The Black Monastery (Inactive)

Game Master drbuzzard

A classic dungeon crawl set in Taldor.
Combat Map
Monastery Map


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male Dwarf Fighter 1

Klor emerged with some items that seemed valuable. though he did not have the ability to detect magic, he believed the items to contain some sort of magic.

dat well, had a sword and some sort of ring. they both looked valuable abd probably have some sort of magic. anyone wanna take a look?

he asks the group after they all had a good rest.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Maria uses Detect Magic on them.
Spellcraft Sword: 1d20 + 11 ⇒ (16) + 11 = 27
Spellcraft Ring: 1d20 + 11 ⇒ (15) + 11 = 26
"Nice things you found, Mr. Klor."


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

so after we rest trib is going to need to make a fortitude save or lose a level correct? does anyone have any spells that might help him with a fortitude save that we can use?


Since the cleric took a level of knife master, he doesn't have access to 4th level spells. Hence it is save or SOL.

When I get around to leveling you folks, it will be removable if you mess up the roll.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7
drbuzzard wrote:
Since the cleric took a level of knife master, he doesn't have access to 4th level spells. Hence it is save or SOL. .

I sort of figured that was the case, I didn't know if there was any spell anyone has that might boost the fortitude save.

drbuzzard wrote:
When I get around to leveling you folks, it will be removable if you mess up the roll.

thanks! Once we've rested and we find out if there are any buffs to be had I will roll

Phillip, any chance Trib can get healed before we go to bed? And save tomorrows spells for tomorrow?


The sword is a +3 flaming longsword and the ring is a ring of shooting stars.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

Trib looks at the longsword, then from Maria to Phillip then to Gregor and his rapier to Archaemedes and his rapier, shrugging his shoulders and smiling says to Klor "Looks like ya have a back up weapon now Klor"


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

Holy crap this is 1st ed.. Only there would have 82k worth of magic items fall into 7th level toons laps.. Although I dont see why that ring is 50k..

Archy marvels at the items.. "What a find Klor! Ill never second guess your random searches again."

Tribim i can get you a +2 to the save with my Heroism pot.. Let me know when its time to roll and ill give u it and an alchemical allocation elixir so the potion isnt gone..


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

I was checking, and Maria can cast Heroism too, saving Archaemedes the potion and alchemical allocation.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

thanks folks, we'll figure out which here in a bit I guess


Might as well get the roll over with.

There's a number of possible exits from the Wight room.

1 door to the north, and three passages on the east wall.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

were there any exits from the "well room"? OK, going to roll in the morning can Maria or Arch cast heroism at least?


No exits from the well room.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

María casts Heroism. Can we suppose Phillip Ader casts Bear's Endurance too?


Look, it's not that tough a roll in the first place, and how exactly a buff which lasts a few minutes overcomes an effect which lingers for 24 hours is quite unclear to me. Is there some special means by which the life dial on Tribim's forehead lights up and says "CAST BUFFS NOW!"?

Just roll the save so we can continue playing.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

We worry for him, that's it...


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7
drbuzzard wrote:

Look, it's not that tough a roll in the first place, and how exactly a buff which lasts a few minutes overcomes an effect which lingers for 24 hours is quite unclear to me. Is there some special means by which the life dial on Tribim's forehead lights up and says "CAST BUFFS NOW!"?

Just roll the save so we can continue playing.

sorry didn't mean to hold the game up

fort: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27

bright and early the next morning Trib, perky as always asks, "where to now blokes?"


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Maria is happy to see Tribim recovered.
"The north door we missed, Mr. Tribim."


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

Trib smiles, "Aye Mam!" Trib toddles off to the north door and checks it for traps and locks.

trib takes 20(33/36) on perception checking the door


You don't detect any traps, but you hear someone weeping in a loud blubbering voice on the other side.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

returning to the group he tells Maria Oy, no traps on tha door but there is someone weeping and blubbering on tha other side, standard entry lineup in case it's a ruse, Mam?"


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

"Good call Mr. Tribim. Be careful. Don't trust anyone, but stay your hand if it is an innocent person.."
After they get in formation Maria opens the door.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

"Yeah, that's bloody likely in this place so far."


You open the door to reveal:
This room has tiled walls and floor, with a large, stone basin in its center. The stone basin has sides two feet high. It is 10 ft. across. Water is raining down from the rafters, as if there were rain clouds or sprinklers hidden up there. The water is falling into the basin, overflowing and draining through a five inch grate in the floor. Water is also pouring out of three spigots on the walls, running down into the drain. There is a fish man sitting in the basin. He is weeping in deep distress, hardly responding even when the party enters the room.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

"Hmpf. I may stand corrected. We shall see."


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

"We have come to destroy all evil within these walls. If you are not evil you have nothing to fear from us, and if we are able to assist you, we will do so. Please state how you are, what are you doing here and refrain from doing any threatening actions or casting of spells, or we will be forced to act.
Diplomacy Roll: 1d20 + 18 ⇒ (6) + 18 = 24


The fish man looks up at you, still blubbering some and says in broken Taldan "Gorak trapped. Gorak need water or die. Dry out. Leave Gorak alone. "

knowledge nature DC 12:

You recognize the fish man as a Skum. They are monstrous aquatic humanoids. Evil by nature, they were initially created by the Aboleth in ages long past. They can only breed by impregnating humanoid women, who give birth to fairly normal looking children, but upon dying of old age they transform into Skum.
]


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

"We have found some bodies of water nearby... maybe better than the ones you are in now. Can you get to them? I could also summon a couple water elementals to keep you wet on the way."


"No, Gorak find this water best here. Gorak need ocean, but too far. Just leave Gorak alone. "


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

"Is there anything else we can do for you?"


"No. "


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

"Good luck then."
She leads the others out.
"Mr. Tribim, let's try the first southern passages on the east wall."


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

sorry was waiting to see if anything was going to happen with fishface before inspecting the room

As Maria talks to the fish man, Trib takes a quick look around the room. Hearing Maria's recommendation Trib nods his head in agreement, "Yes Mam." as the toddles off to the first southern passages on the east wall. Moving down the passage at a cautious pace, watching for anything peculiar or otherwise.

taking 10 (23) on perception for the room and the hallway


Tribim noticed a backpack sitting obscured from the entrance and a spear at the feet of the Skum. That's about it.

You close the door, leaving Gorak to his misery.

Back into the room and through the SE passage, you find a room featuring a large mural which covers the south wall. The mural shows a dwarf standing with his war hammer on top of a pile of dead orcs. The dwarf is smiling.

Once in the room, Tribim find a secret door leading to the south.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

did we want the skum's gear?

trib will check the secret door leading to the south for locks and traps, once verifying it is clear he says, "Looks like were good ta go, standard breaching protocol?"

he will take 20 (36) on perception searching for traps, if locked will take 20 (38) to open it, if trapped let me know and we will roll :)


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

I say we leave "Shamu" lone in his misery.
Maria detects magic on the Mural.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Spellcraft: 1d20 + 11 ⇒ (4) + 11 = 15


The mural radiates magic . (knowledge arcana to determine school) Your spellcraft check is insufficient to figure out what it does.

The secret door does not appear to have any traps on it.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

I feared so...
Knowledge (Arcana): 1d20 + 11 ⇒ (16) + 11 = 27


It appears to be conjuration magic.


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

Know Arcana: 1d20 + 17 ⇒ (18) + 17 = 35

"Interesting painting.. Looks like he had a good time."


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Try spellcraft.


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

I cant.. I dont have dispel magic


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Just to identify the magic in question.


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

I meant detect magic.. I can only use spellcraft when spells are being cast.. Its know arcana for ones already in place.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Damn!
"Don't touch the mural, it has conjuration magic, so probably summon something. Mr. Tribim, can you open the secret door?"


The mural did not detect as a trap to Tribim's instincts, so it is very unlikely that it would be triggered without a deliberate attempt to do so (use magic device).


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7
Tribim wrote:

did we want the skum's gear?

trib will check the secret door leading to the south for locks and traps, once verifying it is clear he says, "Looks like were good ta go, standard breaching protocol?"

he will take 20 (36) on perception searching for traps, if locked will take 20 (38) to open it, if trapped let me know and we will roll :)

trib shrugs his shoulders and replies "OK" and checks the door again for traps and locks.

trib will take 20 (36) checking the door for traps


It still doesn't have any traps. You easily figure out how to open it.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Maria asks everyone to take positions, and she opens the secret door when they are ready.


You go through the door into a room.

There are two levers protruding from the west wall in this room. One lever is white. The other is black.

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