GM Euan's First Kindara Campaign

Game Master Euan

Roll20 Map - Tracking Sheet
Kindara Details - Kindara Map - Crim Regional Map


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Human Warpriest 1 | Init +3 | Per +7| Fort +4 Ref +3 Will +4| HP 10 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20

"Afraid of the dark Olf? You've got the better eyesight."

He points at Olf's holy symbol of Odur. "Or, is there some regulation about only being out in the sun? You can bring a torch for the fire. That should balance things out."


Male Human Rogue (1) / Brawler (0)

Hamarr appears slightly surprised at Olf’s response and struggles briefly for a response. He nods in agreement and relief as Halvar speaks.

”Indeed… Think of it as a team building exercise. What better way to get to know each other?”


M Half Elf
Halvar Knud Kraja wrote:
"Afraid of the dark Olf? You've got the better eyesight. Or, is there some regulation about only being out in the sun? You can bring a torch for the fire. That should balance things out."

"That's sort of the problem, I kind of thought we were going to get blind stinking drunk," Olf retorts. "But if we leave now, we'll just be stinking. You think your god of the hunt would lead you tracking down a bath once in a while. Your god have a prohibition against masking one's smells with soap? It's an affront to tracking to hide one's scent, huh?"


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

"Oh, are we going out in the rain?" Kalendra says without much enthusiasm. She appreciates rain in terms of what it does for the earth-- she's even been known to like the feeling of drops on her upturned face in a balmy summer shower-- but to-night, the outside is cold and wet and the warmth of the pub is welcome.

"Well, I said I'd come along if you wanted to, and I'll keep my word, but really, boys... also, there's no call to be insulting one another, is there? Especially tonight?"

Sibling banter is what it is but Kalendra is always wary of the line that teasing may turn into true sniping-- bickering can turn into squabbling can turn into brawling, in her experience, and that leads to having to patch people up.

"What about a round of spiced wine to insulate us before going anywhere? I'll even treat."


M Half Elf
Kalendra Fidansdottr wrote:
"Well, I said I'd come along if you wanted to, and I'll keep my word, but really, boys... also, there's no call to be insulting one another, is there? Especially tonight?"

Olf looks at Kallie and smiles sheepishly.

"So...what you're saying is that instead of hanging out and talking, drinking, and reconnecting in this wonderful tavern, full of love and joy and warmth, you want us to go out in the rain, somewhat sober, at night, to muck around in some dusty basement...and we can't even tease each other?" Olf takes another drink.

He smiles at the offer of spiced wine, and the generosity of the round.


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

Kallie snorts in answer. "Oh I'd prefer we stay inside here myself, Olf. But if we must go, we should go united."


Gertrude takes another drink. She’s happy to listen to her siblings talk and banter a bit. When you are as opinionated as she is, you learn to spend more time listening than talking when you need to be polite and avoid causing issues. Alas, with a subject under debate, she shall need to voice her opinion. ”My opinion is the same as Kalendra, both in preference and that I would rather stick together if the two are in conflict.”


Male Human Rogue (1) / Brawler (0)

Hamarr shrugs one shoulder and sits back in his chair. ”It’s fine, the abyss will still be there tomorrow. The rain really doesn’t sound all that appealing to me either. And it leaves such a mess.” He thanks Kalendra for the round.


Human Warpriest 1 | Init +3 | Per +7| Fort +4 Ref +3 Will +4| HP 10 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20

"Fine by me." Halvar resumes his search for a waiter, now for Kalendra's order of spiced wine.


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Half-elf Beatnik

"I'm all for spiced wine." Aelin turns to nod respectfully to Kalendra the Kind, before leaning his head in Hamarr's direction.

"It's good to see your spirit is still untamed. Spontaneity can lead to some really enjoyable moments in life." Aelin takes the next cup when it arrives. "Spontaneity can also lead to the need to think quickly, and some of us are better than others doing so."

"Now, an adventurers' band, that sounds like it has a pulse. A real beating heart beginning of something. I wouldn't mind talking with Volset. Sounds like a real go-getter. Even if it's just sending out our own tendrils..."

The half-elf stands, moving his hands above the table, motioning them as if the cups were battle tokens, the table becoming the Clarengrave Range.

"Can you imagine the blood flowing through your veins when you stumble into a cavalry unit, when you were just pursuing a scouting party? Odin had the Ravenguard's back that day. Full retreat, wounded wing, only to clip the cavalry's own wings once they lured them back into Coventry Grove..." Aelin thumps the table with his overturned cup, confident of its emptiness.

The half-elf calls to his older brother. "You know, Olf, we should plan a visit to the guild. Hamarr's champing at the bit, Halvar's willing, and when the rains aren't beating our backs, our lovely sisters might even supervise." Aelin turns his cup right side up, wondering if he'll let the vine-inspire continue to flow.

"What if we listen for the whispers of Bragi tonight, and conspire to challenge each other to write our next chapter together?"


Roll20 Map - Tracking Sheet

There’s a roar, dampened by the thick door, from the wedding party - sounds like the party might have reached its peak and is winding down at last. A waiter does wander by however, and you’re able to order another round without having to leave the warm embrace of the room.

You decide to investigate tomorrow, and instead enjoy the camaraderie of family late into the night.

Feel free to go another round or two of getting to know each other. I’ll move us on tomorrow to tomorrow.


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M Half Elf

Olf sits back in his chair, enjoying the sounds of celebration. He wonders if he and his girlfriend, Flora Huckberry, will be enjoying a similar celebration in a few years.

He would like to. He loves Flora, but also he knows he needs to be able to lay his head on his pillow knowing that his traveling days are behind him, and he has his half of the money to put towards a homestead. He's not ready yet, but he's getting closer every time he returns to Crim and gets to see her again.

He missed her sitting beside him, laughing and/or sitting in comfortable silence with her cat, Fauna, between them.

That's what I want. Me, Flora, and the cat.

He takes a big drink of the Kallie-bought spiced wine.

That's what I want.

He wonders if he should have invited her tonight, but knows tonight was to family...the family that he is looking upon now and he sighs.

Ayep. This is family. No place for Flora yet. Yet.


Roll20 Map - Tracking Sheet

You slowly break up after who knows how many rounds, (feel free to continue to chat if you wish) and head to your separate beds, planning to get together after a late breakfast to investigate the panel.

The morning is foggy and cold, but at least the rain has stopped. In various ways, you drag yourselves out of bed, perform your morning obligations, and meet at a little coffee shop near the Cypress Academy. After a quick cup (or two!) you’re as ready as you’re going to be for the upcoming investigation.

You tromp the short distance to the Academy, a fairly open campus considering it’s a military establishment. Through marbled halls you make your way to the Educator Guild wing - a more lightly traveled area to be sure, but no less grand. Making sure you aren’t seen (which isn’t hard) Hamarr opens the secret panel. Oof. It does smell rank indeed. That old musty smell of water damage and rot. You’ll probably all come back with some disease or other for your troubles, don’t you doubt it.

The door reveals a stone stairwell leading down. You make your preparations, and begin to descend.

The set of stairs turns a few times before you see a light ahead in the darkness. You eventually arrive to a reasonably well lit room - thanks to a continual flame sconce dancing on the wall just by the stairwell. Though the far wall is crumbling, and the room is clearly old, the remains of a few chairs and a table or two suggest this was once a guard room of some kind.

There’s a door out to the south. Though well made it is stuck and will take some effort to open. (Strength check when you’re ready, up to two may assist.)

No guards remain.

Please let me know what preparations you make, and your light sources. Also, there’s a map up - the map invite is in chat.


M Half Elf

Olf is up with the rising sun, and not that that is surprising, but it's somewhat surprising when he remembers how much he drunk the night before. He's not usually a big drinker, but the festive family atmosphere (and siblings buying the rounds) loosened his tongue up a bit for a bit more than usual.

He does get to his sun salutations somewhat early, and by the time the party reaches the Academy he's mostly back to normal. Having a second coffee doesn't hurt.

His lamellar armor is oiled and ready, and Sunstroke is within easy reach on his back. His 'star, named Morningstar, is at his belt, not that he's expecting trouble here. There is no reason to expect trouble here. He did bring his backpack with some gear, but that's mostly out of habit. A good trained habit.

He debates putting on his shield, but shrugs it off, not feeling the need at the moment.

In his current state, he doesn't quite remember who or why the party wanted to come here, but he's too shy to ask. The oldest sibling is supposed to know things and not have to ask. He doesn't.

When people are ready, he will try to force the door.

1d20 + 3 ⇒ (9) + 3 = 12 Str check


Human Warpriest 1 | Init +3 | Per +7| Fort +4 Ref +3 Will +4| HP 10 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20

Halvar rises early with anticipation for the day's activity. He prays for his usual spells and packs his backpack with everything except for the sleeping and cooking gear.

He arrives at the cafe a few minutes early--because on time is late. He stands almost as if on guard until someone else arrives before grabbing a table. Over the first cup of coffee, Halvar inquires of Olf about his lamellar armor and how he acquired it. However, his calm composure begins to crack as the party lingers, and he gives Olf a sideways look for ordering a second coffee.

When they finally reach the secret passageway, Halvar pulls out a dull gray spherical stone and tosses it up. It doesn't drop but instead begins to orbit above his head and emanate light like a torch (20'). When his senses are attacked by the odor from within, he touches his medal for Uller and gives himself resistance--Uller protect me. He chides himself for being out of the habit and not having done it prior to opening the door. He will need to reinforce his old good habits.

Halvar takes notes of how far they descend and at the bottom of the stairs checks his compass against his estimate of which direction they now face.

At the stuck door, Halvar again taps on his medal for Uller and assists Olf with the stuck door if needed.


Roll20 Map - Tracking Sheet

Oldon doesn't quite get the door to budge, though it does seem to be giving a bit. With two successful aids though he might. Halvar, give me a strength check DC 10, and one other of you can also assist.


Human Warpriest 1 | Init +3 | Per +7| Fort +4 Ref +3 Will +4| HP 10 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20

strength check: 1d20 + 2 ⇒ (8) + 2 = 10


Male Human Rogue (1) / Brawler (0)

Hamarr nods in agreement as Aelin mentions some being swifter at thinking than others.

”Oh, right,” he comments as his second oldest brother retells the tale of the Ravenguard’s victory over the calvary. ”Some really terrific terrain advantage and Odin or some other fantastic horse whisperer… there’s always something about that story that has troubled me. Has anyone ever been to Coventry Grove? Might be interesting tov visit if it isn’t completely overrun by civilization by now.” He takes a sip of his spiced wine. ”Or maybe even if it is completely overrun by civilization by now.”

~~~~
He greets his siblings the next morning at the cafe and makes his way with them to the Academy.

Once inside the Educator's Guild wing, Hamarr opens the panel and observes Halvar bolster his fortitude. ”Yea, it’s really foul, this miasma.” He carefully closes the panel once everyone is inside. ”Thanks for coming, everyone.”

He tries helping with the door. "Maybe if we lean on this side..."

Strength: 1d20 + 0 ⇒ (16) + 0 = 16


Human Warpriest 1 | Init +3 | Per +7| Fort +4 Ref +3 Will +4| HP 10 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20
Hamarr Fidansson wrote:
"Has anyone ever been to Coventry Grove? Might be interesting tov visit if it isn’t completely overrun by civilization by now.” He takes a sip of his spiced wine. ”Or maybe even if it is completely overrun by civilization by now.”

"You know I spent a few years living in Coventry Grove before our pair of years as citizens-in-training. It's not the largest of forests on the continent but still wild. The tale of the Ravenguard's exploit was a popular one amongst the few people I encountered, but I never came across an eyewitness to the event."


M Half Elf
Halvar Knud Kraja wrote:
Halvar inquires of Olf about his lamellar armor and how he acquired it.

"Oh, this old thing?" Olf looks down at his worn armor. "I paid money for it. It was expensive, and probably won't keep me from losing another toe, but it seemed like a sensible purchase after we ran into the giant outside Fathe." He looks down and wiggles his missing pinky toe.

"Still, losing my toe was better than losing my life, and that fight got me some extra gold, which I put towards my armor." He clanks his fist on his armor, knowing that it hadn't stopped too many blows yet, but maybe that was a good thing.


Half-elf Beatnik
Hamarr wrote:
"Oh, right. Some really terrific terrain advantage and Odin or some other fantastic horse whisperer… there’s always something about that story that has troubled me. Has anyone ever been to Coventry Grove? Might be interesting to visit if it isn’t completely overrun by civilization by now. Or maybe even if it is completely overrun by civilization by now.”

Aelin smiles and nods. "I'd be up for that, as well. But first, a good night's rest, and a regathering at the Guild..."

...

GM Euan wrote:
Making sure you aren’t seen (which isn’t hard) Hamarr opens the secret panel. Oof. It does smell rank indeed. That old musty smell of water damage and rot. You’ll probably all come back with some disease or other for your troubles, don’t you doubt it.

Aelin gives Hamarr a look. "I've been told that smells like this are meant to warn you. Keep going, and you'll likely eat some rancid meat. Keep going, and your morning stream will burn for two weeks." The half-elf looks his younger brother over. "You really that interested in finding the corpses of a dead raccoon family down here?"

For the smell, Aelin lingers towards the rear, half-expecting his brothers to take a face-full of sour neglect billowing through the door frame.


Roll20 Map - Tracking Sheet

Oldon, with help from his brothers, manages to shift the door! As you were able to open the door on the first try, you didn’t damage it and you’ll be able to close it securely if need be - though perhaps not as tightly so you can reopen it with less difficulty.

Now that the door is dealt with, you see into another chamber - also lit by a continual torch, though it seems slightly dimmer. While there’s a clear path to a door on the far side of the west wall, the rest of the chamber is full of a number of crates, barrels, and shelves of supplies. Most are well marked - and most of what appears to be down here was long standing foodstuffs and water. The food has likely gone bad by now however.

You'll also find some odds and ends on easy access shelving - chains, manacles, now ruined clothes (very basic drab stuff in different sizes), some dried up ink and quills, iron ingots, a once-new forge hammer, and more. Nothing of particular value though. Well, assuming each container has what the label suggests.

Knowledge Local or History DC 15:
There’s a lot here. You’d guess this must have been, at least in part, a cache site for the Academy. Crim, being largely a military town, requires fortifications within the city to have their own supplies in the event of a siege that breaks through the walls. No walls were breached during the recent unpleasantness, but the practice is an ancient one. The Cypress Academy is certainly a fortified structure, and would make an excellent sally point to various strategic places within Crim. This was probably one of many cache sites for the Academy some time ago.
- - -


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Male Human Rogue (1) / Brawler (0)
Aelin wrote:
”You really that interested in finding the corpses of a dead raccoon family down here?"

”Better than a dead skunk family,” Hamarr replies in a manner that more than suggests ‘trust me, I would know’.

~~~ Passage opened —

KnowLocal: 1d20 + 6 ⇒ (15) + 6 = 21

”This is probably one of the original city survival stores -- in case of siege or some other threat. No good now, but not the source of this horrid stench.” He moves on.


Human Warpriest 1 | Init +3 | Per +7| Fort +4 Ref +3 Will +4| HP 10 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20

What a waste, Halvar thinks as he proceeds to the next door.

"These things should have been repurposed or the place better maintained."


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

"Oh dear," Kalendra mutters when they catch first whiff of the stink ahead. She's glad that all she had for breakfast was some elderberry tea and a little toast, nothing heavy or greasy. She takes the scarf that sometimes binds her hair back when she's working in the garden and uses it to make a makeshift face mask to try and filter out some of the stink.

Between that and the leather armor she's wearing, she imagines she looks a sight.

A gift from Father, many years ago, when he'd still hoped all his children might follow in martial footsteps. She wears it rarely-- light as it is, it's still cumbersome compared to a lack of armor-- and she's also no longer quite as slim as she was as a teenager when Father had presented it to her, which makes it that much more uncomfortable. But some whim, or perhaps listening to her siblings discuss all the details of their military service and the like the night before, nudged her to don it this morning, along with the rest of her practical gear. Like her oiled boots. She's especially glad of those.

The sturdy sickle she uses for cutting back grapevines hangs at her belt as well. Just... in case. And she has her pack with her tools of healing.

Kalendra blinks when Halvar puts a small gray stone into glowing orbit around his head. "Goodness. That's a handy trick, Hal," she says from behind her scarf. It saves her from making light of her own, she supposes.

She also agrees with him about the waste. "Yes. Hardly a good use of our taxes if it's going to be let to rot. There are spells that might salvage it, but none that I know today, unfortunately."


M Half Elf

1d20 + 6 ⇒ (9) + 6 = 15 Know (Local)

Reminder to myself of how we got to this point: Hamarr's nose and curiosity.

"Hamarr, this is an interesting find. I wonder both how it was forgotten and for how long it's been forgotten. Are we talking years? Decades? Centuries? From the stoutness of the door, it might only be years, but I've been wrong before. Often wrong, actually. Any guesses?"

Oldon looks on, taking a gaze about before entering the room and the next door.

1d20 + 10 ⇒ (20) + 10 = 30 Perception

He will test the door when others are ready, and then open it.

1d20 + 3 ⇒ (10) + 3 = 13 Str, as needed


Gertrude would like to be smoking right now, though that is like saying she would like to be breathing, but she thinks better of leaving the scent around their passage right now.

Knowledge (history): 1d20 + 9 ⇒ (15) + 9 = 24

She silently confirms to herself that Hamarr is right, but feels no need to reiterate what he has already said.

Perception: 1d20 + 10 ⇒ (5) + 10 = 15 +1 for traps

”You know, if it is all just as well, I can try opening doors with a bit more finesse, should you want to rest your shoulders from banging them into doors.”

Disable Device: 1d20 + 9 ⇒ (12) + 9 = 21 If needed


Male Human Rogue (1) / Brawler (0)
Olf wrote:
"Hamarr, this is an interesting find. I wonder both how it was forgotten and for how long it's been forgotten. Are we talking years? Decades?”
Gertrude wrote:
”You know, if it is all just as well, I can try opening doors with a bit more finesse, should you want to rest your shoulders from banging them into doors.”

Hamarr nods at Gertrude in concurment, then responds to Olf. ”It is an ancient practice, brother. I doubt the government knows it is here. Let's see if what is beyond has been repurposed.”


Human Warpriest 1 | Init +3 | Per +7| Fort +4 Ref +3 Will +4| HP 10 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20
Gertrude Elsbeth wrote:
”You know, if it is all just as well, I can try opening doors with a bit more finesse, should you want to rest your shoulders from banging them into doors.”

Halvar makes room for his big sister and her more subtle ways.

"Picked up some new skills, sis? You never did like things being kept from you."


Half-elf Beatnik

Aelin smirks, watching his kin consider next steps. He continues to hang back, leaning against the wall, adjusting his horn armor. He feels a little overdressed for the occasion, but he's also versed in battlefield stories which account for soldiers caught outside their armor.

"Let's game this out. When we find the source of the smell, what next? Do we report it? And to whom? We're trespassers here, right?"


Roll20 Map - Tracking Sheet

GM Rolls:
1d20 ⇒ 11

Oldon isn’t sure how old the place is, but Hamarr and Gertrude both think it’s many dozens of years old - but probably not many hundreds. There’s significant damage here to be sure, and it has lain unused for a long, long time. Also, the first door could not have been disabled - it was just stuck.

The next door is not stuck, much, though it is a little swollen. Nor is it trapped. It opens to another longish room.

There's another door opposite, but the main room is taken up with a well lit workshop (again with the continual flame sconces). There is an ancient forge, and a few workbenches for tools. While there are some nice tools here (MW blacksmith's tools, 55gp) and a few rusty weapons, however it is the little rotund genie that grabs your attention.

A crimson-skinned genie with an artificial, sculpted appearance in a permanent scowl, and an inner boiler rapidly heating the creature to its bright red color. Coming awake, it begins to advance toward you... but as it does so, you realize it's very small (tiny), only two feet tall!

Knowledge Arcana DC 11:
You face a Mechanical Efreeti! N Tiny construct (clockwork).
Clockwork constructs are the technological cousins of golems, constructed with a combination of magic and precise technologies dependent upon the internal churning and turning of thousands of intricate springs, screws, and gears. They are usually, but not always, gnomish in manufacture.
- - -

As the creature is coming back to life, the party gains a surprise round (move or standard only) and then initiative!

- Round 1 -
Hamarr - 23
Olf - 22
Kallie - 20
Gertrude - 17
Allain - 9
Genie - 7

Initiative Rolls:

Allain: 1d20 + 2 ⇒ (7) + 2 = 9
Gertrude: 1d20 + 2 ⇒ (15) + 2 = 17
Hamarr: 1d20 + 6 ⇒ (17) + 6 = 23
Kallie: 1d20 + 2 ⇒ (18) + 2 = 20
Olf: 1d20 + 6 ⇒ (16) + 6 = 22
Genie: 1d20 + 6 ⇒ (1) + 6 = 7

• First up EVERYONE! Ugh, what a roll...


M Half Elf

Round of Surprise

"Lemme get by you, Gertie," Olf says, sliding by his sister as he moves to intercept any trouble.

Round 1

Seeing the potential foe, Olf takes a move action to draw his bastard blade, Sunstroke, off his back.

He readies to strike if the foe attacks:

Sunstroke 2H: 1d20 + 4 ⇒ (3) + 4 = 7 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:

[ dice=Sunstroke 1H]1d20+4[/dice] to hit;1d10 + 3 ⇒ (2) + 3 = 5 damage;
[ dice=Sunstroke 2H]1d20+4[/dice] to hit;1d10 + 4 ⇒ (2) + 4 = 6 damage;

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


Half-elf Beatnik

Surprise Round

Bragi-do-si-do:

AC = 18/12/16
HP = 10/10
Weapon Equipped = Cutlassë
Condition(s) = None

Aelin frowns lightly, as his older brother disappears into the room beyond. The half-elf wordlessly follows, until he sets eyes on the red tea kettle.

Knowledge(Arcana) v DC 11: 1d20 + 2 ⇒ (9) + 2 = 11

"Well, look at that. And just the other day, I had a run-in with a gnome. It may be small, but it'll be hard to pick apart, if it comes to that. Mix metal with magic, and you've got yourself a decent guard dog."

Aelin looks Oldon over, then takes the same stance, after moving into the room to allow room for others entering the fray.

Readied Action:

Cutlassë: 1d20 + 2 ⇒ (16) + 2 = 18 for 1d6 + 2 ⇒ (3) + 2 = 5 slashing damage


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Human Warpriest 1 | Init +3 | Per +7| Fort +4 Ref +3 Will +4| HP 10 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20

Surprise Round

Halvar moves into the room to see what's going on. He then looks to his siblings to see if any of them know anything about the mini genie.

"Anyone speak mechanical genie?"

Round 1

Though not confident about its effectiveness, Halvar takes aim with his bow ready to shoot it if it comes within 15'.

Longbow + Precise Shot + Point Blank: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Confirm crit: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Damage: 3d8 ⇒ (5, 2, 7) = 14


Half-elf Beatnik

What a way to start the scuffle, and the campaign, for that matter lol


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

"--while I'm delighted you know what it is, Aelin, could you enlighten those of us who haven't got your expertise??" Kalendra says with some alarm, having not actually expected anything hostile down here and certainly never having fought whatever-it-is...

Surprise round: Single move in

Round 1

The sight of her brother loosing an arrow at it doesn't make things less alarming. Kalendra draws her sickle nervously and then backs up to a wall, letting her more martially inclined siblings stand in the front.


Male Human Rogue (1) / Brawler (0)

Hamarr moves into the room and like Halvar nocks an arrow.

"It's kind of cute for a guard dog."


Surprise Round

Knowledge (arcana): 1d20 + 9 ⇒ (11) + 9 = 20

”Ah, a clockwork construct. Usually made by gnomes, as Aelin implied. They are related to golems, so I doubt talking will be of much use.” She moves into the room for a better look.

First Round

After Halvar’s bow shot, she does not feel much need to exert herself overmuch as of yet, especially as she does not have a clear line to fire a bolt and knows better than to be on the frontline. She pulls out a cigarillo and ignites it with a Spark from a snap of her fingers. Not much point in trying to keep a low profile anymore.

Gertruths:

HP: 9/9
AC: 12/12/10
Saves: F2/R2/W4
Spells Active:

0: (Detect Magic, Light, Spark, Prestidigitation)
1: 0/4 used (Burning Hands (DC 16)x0, Mage Armorx0)


Half-elf Beatnik

"Yes, what Getrude said. Apologies, Kalendra, I've never seen one up close. It's so red..."


Roll20 Map - Tracking Sheet

Hamarr moves into the room and prepares his bow. Olf swings at the fiery opponent, but misses. Kallie moves in as well, but hangs back a bit to start. Gertrude lights up a smoke and watches the battle unfold. Aelin also readies an action, but he’s too far from the front to trigger it. Halvar does critically SLAM into the pot-bellied miniature fire - but I think the damage total is 3d8 not 4d8…

Gertrude, you have a question if you want to ask it - about the ‘genie’. I'm pretty open as to what questions you might want to ask, and no need to ask about DR (you learn it below).

The strange mechanical creature sort of hops from one foot to another, as if doing a warm up. Then it steamrolls forward, charging at Oldon - triggering a number of readies!

The genie takes another two step upon being hit. Most of the arrow simply smacks into the belly of the beast, shattering on the iron carapace (DR 10!). However some does get through, weakening your tiny foe (bloodied).

Slam: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8 damage: 1d3 - 2 + 1d6 ⇒ (2) - 2 + (4) = 4 (fire) also DC 10 reflex or catch fire taking (on your turn) fire: 1d6 ⇒ 4

- Round 1 -
Hamarr - 23
Olf - 22
Kallie - 20
Gertrude - 17
Aelin - 9
Halvar - 8
Genie - 7 (-5hp)

• Next up - everyone.

A general rule about the maps. If there are things on the map that take up half or more of the space - consider it difficult terrain. Some things, like the stone workbenches in this room, require an acrobatics check to get over/onto.


M Half Elf

Round 2

Olf, as a rule, does not like being attacked, especially when he was hoping it was friendly. He will step to the right and swing from the heels with both hands on the blade.

Sunstroke 2H: 1d20 + 4 ⇒ (14) + 4 = 18 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 ⇒ (18) + 4 = 22 to hit;1d10 + 3 ⇒ (6) + 3 = 9 damage;
Sunstroke 2H: 1d20 + 4 ⇒ (15) + 4 = 19 to hit;1d10 + 4 ⇒ (1) + 4 = 5 damage;

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


Human Warpriest 1 | Init +3 | Per +7| Fort +4 Ref +3 Will +4| HP 10 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20

Round 2

Halvar is pleased to see his arrow was effective, so he lets fly another, unaware that it will take another perfect shot to cause any damage.

I think Halvar would know about DR, but not so specific he would know only a crit would surpass it.

Halvar
Longbow + Precise Shot + Point Blank: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


@GM Euan What ability is this creature most known for?

Gertrude peeks around Halvar and shoots a blast of force at the little construct. She should have a clear shot without cover from the top left corner of her square, though she’s still shooting into melee

Arcane Bolt Ranged Touch (into melee): 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
Force Damage: 1d4 ⇒ 1

Gertruths:

HP: 9/9
AC: 12/12/10
Saves: F2/R2/W4
Arcane Bolts Used1/7
Spells Active:

0: (Detect Magic, Light, Spark, Prestidigitation)
1: 0/4 used (Burning Hands (DC 16)x0, Mage Armorx0)


Roll20 Map - Tracking Sheet

Gertrude:
Aside from a round belly of iron and the DR? :) Well it is known to be vulnerable to electricity.

Nice hit by the way.
- - -


Male Human Rogue (1) / Brawler (0)

Hamarr drops his bow and launches himself forward. He skips off the wall to end up in flank with Olf, drawing a short sword.

Acro: 1d20 + 8 ⇒ (3) + 8 = 11

He concentrates on the cute combusting coiff.


Roll20 Map - Tracking Sheet

The cherry-bellied stove takes a swing at Hamarr as he goes by.

Slam: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8 damage: 1d3 - 2 + 1d6 ⇒ (3) - 2 + (5) = 6 (fire) also DC 10 reflex or catch fire taking (on your turn) fire: 1d6 ⇒ 5

On further review, an 11 beats my CMD. No attack as Hamarr tumbles by!


Half-elf Beatnik

Round 2, Init 9

Bragi-do-si-do:

AC = 18/12/16
HP = 10/10
Weapon Equipped = Cutlassë
Condition(s) = Inspired Rage

Aelin instinctively steps in front of Kalendra, uninterested in seeing the cinnamon imp in their midst. Watching each blow land and fail to really damage the clockwork, the half-elf huffs. The huff is cleansing, as Aelin begins to chant an old elven battle march. The sound isn't loud, and it occasionally huts, causing a little dissonance here and there. It's enough to fill the chamber.

1st Round of Inspired Rage- affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects, allies cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.


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

Kalendra is at a mild loss. She has a sling, but she's hardly a practiced hand with it-- and what magic she has has to do with the natural world, not.... magic metal gnomes. Or gnome-craft. She doubts her sickle would do much good, either, seeing how the blows of her siblings appear blunted.

She decides she will hold her position, in case anyone is hurt.

Ready to cast CLW if any of my sibs get hit, and 5-ft step touch deliver if it happens to be a sibling within 5', I suppose? Not much I can do here


Roll20 Map - Tracking Sheet

Hamarr tumbles into the room and into position without assault. Olf hits, clanging against the iron, but the blow is a glancing one. Kallie readies to heal any wounded. Gertrude launches an arcane bolt - which hits, and is not resisted. Aelin inspires the party to hit harder. (Remember, you don’t have to accept the inspiration if you have other plans. I’ll assume everyone does though, unless you say otherwise.) Halvar fires a glancing shot - missing the small stove.

The genie wants to attack Gertrude, but cannot quite get there. So it 5’ steps and swings on Aelin.
Slam: 1d20 + 1 ⇒ (14) + 1 = 15 damage: 1d3 - 2 + 1d6 ⇒ (3) - 2 + (6) = 7 (fire) also DC 10 reflex or catch fire taking (on your turn) fire: 1d6 ⇒ 1

It gets close, but not close enough as it too misses. I should totally get a touch attack burn, but no...

- Round 3 -
Hamarr - 23
Olf - 22
Kallie - 20
Gertrude - 17
Aelin - 9
Halvar - 8
Genie - 7 (-6hp)

• Next up - everyone.


M Half Elf

Round 3

Olf, this time inspired by his closest sibling, swings in the practiced manner of someone who is used to the siblings love of beating pots and pans with a stick.

Sunstroke 2H: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24 to hit;
1d10 + 4 + 1 ⇒ (3) + 4 + 1 = 8 damage;

Pot crit:
Sunstroke 2H: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 to hit;
1d10 + 4 + 1 ⇒ (7) + 4 + 1 = 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 ⇒ (15) + 4 = 19 to hit;1d10 + 3 ⇒ (7) + 3 = 10 damage;
Sunstroke 2H: 1d20 + 4 ⇒ (18) + 4 = 22 to hit;1d10 + 4 ⇒ (9) + 4 = 13 damage;

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

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