⇒ (1) + 1 = 2 Piercing + Trip (Below)
CMB - Trip Attack: 1d20 + 2 ⇒ (11) + 2 = 13 vs Target's CMD

Shortsword Attack (Flanking): 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17 +2 if target is prone
Damage: 1d6 + 5 + 1d6 ⇒ (3) + 5 + (3) = 11 Piercing + Cold


Male Human Psion 10/Atlanteologist 10
Sea Ranger wrote:

Sea Ranger sends Smoke to attack the guard raising the horn and closes in to flank against the wolf, intent on taking the guard down before he can summon reinforcements.

Smoke's Bite Attack (w/ Flanking): 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Damage: 1d6 + 1 ⇒ (1) + 1 = 2 Piercing + Trip (Below)
CMB - Trip Attack: 1d20 + 2 ⇒ (11) + 2 = 13 vs Target's CMD

Shortsword Attack (Flanking): 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17 +2 if target is prone
Damage: 1d6 + 5 + 1d6 ⇒ (3) + 5 + (3) = 11 Piercing + Cold

The guard's CMD was higher than Smoke's trip CMB. Smoke's bite attack hit home and the short sword thrust was enough to incapacitate the guard.

MY TURN!

The two archers try to hit Gothia, Vesica, Chestman, and Alenthieal. They use Rapid Shot again.
ARCHER 1
Archer's bow attack against Gothia: 1d20 + 5 ⇒ (11) + 5 = 16, damage: 1d8 + 3 ⇒ (6) + 3 = 9

Archer's bow attack against Vesica: 1d20 + 5 ⇒ (18) + 5 = 23, damage: 1d8 + 3 ⇒ (4) + 3 = 7

ARCHER 2
Archer's bow attack against Chestman: 1d20 + 5 ⇒ (19) + 5 = 24, damage: 1d8 + 3 ⇒ (4) + 3 = 7

Archer's bow attack against Alenthieal: 1d20 + 5 ⇒ (6) + 5 = 11, damage: 1d8 + 3 ⇒ (1) + 3 = 4


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7 Rage 12/14

If all guards in smashing range are dead, Chestman sees if there is a bow near by that he can grab.


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

With no other threats within reach, Gothia uses her shield and armoured body to protect the slaves as they try to escape the range of the archers on the walls.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

With no map, I'll just ask. How far away are the guards on the temple? Best way to reach them? Can we climb up the stone walls? If so, how high are they?


Male Human Psion 10/Atlanteologist 10
Sea Ranger wrote:
With no map, I'll just ask. How far away are the guards on the temple? Best way to reach them? Can we climb up the stone walls? If so, how high are they?

The adventure assumes you are starting in the dungeon. The guards are fifty feet away. You can climb up, they are about 100 ft up.


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7 Rage 12/14

We'll be taken out before we can climb that high


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Seeing that the guards are up too high to engage in melee, Sea Ranger moves toward the nearest cover, then sheaths his short blade, drops his shield at his feet, and readies his longbow. Taking a deep breath, he nocks an arrow, sights onto one of the guards up on the temple, and lets fly.

MW Composite (+4 STR) Longbow Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Longbow Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Move to cover so he maybe has a bonus to his AC against ranged attacks (a tree or something), put away sword, drop shield, ready his bow and shoot one of those guards. This is probably going to be two rounds worth of actions, GM.


Male Human Psion 10/Atlanteologist 10
Sea Ranger wrote:

Seeing that the guards are up too high to engage in melee, Sea Ranger moves toward the nearest cover, then sheaths his short blade, drops his shield at his feet, and readies his longbow. Taking a deep breath, he nocks an arrow, sights onto one of the guards up on the temple, and lets fly.

MW Composite (+4 STR) Longbow Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Longbow Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Move to cover so he maybe has a bonus to his AC against ranged attacks (a tree or something), put away sword, drop shield, ready his bow and shoot one of those guards. This is probably going to be two rounds worth of actions, GM.

Yep, gotcha. Is everyone else moving to cover?


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

As another arrow rips a gash into Vesica's leg, those near her see a change come over the teen. Her teeth clench, her eyes narrow and seem to darken...and faint wisps of darkness begin to swirl around her hands. Then she shakes her head and suddenly reverts to the happy-go-lucky Tavern Tale you've come to know over the past few weeks.

Turning to the others she yells, "If you need it, I think I can distract the archers for a few seconds. Or should we just run??!!"

If a distraction is required, TT will make herself a target by hurling insults at the archers while taking the total defense action (+6 to her AC, thanks to having 3+ ranks in acrobatics--AC 23 total). Running is probably safer, though. ;)


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7 Rage 12/14

Chestman runs to cover


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

OK, Vesica won't be a hero--she'll make a run for cover as well.


Male elf Ranger 4 | hp 37 | AC 15, t 13, ff 12 | CMD 20 | Fort +6, Ref +8, Will +2 | Init +3 | Perc +10 Ranger 4

The elf moves and fires one shot at the archer.

attack: 1d20 + 8 ⇒ (8) + 8 = 16

damage: 1d8 + 2 ⇒ (7) + 2 = 9


Male Human Psion 10/Atlanteologist 10
Alenthieal wrote:

The elf moves and fires one shot at the archer.

[dice=attack]1d20+8

[dice=damage]1d8+2

The elf's shot did hit, and made one of the Archers to stop shooting, the one you see to the left of you.


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

I guess we get the rescued slaves to whatever cover we can find and then raid the temple so there will be minimal reprisals for the rescue?


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7 Rage 12/14

We use them to check for traps!


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo
ChestmanBarrelhouse wrote:
We use them to check for traps!

"Sic him, Gothia!"

Meanwhile, TT will pass around a bowl of popcorn.


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

Not too sure she can get up the wall to attack them...and she does not carry a missile weapon!!! She is acting as a living shield at the moment, placing herself between the slaves and the archers...using her all-out defence to protect them. Once they are safely away, she can then turn to the task at hand and figure out how to get into the building and remove those archers!!


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

Heh. I was siccing Gothia on Chestman for suggesting that we use the slaves to detect traps!


Male Human Psion 10/Atlanteologist 10

Maybe I should recruit a wizard or sorcerer to join the group?


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7 Rage 12/14

A few magic missiles can't hurt.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Did Sea Ranger's arrow hit the other guard? Or has it not happened yet? At the moment, I think the only combatants are Sea Ranger, Alenthieal and the bad guy archer?


Male Human Psion 10/Atlanteologist 10
Sea Ranger wrote:
Did Sea Ranger's arrow hit the other guard? Or has it not happened yet? At the moment, I think the only combatants are Sea Ranger, Alenthieal and the bad guy archer?

Sea Ranger took out one of the archers.

The only Combatants are Sea Ranger, Alenthieal, and the last archer.


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

"Get these people to safety!" a grimacing TT tells Gothia and Chestman. "I can help our archers!"

Before returning to the battle, Vesica takes a moment to cast cure light wounds upon herself; then she draws her sling as she hustles back toward Sea Ranger and Alenthieal.

Vesica cure light wounds (self): 1d8 + 3 ⇒ (3) + 3 = 6


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger gives TT a nod and calls out to the bard. "Stay in cover, let's get this last one taken out and get into the temple!" Then he leans around the tree behind which he's taken his station and sends another arrow at the enemy archer - but aim is well off the mark and he mutters a curse under his breath.

MW Composite (+4 STR) Longbow Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Longbow Damage: 1d8 + 4 ⇒ (2) + 4 = 6


Male Human Psion 10/Atlanteologist 10

That's a miss.


Male elf Ranger 4 | hp 37 | AC 15, t 13, ff 12 | CMD 20 | Fort +6, Ref +8, Will +2 | Init +3 | Perc +10 Ranger 4

The elf fires at the archer.

rapid shot: 1d20 + 6 ⇒ (10) + 6 = 16

damage: 1d8 + 2 ⇒ (4) + 2 = 6

rapid shot: 1d20 + 6 ⇒ (16) + 6 = 22

damage: 1d8 + 2 ⇒ (2) + 2 = 4


1 person marked this as a favorite.
Male Human Psion 10/Atlanteologist 10
Alenthieal wrote:

The elf fires at the archer.

rapid shot: 1d20 + 6 ⇒ (10) + 6 = 16

damage: 1d8 + 2 ⇒ (4) + 2 = 6

rapid shot: 1d20 + 6 ⇒ (16) + 6 = 22

damage: 1d8 + 2 ⇒ (2) + 2 = 4

Both shots hit, causing the archer to fall back.


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

With the slaves safely out of range, Gothia turns back to the ancient building and charges ahead towards the gates, her shield leading the way!

Once there, she will test the doors to see if they are locked, and if they are, she will try to force them open!


Male Human Psion 10/Atlanteologist 10
Gothia VonSalais wrote:

With the slaves safely out of range, Gothia turns back to the ancient building and charges ahead towards the gates, her shield leading the way!

Once there, she will test the doors to see if they are locked, and if they are, she will try to force them open!

Gothia, they locked the doors. Forcing them open requires a Strength check.


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

Ok, she has a Strength of 19

Strength roll: 1d20 ⇒ 17


Male Human Psion 10/Atlanteologist 10
Gothia VonSalais wrote:

Ok, she has a Strength of 19

Strength roll: 1d20

Don't forget to add your ability bonus.


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

ooh yeah...so +4 for a total of 21


Male Human Psion 10/Atlanteologist 10

You managed to break through.


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

Vesica watches Gothia impressively break through the main doors of the old temple. She scoots to join the paladin, stopping to ask if anyone else needs healing more pressingly than herself.

Vesica cure light wounds (????): 1d8 + 3 ⇒ (3) + 3 = 6


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7 Rage 12/14

Chestman hurries in


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

@Chestman: Want that healing spell and 6 hps?


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7 Rage 12/14

Sure


Male elf Ranger 4 | hp 37 | AC 15, t 13, ff 12 | CMD 20 | Fort +6, Ref +8, Will +2 | Init +3 | Perc +10 Ranger 4

Alenthieal follows the paladin.

I wonder if there's more trouble ahead


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

Gothia stands at the entrance to the ruined building; her sword held aloft as she gestures for the others to enter.

"Come! Heironeous has shown us the way!"


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger moves swiftly to back up the others, taking a spot at the back of the marching order with Smoke at his side. He will keep an eye out for anyone trying to come at the party from the rear.


Male Human Psion 10/Atlanteologist 10

And it's dark inside. There are a few torches lit here, giving light. But it's mostly dark.


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7 Rage 12/14

Chestman has no trouble at all!


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

TT casts a light spell on someone's weapon (Gothia? Sea Ranger?) and then activates her flaming short sword to shed more light on the nearby area.


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

Can you cast it on Gothia's Shield...that would be best!

"Let your light shine from the symbol of my god on this shield. Let his light shine and show us the way."


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

TT does as Gothia asks with a smile, feeling more and more confident that she's sinking lower on the paladin's "To-Smite List."

"Lead on!" she tells Gothia.

I figure TT can be in the second rank for marching order: close enough to the front so she can scoot ahead if there's a need to search a suspicious looking area for traps.


Male Human Psion 10/Atlanteologist 10

1d20 ⇒ 9

1 to 50 of 1,388 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / N1 Against the Cult of the Reptile God All Messageboards

Want to post a reply? Sign in.