GM Euan's First Kindara Campaign

Game Master Euan

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M Half Elf

1d20 + 7 ⇒ (4) + 7 = 11 Will (+2 vs. enchantments)

Olf will stare blankly.


Will Save: 1d20 + 4 ⇒ (20) + 4 = 24

Gertrude moves forward and laughs. ”If you are going to be so condescending, you should learn to do better illusions. Certainly an undead like you would have had plenty of time to practice. Did Hel forget to tell you how to cast a proper spell? Or are you just completely untalented and incompetent?”


Half-elf Beatnik

Will Save v DC 12: 1d20 + 4 ⇒ (6) + 4 = 10

Aelin crosses his arms, sizing up the priest, and doing his best to brush off the insult to his patron god. He's at a loss for words that bite back, and is thoroughly pleased when Gertrude steps into the breach.

"You tell him, Gertrude... undead? Ah, that would explain the jaw thing..."


Male Human Rogue (2) / Brawler (0)

WillSaveDC12: 1d20 + 0 ⇒ (5) + 0 = 5

”Yes! Careful everyone, don’t get too close!" Hamarr barks emboldened by his older sister's attitude. "This guy is falling to pieces pretty spectacularly, so don’t get hit by the shrapnel!” He eyes the rug further up in the room.


Per +10 | HP 9/9 | AC 16 | F+3 R+2 W+5

Will Save DC 12: 1d20 + 5 ⇒ (3) + 5 = 8

"I'm sure we can-- talk this out, somehow..." Kallie says uncertainly, then blinks at Gertrude. "Wait, he's undead? They-- can talk?"

She never did pay much attention in religion classes.


Roll20 Map - Tracking Sheet

Halvar looses the dogs of war as he strikes the priest in the shoulder (even through cover)… unfortunately the arrow goes through a gap in its flesh and he does no damage (DR). Gertrude strides forward and taunts the unwholesome creature - reddening his face with hatred!

”Kill them!” bellows the priest, as his jaw comes unhinged. He snaps! it back into place and follows after his minions into battle!

Well, his minions are slow. They stagger to their feet, turn to face you, and shamble 5’ forward. ”Oh for the love of all Hel, MOVE! He manages to keep his jaw intact this time by holding onto it as he shouts!

The priest does not get ahead of his zombies, letting them shuffle into combat first.

- Round 1 -
Aelin - 15
Good Folk - 14
Priest - 14 (DR 5 /something)
Hamarr - 13
Kallie - 11
Gertrude - 10
Halvar - 8
Olf - 7

Initiative Rolls:

Aelin: 1d20 + 2 ⇒ (13) + 2 = 15
Gertrude: 1d20 + 2 ⇒ (8) + 2 = 10
Halvar: 1d20 + 3 ⇒ (5) + 3 = 8
Hamarr: 1d20 + 6 ⇒ (7) + 6 = 13
Kallie: 1d20 + 2 ⇒ (9) + 2 = 11
Olf: 1d20 + 6 ⇒ (1) + 6 = 7
Good Folk: 1d20 + 6 ⇒ (8) + 6 = 14

• First up Aelin!


Roll20 Map - Tracking Sheet

Oh! Also, now you may all make the attempted Knowledge Religion check. Well, if you're trained, and not Halvar who already missed it.

Succeed DC 12 knowledge religion:
The high priest is a Huecuva. CE Medium undead.

Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death. In unlife, they hate and seek to destroy those pious souls who keep their vows. Although easily mistaken for zombies or even skeletons, huecuvas have a spark of intelligence that makes them cunning and deceptive foes. During daylight hours, a huecuva becomes shrouded in an illusion that causes it to appear as it did in life - at these times, a huecuva might seek to infiltrate society to dwell among those it hates. When night falls, it emerges to seek out its prey. Fortunately for the living, the typical huecuva has only fragments of intellect remaining, so it is usually not long before the undead creature makes an error of judgment or simply reveals itself for the monster it is.
- - -


Half-elf Beatnik

Round 1, Init 15

Bragi-docio:

AC = 18
HP = 10/10
Weapon Equipped = Wand of Misery
Condition(s) = None

Knowledge(Religion) v DC 12: 1d20 + 2 ⇒ (3) + 2 = 5

Aelin steps forward a little, drawing his cutlass from his belt, considering the zombies. His ire is up, however, so he speaks directly at the faux-priest.

"You exalt yourself. That's unwise. Your grovelers can't speak on your behalf, it's all you have to feel empowered. Useless, dead flesh, and you, losing your jaw with every utterance. Hold your tongue, and revere the last moments of your existence. And be grateful. You're about to join the ranks of Hel's cared for."

Ranged Touch Attack: 1d20 + 2 ⇒ (13) + 2 = 15

The Hel-pawn can avoid the true sting of Aelin's Biting Words with a successful Will Save DC 14. Otherwise, take 1d6 + 3 ⇒ (3) + 3 = 6 points of B/P/S damage


Roll20 Map - Tracking Sheet

Aelin draws first blood, or something - nailing the priest with his voice.

Will: 1d20 + 4 ⇒ (20) + 4 = 24 vs DC 14

However, the priest resists your call, shaking his head for his faith is mighty and strong.

The zombies shuffle forward, closing with the party. Staggered as they are, it’s all they can do.

"GodsDAMNIT they are so slow!" He steps off the altar and closes in, at least part of the way.

- Round 1 -
Aelin - 15
Good Folk - 14
Priest - 14 (DR 5 /something)
Hamarr - 13
Kallie - 11
Gertrude - 10
Halvar - 8
Olf - 7

• Now up everyone.


M Half Elf

Round 1, Init 15

Olf moves to intercept the zombies, trying to protect his brother.

”Get back, Hams! I got this!” Olf worries, dropping his shield cloak to strike hard at blue.

Sunstroke 2H: 1d20 + 4 ⇒ (14) + 4 = 18 to hit;
1d10 + 4 ⇒ (8) + 4 = 12 damage;

The Oldon Bling:

AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex, sometimes +2 shield)
hp 10/10

Spells:

Combat:

Sunstroke 1H: 1d20 + 4 ⇒ (1) + 4 = 5 to hit;
1d10 + 3 ⇒ (2) + 3 = 5 damage;

Sunstroke 2H: 1d20 + 4 ⇒ (19) + 4 = 23 to hit;
1d10 + 4 ⇒ (3) + 4 = 7 damage;

Olfactions:
Good feet 3 per day
Anti-Law 3 per day


Human Warpriest 1 | Init +3 | Per +8| Fort +5 Ref +3 Will +5| HP 17 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20

Round 1, Init 8

Flipping universe! I can hear you laughing.

Halvar drops his bow once again and draws his sword as he double moves up into the fray.


Half-elf Beatnik

Round 2, Init 15

Bragi-docio:

AC = 18
HP = 10/10
Weapon Equipped = Cutlassë
Condition(s) = None

Aelin looks over the shoulder of the zombie in front of him to watch the priest brush off his verbal dose of Bragi. The half-elf steps up and brings down his blade, ire still up.

Cutlassë on Red: 1d20 + 2 ⇒ (13) + 2 = 15 for 1d6 + 2 ⇒ (1) + 2 = 3 slashing damage


Male Human Rogue (2) / Brawler (0)
Olf wrote:
”Get back, Hams! I got this!”

Hamarr delays on Olf, apparently still ‘stuck’.

”Oh, sure – that.” he remarks eyeing the Blue zombie and moving into flank. ”Pretty sure all we had to do is pull on the rug.”

Gladius: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8 Flank
for Damage: 1d6 ⇒ 3
and
Sneak: 1d6 ⇒ 5


Per +10 | HP 9/9 | AC 16 | F+3 R+2 W+5

Hurrying into the room after the others, Kallie chucks a slingstone at the priest, working not to hit her brothers.

Sling, cover, into combat: 1d20 + 2 - 2 - 4 ⇒ (19) + 2 - 2 - 4 = 15
Damage: 1d3 ⇒ 1


Roll20 Map - Tracking Sheet

I forgot to share the image of the priest of Hel (image) commanding his troops!

Hamarr steps into flank, but is unlucky and can’t connect the blow. Kallie is so concerned about not hitting her family, she too misses. Gertrude does something heroic! Halvar, frustrated by the universe, switches weapons, again, and moves up! Olf moves up and swings for the rafters! The gods smile upon him and he takes out one of the zombies. Aelin moves up on the other, and slashes it leaving a gaping wound, though it does not bleed.

The zombie swings back at Aelin, clumsily trying to pound him
Zombie on Aelin: 1d20 + 4 ⇒ (17) + 4 = 21 damage: 1d6 + 4 ⇒ (5) + 4 = 9

The priest punches at Hamarr twice before stepping back a bit! There’s something… unwholesome, under his fingernails.
Priest on Hamarr: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d4 + 1 ⇒ (4) + 1 = 5 if it hits, also a Fort save DC 12, disease
Priest on Hamarr: 1d20 + 4 ⇒ (15) + 4 = 19 damage: 1d4 + 1 ⇒ (4) + 1 = 5 if it hits, also a Fort save DC 12, disease

A lucky round to the enemy as the front line is pounded successfully with every swing!

- Round 2 -
Hamarr - 13 (-10hp)
Kallie - 11
Gertrude - 10
Halvar - 8
Olf - 7
- Round 3 -
Aelin - 15 (-9hp)
Priest - 14 (DR 5 /something)
Zombie blue - 14 (destroyed)
Zombie red - 14 (-3hp, DR 5/slashing)

• Now up everyone, and Gertrude twice.


Human Warpriest 1 | Init +3 | Per +8| Fort +5 Ref +3 Will +5| HP 17 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20

Round 2, Init 8

Halvar takes a 5' step and...

Longsword: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d8 + 2 ⇒ (8) + 2 = 10


M Half Elf

Round 2, Init 15

Olf moves attack red.

Sunstroke 2H: 1d20 + 4 ⇒ (1) + 4 = 5 to hit;
1d10 + 4 ⇒ (1) + 4 = 5 damage;

The Oldon Bling:

AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex, sometimes +2 shield)
hp 10/10

Spells:

Combat:

Sunstroke 1H: 1d20 + 4 ⇒ (4) + 4 = 8 to hit;
1d10 + 3 ⇒ (7) + 3 = 10 damage;

Sunstroke 2H: 1d20 + 4 ⇒ (15) + 4 = 19 to hit;
1d10 + 4 ⇒ (6) + 4 = 10 damage;

Olfactions:
Good feet 3 per day
Anti-Law 3 per day


Male Human Rogue (2) / Brawler (0)

FortDC12: 1d20 + 2 ⇒ (5) + 2 = 7
FortDC12: 1d20 + 2 ⇒ (3) + 2 = 5

”OWwwwowwow! You miserable backbiter! You’re next!” Hamarr barks at the priest turning more than just a bit green.

Hamarr retreats to Kalendra and Gertrude begging for help.

”Does this look infected to you?”


Half-elf Beatnik

Round 3, Init 15

Bragi-docio:

AC = 18
HP = 1/10
Weapon Equipped = Cutlassë
Condition(s) = None

Aelin reels in the zombie slam, a wave of disbelief that a lumbering creature could have such animated strength. "By the gods... I'm not feeling so well..."

The half-elf raises a hand, which becomes two, then one, then two again. The hand gains a mind of its own, fate deciding whether it reaches out to touch the offending zombie, or reaches up to stop the throbbing in the half-elf's temple. 1 Aelin, 2 Zombie: 1d2 ⇒ 2

"Pain, begone." Aelin stirs a thread of positive energy, which he pulls and swirls, before touching the zombie.

Touch Attack: 1d20 + 2 ⇒ (13) + 2 = 15 for 1d8 + 1 ⇒ (8) + 1 = 9 positive energy damage, Will Save DC 14 for half damage


Round 1

Gertrude moves up and fires off an arcane bolt at the priest.

Arcane Bolt: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d4 ⇒ 2

Round 2

She shakes her head and adjust her aim before trying another arcane bolt.

Arcane Bolt: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 ⇒ 2

Gertruths:

HP: 9/9
AC: 16/12/14
Saves: F2/R2/W4
Arcane Bolts Used 2/7
Spells Active: mage armor

0: (Detect Magic, Light, Spark, Prestidigitation)
1: 1/4 used (Burning Hands (DC 16)x0, Mage Armorx1)


Roll20 Map - Tracking Sheet

GM Rolls:
1d3 ⇒ 2

Hamarr drops back from the front, hoping for some healing. Kallie does something heroic. Gertrude fires a pair of arcane bolts at the priest. Though it should be a good idea, Loki steps in and stirs the pot and the shots miss. Halvar nearly takes off his foot with his shiny sword. Olf too has to dodge his blade - swinging very wide of the mark. Aelin reaches out and touches the oozy-zombie!

Will: 1d20 + 3 ⇒ (5) + 3 = 8 vs DC 14 for 9hp damage

The zombie fails its save, and so is destroyed by Aelin’s holy touch, thanks in part to earlier damage and a powerful positive jolt!

The priest moves back up and tries to end the pew-pew-pew before it connects. ”If the zombies were quicker, your flesh would already be mine!”
Priest on Gertrude: 1d20 + 4 ⇒ (16) + 4 = 20 damage: 1d4 + 1 ⇒ (3) + 1 = 4 if it hits, also a Fort save DC 12, disease

- Round 3 -
Hamarr - 13 (-10hp, diseased)
Kallie - 11
Gertrude - 10 (-4hp, Fort DC 12 disease save)
Halvar - 8
Olf - 7
- Round 4 -
Aelin - 15 (-9hp)
Priest - 14 (DR 5/something (not piercing))
Zombie blue - 14 (destroyed)
Zombie red - 14 (destroyed)

• Now up everyone, and Kallie twice.


Half-elf Beatnik

Round 4, Init 15

Bragi-docio:

AC = 18
HP = 1/10
Weapon Equipped = Cutlassë
Condition(s) = None

Aelin pulls his hand back from the space where a zombie used to be. His eyes still retain the negative impression from the crackle of positive energy. "That was amazing. The undead give way to the power of life." The half-elf stumbles around the room, gaining the floor on the other side of the mouthy un-priest.

"Now, you may be wondering- does the half-elf have more of that precious energy to wield again, so soon? If I'm being honest with you, the answer is 'no'. But why would I be, with such a vile being? To you, sir, I would tell you 'so much energy, so, so much'."

Instead, Aelin brings his cutlassë down on the undead's shoulder.

Cutlassë: 1d20 + 2 ⇒ (16) + 2 = 18 for 1d6 + 2 ⇒ (6) + 2 = 8 optimistic, slashing damage


M Half Elf

Round 3, Init 15

"Gertie! Get back!" Olf says, worrying for his sister, and delays for Gertie to get back before he slides into flank to attack the priest.

Sunstroke 2H: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19 to hit;
1d10 + 4 ⇒ (10) + 4 = 14 damage;

The Oldon Bling:

AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex, sometimes +2 shield)
hp 10/10

Spells:

Combat:

Sunstroke 1H: 1d20 + 4 ⇒ (3) + 4 = 7 to hit;
1d10 + 3 ⇒ (3) + 3 = 6 damage;

Sunstroke 2H: 1d20 + 4 ⇒ (2) + 4 = 6 to hit;
1d10 + 4 ⇒ (8) + 4 = 12 damage;

Olfactions:
Good feet 3 per day
Anti-Law 3 per day


Human Warpriest 1 | Init +3 | Per +8| Fort +5 Ref +3 Will +5| HP 17 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20

Round 3, Init 8

"Hamarr, hold on."

Halvar turns his back on the priest and rushes over to Hamarr.

My bow has failed me. My sword has failed me. Uller, please do not abandon me.

He reaches out his hand and runs his fingers over the scrapes left by the priest.

"May Uller restore your health so that our enemy can be vanquished."

Shield of Faith converted to CLW: 1d8 + 1 ⇒ (6) + 1 = 7


Per +10 | HP 9/9 | AC 16 | F+3 R+2 W+5

Sorry!

Kallie gasps as two of her brothers are hit, painfully so. Hammarr is closer, but before she can stir from her shock, Halvar has seen to his words. She shoots the one brother a grateful look, and then registers how far Aelin is from any aid she can offer. With enemies in the way too....

"Leave him be!!!"

Kalendra charges forward, her eyes fixed on Aelin, caring less about the risk to herself right now it seems. As she does, her hands seem to shift from mere flesh to knotted, hardened oak.

Free action wooden fists, Attack Zomb: 1d20 + 1 ⇒ (10) + 1 = 11

Angry that she misses, Kallie tries again.

Free action wooden fists, Attack Zomb for second action: 1d20 + 1 ⇒ (9) + 1 = 10

Her anger is high, her rolls luck is not.


Male Human Rogue (2) / Brawler (0)

”Phew, thanks HalvarUllar! I didn’t know you could do that! I feel somewhat better now.” Hamarr looks past Halvar. ”Whoa, look at Kallie go!”

Delay to see if the priest falls or what Gertrude will do.

HamarrBacon:

Hits: 8/11
AC: 17(f12/t15)
Weapon: Gladius
Diseased


Fortitude Save: 1d20 + 2 ⇒ (5) + 2 = 7
Hero Point Reroll: 1d20 + 2 ⇒ (14) + 2 = 16

Gertrude has to heroically rally, but she seems to avoid catching whatever nasty bug the priest is slinging.

Her eyes flare she pulls back, knowing she can’t take many more hits like that. Withdraw action

Gertruths:

HP: 5/9
AC: 16/12/14
Saves: F2/R2/W4
Arcane Bolts Used 2/7
Spells Active: mage armor

0: (Detect Magic, Light, Spark, Prestidigitation)
1: 1/4 used (Burning Hands (DC 16)x0, Mage Armorx1)


Male Human Rogue (2) / Brawler (0)

Hamarr moves into flank with Aelin and takes a shot at wounding the priest.

Gladius: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14 Flank
for Dam: 1d6 + 0 ⇒ (6) + 0 = 6
and
Sneak: 1d6 ⇒ 4

HamarrBacon:

Hits: 8/11[/dice]
AC: 17(f12/t15)
Weapon: Gladius
Diseased


Roll20 Map - Tracking Sheet

Hamarr slides in for the flank, but can’t quite make it happen. Kallie (see chat) probably moves up to hem in the priest, though she also misses. Gertrude heroically defeats the microorganisms! She then drops back, out of immediate harm. Halvar moves over to heal Hamarr, and does an excellent job of it. Olf lays a clean slice, shaving off the priests fine headgear and a part of his skull (DR still applied). Aelin also connects, rounding out the round with a fine blow (DR applied).

The priest, clearly wanting to share the disease ridden wealth of his claws, and maybe stop those damaging blows, turns his attention to Oldon.
Priest on Olf: 1d20 + 4 ⇒ (4) + 4 = 8 damage: 1d4 + 1 ⇒ (3) + 1 = 4 if it hits, also a Fort save DC 12, disease
Priest on Olf: 1d20 + 4 ⇒ (4) + 4 = 8 damage: 1d4 + 1 ⇒ (2) + 1 = 3 if it hits, also a Fort save DC 12, disease

Frustrated by his luck, he then 5’ steps out of the crowd, though there’s really no where to go…

- Round 4 -
Hamarr - 13 (-10hp, diseased)
Kallie - 11
Gertrude - 10 (-4hp)
Halvar - 8
Olf - 7
- Round 5 -
Aelin - 15 (-9hp)
Priest - 14 (-12hp, DR 5/something (not piercing rod slashing))
Zombie blue - 14 (destroyed)
Zombie red - 14 (destroyed)

• Now up everyone.


M Half Elf

Round 4, Init 15

Olf follows, sliding forward to keep the pressure on, and waiting for flank. "Aelin! You go low, I go high!" Olf says, hoping for some kinship.

Sunstroke 2H: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 to hit;
1d10 + 4 ⇒ (9) + 4 = 13 damage;

The Oldon Bling:

AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex, sometimes +2 shield)
hp 10/10

Spells:

Combat:

Sunstroke 1H: 1d20 + 4 ⇒ (8) + 4 = 12 to hit;
1d10 + 3 ⇒ (8) + 3 = 11 damage;

Sunstroke 2H: 1d20 + 4 ⇒ (14) + 4 = 18 to hit;
1d10 + 4 ⇒ (8) + 4 = 12 damage;

Olfactions:
Good feet 3 per day
Anti-Law 3 per day


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Human Warpriest 1 | Init +3 | Per +8| Fort +5 Ref +3 Will +5| HP 17 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20

Round 4, Init 8

His spirits rising, Halvar casts another spell and holds it until he moves 10' closer to heal Aelin.

Divine Favor converted to CLW: 1d8 + 1 ⇒ (6) + 1 = 7

"Nice work all! He should be an unmoving pile of bones soon."

Sword still out for AoO's and threatening. Hamarr should be at -3 HP after the heal last round.


Male Human Rogue (2) / Brawler (0)

Hamarr delays gesturing at others to go ahead.


Half-elf Beatnik

Round 5, Init 15

Bragi-docio:

AC = 18
HP = 8/10
Weapon Equipped = Cutlassë
Condition(s) = None, but much better off from Hamarr's gracious healing

Aelin regains himself greatly, with Halvar's gift. "Brilliant. You've got your own divine, brother. Grateful for you."

From one brother to the next, the half-elf repositions with his elder, trying to stop the threat. "Let me see how much is left in the kettle."

Cutlassë: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 for 1d6 + 2 ⇒ (2) + 2 = 4 slashing damage, nothing more, nothing less, notalot


Gertrude waits patiently for a moment to jump in, not wanting to waste her limited resources if she can help it.

Delay


Male Human Rogue (2) / Brawler (0)

Hamarr tumbles into flank past the leathery priest and strikes.

acro: 1d20 + 8 ⇒ (2) + 8 = 10

Gladius: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 Flank
for Dam: 1d6 + 0 ⇒ (3) + 0 = 3
and
Sneak: 1d6 ⇒ 3

Critthreat: 1d20 + 4 ⇒ (18) + 4 = 22
for Dam: 1d6 + 0 ⇒ (5) + 0 = 5

HamarrBacon:

Hits: 8/11[/dice]
AC: 17(f12/t15)
Weapon: Gladius
Diseased


Per +10 | HP 9/9 | AC 16 | F+3 R+2 W+5

"Leave my family alone!"

Free to activate wooden fists, attack again, flanking with Hammar

Attack: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21
Damage, bludgeoning: 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Realizing belatedly that she has... certainly joined a combat, Kallie draws her sickle.


Roll20 Map - Tracking Sheet

Gertrude holds fast, waiting to see where she’ll most be needed. Halvar moves up and heals Aelin! Olf hopes for flank, but it doesn’t help him land the blow. Aelin too swings wide. Hamarr however brings it home with a critical blow, but not before having to dodge another inbound attack! He fells the nasty priestKallie takes out a few teeth as the undead begins to fall.

Priest on Hamarr: 1d20 + 4 ⇒ (16) + 4 = 20 damage: 1d4 + 1 ⇒ (1) + 1 = 2 (already diseased)

The priests body hits the stone floor with a wet slap, and his nice hat falls to the floor, rolling a bit to a corner and unraveling the white scarf. You hear the clink of chain as he falls.

The room grows quiet, save for your labored breathing. Success!

Hamarr - 13 (-5hp, diseased)
Kallie - 11
Gertrude - 10 (-4hp)
Halvar - 8
Olf - 7
Aelin - 15 (-2hp)

• We are out of initiative.


M Half Elf

Olf takes one last swing on the downed foe, ensuring it doesn't arise again.

"Oof, you guys okay? Do we have enough healing?" Olf looks around at the party, trying to be sure everyone will make it.

If people are healthy enough, he will cast Detect Magic and scan the area while searching for clues for why this foe was here.

1d20 + 10 ⇒ (16) + 10 = 26 Perception


Roll20 Map - Tracking Sheet

Oldon sees something shiny under the priests garb, though the hat gives him pause - though he's not sure why. It does not detect as magic or seem particularly valuable though it was very nice at one time.

He also finds some loot on the priest, and on the altar.

The priest wears a jade armband under his cloak, in the symbol of Hel, worth 150gp to a discerning buyer of antiquities and is wearing a mithral chain shirt! If stripped, you'll note the armor has the broken condition, but if repaired it's worth 1,100gp. It can be manually repaired for 220gp in a few days from a craftsperson, or a Make Whole spell runs 60gp which fixes 3d6hp (it is down 10hp).

The goods on the altar, picked from the general detritus, is worth about 200gp all told. Quite a haul! For no particular reason, who takes the altar goods from Hel?


Male Human Rogue (2) / Brawler (0)

"Oooh!" Hamarr exclaims wasting no time in depriving the corpse of its armor. He shakes it out ching ching ching.

"Aw-ho-ho-ho! I bet I can get this repaired after I get it sanitized!"

The effort of shaking the armor appears to exhaust him. His eyes follow the unraveled scarf to the red skullcap.

”Hm,” he grunts. ”Distinctive if not ugly head gear. Has anyone ever seen anyone around town wearing anything like that?”

KnowLocal: 1d20 + 6 ⇒ (15) + 6 = 21

HamarrBacon:

Hits: 6/11[/dice]
AC: 17(f12/t15)
Weapon: Gladius
Diseased


Per +10 | HP 9/9 | AC 16 | F+3 R+2 W+5

Kallie breathes hard with the fighting done. "Oh my goodness. What a horrible man. I lost my head a bit when I saw him hurting you all. Gerty, are you alright? And-- Aelin, Hamarr? I have some healing to call on-- Hamarr, I think you're the worst off."

CLW on Hamarr: 1d8 + 1 ⇒ (3) + 1 = 4


M Half Elf

Olf will grab things from Hel's heart, trusting in the Sun to protect him.

"Well, that's a nice shirt. Might prevent one of us from bleeding so much next time," Olf says, clearing out things (including the hat if no one else wants to wear it) of interest while making sure others are healed.

"I have this wound paste if you want it. Not sure it will help here, but it's good to have."

When others are settled, he looks at Gertie. "Are you okay to continue? Not sure how many more doors there are, but maybe it's just a few."

If we are continuing, Olf will move to the next door and examine it.

1d20 + 10 ⇒ (7) + 10 = 17 Perception

There wasn't a key among his possessions?


Human Warpriest 1 | Init +3 | Per +8| Fort +5 Ref +3 Will +5| HP 17 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20

Halvar looks around at his bloodied family and Hamarr still looking like he might be halfway to becoming a zombie.

heal check?: 1d20 + 6 ⇒ (2) + 6 = 8

"I don't know what's happened to Hamarr, but I know it's beyond my capabilities."

He goes to retrieve his bow from the hallway as he responds to Olf.

"Just a few? Even one door might be too many in our condition. I cannot call upon Uller for more healing today. Perhaps we should take care of Hamarr and get a night's rest. We might even be legal by tomorrow."

Halvar will continue on if that's the group consensus.


Roll20 Map - Tracking Sheet
Hamarr Fidansson wrote:
”Hm,” he grunts. ”Distinctive if not ugly head gear. Has anyone ever seen anyone around town wearing anything like that?”

It occurs to Hamarr, that in your researches, you found someone who was described just that way. Who was he? Oh yes, the late Nertilian Tafaj (link) was described as having headgear very much the same as the one on the floor (image).

Not sure what check it would be for fashions in any given era, so everyone please make, ahhh, diplomacy checks - to see if that sort of hat was common or uncommon in that time. I'll take the highest bonus as the main roll, and everyone else aiding another.

Kalendra heals Hamarr, though he still manages to look a little paler then usual. Maybe he just lost too much blood. Needs a good meal and good wine.

Oldon finds no key on his person, or in the chamber. He goes to the next door, and examines it. A very slight arc of electricity flings itself from the door to prick him in the nose as he gave it a close look. Not damaging, but rather surprising. He thinks the door is electrified in some way. Probably not damaging, but he sees no way to turn it off either (no disable device will alter the effect).

It is late and you did spend the afternoon digging down. You might just make supper if you leave now, without having to scrounge whatever might be back at your respective apartments. You did get the impression that the forms, done correctly, are approved or rejected on the spot. So you may already be legal if young Mr. Peco was able to do his job.


Male Human Rogue (2) / Brawler (0)
Kalendra wrote:
”I lost my head a bit when I saw him hurting you all.”

"It was great! Did you see what you did to the other guy?" He grins and points to the dead priest's cracked skull and scattered teeth. ”Thanks to both you and Halvar for the healing!”

Halvar wrote:
”"I don't know what's happened to Hamarr, but I know it's beyond my capabilities."

”What? What are you talking about? I feel fine.” He points at the cracked open skull of the priest and exclaims excitedly while licking his lips, ”Wait, are those brains?!"

He looks back up at his siblings more earnestly. ”No, seriously! I feel fine.”

"That hat -- I remember now -- wasn't the late Nertilian Tafaj described as wearing this sort of stuff on his head?"

When Oldon is zapped by the un-disable-able door, he adds, ”Maybe we should go cash in with Peco, see if he’s any good with his promise.”

HamarrBacon:

Hits: 10/11[/dice]
AC: 17(f12/t15)
Weapon: Gladius
Diseased


Per +10 | HP 9/9 | AC 16 | F+3 R+2 W+5

Despite the healing magics, Hamarr still looks not quite his best. Kallie frowns, looking the wound over more closely. "Hold still, Ham..."

Heal?: 1d20 + 7 ⇒ (1) + 7 = 8 ....figures

"Alright, I suppose it's fine."


M Half Elf

1d20 + 3 ⇒ (2) + 3 = 5 Heal

"What's wrong with Hamm? Does he need a noogie? A wedgie?" Olf asks, no help at all.

"Yeah, okay, Hamm, let's get out of here." Olf agrees with going back to Peco.


Roll20 Map - Tracking Sheet

You make your way back out of the complex and onto the streets - and realize just how late it is. You’re fairly sure that Volset Peco is unlikely to still be in his office. In fact, you’re edging to a time when a proper dinner will be hard to find, and you might have to resort to bar food to fill your bellies emptied by the labors of the day.

With a little luck, you manage to find a late night place, something like a diner done in heavy oak and stone. It seems to cater to students studying late. You pile on the stools, taking up most of the admittedly small counter - but as it’s late, the place is mostly empty anyway. The food is filling, if a little plain, but tasty overall. And cheap.

As it’s late, I’ll move you on to the ‘breaking up and going home’ point of the night, but please feel free to chat over dinner if you wish - none of the nearby students are paying any attention to you. There's a Philosophy of War midterm test tomorrow - and it's worth a quarter of their grades!

So, later, you return from your late supper with the siblings to find servants patiently waiting at your respective homes. The servants hand each of you a beautiful creme colored envelope on a small silver platter within which is an invitation. The invitation is on very fine paper as well and written with a beautifully flowing calligraphy. Someone with skill made these - this is very fine work. The watermark indicates the sender is a Master in the Merchant Guild. It has, in fact, been sent by Wenumweec (link).

The old gnome is inviting you and your siblings to tea. In two days, if you are available (the afternoon of March 6, Thursday). He hopes you will be kind enough to RSVP to his servant so he can make preparations. The servant stands slightly at attention - awaiting your consideration of the offer.

Hamarr (-1hp, diseased)
Gertrude (-4hp)
Aelin (-2hp)


Human Warpriest 1 | Init +3 | Per +8| Fort +5 Ref +3 Will +5| HP 17 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20

Halvar reads over the note and then tells the servant, "Please inform Master Wenumweec that I graciously accept his offer and look forward to the tea."

The next morning, he will meet up with his siblings for coffee or breakfast before checking in with Peco.

"I assume you all received an invitation from Master Wenumweec? I've had business with him before. In fact, he gifted me my floating light rock and Merchant's Guild pip. I'm curious if anyone else has?"


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Half-elf Beatnik

Diplomacy, Hat Check: 1d20 + 7 ⇒ (10) + 7 = 17

Aelin can't help but wonder what the undead ranter must have been like prior to death. Once human, now nothing but brittle bone and withered flesh. "You think that was Nert, Ham? Is this our icebreaker with the new Tafaj generation? 'Hello, yes, I think you might like to know that the man you once buried in your family mausoleum found his way back the city, got lonely, and created himself some undead friends?'" Aelin leans back to look at the students here and there, glad that any structured education is behind him.

...

Servant at hand, Aelin confirms that his family has been invited as well, so accepts the invitation, presuming that the rest of the WanderKin will have also committed to attend.

...

Halvar wrote:
"I assume you all received an invitation from Master Wenumweec? I've had business with him before. In fact, he gifted me my floating light rock and Merchant's Guild pip. I'm curious if anyone else has?"

"Yes, he made himself known to me. Felt like he was appraising while he praised me. Certainly curious about the invitation."

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