Bikendi Otongu

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232 posts. Alias of lekolas.


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Dark Archive

Nemrok Blacktusk wrote:
Yes, I will set up the game tomorrow and give a link here.

Awesome!

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Hey everyone, Seebonickk asked me to mark this campaign as inactive, but I didn't want to do that if we were still trying to muster for another campaign. Nemrok, are you still wanting to run the Blakros Matrimony?

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Seebonickk Core character wrote:
did you do the chronicles?

Chronicles are linked to from this post.

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Nemrok it looks like you actually posted your day job roll twice. I can switch it to the higher roll if you want--I don't really care.

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OK. I think I got the XP and the gold right on all of them. Let me know if they look good.

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Jack Malcolm Thorpe Churchill wrote:

Thanks GM :-)

Instead of a 'Day Job', Jack patrols the lands around his Borderland Keep, allowing him to regain 1 spent Prestige Point ;-)

One small error, and one point of clarification:

Jack was level 5, which means he should get 'out of sub-tier' gold.

Also, is it really 2 XP? Scenarios are usually 1...?

Thanks. First time creating these chronicles. I'll fix them up for everyone tomorrow.

Dark Archive

Get your red hot chronicle sheets here.

Let me know if I need to change anything. Also, Jack and Uldar, I didn't have day job rolls from you. Not sure if you wanted those.

I've reported the event to Paizo as well.

Dark Archive

OMG that was a lot of work. And I'm STILL interviewing for those same jobs. I feel like I'm in the middle of a criminal probe. 4 rounds of interviews with 9 people. You'd think I was applying to be a VP.

So, I really want to bring Travail back. Anyone volunteer to GM another chronicle?

Oh, and I'll get to your chronicle sheets over the weekend.

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“What a wonderful chronicle this will make once I’ve heard back from my other teams, who are also investigating passages from the tome,” says Besnik, waxing poetic after Jack’s detailed account.

“I knew you would triumph! Just goes to show I picked the right Pathfinders to seek out adventure while unknown dangers lurked. There could have been almost anything there! To think it was a pixie posing as a dragon, and a few of the Catspaw Marauders… I do wonder how they heard about the crypt before us. There is quite a bit of gossip in the Ace of Dreams, perhaps I should pay more attention…”

“Your wizard looks a bit, well, stupefied, if that’s a word. Go and rest while I put our report together for the Ten. Surely, this addition to the Chronicles will put Uscalin Lodge on the map.”

“And I must say, though I may joke about the pious behavior of the crusaders, they play a vital part in the service of good, and putting their dead to a final rest is surely a worthy task, though I may not be the most religious person in Lastwall. You have done important work, removing a pressing danger and putting the spirits of ancient heroes to rest. Well done, Pathfinders. I hope you are as proud of yourselves as I am of you.”

The party takes Besnik’s invitation to rest seriously, and spends a few days helping Nemrok to heal from “library disease.” (The dangers of too much reading.) He recovers quite well, and the party keeps an ear out for wherever the Pathfinder Society might send them next.

*****

END CHRONICLE

******

All gold, treasure, and conditions met. Very nicely done.

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Jelloarm wrote:
Was like, a post away from declaring a smite on it

LOL. You guys would have been pissed.

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Nemrok is in the clear. I'll narrate that after you've spoken to Besnik.

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A cakewalk! It's quite dependent on the specific baddies that the GM rolls up when determining the inhabitants. I knew from the get-go that it would be fairly easy, so I tried to ratchet up the tension by really playing up the pixie's "dragon".

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Cloudia is able to determine that Nemrok has contracted the disease mindfire--likely that dusty arcane training room--though she has no cure.

The party decides the best course of action is to press on, and they make it back to Lastwall and the Uscalin Lodge, where Venture-Captain Shevar Besnik asks them if they found the crypt and were able to close the rift.

Please describe your adventure to Besnik, and let him know about the prisoners and the unholy basin.

GM rolls:

damage: 1d4 ⇒ 2
damage: 1d4 ⇒ 4
damage: 1d4 ⇒ 2
damage: 1d4 ⇒ 3

Nemrok, you may attempt to “roll out” the disease. Please make a series of Fortitude saves. If you roll over 12 twice in a row the disease makes it's way out of your system and you may stop. If you roll less than 12 four times also stop, you will need to be taken to a healer for assistance. If you don't successfully rid yourself of the disease, you may spend either 1PP or 150gp to pay for spell casting services.

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GM rolls:

?: 1d20 + 4 ⇒ (16) + 4 = 20
?: 1d20 + 4 ⇒ (1) + 4 = 5
1d4 ⇒ 4

Having emerged from the crypt into the sunlight, the ruins of Mordesha look less ghostly than the day the party entered in the rain.

After two days of travel, as they near the Uscalin Lodge, Nemrok suddenly begins to feel ill. 4 points of Intelligence damage.

Heal check to determine what's wrong with him. If the party doesn't have a means to help, you will arrive at the lodge at the end of the last day of travel, before he needs to make another save.

Dark Archive

GM rolls:

U: 1d10 ⇒ 1

S: 1d10 ⇒ 6

C: 1d10 ⇒ 7

J: 1d10 ⇒ 4

A: 1d10 ⇒ 10

N: 1d10 ⇒ 5

Overcome for a moment by the gravity of what took place in Mordesha, Uldar wails and moans like Seebonickk and Jack before him. Then, gathering himself, he orates in great detail what he knows of the Shining Crusade and the brave soldiers heroic deeds, waving the wand of cure moderate wounds to add light to the darkness.

As he continues his speech, with the ranger standing guard, the party members see the rift continue to waver and shrink, until, with his fateful words, "We will close this tear so this rift can no longer pollute our world!" it finally closes forever with a final clap and shockwave. The party can feel the dread lift from the crypt instantly, its inhabitants finally allowed to return to their righteous repose.

Congratulations, everyone! You survived the dreaded Tome of Righteous Repose! There are a few small matters to clear up, and of course you'll need to report the state of the prisoners and the basin back to Besnik, so stick with me for a few more days.

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You take damage if you get within 5' feet of the rift, if that helps your decision making. I assumed you and Seebonickk stepped back when you first noticed the effect.

GM rolls:

U: 1d10 ⇒ 10

S: 1d10 ⇒ 1

C: 1d10 ⇒ 3

J: 1d10 ⇒ 9

A: 1d10 ⇒ 10

N: 1d10 ⇒ 5

As the paladin recreates arcane symbols in the air, the party can see the rift waver and narrow. Meanwhile, Seebonickk lets loose a hideous wail. "Oh, for the shining crusaders! Brought back to life to reap destruction on the townsfolk of Mordesha!" The gnome drops his weapons and falls to his knees.

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After Jack stops wailing, the party does one last sweep of the crypt, and though their search is thorough, finds no additional rooms or passageways, with the exception of the flooded stairway, which surely is not a part of their mission. The only way in or out appears to be the entrance--and of course the rift itself.

Nemrok confirms Uldar's findings, guessing that whatever haunts the crypt is being animated through the open portal.

GM rolls:

U: 1d10 ⇒ 6

S: 1d10 ⇒ 2

C: 1d10 ⇒ 8

J: 1d10 ⇒ 8

A: 1d10 ⇒ 3

N: 1d10 ⇒ 9

The party returns to the room.

**********

When you are ready to open Besnik’s scroll and perform the ritual, please roleplay doing so. Performing the ritual takes one hour. After describing your part in the ritual, roll a single unassisted Knowledge (arcana, planes or religion), Linguistics, Perform (oratory), Spellcraft, or Use Magic Device roll.

In addition, Uldar is able to deduce that the release of positive energy may augment the performance. (I autorolled a Take 10 Knowledge Religion here.)

Dark Archive

Uldar recognizes the crests of houses Caliphvaso, Ordranti, Immarin, Kavapesta, and Siervage above the sarcophagi.

After taking a while to study the odd hovering black hole in the room, Uldar deduces that this is a planar rift that leads to the negative energy plane.

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CLW, Seebonick: 1d8 + 1 ⇒ (7) + 1 = 8
CLW, Seebonick: 1d8 + 1 ⇒ (6) + 1 = 7

The party securely seals the dwarf and halfling in the room with the unholy basin, Aurus helps Seebonickk heal up Add 15hp Seebonickk and subtract 2 charges from your wand, and the party winds its way through passageways and rooms, mapping the place and taking notes like good Pathfinders.

Nemrok and Uldar, I believe your hit points are still low. Let me know if you’d like to heal up.

After some wandering the party finds itself in a grand chamber that contains finely carved stone, opulent in contrast to the rest of the crypt. The heraldry of five major houses are inscribed into the wall above five ornate sarcophagi. Each sarcophagus stands ajar and empty.

Know, Nobility for more information about the major houses.

GM rolls:

U: 1d10 ⇒ 6

S: 1d10 ⇒ 7

C: 1d10 ⇒ 6

J: 1d10 ⇒ 1

A: 1d10 ⇒ 7

N: 1d10 ⇒ 9

Nemrok: 1d20 + 0 ⇒ (12) + 0 = 12
Jack: 1d20 + 10 ⇒ (5) + 10 = 15
Cloudia: 1d20 + 0 ⇒ (14) + 0 = 14
Seebonickk: 1d20 + 8 ⇒ (10) + 8 = 18
Aurus: 1d20 + 11 ⇒ (2) + 11 = 13
Uldar: 1d20 + 5 ⇒ (12) + 5 = 17

Damage, Seebonickk: 2d6 ⇒ (6, 3) = 9
Damage, Aurus: 2d6 ⇒ (1, 4) = 5
Will, Seebonickk: 1d20 + 3 ⇒ (19) + 3 = 22
Will, Aurus: 1d20 + 9 ⇒ (20) + 9 = 29

The party walks into the room. Jack immediately drops his weapons and begins wailing, bemoaning the fate of the town of Mordesha in loud cries that seem utterly out of character for the normally stoic ranger. Jack, you're unable to take any actions for one minute.

Meanwhile, the party fails to notice what looks like a 3-inch wide tear in the fabric of space hovering in the middle of the room, and both Aurus and Seebonickk take negative energy damage as they get too close to the black hole. Seebonickk, 4hp of damage, Aurus, 2hp of damage

Know, Planes for more information about the tear.

What do you do?

Dark Archive

Uldar Uldeth wrote:
Jack Malcolm Thorpe Churchill wrote:
Technically, they last an hour, but there is nothing in the description that suggests someone else (other than the original 'user') can take control of the whip...?

It is described as a dancing weapon, although it uses its own bab, but I agree it is unclear if someone else can just take control by wielding it again after it dropped. I've got a decent UMD, so if I have to pretend to be the original wielder, just give me a DC.

Dancing wrote:
As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the activating character it is not considered armed with the weapon. The weapon is considered wielded or attended by the activating character for all maneuvers and effects that target items. While dancing, the weapon shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the activating character everywhere, whether she moves by physical or magical means. If the activating character has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can’t dance (attack on its own) again for 4 rounds. This special ability can only be placed on melee weapons.

Hmmmm, Uldar's quote talks about "the activating character" as if it were the controller. I'm reading this as if the party can't make use of the dancing whip because they didn't activiate it. Do you read this differently, Uldar?

Dark Archive

Moving us along. Since Aurus was the designated basher, and he's decided not to destroy the basin, I'll assume no one else wants to risk breaking their weapon.

With all their buff spells diminished, the party discusses the best course of action of purifying the basin, and ultimately decides to leave the water in its current unholy state. Perhaps they can report this to the venture captain, and have him send a cleric along to clean up, after all, ridding the crypt of the greater evil was our original task, and surely we should complete that quickly, before this necromancer that the pixie mentioned comes back, thinks Uldar to himself.

The matter settled, the party leaves the room to the one where they originally encountered the dwarf and halflings in order to get out of the basin’s aura, and give themselves an opportunity to heal up before they carry on.

I’ll move us along in 12 hours. I'll assume that someone takes Seebonickks wand of CLW and heals him up.

Dark Archive

Uldar Uldeth wrote:
Also, what about the dancing whips...

The feather tokens are one use only. I suppose they still exist as huge whips but I don't imagine they'd be much use to the party. (Well, except to tie up your prisoners.)

Strangely, it's not on the chronicle sheet at the end of the adventure, which seems like a bit of an oversight.

Dark Archive

That's two for bash, one for wait...anyone else?

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Rule of three here. If you'd like to move on and ignore the basin, vote move on. If you'd like Aurus to continue bashing and rid the room of its evil, vote bash.

In any event, the spell effects have ended.

Uldar, please stay in the spirit of the adventure and only use bold when your character is saying something. There is no veto power in the party.

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Uldar Uldeth wrote:
GM CoolFrostyOne wrote:
Aurus is correct. Many things have happened since the skeleton champions were destroyed and you began the heroism buffs--they were about to end at the time you encountered the tomb raiders and the pixie but lasted through those encounters. The short-term bulls strength buff lasted through the two encounters. Whether you got rid of the basin or not has nothing to do with the effect ending. Sorry if that wasn't clear.

Sorry, none of the many things we encountered should have taken more than 5 minutes each, even with looting and healing up and we haven't had 10 of those. The heroisms were cast during and after the skeletal champions.

We're not doing a museum tour, we're doing a strike team style dungeon cleaning.

I really don't think we've been in this dungeon longer than 30 minutes in total. It might feel longer due to the one post a day. :-P

*sigh* Just trust me.

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Aurus is correct. Many things have happened since the skeleton champions were destroyed and you began the heroism buffs--they were about to end at the time you encountered the tomb raiders and the pixie but lasted through those encounters. The short-term bulls strength buff lasted through the two encounters. Whether you got rid of the basin or not has nothing to do with the effect ending. Sorry if that wasn't clear.

Aurus's sword clearly did some damage to the basin, and continuing to attack it with the greatsword would obviously destroy it. The sword is adamantine and isn't being damaged by the bashing.

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Nemrok identifies the wand as a wand of vanish, and the vial of dust as dust of illusion.

While Aurus's blow does not break the basin, it's clear that he's on to something as the basin stones begin to crumble under his blows. A few more strikes and he'll probably have it.

I'll move us along in 24 hours. Once the basin is broken, you can do any healing you'd like to do. Please note that both the long-term and the short-term buffs have ended at this point. I'll assume that the party relights spears and hilts as before.

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Jack and Cloudia convene around the treasure chests. Jack takes his time making sure they aren't trapped and then opens them. There's gold and gems, as well as some items that Cloudia detects as magic. She's able to idenitfy a javelin of lightning and a ring of arcane signets, but isn't sure what the wand or the vial of dust are.

Despite his high intelligence, Aurus isn't able to tell much about how to make holy the unholy water, but Uldar knows that bless water would help, and short of that, the basin does seem to be part of the problem, so a greatsword could possibly work better than he thinks...

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Jack Malcolm Thorpe Churchill wrote:

Why was the Dwarf using small-sized equipment?

Because I haven't played a dwarf in a really, really long time...so, yeah, the +1 studded leather and +1 light crossbow is medium-sized.

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Uldar is unable to determine anything more about the basin. The combat gear that Uldar finds on the dwarf and halfling are two masterwork daggers, two +1 chain shirts, two flasks of acid, 3 potions, a flask of alchemists fire, a climbers kit, +1 studded leather armor, and +1 light crossbow. All combat items are sized small.

Will hold Cloudia's many spellcraft rolls for when the treasure chests are opened.

Dark Archive

The dragon is still breathing fire.

The dwarf is still laughing uncontrollably.

The pixie reappears at the foot of the stairs, her eyes stained with tears.

"I am hurt! I am terribly hurt! But look at you! You're all hurt, too. And all because of that bad dwarf who would come in here and kill us all just to get some dumb trinkets. He is a bad, bad dwarf. You would be right to slit his throat, because as soon as he gets out of this place, he's going to stab somebody else in the back. But I have a trick! I have a fabulous trick that will make it so the dwarf will never harm anyone again. Oh gosh oh gosh I hope it works!"

GM rolls:

1d20 + 6 ⇒ (15) + 6 = 21

The pixie says some magic words but nothing happens. "Oh drat! My magic works so terribly in this awful place."

Spellcraft to find out what the pixie was trying.

Uldar ties up the dwarf and the halfling, and relieves them of their weapons. The other halfling is stone cold dead.

Cloudia unties the pixie. "Oh thank you! You all were so kind after all. I'm terribly sorry I scared you with that dragon. It's a good dragon, though! I AM KARKADON, the great and powerful! Sort of like this fairy tale about a man named Oz I once heard of. Oooooh the door! And the woods! And the trees! I think I will leave!"

She flutters about the room, circling Aurus, and blowing him kiss. " I bet you can help purify this place, holy paladin! They were all holy paladins, all the poor souls trapped here. The water in this room is very bad, but there's another room, with something even worse! That's where the necromancer came from. I hope you don't run into her! She's the one that trapped me here.

And with those words Whistle speeds out of the room as fast as her wings will carry her.

After watching the pixie fly away, Uldar is able to ascertain that the corruption is somehow being caused by the stone basin itself, which may give a hint about how to rid the room of the unholy water. He is also able to detect magic coming from the treasure chests and the dwarf. While disarming the dwarf, he discovers a potion of some sort.

The dwarf and one of the halflings are tied up and harmless. The pixie's gone. The dragon will probably roar eternally. There are treasure chests to open. And you might try to do something about the holy water. Also, at some point I'll get a map up so you can see where to go next.

Dark Archive

Thanks, they're really putting me through the ringer. One last interview tomorrow with a VP. Sorry for the game slowdown.

Dark Archive

Jack moves to a clear shot on the dwarf and boy does he ever, the arrow making its way deep into his rib cage.

GM rolls:

Will: 1d20 + 6 ⇒ (10) + 6 = 16

The dwarf starts to giggle, "Why did the elf cross the road? Because otherwise the dwarf would bong him! Bong made the elf!" He breaks into uncontrollable laughter and falls once again to the ground.

Uldar pulls out his wand of magic missile and dispatches the halfling, freeing Aurus in the process, as the whip falls to the ground.

Seebonick and Cloudia shoot the dwarf while he writhes in uncontrollable laughter.

Meanwhile, you hear an invisible pixie screaming "Oh, ow, oh, ow, ow," as she rolls down some stairs.

GM rolls:

Will: 1d20 + 6 ⇒ (6) + 6 = 12

"OK, OK," says the dwarf, still laughing uncontrollably. "Bounce goes the pixie, bong goes the dwarf. I give up. Please just make it stop. I can't take it any more." It's clear to the party that he wants to surrender, although he's laughing so hard he can't actually take a free action to drop his weapons.

A dragon still roars.

END COMBAT

Lots of options here: roll perception if you want to pinpoint the pixie while she's at a penalty; disarm the dwarf (or kill him, if you think he's too dangerous); Seebonickk knows that the treasure chests aren't trapped from his earlier perception check; oh, and there's the cursed water that Nemrok discovered. It'll likely be another 24 hours before I can post again.

Dark Archive

Many apologies for the delay in posting. I've got a heavy interview schedule all week. I intend to catch up on all the action tomorrow evening. about 24 hours from now

Dark Archive

Jack Malcolm Thorpe Churchill wrote:

EDIT: Uldar *is* conscious, right?

Yes. Sorry, will update that when I get a chance.

Dark Archive

Cloudia's magic missile hits the dwarf, slowly chipping away at his defenses.

Not laughing anymore, his face the same color as his hair, the dwarf gets up AOO for Nemrok, takes a step back, and fires a crossbow bolt at the wizard with the terrible jokes.

GM rolls:

Attack, mw crossbow, pbs: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Damage: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9

Though his aim is quite bad after all that laughing, he still manages to hit.

COMBAT TRACKER - Third Round - Bold may act
-------------------------------------------------------------------
Jack
--------------
Murderous Halfling – Yellow -29hp
--------------
Cloudia
--------------
Bad Dwarf – -7hp
--------------
Aurus -4NL, grappled
Nemrok -9 hp may take attack of opportunity as well
--------------
Whistle bound?, invisible,-13 hp
--------------
Seebonickk -17hp
Uldar –32HP, unconscious, stable

COMBAT TRACKER - Fourth Round - Bold may act
-------------------------------------------------------------------
Jack
--------------
Murderous Halfling – Yellow -29hp
--------------
Cloudia
--------------
Bad Dwarf – -8hp
--------------
Aurus -4NL, grappled
Nemrok -9 hp
--------------
Whistle bound?, invisible,-13 hp
--------------
Seebonickk -17hp
Uldar –32HP, unconscious, stable

ONGOING EFFECTS / ENVIRONMENT
Party blessed
Heroism: Uldar, Aurus
Bulls Strength: Aurus
Fake dragon making lots of noise
Positive energy suppressed

Dark Archive

GM CoolFrostyOne wrote:
Also, the glitterdust spell having worn off, the pixie mumbles some words, and disappears!

Spellcraft check to help determine what Whistle might have been mumbling.

Uldar Uldeth wrote:
Nemrok’s see invisibility should still be running as well

Nemrok glances behind him and is surprised to discover he can no longer see Whistle.

Dark Archive

GM rolls:
1d20 + 8 ⇒ (20) + 8 = 28

Nemrok:
You are aware that the water in the basin is unholy water, and that it’ suppresses any positive energy used in the room by half.

Uldar springs back to life after some healing from Cloudia. He’s able to give Aurus’s armor a good greasing.

The halfling remains stunned. Her whip continues to grapple Aurus.

COMBAT TRACKER - Third Round - Bold may act
-------------------------------------------------------------------
Jack
--------------
Murderous Halfling – Yellow -29hp
--------------
Cloudia
--------------
Bad Dwarf – -3hp prone
--------------
Aurus -2NL, grappled, greased armor
Nemrok
--------------
Whistle bound?, invisible,-13 hp
--------------
Seebonickk -17hp
Uldar –-32HP,

ONGOING EFFECTS / ENVIRONMENT
Party blessed
Heroism: Uldar, Aurus
Bulls Strength: Aurus
Fake dragon making lots of noise
Positive energy suppressed

Dark Archive

Aurus channels energy to improve his companions' health, but something seems to go awry, and Uldar does not regain consciousness.

Know, Religion for more information

Meanwhile, Jack's arrows hone in for some serious damage on the halfling. And Nemrok's greataxe strikes the dwarf rolling on the floor.

Also, the glitterdust spell having worn off, the pixie mumbles some words, and disappears!

Uldar, will consider grease your held action if you should be healed before the bad guys next turn.

COMBAT TRACKER - Second Round - Bold may act
-------------------------------------------------------------------
Jack
--------------
Murderous Halfling – Yellow -29hp, stunned
Dancing whip - grappled
--------------
Cloudia
--------------
Bad Dwarf – -3hp prone
--------------
Aurus -2NL, grappled
Nemrok
--------------
Whistle bound?, invisible,-13 hp
--------------
Seebonickk -17hp
Uldar -35HP, unconscious, stable

ONGOING EFFECTS / ENVIRONMENT

Party blessed
Heroism: Uldar, Aurus
Bulls Strength: Aurus
Fake dragon making lots of noise
Positive energy suppressed

Dark Archive

GM rolls:
Will: 1d20 + 6 ⇒ (13) + 6 = 19

Might as well move this forward for everyone. The dwarf can't really do anything this round anyway but try to break Nemrok's spell.

The dwarf continues to roll on the ground laughing. "Bong goes the elf! HAHAHAHAHA! Wait? Bong made the elf? Who's Bong? Why did he make the elf? None of this is funny. Why was that joke funny? I don't get it. I don't get it at all."

The dwarf is able to break Nemrok's spell, but still lies on the ground.

COMBAT TRACKER - Second Round - Bold may act
-------------------------------------------------------------------
Jack
--------------
Murderous Halfling – Yellow blinded, stunned
--------------
Cloudia
--------------
Bad Dwarf - prone
--------------
Aurus -4NL, grappled
Nemrok
--------------
Whistle bound, -15 hp
--------------
Seebonickk -19hp
Uldar -37HP, unconscious, dying

COMBAT TRACKER – Third Round - Bold may act
-------------------------------------------------------------------
Jack
--------------
Murderous Halfling – Yellow stunned
--------------
Cloudia
--------------
Bad Dwarf - prone
--------------
Aurus -4NL, grappled
Nemrok
--------------
Whistle bound, -15 hp
--------------
Seebonickk -19hp
Uldar -37HP, unconscious, dying

ONGOING EFFECTS / ENVIRONMENT
Party blessed
Heroism: Uldar, Aurus
Bulls Strength: Aurus
Nemrok: See invisibility
Fake dragon making lots of noise
?

Dark Archive

Uldar Uldeth wrote:

I was waiting for Aurus to potentially channel and revive me...

Let me know anticipated actions with a readied action. Something like "If someone heals me to consciousness, I'll...." As you know this gets tough with PbP, since I can't tell if folks are just AFK, or if they're waiting on another character.

Uldar Uldeth wrote:
Also, what are the whips doing? Maintaining grapple?

The first whip fell to the ground when Jack killed the halfling. The second continues to grapple Aurus.

Dark Archive

Nemrok moves into a position where he can make use of his greataxe. Seebonickk misses with an arrow. Uldar is slowly dying. Both Aurus and the pixie unsuccessfully try to escape their binding. And the murderous halfling, having dropped her weapons, just stands their blinded and stunned.

The dragon breathes harmless fire on everyone.

COMBAT TRACKER - Second Round - Bold may act
-------------------------------------------------------------------
Jack
--------------
Murderous Halfling – Yellow blinded, stunned
--------------
Cloudia
--------------
Bad Dwarf - prone, laughing uncontrollably
--------------
Aurus -4NL, grappled
Nemrok
--------------
Whistle bound, -15 hp
--------------
Seebonickk -19hp
Uldar -37HP, unconscious, dying

ONGOING EFFECTS / ENVIRONMENT
Party blessed
Heroism: Uldar, Aurus
Bulls Strength: Aurus
Nemrok: See invisibility
Fake dragon making lots of noise
?

Dark Archive

GM rolls:

Will Save: 1d20 + 6 ⇒ (7) + 6 = 13

Nemrok interrupts the combat to tell a joke about a dwarf and an elf going into a tavern together. The dwarf takes that in. Why would I go into a tavern with an elf? I hate elves! I'd just stab that elf in the back. BONG GOES THE ELF!

The dwarf falls to the ground in a fit of hysteria.

I love it when the fun magic effects work. It's really too bad Nemrok didn't have a pet skeletal champion this whole scenario.

COMBAT TRACKER - First Round - Bold may act
-------------------------------------------------------------------
Jack
--------------
Murderous Halfling – Yellow blinded, stunned
--------------
Cloudia
--------------
Bad Dwarf - prone, laughing uncontrollably
--------------
Aurus -4NL, grappled
Nemrok
--------------
Whistle bound, -15 hp
--------------
Seebonickk -19hp
Uldar -36HP, unconscious

COMBAT TRACKER - Second Round - Bold may act
-------------------------------------------------------------------
Jack
--------------
Murderous Halfling – Yellow blinded, stunned
--------------
Cloudia
--------------
Bad Dwarf - prone, laughing uncontrollably
--------------
Aurus -4NL, grappled
Nemrok
--------------
Whistle bound, glittering, -15 hp
--------------
Seebonickk -19hp
Uldar -36HP, unconscious

ONGOING EFFECTS / ENVIRONMENT
Party blessed
Heroism: Uldar, Aurus
Bulls Strength: Aurus
Nemrok: See invisibility
Fake dragon making lots of noise
?

Dark Archive

Seeing rainbows, the halfling is unable to dodge Jack's second arrow, and everything fades to black.

COMBAT TRACKER - First Round - Bold may act
-------------------------------------------------------------------
Jack
--------------
Murderous Halfling – Yellow blinded, stunned
--------------
Cloudia
--------------
Bad Dwarf
--------------
Aurus -4NL, grappled
Nemrok
--------------
Whistle bound, -15 hp
--------------
Seebonickk -19hp
Uldar -36HP, unconscious

COMBAT TRACKER - Second Round - Bold may act
-------------------------------------------------------------------
Jack
--------------
Murderous Halfling – Yellow blinded, stunned
--------------
Cloudia
--------------
Bad Dwarf
--------------
Aurus -4NL, grappled
Nemrok
--------------
Whistle bound, -15 hp
--------------
Seebonickk -19hp
Uldar -36HP, unconscious

ONGOING EFFECTS / ENVIRONMENT
Party blessed
Heroism: Uldar, Aurus
Bulls Strength: Aurus
Fake dragon making lots of noise
?

Dark Archive

Cloudia steps forth and shoots rainbows out of her hands!

GM rolls:

Will: 1d20 + 2 ⇒ (3) + 2 = 5
Will: 1d20 + 2 ⇒ (13) + 2 = 15
# of rounds: 1d4 ⇒ 1

She catches both halflings in her spell, stunning and blinding them both!

With the dangerous paladin successfully grappled, the dwarf continues to pelt the party with his deadly crossbow bolts.

GM rolls:

Attack, light crossbow, orc, FF: 1d20 + 9 + 1 + 1 - 2 ⇒ (19) + 9 + 1 + 1 - 2 = 28
Damage: 1d8 + 1 + 1 + 3d6 ⇒ (1) + 1 + 1 + (4, 4, 1) = 12
Crit Confirm: 1d20 + 9 + 1 + 1 - 2 ⇒ (17) + 9 + 1 + 1 - 2 = 26
Damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8

Attack, light crossbow, FF: 1d20 + 9 + 1 - 2 ⇒ (9) + 9 + 1 - 2 = 17
Damage: 1d8 + 1 + 1 + 3d6 ⇒ (8) + 1 + 1 + (2, 4, 3) = 19

He drops Uldar with the first, critically wounding the bard! And his second finds the mark with the rogue.

COMBAT TRACKER - First Round - Bold may act
-------------------------------------------------------------------
Jack
--------------
Murderous Halfling – Yellow blinded, stunned
Murderous Halfling - Blue -28hp, blinded, stunned
--------------
Cloudia
--------------
Bad Dwarf
--------------
Aurus -4NL, grappled
Nemrok
--------------
Whistle bound, -15 hp
--------------
Seebonickk -19hp
Uldar -36HP, unconscious

COMBAT TRACKER - Second Round - Bold may act
-------------------------------------------------------------------
Jack
--------------
Murderous Halfling – Yellow blinded, stunned
Murderous Halfling - Blue -28hp, blinded, stunned
--------------
Cloudia
--------------
Bad Dwarf
--------------
Aurus -4NL, grappled
Nemrok
--------------
Whistle bound, -15 hp
--------------
Seebonickk -19hp
Uldar -36HP, unconscious

ONGOING EFFECTS / ENVIRONMENT
Party blessed
Heroism: Uldar, Aurus
Bulls Strength: Aurus
Fake dragon making lots of noise

Dark Archive

Aurus charges the dwarf, but is unable to connect with his greatsword. His move, however, gives plenty of illumination for the party, and helps Jack’s arrows ring true, he adds another pair of scars to the halfling’s collection.

The halflings recognizing their peril, nod at each other, and activate a pair of tokens hidden in their tunics.

A huge whip appears before Jack.

GM rolls:

Attack, Whip: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Grapple check: 1d20 + 15 ⇒ (8) + 15 = 23

Its lash just missing.

Another huge whip appears before Aurus.

GM rolls:

Attack, Whip: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Grapple check: 1d20 + 15 ⇒ (11) + 15 = 26

The whip strikes Aurus, and wraps him up in a tight grapple.

COMBAT TRACKER - First Round - Bold may act
-------------------------------------------------------------------
Jack
--------------
Murderous Halfling – Yellow
Murderous Halfling - Blue -28hp
--------------
Cloudia
--------------
Bad Dwarf
--------------
Aurus -4NL, grappled
Nemrok
--------------
Whistle bound, -15 hp
--------------
Seebonickk
Uldar -16HP

ONGOING EFFECTS / ENVIRONMENT
Party blessed
Heroism: Uldar, Aurus
Bulls Strength: Aurus
Fake dragon making lots of noise

Dark Archive

Uldar:

Nice roll.

The pixie wants desperately to escape now that she's injured and realizes she can. She's clearly rattled and unhinged, but she recognizes that Aurus has an aura of good at this point, and won't harm your party. She could possibly help in some way, but would only do so once freed, under her own free will as a parting gesture.

Dark Archive

Jack reaches into the basin, his arms slick with green, unholy water, lifts the unconscious pixie out of it, and stabilizes her, then binds her in case she decides to go feral again. Uldar approaches as well, and taps her with his wand, bringing her back to consciousness.

The pixie coughs up green goo on Jack, perhaps more dramatically then necessary. *cough* *cough* *cough* What? I’m. Why?

The party tries to calm the poor creature and coax her into an explanation. While she talks, she squirms in her binding, clearly more focused on escaping the crypt then what the party is saying.

Sense Motive check to read what she’s most likely to do if freed.

”A cruel joke! A cruel joke on Whistle! And they cursed the water in the basin. And it’s always evil, SO EVIL, and there’s no trees. And if they’re not afraid of the dragon I have to fight them. And then these ones put the bad dust on me so I can’t hide and shoot me with arrows and tie me up.

”And…”

The image of the dragon above the party begins to speak.

”Who disturbs the resting place of Karkadon, the great and powerful! Leave this place, before I reduce your frail bodies to charred bone and ashes, like the fools who came before you.”

Whistle’s eyes dart away from the door and into Cloudia’s.

“Uh-oh. That’s what the dragon says when someone new opens the door. I think the dwarf who left a puddle finally figured it out.”

Ninety gold pieces scatter across the stone floor.

A familiar dwarven voice says, ”Deal’s off.”

GM rolls:

bad guys, Stealth: 1d20 + 12 ⇒ (19) + 12 = 31

[spoiler=Perception]
Nemrok: 1d20 + 0 ⇒ (13) + 0 = 13
Jack: 1d20 + 10 ⇒ (14) + 10 = 24
Cloudia: 1d20 + 0 ⇒ (16) + 0 = 16
Seebonickk: 1d20 + 8 ⇒ (9) + 8 = 17
Aurus, heroism: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Uldar, heroism: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19

Initiative:

Nemrok: 1d20 + 0 ⇒ (15) + 0 = 15
Jack: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Cloudia: 1d20 + 8 ⇒ (13) + 8 = 21
Aurus: 1d20 + 2 ⇒ (16) + 2 = 18
Seebonickk: 1d20 + 3 ⇒ (10) + 3 = 13
Uldar: 1d20 + 2 ⇒ (3) + 2 = 5
Whistle: 1d20 + 5 ⇒ (9) + 5 = 14
Gareth: 1d20 + 3 ⇒ (15) + 3 = 18
Murderous Halflings: 1d20 + 4 ⇒ (20) + 4 = 24

GM rolls:

Attack, light crossbow vs. orc vs. FF: 1d20 + 9 + 1 + 1 - 2 ⇒ (13) + 9 + 1 + 1 - 2 = 22
Damage: 1d8 + 1 + 1 + 3d6 ⇒ (2) + 1 + 1 + (6, 2, 5) = 17
Attack, light crossbow vs. orc vs. FF: 1d20 + 9 + 1 + 1 - 2 ⇒ (3) + 9 + 1 + 1 - 2 = 12
Damage: 1d8 + 1 + 1 + 3d6 ⇒ (2) + 1 + 1 + (6, 5, 1) = 16

Uldar takes an arrow in the shoulder. The two halflings move into the room for better fighting position.

COMBAT TRACKER – Surprise Round - Bold may act once
-------------------------------------------------------------------
Bad Dwarf
Murderous Halfling – Yellow
Murderous Halfling - Blue
Aurus

COMBAT TRACKER - First Round - Bold may act
-------------------------------------------------------------------
Jack
--------------
Murderous Halfling – Yellow
Murderous Halfling - Blue
--------------
Cloudia
--------------
Bad Dwarf
--------------
Aurus
Nemrok
--------------
Whistle bound, -15 hp
--------------
Seebonickk
Uldar -16HP

ONGOING EFFECTS / ENVIRONMENT
Party blessed
Heroism: Uldar, Aurus
Bulls Strength: Aurus
Dim light: Dwarf, halfings
Fake dragon making lots of noise

Dark Archive

Cloudia wrote:
It was just so dang amusing to have one half of the party trying to talk to it while the other half was trying to obliterate it.

Also, yeah, that was totally funny.

Dark Archive

From the GMs perspective, all of your actions seemed within character and in alignment. A lawful neutral character would follow rules of engagement. And paladins...well, they're kind of renowned for being knee-jerk and maybe not the brightest.

Organized Play Character



Sovereign Court Zafthan Goldenwolf

Male Human Fighter (0 posts)