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Aubrey's Rise of the Runelords campaign

Game Master Aubrey the Malformed


9,801 to 9,850 of 12,302 << first < prev | 192 | 193 | 194 | 195 | 196 | 197 | 198 | 199 | 200 | 201 | 202 | next > last >>

HP 68/68, AC 21, T 12, FF 19, CMD 19 Performance 30/30

Illes grins at Camlo while reaching for his rapier, "We're on this hansome fellow's side" he says nodding to the bugbear. "Turns out today is election day in goblin town and we are campaign mangers for the new chief."


Male Halfling Rogue/10 AC:23 HP:80{83} Dravite

"Ah, and we wish to pursue the negotiations intensely? I see." Camlo says as he draws rapier and punching dagger.


male Human Shoanti Fighter 10 xp 78,082
Aubrey the Demented/Malformed wrote:

The ones nearest the boss - his immediate entourage.

Man, I've got something of a mapping challenge to come - a pyramidal chamber at multiple levels. Hopefully I can keep it simple.

Good luck; I know the feeling. ;)

initiative 1d20 + 2 ⇒ (7) + 2 = 9


male Human Shoanti Fighter 10 xp 78,082

Alwyn 12
Illes 9
Hudak 9 (we're tied dexwise; so charisma wins I guess).


Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 2

Init: 1d20 + 4 ⇒ (18) + 4 = 22


male Human Shoanti Fighter 10 xp 78,082

Elisile 22
Alwyn 12
Illes 9
Hudak 9 (we're tied dexwise; so charisma wins I guess).


Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 2

I hadn't added in my init modifier Heath, Elisile is at 22 not 18.


male Human Shoanti Fighter 10 xp 78,082

got it!


Elisile 22
Camlo 21
Alwyn 12
Illes 9+
Hudak 9-

Vethran?


Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 2

Veth init: 1d20 + 3 ⇒ (14) + 3 = 17


Just to let you know, I might be a bit slow updating - I'm being a bit sociable the next couple of evenings.


male Human Shoanti Fighter 10 xp 78,082

right on; have fun!


Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 2

This sociability will not do Aubrey!

I’m thinking that, depending on range and layout, Elisile will take a pot-shot down at the goblin chief, depending on the situation she may lead with a true strike spell or something though.


Yeah, sorry - being sociable, recovering from being sociable, then the in-laws descended this weekend, and the sun is out (it being the UK, this is a remarkable event where we all stand outside gazing at the sky in wonderment for hours instead of huddling inside as usual) - so I've been very slow. However, my mind has turned to the conundrum, I think I have a solution, and I "fully intend" to roll it out for your delectation tonight.


Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 2

Heh heh, no worries.


1 person marked this as a favorite.

Map.

This may need a little explanation. The main two maps are vertical representations of the two cavern walls where the goblins live. There are numbers (modes of moving between ledges) and letters (ledge reference IDs) in the map. The IDs should be obvious, the numbers less so. There are three means of moving from ledge to ledge: rope bridges (green), ladders (orange) and swing ropes (purple). The numbers show you the start and end point of your journey, which may be on the same cavern wall (most often for ladders) or may be on the opposite wall (most often for bridges). I'll let you know the distances to travel and how long it takes as we go along. Bridges require no special checks to travel, the ladders can simply be climbed but a Climb check of DC 10 will let you move faster than 1/4 speed (half speed moving up, full speed moving down). A swing rope requires a DC 10 Acrobatics check to leap off of the right point - fail by more than 5 and you fall, fail by less than 5 and you may find yourself swinging in the middle of the cavern. Also, remember that the cavern walls slope out as they descend, so the distance between the two cavern walls increases the further down you descend. It also means that it is very difficult to simply drop to the ledge below you - chances are you cannot see the ledge below you on the same face due to the cavern widening out like this.

There are also maps of ledges A (the entrance) and B (the chief's ledge). G's are goblins, BB is the bugbear, Ch is the chief, F's are the chief's flunkies. I'll create more ledge maps as they become necessary.

Please place yourselves while I knock up some goblin stats.


Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 2

Cool map.
So it appears that the most direct way (by foot) to the chief’s ledge is across Bridge 1 to ledge J, down ladder 2 to ledge K, across bridge 3 (or swing rope 18?) to ledge C, down ladder 4 to ledge D, down ladder 5 to ledge E, up ladder 6 to the other part of ledge E, and across bridge 7 to ledge B – am I following these connections correctly?

Of the goblins on ledge A, which one is our charmed goblin? The bugbear is charmed, presumably the other goblins on our ledge are on the chief’s side or unaligned.

I guess Elisile will start at L27 on ledge A.


Male Human (Shoanti) Cleric 10

Very nice! Alwyn starts in J28 on Ledge A.


male Human Shoanti Fighter 10 xp 78,082

I'll take k 28.


male Human Shoanti Fighter 10 xp 78,082

wow. again, wow to the map.


Elisile Starbrow wrote:
So it appears that the most direct way (by foot) to the chief’s ledge is across Bridge 1 to ledge J, down ladder 2 to ledge K, across bridge 3 (or swing rope 18?) to ledge C, down ladder 4 to ledge D, down ladder 5 to ledge E, up ladder 6 to the other part of ledge E, and across bridge 7 to ledge B – am I following these connections correctly?

Possibly - without the map in front of me I can't be definitive, but it is deliberately complicated to get to the chief's ledge, for defensive purposes, and that sounds about right. I think I put in a more direct, though dangerous, route too.

Quote:
Of the goblins on ledge A, which one is our charmed goblin? The bugbear is charmed, presumably the other goblins on our ledge are on the chief’s side or unaligned.

I forgot about him, but G1. The others are current "assessing the situation", yes. Everything to play for...


Male Human (Varisian) Wizard (Evoker) 9

*stares in wide-eyed awe of the map*

Vethran starts in J29.


Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 2

Let’s start Illes in J30 and Camlo in K30 so as to get things underway.


Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 2

Elisile’s round 1 action:

Elisile draws an arrow from her quiver, the arrow head dancing with flame and crackling with electricity as she nocks it to her bow and takes aim at the goblin chief on his ledge across the cavern.

Full round bow attack using deadly aim on the goblin chief. I assume that the other side of the cavern is within one range increment of a composite longbow, please apply any appropriate penalties if that is not the case.
#1: 1d20 + 9 ⇒ (13) + 9 = 22 Damage: 1d8 + 6 ⇒ (7) + 6 = 13 plus 1d6 ⇒ 5 fire plus 1d6 ⇒ 3 electricity.
#2: 1d20 + 4 ⇒ (7) + 4 = 11 Damage: 1d8 + 6 ⇒ (5) + 6 = 11 plus 1d6 ⇒ 2 fire plus 1d6 ⇒ 4 electricity.


I haven't rolled the baddies initiative yet, so that might need to be re-routed. Sorry - should be on track by tonight.


Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 2

No worries, I figured there was a good chance (but not a certainty) that Elisile would go first, I didn’t want everyone waiting on me over night if so. If the situation changes I’ll change her action.


Map updated. We now have F1-3 (fighter types), R1-3 (bow types) and B (bard type).

Initiatives:
Chief 1d20 + 8 ⇒ (18) + 8 = 26
Fs 1d20 + 8 ⇒ (20) + 8 = 28
Rs 1d20 + 5 ⇒ (10) + 5 = 15
B 1d20 + 4 ⇒ (7) + 4 = 11
BB 1d20 + 2 ⇒ (18) + 2 = 20

Assume ordinary goblins go on count zero.

Updated initiatives:
Fighters 28
Chief 26
Elisile 22
Camlo 21
Bugbear 20
Vethran 17
Rangers 15
Alwyn 12
Bard 11
Illes 9+
Hudak 9-
Ordinary goblins 0

Still looking for starting positions from Camlo, Illes and Veth.

The fighters grab their weapons and run across the bridge. The chief quickly casts a spell and takes flight, across the gap and under the overhang.

The Fs are also under the overhang - targeting anyone on ledge E from where you are would be tricky, to say the least. Now Elisile can have her go, using the rolls above.


Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 2

With the chief out of sight, Elisile targets the fancy looking (for a goblin) bard instead. Then 5 foot steps back to k27.


HP 68/68, AC 21, T 12, FF 19, CMD 19 Performance 30/30

Behind the bugbear since I was egging him on.


Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 2

So that’s K29 for Illes. Veth has already nominated J29.

And Camlo is up.


Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 2

This is going to be a fun fight ... what sort of action would it take to push a flat footed goblin off the edge of a ledge?


male Human Shoanti Fighter 10 xp 78,082

I think bullrush.


Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 2

Bullrush makes sense, but I figure if it is flat footed ... and a goblin ... you could almost just go up and push it. It would be worth it for the comedic value if nothing else.


One crackling arrow hits the goblin bard, making her squawk.

It would be bullrush, but being small gives them a fairly poor CMD and the random goblins are pretty puny at the best of thimes.

CAMLO!

Map updated.


Male Halfling Rogue/10 AC:23 HP:80{83} Dravite

Place Camlo at K30

Assuming all the Goblins are enemies, and the bugbear is not..... If not, then Camlo will delay until he can safely get across the bridge...

Camlo strikes out at the nearest goblin,
Atack: 1d20 + 13 ⇒ (10) + 13 = 23 Dmg 1d4 + 1 + 5d6 + 5 ⇒ (2) + 1 + (4, 5, 3, 4, 3) + 5 = 27
Atack: 1d20 + 8 ⇒ (17) + 8 = 25 Dmg 1d4 + 1 + 5d6 + 5 ⇒ (3) + 1 + (4, 4, 3, 2, 3) + 5 = 25
Atack: 1d20 + 12 ⇒ (18) + 12 = 30 Dmg 1d3 + 5d6 + 5 ⇒ (3) + (6, 3, 4, 5, 3) + 5 = 29

Aubrey the Demented/Malformed wrote:
CAMLO!

Keep yer hair on fella! It's been a rough week :) I'm also up in the lakes for the weekend, so assume I'll have no internet from Tonight, through to sometime Monday.


G1 is the charmed goblin, but the others aren't. I'll keep it simple.

Stab! Stab! Stab! Camlo removes the goblins of uncertain loyalty nearby.

All uncharmed goblins on ledge A now dead. I'll update the map later.

Enjoy your trip - hopefully the weather will improve.


BB's CMB = 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27 v goblin 4's CMB. Intimidate 1d20 + 11 + 4 ⇒ (7) + 11 + 4 = 22.

The bugbear charges across the bridge, pushing the nearest goblin out of the way as if it wasn't there and sending it sprawling. "Right," it snarls at the others on the ledge, looming over them, "Are you with me, or against me?" The goblins gulp, not sure what to do.

Map updated.

Vethran.


Male Human (Varisian) Wizard (Evoker) 9

Noticing the goblin rangers on the lower ledge across the rookery, Vethran takes the time to make their lives more difficult, conjuring a thick, sticky web to ensnare them and their weapons.

Dropping a web centered at V-W/47-48, 20' radius, DC 18 Reflex save. No movement, assuming I can see that target from where I am. Otherwise I'll move to the edge of the ledge (L31).


You won't see if from there, but other than that...

Vethran steps carefully over a goblin corpse and casts a spell, sending down sticky webs to smother the goblin archers. But most of them are quick on their feet, and avoid the worst.

Saves:
R1: 1d20 + 9 ⇒ (5) + 9 = 14
R2: 1d20 + 9 ⇒ (12) + 9 = 21
R3: 1d20 + 9 ⇒ (10) + 9 = 19
B: 1d20 + 8 ⇒ (11) + 8 = 19

They immediately fire back.

R1 tries to escape the web, R2 and R3 shoot at Vethran.
R1: CMB 1d20 + 4 ⇒ (4) + 4 = 8 v DC 18
R2: Attack 1 1d20 + 13 ⇒ (9) + 13 = 22 to hit, damage 1d6 + 4 ⇒ (3) + 4 = 7, Attack 2 1d20 + 13 ⇒ (18) + 13 = 31 to hit, damage 1d6 + 4 ⇒ (4) + 4 = 8
R3: Attack 1 1d20 + 13 ⇒ (6) + 13 = 19 to hit, damage 1d6 + 4 ⇒ (6) + 4 = 10, Attack 2 1d20 + 13 ⇒ (6) + 13 = 19 to hit, damage 1d6 + 4 ⇒ (6) + 4 = 10

Map updated.


Updated initiatives and conditions:
Fighters 28
Chief 26
Elisile 22
Camlo 21
Bugbear 20
Vethran 17
Rangers 15 (R1 stuck in Web)
Alwyn 12
Bard 11
Illes 9+
Hudak 9-
Ordinary goblins 0

Alwyn.


Male Human (Varisian) Wizard (Evoker) 9

They should still be suffering from a 20% miss chance due to concealment from the webs.

Arrows strike the mage, who simply grins as the arrowheads shatter ineffectually on his robes.

Still running protection from arrows from before. 25 of 90 damage prevented, unless the 20% miss chance causes some to miss.


Actually, looking at it, it says cover, not concealment. Subtract 2 from each of those attack rolls. Of course, it cuts both ways.


Male Human (Varisian) Wizard (Evoker) 9
Aubrey the Demented/Malformed wrote:
Actually, looking at it, it says cover, not concealment. Subtract 2 from each of those attack rolls. Of course, it cuts both ways.

Ah, then those 19s become 17s, which miss. So only 15 damage comes off my shield (would've been 35, not 25 before).


Male Human (Shoanti) Cleric 10

First I thought I'd hit the archers with with Holy smite, but the blinding effect only lasts one round. So instead, I'll go for this:

Alwyn shakes his head at the meager effects of Vethran's spell. "Try this instead, Varisian." As he gestures towards the bowmen, their ledge fills up with viciously sharp thorny growths.

First I move to N28. Then I fill up the ledge with Wall of thorns. I have 20 10x10x5' squares, so here it goes:
* UV 45-46 to 10' height (2 squares)
* UV 47-48 to 10' height (2 squares)
* UV 49-50 to 10' height (2 squares)
* UV 51-52 to 10' height (2 squares)
* UV 53 to 10' height (1 square)
* XY 45-46 to 10' height (2 squares)
* XY 47-48 to 10' height (2 squares)
* XY 49-50 to 10' height (2 squares)
* XY 51-52 to 10' height (2 squares)
* XY 53 to 10' height (1 square)
* ST 46 to 10' height (1 square)
* Y 49-50 to 10' height (1 square)
Not only does the wall block line of sight, it also damages anyone in it (damage=25-AC per round). Even better, the wall requires a STR check to move through; DC 20 lets you move 5', DC 25 for 10', etc.

The goblin bard is next.


OK, I have a slight issue with that wall in that it isn't contiguous - you've got a gap running down the middle in W. I'm assuming that's a mistake as the baddies are standing in W. Could you confirm?


Male Human (Shoanti) Cleric 10

Oh crap. Yeah, all the XYs are supposed to WXs... Dunno what happened there.


An alphabetic malfunction, easily corrected. I'll update the map tonight.

The goblins on the ledge are suddenly engulfed by spiny plant growth. However, this doesn't prevent the goblin female's croaky voice booming out in the strange accoustics of the chamber.

Illes.


Updated initiatives and conditions:
Fighters 28
Chief 26
Elisile 22
Camlo 21
Bugbear 20
Vethran 17
Rangers 15 (R1 stuck in Web)
Alwyn 12
Bard 11
Illes 9+
Hudak 9-
Ordinary goblins 0

Map updated.

Illes.


Illes?


Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 2

I think ith may be tied up with family visiting and the young one's first birthday.

Following reasonably standard operating procedure, Illes will begin cranking out a tune, casting haste as a standard action and beginning an inspire courage performance (+3) as a move action.

Haste will target all the PCs and just for kicks our friendly goblin (the bugbear is too far away, just). Inspire courage should affect all of the above including the bugbear.

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