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222 posts. Alias of PDXCook.


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The Old Monastery

I am sorry to do this but I have to end this game. Honestly I have lost interest in PbP. There are just too many other things going on in my life right now.

Good luck to all of you.


The Old Monastery

With the last of the pugwampi dead or missing the baboons run off. They head out the door and out into the desert.

The monastary is now quiet.

Move your icons on the map as you explore and I will discribe what each room looks like


The Old Monastery

It amazes me how fast time flies. I should not have waited this long but I will push the story further tonight when I get home from work.


The Old Monastery

Nippy find that pugwampi leave a bad taste in his mouth as he sakes the little beast to death.

Lysander's bomb deal death to two more creatures.

Raikdar's arrow barely slows down as it passes thru the pugwampi. It's lifeless body drops to the floor.

Amelia continues to do battle with her elusive opponent but neither one can seem to land an attack on the other. After missing it's attack the pugwampi runs away under the benches and you lose sight of it but can still hear it barking at teh back of the chaple.

Amelia's unluck attack roll: 1d20 + 3 ⇒ (2) + 3 = 5

Pugwampi attack on Amelia: 1d20 + 3 ⇒ (11) + 3 = 14

Alexandra and Kol-Relden/Nippy my now act. Amelia you can make an AoO on the fleeing creature.


The Old Monastery

GM Stuff:

Bite A: 1d20 + 3 ⇒ (3) + 3 = 6
Bite k1: 1d20 + 3 ⇒ (16) + 3 = 19 1d4 + 1 ⇒ (1) + 1 = 2
Bite k2: 1d20 + 3 ⇒ (16) + 3 = 19 1d4 + 1 ⇒ (4) + 1 = 5

Alexandra's ray bites into the primate but does not stop it. It launches itself at her but misses.

Kol-Relden's move to protect the party was valient but it earns him two bites from the beasts. Damage 7 (2 + 5)

Nippy can charge and make an attack on red

Raikdar, Iranor, and Lysander are up. Everyone remember the Unluck rule.


The Old Monastery

Alexandra, and Kol-Relden/Nippy are up. I will GM bot them in 24 hours and move on.


The Old Monastery

Spoiler:
save: 1d20 + 3 ⇒ (11) + 3 = 14save: 1d20 + 4 ⇒ (11) + 4 = 15attack: 1d20 + 3 ⇒ (7) + 3 = 10attack: 1d20 + 3 ⇒ (15) + 3 = 18

Lysander's bomb obliterates the pair while Raikdar's arrow goes wide.

The pugwampi continues to dodge around Amelia slashing at her shins. The other one moves away from Nippy and takes a shot that comes up short.

Amelia, Alexandra, and Kol-Relden/Nippy are up.


The Old Monastery

Amelia continues to battle the elusive Pugwampi but has not luck in hitting it.

Alexandra's ray also misses the creature.

The group of baboons and pugwampi move up quickly behind the group.

Rakdar, Lysander, and Iraonar are up


The Old Monastery

GM Stuff:

1d8 ⇒ 5
Shortbow at Kol-Relden: 1d20 + 3 ⇒ (9) + 3 = 12
Dagger on Amelia: 1d20 + 3 ⇒ (1) + 3 = 4

Lysanders overthrows his target but as the gremlin watches it fly by Raidkar's arrow takes the creature down.

One pugwampi shots at Kol-Relden and then takes cover under the bench.
The other moves under the bench and attack Amelia's ankle.

A short set of wide ceremonial steps leads down to a cavernous chapel in which the congregants would gartehr for sermons in happerier times. The vibrant orange and red starburst of Sarenrae still stands behind a film of rusted rainwater and dirt along the north wall overlooking the collapsed alter. Betweeen the stairs and the alter stand dozens of old marble benches, many overturned and even more broken in two or more peices. a wide walkway bisects the pews, leading direclty to the raised alter. Here and there a few clumps of the orignal red carpet along this thoroughfare hang on against rot and neglect.

Above the center of this chapel, dangling about ten feet from the floor, hangs a cluster of gnoll skulls in various stages of decay. Strung together like a goulish candelabra of twine and bone. The boulder-sized ornament hangs from a wooden rafter about twenty feet above the ground.

Kol-Relden, Alexandra, and Ameliea are up.


The Old Monastery

Amelia swings at the little beast but the bench seems to jump in the way of her swing as the creature jumps around. the gremlin.

Kol-Relden has better luck and kills his foe.

A commotion in the opposite direction draws the attention of Alexandra and Iraonar. Three more pugwampi arrive and seem to be driving 4 baboons into the fray.

Lysander, Raikdar, and Iraonar are up.


The Old Monastery

Lysanders bomb engulfs the little creature and instantly kills it.

The two left fire at Amelia and Kol-Relden.

Shortbow at Amelia: 1d20 + 3 ⇒ (4) + 3 = 7
Shortbow at Kol-Relden: 1d20 + 3 ⇒ (15) + 3 = 18

The pugwanpi howls in glee at striking Kol-Relden. 1 point of damage

Two more pugwampi appear in the back of the chaple.

Amelia, Kol-Relden/Nippy, and Alexandra are up


The Old Monastery

Lysander:
Wouldn't three range increments be -6 to hit or do you have a class feature I am missing? Either way can we say that the throw was so bad that you hit the pillar where I put the green square.


The Old Monastery

Raikdar impales one of the beasts with is arrow and it drops to the floor.

The other three return fire at Raikdar and then take cover behind the benches.

Shortbow: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5
Shortbow: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2
Shortbow: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15

Kol Relden and Nippy are up next. Then the first group of Lysander, Iraonar, and Raikdar are up.

1d8 ⇒ 3

Lysander:
Wouldn't three range increments be -6 to hit or do you have a class feature I am missing? Can we just say that the throw was so bad you hit the pillar where I put the green square?


The Old Monastery

Raikdar impales one of the beasts with is arrow and it drops to the floor.

The other three return fire at Raikdar and then take cover behind the benches.

Shortbow: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
Shortbow: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
Shortbow: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15

Kol Relden and Nippy are up next. Then the first group of Lysander, Iraonar, and Raikdar are up.


The Old Monastery

GM Rolls:
Init: 1d20 + 3 ⇒ (14) + 3 = 17

As the barking increases you spot 4 pugwampi at the entrance to the chapel. They are armed with little bowa that they have aimed at you now.

Raikdar, Lysander, and Iraonar are up first. Remember that these are fey so they have DR2/Cold Iron and that they have an Unluck Aura of 20 feet. Withing that aura, if you have to roll a d20 you must roll twice and accept the lower roll.


The Old Monastery

from inside the main chapel you hear the sound of a pugwampi start to bark. Soon it is followed by another and then another. The number increase until it sounds as if 20 of the ugly little creatures have raised their voice in alarm. The barking is coming from every corner of the building at this point.

Perception and Initiative rolls please along with where you want to move to start the battle.


The Old Monastery

Lysander's keen eyes and knowledge quickly let him identify the building as a temple of Sarenrae.

As the group approaches the entrance, Kol-Relden notices that the sand is covered in tracks. Most are the same as those you followed while looking for the pugwampi but there are several that seem to be made by some sort of primate.

All of you should be able to see the map and also move your characters. Go ahead and place them where you are.


The Old Monastery

You set out the next morning as the caravan begins preparations to move. You travel several miles before arriving at the old monastery.

Scrub brush and a light , patchy carpet of weeds invade the monastery through two huge fallen sections of the western wall. The exposed nave beyond is a huge hallway littered with bits of debris ranging from tiny rocks to enormous section of collapsed masonry. Most of the roof above the long promenade is gone, but several jagged pillars remain.

map link is under my name


The Old Monastery

Anything else before we move on?


The Old Monastery

Map of the region

You head back to the tents that are already set up for you. You find Alexandra waiting for you. She has selected the large tent as where the ladies will sleep.


The Old Monastery

Dashki steps forward, "The pugwampi speak the language of the gnolls. They worship the gnoll as gods but the gnolls hate them because they bring bad luck to anyone near them."

Almah ponders the information she receives, "Thank you for bringing this to my attention. Guards, remove the creature and dispatch it."

One of the guards picks up the creature by the neck and carries it out of the tent. The creature growls and whines as it is taken outside. The noise suddenly stops and the guard returns.

"In the morning we will be moving out. There is an old monastery that sits to the south of Kelmarane. I am hoping that it will provide us with some protection while we find out what is happening inside the village. I would like your group to go ahead of the caravan and secure the monastery.


The Old Monastery

You return to camp and are ushered into Almah's tent. You wait for a few minutes and then she enters and goes to her throne and sits.

"I am guessing that you have news for me. What have you found?"


The Old Monastery

Kol-Relden ends the little creatures life with a mighty blow. You hear rustling and small yips as all the other Pugwampi in the area retreat unseen.

You have the goat and one unconscious pugwampi. Back to camp?


The Old Monastery

GM Roll:
1d20 + 3 ⇒ (11) + 3 = 14

Let's assume that Amelia yelled at Lysander before the threw that last bomb since the creatrue is now in the same square as Kol-Relden and is it is surrounded by several party members.

Kol-Relden, Amelia, and Iraonar are up.

As you may have figured out Pugwampi can cause very bad luck. Here is the offical rule on it. Unluck Aura (Su) A pugwampi radiates an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. This is a mind-affecting effect that does not work on animals, other gremlins, or gnolls. Any character who gains any sort of luck bonus (such as that granted by a luckstone or divine favor) is immune to the pugwampi unluck aura.


The Old Monastery

GM Roll:
1d20 + 2 ⇒ (3) + 2 = 5 1d8 ⇒ 2

Lysander launches a bomb over the thicket but just as it leaves his hand a bat flyes into its path which causes it to bounce off of a cactus and then fall to the ground just over the thicket.

"Bad luck on that throw." Dashki says from behind you. "Pugwampi will do that to you."

The Pugwampi attacks Kol-Relden's other knee

Stab: 1d20 + 3 ⇒ (18) + 3 = 21

One point of damage


The Old Monastery

You can see glimpses of the creature though the thicket. It would be indirect fire so I think there would be a penalty. Let's call it cover for ease of use. Also a miss could land on your party. The creature is a tiny fey so I think it can actually occupy an opponents square but I would have to look that up. I need to get to work now. I will check it out when I get home.

The party is up at this point.


The Old Monastery

The other pugwampi takes a savage swing at Kol-Relden's kneecap but the blade bounces off.

Stab: 1d20 + 3 ⇒ (9) + 3 = 12

It continues its angry barking.

Dashki barks out some more of the gnoll laungage and then yells to "It says that it is going to cook you slowly."


The Old Monastery

GM Roll:
1d20 + 3 ⇒ (14) + 3 = 17

Amelia punches the little creature in the head. It gives a small yelp as it falls to the ground and lays there unconscious


The Old Monastery

Pugwampi Init: 1d20 + 5 ⇒ (6) + 5 = 11
Raikdar Init: 1d20 + 2 ⇒ (1) + 2 = 3

The pugwampi charge at you from both sides but not fast enough to catch Iraonar and Amelia off-guard.

Amelia and Iraonar can go.


The Old Monastery

Map


The Old Monastery

Dashki barks out to the creatures but his words only seem to encourage their aggression.

They charge from both sides.

Roll for init


The Old Monastery

Dashki has been standing back, watching the groups activities. "It says to get away from his goat or he will cut out our entrails and feed them to the tribe, your skulls will make great bowls for the kings court, and several other unpleasant things."

Raikdar's finds that way tough going as the needles prick him from several directions on his first round though the cactus wall. One point of damage

At Amelis's harsh word the creatures screams become louder and more annoying.


The Old Monastery

They are inside the thicket with Kol-Relden, Iraonar, and Amelia. The three of you are at the goat and there is one creature on either side of you about 30 feet away. They are yelling and waving daggers. They clearly want to you get away from the goat and go back where you came from. Things seem to escalating to fast.


The Old Monastery

From the rocks on one side you see two ugly little creature emerge. They seem to be threatening you and pointing with their daggers.

Gnoll:
"Our goat. You go away."

@ Raikdar. You could find a place to climb up. Let's say that it is 40 feet up and has a DC25 climb check


The Old Monastery

Lysander goes about 40 feet to either side of the wall of cacti and finds a cliff face that goes up into the darkness.

Raidkar does not preseve any magic other then what the party has on them.

Iraonar and Kel-Relden make it throught the wall with some bad luck that cause some damage. They find themselve in a clearing that extends about 40 feet ahead and ends at the top of a cliff.

Amelia debates whether to plow though or pick her way though the cacti wall

The scene is this. Imagine that you are in an old river bed that leads to a waterfall. An underground stream still supplies enough water for the cacti to grow into a thicket. Rock walls go up on both sides. The edge of the water fall is too rocky for any plants to grow except a couple of hearty bushes. The goat is tied to one of them.


The Old Monastery

You can plow through but the result would be 6 points of damage

GM Rolls:

Iraonar roll: 1d20 + 3 ⇒ (13) + 3 = 16
Iraonar roll: 1d20 + 3 ⇒ (8) + 3 = 11
Iraonar roll: 1d20 + 3 ⇒ (15) + 3 = 18
Kol-Relden roll: 1d20 + 1 ⇒ (11) + 1 = 12
Kol-Relden roll: 1d20 + 1 ⇒ (15) + 1 = 16
Kol-Relden roll: 1d20 + 1 ⇒ (7) + 1 = 8

Iraonar enters the thicket and is immediately stuck by the quills when he turns to see what his tunic is caught on. Further in he manages to get his rapier stuck in a cactus and rams his elbow into some quills while dislodging it. Bad luck. Two Points of Damage

Kol-Relden enters the wall of quills and runs full into cactus when he looks back to see if Nippy is okay. Bad luck there. Further in he backs into a cactus when he is dodging Iraonar's wild rapier swing. Almost though he trips and the quills find there way though is armor. Very bad luck indeed. Three points of Damage


The Old Monastery

A few more bleats from the goat guild the group towards its location. As they get closer cacti begin to take shape out of the darkness. They grow closer together as the group move forward.

They are finally stopped at a wall of cactus that form a thicket. You can see the exhausted goat in the middle tied to a thick bush. The lights and sounds of your approach has cause poor Rambert to panic and he is now screaming at the top of his voice.

It will take three rounds to move carefully through the cactus wall to get to the goat. An acrobatics check is required each round to move though. If you want to go give me three rolls.


The Old Monastery

Yes


The Old Monastery

Kol-Relden sees many tracks on the rocky ground. It seems to have been a meeting place for several of the creatures.

As the group discussed their options a cry not unlike a human child comes out of the darkness to the north.

Knowledge Nature DC10:
The cry is from what can only be the missing goat from camp. The creature sounded like it was in pain.

Dashki responds to Iraonar with a shrug.


The Old Monastery

It seems to only go down when I am home


The Old Monastery

Alexandra will be waiting for the group when they get back to camp. Hopefully this little adventure goes quick.


The Old Monastery

FYI it's dark. I left clues about that.


The Old Monastery

Without a word, Dashki turns and head out of the tent. He stops only to grab a torch as he marches off into the moonless desert.

About a hundred yards outside of camp and holds his torch near the ground. "This is the spot where I first found that tracks." You see a pair of paw prints from what looks like a small dog. The strange thing is that this dog walks on two legs.

You follow the tracks and he points out several spots where the other tracks cross the ones you are following. The tracks lead to a spot of rocky ground. "This is as far as I was able to follow the Pugwampi."


The Old Monastery

Just got home from work and it is almost midnight. If it is up in the morning I will get the next adventure going.


The Old Monastery

The site aeems to be back up but I am out of town. 31st Anniversary. Be back home tomorrow night.


The Old Monastery

Raikdar:
As if the world's most revolting lapdog had somehow learned to walk on its back legs, this sickly creature slinks forward carefully. These are tiny fey gremlins that are known to bring bad luck.


The Old Monastery

Turning to Raikdar,"I was trying to get to my employer. I answer to no one in camp but her and that includes you." He then turns back to Almah.

"If you wish I can lead these people out to where I lost the trail. Maybe they can find out where it goes."

Almah replies, "Thank you Dashki. You are a true and trusted servant. Take the now so that we can put this matter to rest and be off in the morning." She then dismisses all of you and goes back into her private area of the tent.

Roll Sense Motive before your next post.


The Old Monastery

Dashki seems to nonverbally run through a whole gauntlet of emotions while being peppered with question.

He finally pulls himself up and addresses Iraonar, "I too have beeen investigating the cause of the fire. My dear friend Eloais was killed and I beleive the cause of the fire was bad luck. The kind of bad luck brought on by pugwampi."

Almha looks at him as says, "A what?"

"Pugwampi. They are small cousins to the gnolls and are reported to bring bad luck to anyone near them. I found several of their tracks outside the camp and was out trying to follow them. I also found goat tracks with them so I assume that they made off with on of Hahrod's animals. I followed them as far as I could but they crossed a rocky patch of ground and in the dark I could not find where they continued."

Cute little guys


The Old Monastery

Welcome back. The group is currently investigating the cause of the fire and it is about 10pm game time.

Don't tell them but they are about to leave camp for a little bit. Oh wait did I say that out loud. Nevermind. We can have Alexandra show up in the morning with coffee and donuts for the group. She can explain her late arrival then.

I will try to press on quickly to get you back into the game. Daubney's player dropped out. Would you like to play his character to help get the group thought the night.


The Old Monastery

Things settle down in the camp for the night and around 10pm you are summoned to Almah's tent.

Inside you find Almah sitting in her chair and in front of her is Dashki flanked by two of her guards.

She spots you walking in. "I hear that you have talked to everyone about the fire but Dashki. He seemed to have convinently disappeared. My guards found him skulking around my tent. I thought I would hold him here so you could question him."

Dashki responds, "I was not skulking. I was just checking to ensure that you were safe. With the fire today I thougth you might be in danger."

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