Greetings. Welcome to the first session of /mlpol/'s first running of the classic third edition d&d campaign Red Hand Of Doom.
On this adventure, our heroes, currently three strong, will encounter dozens of trials that will test their strength, cunning, and friendship as they face an army of goblins.
If you'd like to join, there's still room for more in the party. Don't be shy to ask.
Our story begins in Elsir Vale, with our three heroes on the road to the town of Drellin’s Ferry. The three are seasoned adventurers, and exated heroes to boot. Having fought many battles together before, they are confident in their strength. Legend has it of a vast treasure in the Vault of Vraath Keep, hidden deep in the Witchwood; our heroes, have journeyed all this way to seize the vault for their own.
Despite that, they all have their own motivations to travel to Drellin's Ferry:
Sir Whiskers, a cunning and charismatic Tibbet Jester, is travelling to meet up with an old friend of his: Princess Princess Bagel Jennifurr Fluffykinz the fourth. He hasn't met his old friend since he was a kitten, and he's eager to meet with her again. She has arranged to meet up with him in Drellin's Ferry, and to accompany him on his adventure.
Sir Brozal, a mighty Orc Crusader of Pelor, has received a mission from a high-ranking Cleric of his order has received a powerful vision of war descending on Elsir Vale under the banner of a clawed red hand, and has sent Brolaz to the far reaches of Elsir Vale to avert impending disaster... Brozal isn't exactly sure if the vision was real, or if his master just wanted to get rid of him for the year, but he never turns down a good crusade.
Brother Chad, a wise and powerful Druid, has chosen to accompany his companions on their hunt for the lost treasure in the Witchwood. Sir Whiskers requested his aid because Chad is the most experienced woodsman he knows. Chad is wary of this region, for he's heard that it is ruled by a fierce and territorial Druid, but he embarks upon this jouney nonetheless, the secrets of the Witchwood too tempting to ignore.
...So tempting that he seems to have drifted off somewhere with his horse; probably fucking it again or something. Stupid hippie.
And so, let's begin:
>The afternoon sun beats down on you; the air is hot and still. The sparsely settled lands of Elsir Vale are starting to grow monotonous, with a seemingly endless line of dusty flyspecks of towns. The town of Drellin’s Ferry lies a few miles ahead of you. It’s a settlement hard on the borders of the Witchwood, and the best place from which to begin exploring the nearby forest.
This is the part where the players ask obvious questions that I thoughtlessly ignored in the first post, as well as implore about their surroundings.
1820 replies and 81 files omitted.
>>136115Eh, there's a random plank of wood you could use.
>>136117Okay thanks. It doesn’t really matter, but what material is the wood? I was hoping for something that would burn for a long time because I want to craft a symbol of Pelor and light it on fire. I’m going to use the daggers as makeshift nails.
Can I create a long-burning jelly by mixing oil and alchemist’s fire? Napalm sticks to goblins.
>>136118I’m going to scrap down the chairs and table for crafting materials to use for the symbol of Pelor.
>>136118It wouldn't really last long as a symbol if you lit it on fire.
>>136121It just needs to burn for a few minutes so goblins can see it
>>136119You are not a spellcaster. You cannot create alchemist fire, let alone mix it.
>>136122What goblins?
>>136120Sure, you can do that...
Roll craft (woodworking), with a -2 penalty for improvised tools.
>>136108>>136110Sorry, I should clarify that. There is no map in this room. The north marker left on a dagger on one corner of the table implies that there was a regional map pinned there.
>>136116Anything you want to do here though?
You came for treasure. Now's the time to search.
>>136101Chad, I'm going to situate your character outside the keep like you were before. In character, you would have never seen that bugbear, and your wand charges remain unexpended.
I'm going to remove you from the course of events for the time being, but you'll get your move later.
Jorr speaks up after checking on his dogs.
"Blasted bugbear. Prolly went to go report to 'is superiors. Woulda' liked to get another clean shot at 'em.." He grumbles
He leans over Brozal's shoulder
"Say... What exactly was it ya were lookin' for in these parts?" he implores
Okay, looks like Brozal is kill, Whiskers is unable atm, and Chad is away from the keyboard, so I think I'll go have lunch and study for an hour or so.
We'll continue as soon as I can get the players together.
Just fyi, I'm not going to be able to do this tomorrow.
>>136136Okay, Chad should be situated some distance outside of the Keep, at say, 20 HP.
The other three players have not responded...
>>136137Okay so can i explore?
>>136138Yeah i read them, i got the impression that i shouldn't have asked about the game through the week so i didn't, it's just a game so i'm not really bothered.
>>136139Does this mean we get another tea party by ourselves? I like it.
>>136140i really don't like splitting up the party in this fashion... but go ahead and roll a Listen check.
You can roll Spot for Misty too.
>>136141[1d20+14 = 26](listen)
>>136142Should i do it with my original modifiers?
[1d20+14 = 29](spot)
>>136143Either way, that's enough to detect a shadow dashing swiftly towards the road behind you.
>>136145Pretty far, about 100 ft up and 200 ft away.
The figure is floating east, towards the road from whence you came.
>>136146Is he coming closer or going away?
>>136147Going away, it seems. It just passed you.
>>136148Is it the bugbear?
>>136149Due to my retcon, you wouldn't have seen it (your flaming sphere remains unexpended), but the figure doesn't look human.
>>136150Okay then, can i search now?
Misty can see it semi-clearly. Chad only sees the faint outline of a shadowy figure.
>>136152Can i ask her what it looks like?
>>136151The vault of vraath keep? Sure. Just trot into the courtyard.
>>136153"hairy man-creature".
>>136154Okay then i enter the courtyard, should i check the other tower?
>>136155The other tower (southwest) is the one where you saw the "winged lion" perched earlier. The Northwest tower is the one with the earie flickering light.
You don't detect anything as you enter the courtyard, but something stands out to you: two of the hobgoblin corpses and a worg have disappeared.
>>136156So what can i do about the goblins that have disappeared? Should i do any checks?
Also is the tower with the light the one everyone else is in?
>>136157The tower is behind the barracks, yes.
The door is barricaded, but Jorr pokes his head out to see you and lets you in after a few minutes effort.
"Quickly, quickly! That damn beast is still out there!"
>>136158Okay so what can i do in the barracks?
The party is waiting for you in the barracks. Whiskers appears to be counting a sack of coins. Brozal seems to be attempting amateur woodworking. A dead minotaur lies before you.
Jorr fills you in on the details of the battle, explaining how the minotaur warrior and the bugbear mage waited until all their subordinates had fallen to make their move.
"The blasted savage got away! Bet he's well on his way to go see his damn master." The woodsman grumbles, shaking his fist at the memory of the mage, as he nurses one of his badly-wounded dogs.
>>136159There are two doors. One leading left, the other leading right. Jorr says the bugbear came from the left, and fled the same way.
"Zipped right up the stairwell, he did.." The woodsman grumbles
>>136160Can i go left up the stairwell?
>>136161Yes, but the horse stays in the barracks.
Jorr hands you a torch.
There's actually a room behind the door.
This circular chamber has been outfitted with a mix of furniture, including a large desk, an overstuffed chair, a massive four-poster bed, and a large easel that holds a sizable canvas covered with a sheet. A flight of stairs arcs up along the south wall to the upper floor, and a fair amount of rubble from a hole in the ceiling lies heaped on the base of these stairs.
>>136163Should i do a search check?
>>136166[1d20+2 = 10](search)
>>136168Alright, should i go up the stairs with the light spell?
Should i try get Misty to come up the stairs again?
>>136169Don't bother trying to bring the horse.
You can cast light, but you also have a torch.
There's also quite a few maps and books in this room. Looks like these were the captain's personal quarters.
>>136170I will cast light, is there anything i can do with the maps?
Sorry for the delay.
>>136171The there are notes and reports littered all over the place.
None of them are in any language that you can understand, but they could be worth taking.
>>136172I'll put them in the saddlebags.
>>136174Which ways are there for me to go?
(Exits/openings)
>>136175There's the stairway up.
>>136177The roof of this circular chamber has partially collapsed to the southeast. Massive timbers slump against the floor, fallen from the rafters above. A huge gap in the tower’s east wall allows a brisk breeze into the chamber, which has four windows in the remaining walls. Three large boulders lie on the floor amid a halo of fractures and cracks.
Mounted about ten feet from the hole in the wall is what looks like a humanoid figure, lashed to a framework of wooden beams, arms upraised. A glow from beneath it illuminates the figure in a pale light. The reek of rotting flesh fills the room.
>>136178Should i do a spot check or what?
>>136179Passively, you don't see anything but a dead goblin being used as an improvised shadow puppet.
It seems as though this has been the cause of the stories of ghost sightings near Vraath Keep lately lately.
>>136180Okay then should i do a search chack?
>>136183[1d20+2 = 8](search)
>>136184You don't see anything of value in this room.
The dead goblin appears to have been illuminated by a spell of some sort.
>>136186Is this the last room of the upper floor? Or is there other doors/stairs?
>>136187Yes. This is the top floor.
There's a gaping hole through which the bugbear escaped.
>>136188Well can i go back downstairs and go through the other door?
>>136190Sure.
You find Brozal there, trying to carve something out of wood.
>>136191Okay can i go through the other door in the room?
>>136192That's where he is, yes.
And before you ask, yes, you may roll search, but there is nothing in this room that you're capable of finding for now.
I need to step out.
Okay, Chad has had his chance to search the barracks, but he hasn't been able to find anything with his modifiers.
And the other players are still not present...
I don't really know how I can continue to run this tonight without at least one other player...
>>136195>>136196Do you want to call it a night and stop or do you want to keep going with our tea party? It's your choice.
>>136198I'm feeling like we just need to wait...
I'm sorry, but there's not much that can be done with just one player right now.
>>136199I mean, I was planning on lurking through this one while watching trash on jewtube. But if you have a back-up character sheet ready for randoms, I can go with it. Could stay for 3-4 hours or so.
As long as you don't mind giving short explanations of what I need to roll the first time I need to make some check, or sometimes clarifying rules.
>>136200Oh, I'd be glad to have another player.
I don't have any pre-made characters, but you could describe what kind of character you want to play in
>>132102 → and I'd introduce yours at the earliest possible opportunity.
>>136201>>136200Just give me a description of what you'd like to play, and I'd walk you through character creation.
I should be able to DM this weekend.
I'll introduce the two new players at the same time.
Okay, we'll commence in about half an hour.
I need to introduce the new characters first, so I'm going to wait until they're ready before we start.
... Our Wizard has let to clock-in...
I don't want to introduce the Ranger until the Wizard shows up, because I don't want to kill him by making him face his first encounter alone.
And the resolution of that encounter is supposed to be what bonds them with the rest of the party...
I'm gonna try looking for treasure.
>>136384Okay. What do you do?
>>136385I pilfer through any containers in the room.
>>136386There's a table and a few chairs. Nothing else of value in this room.
>>136387Can I use mountain hammer to smash the ground?
>>136388With a budgeoning weapon, yes.
>>136390I have my gauntlets. I will use mountain hammer to start smashing the ground with my gauntlets.
Alright, Brozal can do that, it would take him a few mins to see whether or not he can punch through this floor.
I will be back in like 10 mins.
I have been summoned unexpectedly to do an indeterminate amount of hard work.
I'm sorry guys. I'll be away from the keyboard for at least an hour...
>>136391The zealous Orc gets creative and punches into the floor for several minutes, his adamantium fists shattering large chunks of stone on various parts of the floor. He takes up a chair and finishes the process.
However, after a while, he is able to confirm that there is no hidden door in this room.
Perhaps another room.
Pic related illustrates what has been explored in the keep so far, although Brozal has only explored this particular room and the barracks behind him.
>>136394There is no map on that table, and there's no table there anymore. I meant to edit that out.
.... Meanwhile.
Aral Tel'thuen'slaugh Avaemaskan and John J. Abrams III have been riding West across the Old Forest road for a few days now. They turned south at the Cold Creek onto The Dawn Way, on their way to Drellin's Ferry.
John's player is nowhere to be found, but I'll find a way to occupy Aral's
>>136394Could you use MS Paint and a copy of the map to mark where we are? It's a bit confusing.
>>136396Hi everyone. I'll be playing Aral today. He's this guy, a mystic ranger:
https://www.myth-weavers.com/sheet.html#id=2319121At first glance he just looks like how you'd expect a wild elf to look like. He's probably covered in mud to the point where his Mithral chain shirt doesn't really reflect all that much light. Light ginger hair: some fire elf stuff. Then you'd notice a book dangling from his hip. A spell book.
>>136399Brozal is in the room that would have had the map. Everyone else is in the barracks to the west of him, including Misty, who looks rather shaken up.
Chad just stepped into the barracks from the western tower, saying that he didn't
see anything that resembled the legendary vault in there.
I will exit into the room with the beds and then begin smashing the floor up inside of that room, after that, I will enter the room with the double bed and smash the floors up in it.
>>136400Beside him is a gray Wizard, who has appeared to have zoned out on his horse...
Aral, you're free to roll any checks you'd like for relevant knowledge skills you have for now.
>>136402Okay, you step around the campfire, and spend a good 15 minutes ruining a perfectly good floor.
Aside from the sack of coins that Whiskers
>the room with the double bed and smash the floorsI'll warn you that if you do that, you'll smash through the floor into the room beneath it, that you didn't mention searching/smashing.
Would you like to ransack the lower floor of the tower first? It's the room that the Bugbear came out of.
>>136403*aside from the sack of coins that whisker's found, you don't find anything hidden in this room.
Oh wait, I fucked up. I see now.
>>136403I will not smash the floor in the room with the double bed.
>>136403Knowledge (geography) to determine what notable town/cities/forts are in the vicinity, and anything related to where goblins around these parts might be found, based purely on knowledge about abandoned forts or caverns.
[1d20+20 = 39]
>>136407shit, meant to type +10
I'll play later in a bit, how long is this session going to be? Or how long is it running for?
Okay, from Brozal's perspective:
This circular chamber has been outfitted with a mix of furniture, including a large desk, an overstuffed chair, a massive four-poster bed, and a large easel that holds a sizable canvas covered with a sheet. A flight of stairs arcs up along the south wall to the upper floor, and a fair amount of rubble from a hole in the ceiling lies heaped on the base of these stairs.
And Brozal absolutely tears the place up, stomping the floor with his iron greaves, pushing over bookcases, flipping tables and chairs. At one point in a fit of orcish rage he lifts the king-sized, solid-oak bed over is head and smashes it down into the floor.
...
And plummets downwards as the floor caves-in beneath him...
Brozal takes 18 fall damage as he plummets 40 ft down into a shaft that Chad wasn't able find.
>>136407You know about Drellin's Ferry, a medium sized town settled on Elsir River.
You've also heard of Vraath Keep, an old castle with a tragic history, rumored to hold a legendary treasure. Recently you've heard of rumors of a legendary
The Witchwood is a savage area. Goblinoids scourge the woods on, but wat's more dangerous is the monsters that haunt the area. The giants in these parts are notoriously fearsome.
>>136409Not much has happened.
The Orc just pushed past you and hulk-smashed his way down into the floor. You hear a drawn-out roar before a sickening "oooomf" as the Crusader falls down the hidden shaft.
>>136407>>136410*you've heard rumors of supposed ghost sightings near the keep
Rhukk groans and takes a gander at his surroundings.
>>136412Perhaps it would be worth it to check out those rumored ghost sightings then. It is rarely actually ghosts, anyway. It might be some savages worth ridding the world of, and a good opportunity to get some loot to sell off in Drellin's Ferry. My Bag of Holding is practically empty, aside from the arrows I usually employ to acquire said loot.
I internally debate bringing this idea up to John.
After the dust settles, Brozal, at 4 HP, realizes that he's fallen into a secret room:
The walls of this small vault are of worked stone, the ceiling twelve feet overhead. The air is thick and smells stale and slightly smoky. Three alcoves have been cut into the walls, two to the north and one to the east. Each alcove is sealed by an iron gate and locked with chains and a large padlock. Beyond one alcove are several shelves bearing no less than ten small iron coffers. Beyond the second is a small desk and chair, the desk piled high with papers and books. Beyond the third sits a single large trunk.
A human skeleton lies slumped against the eastern alcove’s gate. Still dressed in tattered chainmail and feebly gripping a large sparkling scepter, the skeleton has a massive arrow protruding from its ribs.
>>136414Vraath Keep is only a couple hours away, and it's convieniently on the path to Drellin's Ferry.
By the way, it's about 7:00 AM.
>>136415I will tie fifty feet of rope to my trident's handle, and then YEET that shit up through the hole I made so that it either sticks into the ceiling above, or someone else is able to grab it. I say nothing because I have 4 HP and don't want to be horribly murdered by anything nearby.
>>136417I will loop the rope through the wand chamber/close the door of the wand chamber around the rope if that must be done.
>>136417There is a metal ladder right behind you. It looks easy enough to climb.
But if you insist on going big brain, roll a Str check to throw the trident 50 ft straight upwards into the stone ceiling...
>>136416I do bring it up to John. At this point, it is worth noting that Aral is not very eloquently spoken, and usually speaks in short sentences. He's very blunt about things, and doesn't do well in social situations that require any amount of tactfulness.
>Hey, you want to kill some "ghosts" or whatever they might be? They're on the way to town.(Btw, what else might they be?)
[1d20+12 = 26] - Knowledge (nature)
>>136417Rolled 13 on my str check.
>>136420Your skills as a Ranger let you know that this forrest is home to a tribe of bloodthirsty giants, swarms of ravenous Ettercaps, agile carnivorous plants, giant monstrous vermin, savage dire animals, and even Dryads who haunt the ancient trees.
There are also a greater deal of magical, less-natural monsters unknown to you in these woods, which would require an arcana check.
>>136421Nah.
I put away the rope after the failed attempt, and use the ladder to get back up. "Hey, I need some help over here! I found something!" I yell.
>>136422Knowledge (arcana)
[1d20+6 = 21]
>>136409You want to help out Brozal?
>>136423You can call, but idk if anyone is present.
Oh wait, there's Jorr.
"Alright, I'm coming.. I know a thing or two about traps. The woodsman says."
>>136424The forrest is also home to various magical monsters, particularly worgs who've been semi-domesticated and thoroughbred by the savage goblinoids in the region. Territorial Girallons battle for dominance in the thick of the woods. There have been recent sightings of a manticore attacking merchants on the dawn way. Flocks of Stirges are occasionally seen flying over the forest.The Witchwood is also home to a number of trolls, supposedly including several of the infamous Tree Trolls.
At least one Gray Render makes the Witchwood its territory, based on the markings you'd seen along the old forest road.
Jorr climbs down the ladder quickly, and eventually calls up the ladder after a quick search of the room.
"No traps that I could tell. Looks like this was the family vault." He says to Brozal
>>136425Aral notices John's silence. He considers he might have actually entered a trance on horseback. Unbelievable. In an attempt to get his attention, he flaunts one of the wild ideas in his recent speculations.
To John:
>You know, it might actually be a Gray Render.
>>136427Oh yeah, and Owlbears. I forgot about those guys. You can tell they're native to these parts.
Brozal taps his body with his trident and says, "Griltenfag". An aura of light surrounds him as his wounds begin to seal. Using a charge of my wand of minor vigor while resting in the top room.
>>136429You can't normally use wands, but whatever.. I'll put you at 15 HP from the wand charge.
I'm going to make you swap that for a healing belt later.
The iron gates appear locked.
>>136428What is the likelihood that they're actually ghosts though? And what else could live in those ruins that could be confused for ghosts?
Knowledge (dungeoneering)
[1d20+10 = 11]
>>136430I climb back down and search the coffers.
>>136427You've never heard of ghosts in this region, but then again you've never seen a ghost before.
>>136432The body looks pretty swagged-up, but sure.
I'm going to assume you Mountain-Hammered through the vault gate to get to the coffers.
The coffers are fancy, each encrested with the Vraath Coat Of Arms (a stylized V). They appear to be locked.
>>136433I will wait for someone to come down and try lockpocking it.
>>136434I'll tell you now that nobody in this party took enough ranks in lockpicking to open these coffers.
Even Jorr, who is a rogue, doesn't have the skill to do so.
"Eh, it was never my style." The woodsman says, scratching his head.
>>136435Rhukk raises his fists above his head and widens his legs in a mock of the punishing stance before slamming his gauntlets down onto the coffers with mountain hammer. “RAAAAAGHHH!”
>>136436Oop forgot what character I was playing.
*Brolaz
[1d20+5 = 24] - Heal check to determine if John actually died on the horse, or is otherwise affected by an unusual state. It is worth to at least inspect him with a quick glance, considering his silence. He does seem to be guiding his horse though, so he's probably fine. Still, it never hurts to apply a healthy amount of paranoia in everyday life. Or so would Aral say.
>>136436Rhukk?
>>136437Ah
The first coffer is eventually busted open with Jorr's help, revealing a multitude of shiny metal coins (gold, silver and copper). The next five reveal even more coins. Three off the coffers contains several letters of credit, long since expired (there must be some happy (((bankers))) somewhere). The last appears to carry a single fancy scroll, sealed with a red ribbon and peppered with golden leaf.
"Ya reckon that's the deed to the castle?" Jorr implores
>>136438John is alive. I'm just not sure what to do without his player.
This is what I get for improvising to prepare content...
>>136439I take all of the goodies. “I figured it was a painting or something.”
>>136439In all, 2,500 sp, 2,100 gp, and 120 pp are kept in the coffers.
Oh wait, that's platinum, not copper.
And a fancy deed.
>>136441Brozal gathers it all up in a big, greedy shekel sack (pick related).
There are still two alcoves left. One has a skeleton in front of it, who's still wearing some fancy-looking stuff.
>>136442I check the alcoves and take the skeleton so I can bury it.
I have came.
>>136425>You want to help out Brozal?Yeah i'll do that now.
What should i do?
>>136443Want to loot the skeleton first? His gauntlets look pretty shiny, that weapon looks one of a kind too.
Brozal spends a few minutes hammering on the gate to the next alcove until it breaks.
It's full of books.
The third alcove contains only a single large trunk. The trunk is unlocked, and retains what appears to be various trophies kept by the last keeper of the vault.
It contains a fancy Chain Shirt that looks like mithril. A large skull with curling horns that may have belonged to a dragon, a string of two-dozen giant tusk-like teeth on a chain, an enormous Spiked Gauntlet fit for a giant, and a fancy-looking staff (magick?)
>>136444Nice Trips.
You scale down the ladder and find Brozal, his everburning torches illuminating the entire room. He appears to have found the vaults and broken all the locks and gates that got between him and the treasure.
There's a room full of books too, if you want to check that out.
>>136445Should i do a search check in the book room?
Should i heal bro with the wand?
>>136445I will loot the skelly first
>>136446Sure, you can heal him, if you want.
No roll is necessary to search the room. Unlike the books in the room above, these books are written in common. The books appear to be manuscripts and records of the keep's history.
>>136448I will heal him.
What can i do with the books other than read them? Are they worth anything?
Aral decides to close his eyes for a moment and focus a little to try and guess what wild critters are in the vicinity, along the side of the road. It is not quite meditation, but pretty close to it. It is just something he does to pass the time while traveling.
[1d20+9 = 26] - Listen check
>>136447The skelly's armor is mostly rusted away, except for the fancy gauntlets. In one hand lies a brilliant mace-like weapon that sparkles with bright motes of light. As Brozal picks it up, it grows with a soft light equivalent to that of a torch. The shaft is an ivory-like material, and the hilt is inlaid with gold.
>>136451Brozal gives the mace a good swing. He knocks one of the walls with a single strike from it(using mountain hammer ofc).
>>136450You hear a low buzzing in the woods to your left.
>>136452The mace-star strikes true, bashing into the wall with a considerable dent in the wall and a burst of white-hot light as sparks erupt from where the weapon struck stone.
The chamber shakes.
"Will you let us leave
before you take this whole place down?" Jorr pleads, with a hint of annoyance
>>136453I open my eyes and look in the direction of the sound.
[1d20+16 = 34] - Spot
>>136455You see an enormous insect speeding towards you.
Roll initiative.
>>136454“Hm. Yes. First there is more treasure to take.” Brozal inspects the gauntlets while pocketing the mace.
>>136456Shit.
[1d20+5 = 13]
>>136457The gauntlet appears to primative, but it's also clearly of masterwork quality, perhaps greater. The claw-like spines are made of the teeth of an unknown beast, and glisten in the torchlight.
The gauntlet is so large only a giant could wear it effectively.
>>136458Too slow.
The insect speeds towards you and lashes out with it's claws and mandibles, managing to hit you because you're flat-footed. You take 6, then 8 piercing damage.
Roll an opposed grapple check, or Escape artist, if that's higher.
The beast is large sized.
>>136459Dunno how but I’m stuffing that gauntlet into my inventory. I’ll also pilfer through the trunk and take the mithril chain shirt, the pseudo-dragon skull, and the fancy staff.
>>136460It's way to big to be a pseudodragon skull. Looks like a young dragon.
>>136459Pardon my mistake, you only took 6 damage from that claw attack.
>>136459grapple
[1d20+8 = 9]ride check to steady horse
[1d20+10 = 30]
Did you read my post OP?
>>136449
>>136464I'm sorry, Anon.
No, the books don't appear to be valuable to anyone who isn't a resident of the keep.
>>136465Well is there anywhere else i can search in this secret room?
>>136466Not really, Brozal has revealed pretty much all of the treasure. You could roll some checks to perhaps reveal some lore about the items found so far, or claim a share of the loot/coins.
>>136466I think Chad still has Detect Magic Prepared. He could roll Spellcraft to try to identify some one the items revealed so far.
>>136467>>136469I'm not too bothered about the loot,
[1d20+11 = 13](minecraft)
I'll let you get on with the battle.
>>136470That wasn't a very good check...
But you do detect:
>Strong Conjuration on the Staff>Moderate Evocation on the Mace>Faint Evocation on the Giant Gauntlet>Faint Transmutation on the Gauntlets>Faint Abjuration on the Mithril Chainshirt>>136463Oh, sorry, I didn't see your post
You manage to stay on your horse, but the manage still manages to grapple you, biting into you for an additional 9 damage.
Your turn.
>>136471>manage to stay on your horse, but the manage still manages to grapple.I try to manage to escape being managed to be continually grappled.
[1d20+8 = 11]Aral, please manage that.
>>136472Nope.
The beast deals 5 more claw damage to you, and bites into your side as it begins to feed, dealing another 5 damage.
John lays on the sidelines, drooling slightly.
>>136473At this point I'm screaming like hell in an attempt to bring John out of whatever is going on with him. (pls advise for check if that effort could be successful)
And attempt to escape the grapple, this time substituting 2 attacks.
[1d20+8 = 23][1d20+3 = 19]
>>136473“I want the mace and the gauntlet. The gold and platinum must be given to the temple of Pelor.”
>>136474The first attempt fails, but the second attempt succeeds. Aral is no longer grappled.
Your horse isn't a war horse... So it looks like you can't control it this round. Yechnically you wouldn't have been able to make a full attack while riding a non-war horse, but that was my mistake.
The mantis lashes out again, managing to hit you for 7 damage.
... I'm going to need another opposed grapple check from you.
>>136475Noted. Want to put them on?
>>136478[1d20+8 = 25] - grapple
Figures it would be a buzzing insect to cause grief. I hate those.
BTW what is this thing, and what would be useful to know about it?
[1d20+12 = 15] - nature
>>136475"I'm fine with that, better then it going to the bankers."
>>136480>>136478>mantisSeems I forget what I read in like 5 seconds. Disregard the question.
>>136479A giant praying mantis. A monstrous vermin.
The beast is deadly mindless predator. It's claws and fangs are razor sharp.
You succeed in not being grappled this turn, and narrowly-miss a bite attack from the monster.
Your turn.
Remember, you need to succeed on a 20 DC ride check as a move action to control a horse that hasn't been trained for war.
>>136478I put on the new gauntlets.
>>136482You could also dismount.
>>136483Brozal feels noticably stronger as he puts on the gauntlets.
On a scale of 1 to 18, he feels like a 20.
>>136485That's a way of saying it.
>>136482>>136484I'm fine with just staying in the saddle for now. (And I have 10 effective Ride)
I'd like to cast Burning Hands at the mantis.
[5d4 = 13]
>>136487You still need to succeed on the Ride check.
>>136488[1d20+10 = 24] - ride
>>136490The monster crit fails it's attack of opportunity and likewise fails it's saving throw.
The creature is damaged, but otherwise unhindered. It lashes out again.
... And hits you, dealing another 12 claw damage.
I'm going to need another opposed grapple check.
>>136494Fail, even if rolled correctly.
You are grappled once more, and the monster deals another 5 bite damage.
Your turn.
>>136495Attempt to escape grapple
[1d20+8 = 18]>11 hp, wew
>>136497The monster crit, fails it's check, letting you free.
You technically needed to make a ride check first. Roll it.
>>136498[1d20+10 = 17] - ride
Sorry, forgot about that.
>>136499Fail.
Technically you should have spent your full round trying to control your untrained horse, but I'm just going to say you fell off during the grapple. Your horse runs off. You can find it later.
You are now prone.
The monsters attempts to grab you again, but you narrowly dodge it's claws and teeth, wriggling on the ground beneath it like a worm.
Your turn again.
>>136501I use my full attack with the rapier, attacking the mantis above me.
[1d20+4 = 24][1d20-1 = 17]
>>136502Both attacks hit. Roll damage.
In fact, both of those are cits.
>>136503[1d6+2 = 4][1d6+2 = 3]For future reference, would multiplication work in this BB code dice rolling stuff?
>>136504The insect takes 8, then 6 damage from Aral's desperate attacks with his rapier, the thin blade piercing through the knicks in the arthropod's exoskeleton.
It raises it's claws to attack once more, but then collapses on top of him, finally succumbing to its wounds.
The monster is now unconscious and dying.
>>136505I push it off me, get up and stab it a few times for good measure.
Awww, darn. I forgot to make you roll to confirm those threats.
*rolls some dice*
Okay, technically you wouldn't have actually managed to kill that monster, and it would have still had a few HP next round and it would have probably killed you the following round.
However, this was just a random encounter meant to teach you the basics of combat and occupy you as compensation for John not showing up.
>>136506It dies from the coup de grace.
The monster has no treasure, but a random healing potion appears in the air that you can drink to regain all of your expended HP for this encounter.
>>136508>random healing potionlol
I'll take it.
Bozal, Chad, you have the rest of this entire session to decide how you want to divide the loot. You can even chat after I leave, if you want. You never need my permission to talk in-character.
Whiskers won't be present today, and it looks like John won't be here either.
>>136510I thought we already decided. I’m alright with giving Chad anything I didn’t call dibs on(such as the mace and the gauntlets).