Chronicles of Biston

Game Master garabbott

The year is 4700. The village of Biston has suffered much in the past, and survived, but now there are many powerful forces coming down on this place, and somebody needs to rise against them.


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RPG Superstar 2009 Top 16

Kyrra send a throwing axe tumbling end over end towards the goblins. As it sails over their heads, she curses to herself, dropping the other throwing as as she draws her sword and sickle.

1d20 + 4 ⇒ (4) + 4 = 8
1d6 ⇒ 5


HP 17/17, AC 16

"Bang, you little bastards." Mal mutters to himself as he aims and fires.

Touch Attack: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Male Wandering Nomad 3

I'd update, but my shoddy wifi connection doesn't even grant me access to the SRD to check some goblinoid stats.... but for some reason this website loads perfectly fine!

So sorry, I'm a little bit frustrated myself and I hope you guys don't mind the wait.


Male Human Slacker 4

No worries, it happens. ;)


Male Wandering Nomad 3

Okay folks sorry 'bout that, hope everyone's still here and ready to go. Calon's original attack roll will be used.

Initiative Order:
Goblins 25
Kyrra 13
Calon 13
Malcom 12
Gaurm 1

The party rounds the corner and with swift aggression immediately comes on the offensive. Kyrra hurls a throwing axe but it sails over the goblins' heads. Calon snaps off a shot with his short bow, but the arrow skips off a rock face and misses its target. Malcom's fired pistol sounds out loudly and a puff of smoke issues forth, a bullet shattering some stone directly above one goblin's ear, but the goblins remain unharmed.

Two of the goblins retaliate, firing well-aimed shots at the party, while the third goblin steps forward and yells something to its allies and draws its rusty, jagged shortsword with a swish. One arrow pierces Calon's shoulder and the other thuds dully into Kyrra's upper thigh. 6 damage to Calon, 5 to Kyrra: some sharpshooter goblins.

Goblin:
"Bam, bam, good shots! Where is boss? Maybe when we kill these idiots he'll finally believe in us as mighty warriors."

GM Screen:

1d20 + 4 ⇒ (19) + 4 = 23
1d20 + 4 ⇒ (18) + 4 = 22
2d6 ⇒ (6, 5) = 11


Male Half-Ogre Vangaurd Commander (Warlord) 2 [HP 21/25 | AC 17/10/17 | Fort +6, Ref +0, Will +0 | Init +2; Perception +6]

I never made my surprise round actions, I guess that will just pass by then.

Gaurm moves forward, his massive hammer coming through in a blurring arc to strike at one of the goblins.

Attack: 1d20 + 4 ⇒ (2) + 4 = 6.

And that is a wasted swing, lol.


Male Wandering Nomad 3

I just assumed that you didn't have an action in mind, so continued without it. If you'd like to retcon throwing a dagger or shooting your crossbow, though, please do -- I just didn't want to make that decision for you :P

Also, as a heads up to everyone: my world-traversing journey comes to an end on May 12th and I will be back home in the States where wifi is unavoidable and I won't have a job right away, so basically just free time... you can expect my activity to increase around then, is what I'm saying. If your own schedules fit better into a slow-moving game, of course that's okay, but I'm just saying the game could potentially speed up a bit if everyone wanted to commit to that.


Male Half-Ogre Vangaurd Commander (Warlord) 2 [HP 21/25 | AC 17/10/17 | Fort +6, Ref +0, Will +0 | Init +2; Perception +6]

My fault for waiting so long. I will throw a crossbow shot into the mix.

Attack: 1d20 + 1 ⇒ (10) + 1 = 11.
Damage: 2d6 ⇒ (1, 5) = 6.

Grand Lodge

M Elf Wizard (Transmuter)(Perception: +7, Init: +4, AC: 14, touch: 14, FF: 10, CMD: 14, HP: 7/7, F: +0 R: +4 W: +3, TK Fist: 6/6)

Calon grimaces at the arrow's impact, biting back a scream. He focuses past the pain, draws his rapier and channels a blast of Telekinetic energy through it at the one who fired at him.

TK fist - ranged touch attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d4 + 1 ⇒ (4) + 1 = 5


HP 17/17, AC 16

Stepping in front of his wounded allies, Mal reloaded and fired again.

Point Blank Shot, Touch Attack : 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Damage: 1d10 + 1 ⇒ (9) + 1 = 10


Male Wandering Nomad 3

Going to move things along... assuming that Kyrra will close and attack.

Round 1

Kyrra hisses and advances on the goblins, slashing out with her short sword at the one standing in front of the others with its sword at the ready.

Attack 1d20 + 4 ⇒ (7) + 4 = 11

Her sword swishes viciously but the short goblin stoops lower and sneers, dodging the blow.

Calon retaliates against one of the goblins, blasting it carefully and precisely with a telekinetic blow that leaves it nearly senseless, though it still stands.

The other goblin with a short bow is not so lucky, and as it is drawing another arrow for its second shot, Malcom's shot rings out and a bullet blows the goblin's forehead through the back of its skull, and it's flung back and down onto the ground dead.

Gaurm moves ahead after Kyrra, coming up alongside the same lucky goblin, who turns just in time to see the giant man's hammer hit the ground next to it.

Round 2

The badly wounded goblin drops its bow, draws its sword, and steps in to Gaurm to attack, but its sword blow glances smoothly off the half-giant's shield. However, the other goblin's attack, which comes from the side as he is distracted by the first one's sword, sticks painfully through some links in his armor into his side. 3 damage to Gaurm.

GM Screen:

2d20 ⇒ (7, 17) = 24
1d4 ⇒ 3

Also, I forgot that goblin shortbows are small-sized so therefore do 1d4 and not 1d6 damage. Kyrra and Calon therefore can reduce the damage they took earlier to 4 each -- sorry 'bout that.

Grand Lodge

M Elf Wizard (Transmuter)(Perception: +7, Init: +4, AC: 14, touch: 14, FF: 10, CMD: 14, HP: 7/7, F: +0 R: +4 W: +3, TK Fist: 6/6)

Calon advances and flows around to the side of the wounded goblin attacking Gaurm. His rapier dances in a series of quick strikes to confuse the creature and allow Calon to get in a killing blow.

Attack: 1d20 + 6 ⇒ (20) + 6 = 26 add +2 for flanking if possible
Damage: 1d6 ⇒ 4

Crit confirm: 1d20 + 6 ⇒ (20) + 6 = 26 add +2 for flanking if possible
Damage: 1d6 ⇒ 1


Female Human Ranger (Warden) 1

Kyrra attacks the goblin furiously, her sword blade going wide in the chaos. Twisting her flexible frame she brings the sickle up in a wicked arc.

Sword
1d20 + 2 ⇒ (3) + 2 = 5+2 flanking if possible
1d6 + 1 ⇒ (6) + 1 = 7

Sickle
1d20 + 2 ⇒ (18) + 2 = 20 +2 flanking if possible

1d6 + 1 ⇒ (1) + 1 = 2

Confirmation
1d20 + 2 ⇒ (8) + 2 = 10 +2 flanking if possible

1d6 + 1 ⇒ (5) + 1 = 6


Male Wandering Nomad 3

Kyrra's sickle soars wide, but her short sword snaps up in a deadly stroke, hewing brutally into the goblin's chin and continuing up from there, killing it instantly in a crimson spray of gore. Almost at exactly the same time, Calon's sword dance is so intricate that the goblin freezes at the sight, utterly confused, and in a second it is skewered directly through its little heart, and it slumps to the ground, dead.

A silence settles, broken only by your collective heavy breathing. The passageway that enters the rock waits ominously before you.

The goblins have basic small-sized gear: leather armor, short swords, short bows, and 15 arrows each. You will find a small -- but still impressive for goblins -- collection of coins as well, that adds up to 32 gp and 27 sp.


Male Half-Ogre Vangaurd Commander (Warlord) 2 [HP 21/25 | AC 17/10/17 | Fort +6, Ref +0, Will +0 | Init +2; Perception +6]

Gaurm shakes his head slightly, "My friends, pause for a moment, let me relieve our hurts."

Channel positive energy to heal: 1d6 ⇒ 6.

Grand Lodge

M Elf Wizard (Transmuter)(Perception: +7, Init: +4, AC: 14, touch: 14, FF: 10, CMD: 14, HP: 7/7, F: +0 R: +4 W: +3, TK Fist: 6/6)

Calon flexes his shoulder after the wound closes up. "Thank you. Your god must favor you highly, with such powerful healing!"

He scoops up the coins and hands them to Gaurm with a small smile. "I think we can make better use of these than they can. Would you mind carrying these until we get back to town?"

He then peers into the cave to see if there is any light coming from inside. If it is dark, he will unlimber his pack, get a torch and flint and light it.

"Ready to go?"

I have added a section a the bottom of Calon's sheet for the party treasure, if everyone doesn't mind.


Male Half-Ogre Vangaurd Commander (Warlord) 2 [HP 21/25 | AC 17/10/17 | Fort +6, Ref +0, Will +0 | Init +2; Perception +6]

"Torag gives many gifts to his faithful." Gaurm accepts the small purse with a nod, tucking it inside his pack.

That is fine with me, saves me the trouble of doing it. :)


Male Wandering Nomad 3

There is no light in the cave, but from Calon's torchlight a curious scene unfolds. The tunnel into the cave stretches for some distance, but after about a hundred and fifty feet, it widens into a large, rectangular chamber approximately 30 feet wide by 50 feet long. The stone around the walls of the cavern was obviously worked many, many years ago from its natural form. Several empty torch bearers scatter the wall, but they are covered in cob webs and obviously haven't been used in a long time. There are several weather-worn, beaten-down pieces of furniture stuffed up against the wall on the right: a bookshelf, a table, some chairs, and a locked, rotting chest.

The most curious feature of the cavern, however, is that the far wall's entire length is hugged by an oversized trough-like feature, ten feet wide and raised off the ground a good three feet high. Incredibly black water fills the long, wide trough: a motionless pool, the water laps at the very edge of the trough, as it is filled to its maximum.

As you take all of this in through the flickering torchlight, you also notice a few alarming features as well. The ground here is slick with dark water and, at closer inspection, what appears to be a grotesque amount of blood. There is a crumpled humanoid body next to the trough on the left-hand side.

Perception DC 20:
One single bubble of air softly breaks the surface of the trough's still water, next to where the unidentified body lies. Something is in there.

Grand Lodge

M Elf Wizard (Transmuter)(Perception: +7, Init: +4, AC: 14, touch: 14, FF: 10, CMD: 14, HP: 7/7, F: +0 R: +4 W: +3, TK Fist: 6/6)

Calon cautiously moves into the chamber towards the body, torch held high in his left hand and rapier at the ready in his right. As he gets closer, his eyes flick back and forth, alternately looking for any sign of life from the figure and warily watching the water in the trough.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Heal check on the body: 1d20 + 1 ⇒ (11) + 1 = 12


Male Wandering Nomad 3

Re-reading my description, "trough" might be the wrong word. It's more like a raised infinity pool, or perhaps just a normal swimming pool, that's set up against the wall. There's no judging how deep it is.

I'll give some time for more Perception checks...


Male Half-Ogre Vangaurd Commander (Warlord) 2 [HP 21/25 | AC 17/10/17 | Fort +6, Ref +0, Will +0 | Init +2; Perception +6]

Gaurm enters beside Calon, shield up and hammer ready, eyes alert for any sign of danger.

Perception: 1d20 + 2 ⇒ (8) + 2 = 10.


Female Human Ranger (Warden) 1

Perception 1d20 + 8 ⇒ (9) + 8 = 17


Male Wandering Nomad 3

As Calon and Gaurm advance towards the crumpled body, they begin to see that it is heavily armored. A beautiful large sword lies on the ground next to it: you recognize it by size and shape to be a bastard sword. Blood seeps slowly from several vicious wounds in its sides, meaning that the wounds are fresh.

When you get close enough to identify the creature, you recoil briefly when seeing a rough, grotesquely greenish brown skin. The creature is a hobgoblin, a species of larger brethren of the goblins outside.

Before you can truly react to the situation, however, there is an explosion of water from the pool nearby! Something huge, what looks like an eight-legged lizard the size of a horse, has launched itself from the water and now lunges directly for Calon, an ugly row of serrated teeth lining its gaping, round mouth. The elf, despite being taken completely by surprise, cowers back and is saved from the massive lizard's gaping maw by the magical force of his Mage Armor spell cast earlier. The lizard stands before Calon and Gaurm, its long tail swishing back and forth angrily at being denied its meal -- though his eyes immediately narrow in an almost intellectual way, and begins to snap its jaws menacingly at Gaurm instead of the elf.

Initiative and actions please, the surprise round is already over. Some knowledge (nature) might tell you a thing or two about this lizard.

GM Screen:
1d2 ⇒ 1
initiative 1d20 + 5 ⇒ (19) + 5 = 24
charge 1d20 + 6 ⇒ (5) + 6 = 11


Male Half-Ogre Vangaurd Commander (Warlord) 2 [HP 21/25 | AC 17/10/17 | Fort +6, Ref +0, Will +0 | Init +2; Perception +6]

Initiative: 1d20 ⇒ 2.

Oh for Pete's sake, can I have a good die roll?

I will wait to see how the round unfolds .. since I go dead last again.

Grand Lodge

M Elf Wizard (Transmuter)(Perception: +7, Init: +4, AC: 14, touch: 14, FF: 10, CMD: 14, HP: 7/7, F: +0 R: +4 W: +3, TK Fist: 6/6)

Calon pauses for a brief second as he tries to place the beast in his mental catalogue to find a possible weakness.

Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Knowledge (nature): 1d20 + 9 ⇒ (17) + 9 = 26
Action following results of Know check.


Male Wandering Nomad 3

Calon:
This creature is a Water Wraith -- you read about it some months back in an obscure book about amphibious predators. Normally native to the Mwangi Expanse, this specimen seems to have adapted to the cooler Varisian climate. You've never heard of Water Wraiths in the area before, and are rather surprised to see one here.

These eight-legged amphibious lizards have the ability to change their color at will. This chameleon-like ability, combined with their superior intelligence, has made them often coveted as exotic pets or guard animals for generations. Water Wraiths tend to rely on their ability to change color by hiding in water and waiting to set up ambushes; when these fearless hunters strike, their webbed claws propel them quickly forward either on land or in water. Once their toothy, eel-like mouths attach to victims, water wraiths quickly begin to bleed them dry, rapidly draining the blood from their victims in a painful, messy way. The hobgoblin on the ground has likely suffered this fate.

Usually in captivity, these creatures are deliberately kept underfed and rarely grow beyond 2 feet in length. Water Wraiths encountered wild, or kept on an unrestricted diet, can grow to even more massive sizes than the one before you, however. You were curious to note that the Water Wraiths' color-changing powers are not just an automatic defensive response, but can be a matter of self-expression, or even strategy and tactics on the part of the creature. Water wraiths often express likes and dislikes with an outward display of color: bright red is frequently associated with hunger, and dull green represents dislike or lack of interest. Black, on the other hand, represents anger -- often caused by a territorial dispute. When hunting, however, Water Wraiths will turn to any color that might better suit them for an ambush.

Interestingly enough, Water Wraiths find full-blooded elves to be unpalatable, but show no aversion to their half-elven cousins: this would explain the giant lizard's sudden focus on Gaurm. However, remember that just because a Water Wraith won't eat. Unfortunately, you don't know of any particular weaknesses the creature might have, but you know that it's defenses aren't particularly impressive and it can be slain as easily as any other creature of its size.

Since the lizard got a 24 on initiative, I'll post its first round action.

The lizard turns suddenly away from Calon while he struggles to recall information about this creature. The deadly maw snaps out instead at Gaurm, who raise his shield against its teeth but not quite fast enough. Brutal pain shoots through the half-giants side when the giant hunter crunches down, and you immediately feel a warm sensation in your very blood flow -- you're being drained. Take 7 hp damage and 2 con damage -- treat this "attachment" as a grapple, and you may break the attachment with a grapple check. Distracted by this sudden, vicious attack, Calon does not see one of the lizard's front claws slash across his front, which deals a painful but not devastating blow. 4 damage to Calon.

GM Screen:
3d20 ⇒ (16, 2, 19) = 37
1d8 + 2 ⇒ (5) + 2 = 7
1d2 ⇒ 2
1d6 + 2 ⇒ (2) + 2 = 4

Grand Lodge

M Elf Wizard (Transmuter)(Perception: +7, Init: +4, AC: 14, touch: 14, FF: 10, CMD: 14, HP: 7/7, F: +0 R: +4 W: +3, TK Fist: 6/6)

Despite the pain, Calon thinks quickly, knowing that they have to get the creature off of Gaurm before it drains him of blood like the unfortunate hobgoblin.

Raising his rapier, he chants મારા મોટા મિત્ર સાચી વિશાળ બનાવો. As the blade begins to glow, he reaches out and touches Gaurm, who swells to an even huger size!

Use 1/day ability to cast any spell in spell book: Enlarge on Gaurm. He becomes Large (treated as Huge with powerful build), +2 Str, -2 Dex, -1 AC, +1 CMB & CMD Lasts 2 min.


Female Human Ranger (Warden) 1


Initiative1d20 + 5 ⇒ (20) + 5 = 25
Knowledge nature1d20 + 4 ⇒ (9) + 4 = 13

As the lizard creature lunges at Guarm, Kyrra is already in motion, streaking across the room to bring her short short sword slicing towards the vicious beast.

Charge1d20 + 6 ⇒ (13) + 6 = 19
1d6 + 2 ⇒ (2) + 2 = 4


HP 17/17, AC 16

Init: 1d20 + 5 ⇒ (1) + 5 = 6
Knowledge: Nature (monster lore): 1d20 + 8 ⇒ (9) + 8 = 17

"Holy!" Mal curses, jumping back in surprise and snapping off a shot and the creature.

Touch Attack: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage: 1d10 + 1 ⇒ (8) + 1 = 9


Male Wandering Nomad 3

Though not quite high enough to warrant all of the information in Calon's spoiler, go ahead and read it anyway if you want Mal -- I presume that Calon will share everything he learned once combat is over, anyway.


HP 17/17, AC 16

"What the hell is that doing here?" Mal says, reloading and stepping back a pace.


Male Half-Ogre Vangaurd Commander (Warlord) 2 [HP 21/25 | AC 17/10/17 | Fort +6, Ref +0, Will +0 | Init +2; Perception +6]

Gaurm snarls at the beast that has its massive jaws locked onto him, slides his grip on his suddenly preposterously massive warhammer and uses its haft to try to lever the beasts jaws open.

CMB to break grapple: 1d20 + 5 ⇒ (9) + 5 = 14.

Grand Lodge

M Elf Wizard (Transmuter)(Perception: +7, Init: +4, AC: 14, touch: 14, FF: 10, CMD: 14, HP: 7/7, F: +0 R: +4 W: +3, TK Fist: 6/6)

Gaurm's CMB should be +7, +1 for the +2 Str and +1 for the increased size.


Male Half-Ogre Vangaurd Commander (Warlord) 2 [HP 21/25 | AC 17/10/17 | Fort +6, Ref +0, Will +0 | Init +2; Perception +6]

Very true. Make that a CMB check of 16.


Male Wandering Nomad 3

Gaurm puts up a valiant struggle, but the Water Wraith clings on. Its clamped teeth produce an ugly ripping noise at the effort, which draws forth a pained gasp and makes Gaurm's vision dim white for just a moment.

Even with the extra +2, not quite enough -- back to the top of the round, to Kyrra.


Female Human Ranger (Warden) 1

Kyrra tore into the creature in a fury, hoping to draw it's attention away from Gaurm

Sword
1d20 + 2 ⇒ (13) + 2 = 15
1d6 + 1 ⇒ (4) + 1 = 5

Sickle
1d20 + 2 ⇒ (20) + 2 = 22
1d6 + 1 ⇒ (4) + 1 = 5

Confirmation
1d20 + 2 ⇒ (6) + 2 = 8
1d6 + 1 ⇒ (2) + 1 = 3

Grand Lodge

M Elf Wizard (Transmuter)(Perception: +7, Init: +4, AC: 14, touch: 14, FF: 10, CMD: 14, HP: 7/7, F: +0 R: +4 W: +3, TK Fist: 6/6)

Calon moves to the opposite side of the creature from Kyrra to divide it's attention and seeks a tender spot to pierce it's hide.

Attack: 1d20 + 6 ⇒ (18) + 6 = 24 add +2 for Flanking if possible
Damage: 1d6 ⇒ 6

Grand Lodge

M Elf Wizard (Transmuter)(Perception: +7, Init: +4, AC: 14, touch: 14, FF: 10, CMD: 14, HP: 7/7, F: +0 R: +4 W: +3, TK Fist: 6/6)

Confirm Crit: 1d20 + 6 ⇒ (6) + 6 = 12 +2 for Flanking if possible
Damage: 1d6 ⇒ 4


Male Wandering Nomad 3

Initiative:
25, Kyrra
24, Water Wraith
21, Calon
6, Mal
2, Gaurm

Sorry, forgot to wrap up the first round.

Kyrra's speedy reaction wounds the Water Wraith as it turns its anger on Gaurm, and shortly after Mal scores a direct hit on the side of the lizard's massive face. Soon after, Kyrra's sickle slices deeply across the lizard's exposed throat: a nearly-fatal blow.

Though it is suffering heavy wounds, the creature thrashes about, still attached to Gaurm and clawing desperately with its front four claws. The enlarged half-giant takes two telling blows and the Water Wraith's jaw remains latched onto Gaurm's shoulder. 13 damage and 1 more con damage...

As Gaurm falls unconscious, he is thankful to see -- just before the blackness closes in -- Calon plunge his rapier up to its hilt in between the Wraith's ribcage. The lizard relaxes its grip on Gaurm and slumps to the ground, unmoving.

Alright, the enemy is slain, but your cleric is on the ground unconscious!

GM Screen:
4d20 ⇒ (9, 7, 15, 16) = 47
1d2 ⇒ 1
2d6 + 4 ⇒ (6, 3) + 4 = 13

Grand Lodge

M Elf Wizard (Transmuter)(Perception: +7, Init: +4, AC: 14, touch: 14, FF: 10, CMD: 14, HP: 7/7, F: +0 R: +4 W: +3, TK Fist: 6/6)

After making sure the creature is dead, Calon dismisses the spell on Gaurm and leans down to check on him.

"He doesn't look good. I don't suppose either of you have any healing abilities?" he asks as he does what he can to bind the giant's wounds.

Heal check (first aid): 1d20 + 1 ⇒ (8) + 1 = 9

You'd think that someone who's spent their life studying living creatures would be a little better at knowing how they work...


HP 17/17, AC 16

"Yeah. It ain't much though. Hope it will do."

Cure Light: 1d8 + 2 ⇒ (4) + 2 = 6

I have 3 more if needed


Male Half-Ogre Vangaurd Commander (Warlord) 2 [HP 21/25 | AC 17/10/17 | Fort +6, Ref +0, Will +0 | Init +2; Perception +6]

Just enough. :)

Gaurm's eyes slide open and he looks up at his gathered allies, "Ow. That thing bites hard."


Female Human Ranger (Warden) 1

"That was one vicious creature." Kyrra responds shaking her head. "Blood drinke like that may lease you a little weak for a few days "


Male Wandering Nomad 3

The group suddenly freezes at a new sound. The hobgoblin has moaned and shifted slightly, a bit of fresh blood seeping from his many wounds. He is still alive, just barely, and based on how he's begun to crawl away, he has regained consciousness.


Male Half-Ogre Vangaurd Commander (Warlord) 2 [HP 21/25 | AC 17/10/17 | Fort +6, Ref +0, Will +0 | Init +2; Perception +6]

Gaurm sits up slowly and nods to Kyrra, "Yes, I can feel it."

His head snaps around at the motion and sound from the hobgoblin, and he reaches for his hammer, "Deal with that, I will be fine for now."

Pulling his hammer close, he speaks a brief prayer asking Torag to mend his wounds.

Cure Light Wounds: 1d8 + 2 ⇒ (4) + 2 = 6.

Grand Lodge

M Elf Wizard (Transmuter)(Perception: +7, Init: +4, AC: 14, touch: 14, FF: 10, CMD: 14, HP: 7/7, F: +0 R: +4 W: +3, TK Fist: 6/6)

Calon turns his attention to the hobgoblin and strides over in front of him, kicking the bastard sword further away from the creature along the way. He places the point of his sword right between the hob's eyes, only an inch away.

"You are going to tell us everything you know, starting with who you are working with, where they are, and what you did with the items you stole from Mrs. Riel." he says firmly.


Male Wandering Nomad 3

The hobgoblin feebly reaches for its sword as Calon kicks it away. His eyes dart up at you, and you can see that he's sickened with pain, but there is something fierce about him. "I'm not a thief," he manages out. "I'm hunting someone: one of my kind -- a goblin. Tracked him here." The hobgoblin collapses onto the ground again; the sound of his bloodied breastplate clanks loudly through the cave.

"I have... a potion. Please, I can explain more... I just," he's reaching slowly toward his waist concealed by the folds of a torn robe.


HP 17/17, AC 16

The sound of the hammer of Mal's pistol being locked back hung in the air. He was aiming it right at the Hobgoblin's face.

"Your hand moves and so does mine." he says ominously.

Sense Motive: 1d20 + 8 ⇒ (8) + 8 = 16

Regardless of if I think his intentions are true or not, I'm playing it safe. I just want to get a feel for him.

"Calon, search 'im. If he's being straight with us, I'll heal 'im myself."

Detect Alignment


Male Wandering Nomad 3

The hobgoblin radiates strongly of an extremely lawful alignment. Mal also detects an evilness to its essence.

The hobgoblin freezes, sighs, and slumps back to allow himself to be searched. You find two potions on his belt, most likely healing potions based on the color and the hobgoblin's statement earlier. You also find several masterwork javelins, a dagger, and a coin purse that clinks heavily.

"I swear, I'm not working with those fools. I tracked one of my own kind, a deserter and a thief, to this area and found that the little swine was working with some locals out of this cave. I came to claim its life and take back what it stole, but ran into that... thing."


HP 17/17, AC 16

True to his word, Mal puts a hand on the hobgoblin and staunches the wounds.

Cure Light: 1d8 + 2 ⇒ (8) + 2 = 10

"He's tellin' the truth and he'll keep his word. On the other hand, he ain't exactly a good samaritan." Mal said to the others, still keeping his gun trained.

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