DM Dr Evil's ROTRL AE - Private Group (Inactive)

Game Master rpblue

Thistletop Dungeon Level 2

Thistletop Lower Level


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Will follow Bruin's referenced "right-hand rule" unless the players specify another action.

Per Viroleth's expert once over, none of the doors appear to have been tom-fooled with. They appear to be normal doors inside a mundane business operation. The north door is opened to reveal a small 10' square room filled with filing cabinets and shelves. These contain files and contracts on dozens of businesses in Maginmar, Korvosa, and other local towns.

A quick perusal garners no useful information, and the sheer volume of records to look through is rather daunting to anyone just randomly searching for information.

Sovereign Court

Male Human Magus [Card Caster/Hexcrafter] 1 Ac 16 Hp 11/11 Initiative +6 Fort +4 Ref +2 Will +2 Percept +4

Loges sets down the paperwork that he was memorizing and grins at the group.

Perhaps, another time, then?, he whispers sheepishly.


Male LG Human Cleric of Ragathiel 5 | HP: 38/38| AC: 20 (10 Tch, 10 Fl) | CMB: +6 CMD: 16 | F: +5, R: +2, W: +8 | Init: +0 | Perc: +3, SM: +10 | Speed 20ft| Spells: 4/4 4/5 1/3 3/3 | Channel Energy 3/4 (DC 15) | Smite 6/6 | CLW: 50/50 | Active conditions: None

"Is he all right?" Viro whispers to Bruin as he looks over Loges suspiciously. Moving out of the store room, Viro gestures to Beromar grandly.

"Violent dwarves first, by all means."


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

"He'll be fine," Bruin said to Viroleth unconcerned by Loges' behavior. He was a Desnan. He had seen weirder. "But, yes, we should move on."

Back to previous room. And we go through the right most door of the two remaining.

Perception for next room: 1d20 + 10 ⇒ (2) + 10 = 12

Another post, another crappy roll. I am on fire.

-Posted with Wayfinder

Sovereign Court

Male Human Magus [Card Caster/Hexcrafter] 1 Ac 16 Hp 11/11 Initiative +6 Fort +4 Ref +2 Will +2 Percept +4

Loges keeps track of their progress by marking each door--slightly--with a streak of blue.

spell:
Prestidigitation

School universal; Level bard 0, magus 0, sorcerer/wizard 0

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no

DESCRIPTION
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

He slowly follows Viroleth.
perception: 1d20 + 3 ⇒ (20) + 3 = 23

Harvey peeps his head through a fold in the Wizard's blue robes.
perception: 1d20 + 4 ⇒ (17) + 4 = 21
aid another for Loges


The next door on the right opens into an oddly shaped hallway. Something you never want to see when on a rescue mission is present in this area...

A trail of bloody smears, footprints, and droplets leads between the door on the south (left) and the door on the north (right). A bloody handprint is on the that northern door. It looks like blood has been purposefully smeared all along the walls of this hallway, and in large quantities.

Know Nature DC 12 or Survival DC 12:
The footprints and handprint are obviously the right shape, size, and height to be made by goblins. The footsteps themselves seem to be leading from the south to the north (left to right) rather than the other way.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Survival1d20 + 2 ⇒ (7) + 2 = 9

Beromar looks at the bloodsmears and grumbles Whadda bloody mess.. the Dwarf then advances in that direction his axe up.

Sovereign Court

Male Human Magus [Card Caster/Hexcrafter] 1 Ac 16 Hp 11/11 Initiative +6 Fort +4 Ref +2 Will +2 Percept +4

Loges looks into the room in disgust!
Scanning the walls, floor, and the door, he attempts to bring to mind a lesson.
knowledge nature: 1d20 + 9 ⇒ (15) + 9 = 24

Loges--quickly--looks over the entire room from the doorway.
Those are definitely goblins prints there., he whispers as his shaky finger traces the carnage.
The footsteps themselves seem to be leading from the south to the north (left to right) rather than the other way.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

So ye sayin we shoulds go this away? Beromar inquires of loges as he points south.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Survival: 1d20 + 3 ⇒ (2) + 3 = 5

Bruin gulped at the carnage. A chill ran down his spine as he thought of what might be happening to Ameiko.

But when Loges informed them what they were facing. He looked pensive.

"Goblins? This can't just be coincidence. Remember when Lonjiku accused us of working with the goblins? Maybe he was behind it all and he was trying to cover his tracks. We need to hurry. Let's follow the tracks. "

-Posted with Wayfinder

Sovereign Court

Male Human Magus [Card Caster/Hexcrafter] 1 Ac 16 Hp 11/11 Initiative +6 Fort +4 Ref +2 Will +2 Percept +4

Loges smiles weakly at the dwarf.
I was thinking the Northern door. It appears that is where the footprints go.

He then nods to Viroleth.
I would appreciate it if you could....do your thing!


Viroleth approaches the door, which is, in fact, not locked, and pushes it open. A wheelbarrow sits propped against the wall in this loading dock area. Shelves on the walls contain various reagents used to make different shades of glass: manganese for clear glass, cobalt for blue, tin for white. (Untreated glass is green, while high enough quantities of any reagent makes the glass black.).

A safe in the floor hangs open, the storage space beneath appears to empty now. Several doors lead from this room, including a pair of double doors that lead to the loading dock outside.

The blood smears make a very noticeable trail through this room, clearly going through the double-doors on the southwest, where bloody hand-prints and other stains are readily apparent. A loud mechanical humming sound is heard coming from behind this door, the sound being more felt than actually heard.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Beromar looks to the bloodtrail then to his companions then points and indicates he will follow it. With Viroleth just a step behind him the Dwarf advances his axe raised high.


Male LG Human Cleric of Ragathiel 5 | HP: 38/38| AC: 20 (10 Tch, 10 Fl) | CMB: +6 CMD: 16 | F: +5, R: +2, W: +8 | Init: +0 | Perc: +3, SM: +10 | Speed 20ft| Spells: 4/4 4/5 1/3 3/3 | Channel Energy 3/4 (DC 15) | Smite 6/6 | CLW: 50/50 | Active conditions: None

Viro opens his mouth to say something, and shushes as he sees Beromar`s expression. Nodding, he keeps his twin weapons out whilst approaching the door.

Damn machinery, won't be able to hear a thing.

Sovereign Court

Male Human Magus [Card Caster/Hexcrafter] 1 Ac 16 Hp 11/11 Initiative +6 Fort +4 Ref +2 Will +2 Percept +4

Loges follows along behind the group.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Bruin takes a deep breath, grips his crossbow and says a quick, internal prayer to Desna.

Oh, Starsong, watch over me in my hour of need.


The double doors open revealing the Glassworks' workshop. A huge furnace burns along the southeast wall of this room. Marble tables sit in the chamber, used to work raw glass into usable shapes, with nearby wooden benches cluttered with various tools and implements. The mighty furnace rumbles loudly in your ears, deafening you to the sounds of a group of cavorting goblins, who have run of the place.

It appears the room is gruesome display of goblin boredom. The bodies of at least eight murdered staff members lie in various stages of dismemberment; the goblins have been burning legs and arms in the furnace to see what happens to them.

Propped up in the center alcove sits the body of a man covered with runny sheets of still hardening glass.

The sounds of the furnace cover the noise of your entry, and so far all the goblins are oblivious to your presence.

All the heroes may act in the surprise round, while all the goblins are flat-footed. Remember, Standard or Move action only in the Surprise Round, not both.

Initiatives:

Bruin: 1d20 + 3 ⇒ (6) + 3 = 9
Loges: 1d20 + 6 ⇒ (6) + 6 = 12
Viroleth: 1d20 + 5 ⇒ (14) + 5 = 19
Beromar: 1d20 + 2 ⇒ (8) + 2 = 10
Green Goblin: 1d20 + 5 ⇒ (12) + 5 = 17
Yellow Goblin: 1d20 + 5 ⇒ (16) + 5 = 21
Purple Goblin: 1d20 + 5 ⇒ (10) + 5 = 15
Blue Goblin: 1d20 + 5 ⇒ (4) + 5 = 9
Camo Goblin: 1d20 + 5 ⇒ (19) + 5 = 24
Striped Goblin: 1d20 + 5 ⇒ (5) + 5 = 10
White Goblin: 1d20 + 5 ⇒ (2) + 5 = 7
Red Goblin: 1d20 + 5 ⇒ (5) + 5 = 10


Goblins and Glassworks - Surprise Round

24 Camo Goblin
21 Yellow Goblin
19 Viroleth
17 Green Goblin
15 Purple Goblin
12 Loges
10 Striped Goblin
10 Red Goblin
10 Beromar
9 Blue Goblin
9 Bruin
7 White Goblin

All the goblins are surprised, so Viroleth up first in the Surprise Round. Remember Standard or Move actions only, not both.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Beromar steps into the room and has his axe up. He barks at his companions.

Stays behind me! Stinkin Goblins ain't gonna pass.

Acrobatics to avoid AoO1d20 + 5 ⇒ (7) + 5 = 12

Perfect situation for a reach weapon wielder here. The next three Goblins to try and get at us will eat an AoO. If you go passed Beromar we would give up a huge tactical advantage.


Male LG Human Cleric of Ragathiel 5 | HP: 38/38| AC: 20 (10 Tch, 10 Fl) | CMB: +6 CMD: 16 | F: +5, R: +2, W: +8 | Init: +0 | Perc: +3, SM: +10 | Speed 20ft| Spells: 4/4 4/5 1/3 3/3 | Channel Energy 3/4 (DC 15) | Smite 6/6 | CLW: 50/50 | Active conditions: None

Viro stares up in horror at the man encased in glass before he looks down at the goblins. He composes himself, and is about to flip behind the green goblin until he listens to Beromar. Nodding, he pushes himself back-to-back with the dwarf.

Since it's surprise I'm pretty sure they're flat-footed and can't make AoOs.

Sovereign Court

Male Human Magus [Card Caster/Hexcrafter] 1 Ac 16 Hp 11/11 Initiative +6 Fort +4 Ref +2 Will +2 Percept +4

Loges--confidently--straightens his shoulders, peering from behind the fellas, crushing some butter in his fingers at the closest goblin as he speaks arcane words.

spell:
Grease
School conjuration (creation); Level bard 1, magus 1, sorcerer/wizard 1, summoner 1
CASTING
Casting Time 1 standard action
Components V, S, M (butter)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Saving Throw see text; Spell Resistance no

DESCRIPTION
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Ref DC 16


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

@Viro: a) We are suprising so we aren't flatfooted.
b) Combat Reflexes


Male LG Human Cleric of Ragathiel 5 | HP: 38/38| AC: 20 (10 Tch, 10 Fl) | CMB: +6 CMD: 16 | F: +5, R: +2, W: +8 | Init: +0 | Perc: +3, SM: +10 | Speed 20ft| Spells: 4/4 4/5 1/3 3/3 | Channel Energy 3/4 (DC 15) | Smite 6/6 | CLW: 50/50 | Active conditions: None

No I mean, THEY'RE flat-footed so no acrobatics was needed to avoid their attack. ;)


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

True... unless the goblin has combat reflexes ;)


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Bruin says a prayer to the Starsong, asking for her blessing.

Cast Bless. +1 to attacks for 1 minute.

-Posted with Wayfinder


Goblins and Glassworks - Surprise Round - concluded

Viroleth rushes into the room, but then stops and lets Beromar go in front as the dwarf growls his strategy. Both rush past the surprised goblin near the door.

Loges casts his Grease spell, causing goblins to slip and slide around.

Loges, you sure this is where you want to place your spell? With a 10' coverage radius, you have a chance to trip Beromar also. Want to move it?

Seeing the overwhelming number of goblins, Bruin calls on Desna to help even the odds, and her blessing runs through all the heroes, aiding their aim and luck.

End of Surprise Round

Will give Loges a chance to move his Grease, otherwise need a DC 16 Reflex from Beromar or he falls also.


Goblins and Glassworks - Round 1

24 Camo Goblin
21 Yellow Goblin
19 Viroleth
17 Green Goblin
15 Purple Goblin
12 Loges
10 Striped Goblin
10 Red Goblin
10 Beromar
9 Blue Goblin
9 Bruin
7 White Goblin

Holding for the Grease spell to move. Will start the goblins tomorrow if no move of it and we'll go from there. I guess Beromar can also move to a different square if he likes.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Beromar is right where he wants to be in the bottle neck. Plus he might actually make the save as he rolls a +9 if need be...

Sovereign Court

Male Human Magus [Card Caster/Hexcrafter] 1 Ac 16 Hp 11/11 Initiative +6 Fort +4 Ref +2 Will +2 Percept +4

I thought Beromar stopped just inside the door, so i was aiming for right in front of him. But I think it does work as is,,,,lol!

Loges gasps as he notices the Goblin close to the door!


Will proceed as written then.

Surprise Round Addendum

The nearby goblin falls in the greasy goo, magical put down by Loges. Fortunately, Beromar, ever-sturdy, retains his footing now towering over the fallen goblin.

Yellow Goblin DC 16 Reflex: 1d20 + 2 ⇒ (11) + 2 = 13
Beromar DC 16 Reflex: 1d20 + 4 ⇒ (15) + 4 = 19


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

As mentioned that save should have been at +9. Who's up?


Male LG Human Cleric of Ragathiel 5 | HP: 38/38| AC: 20 (10 Tch, 10 Fl) | CMB: +6 CMD: 16 | F: +5, R: +2, W: +8 | Init: +0 | Perc: +3, SM: +10 | Speed 20ft| Spells: 4/4 4/5 1/3 3/3 | Channel Energy 3/4 (DC 15) | Smite 6/6 | CLW: 50/50 | Active conditions: None

Goblins, looks like.


Goblins and Glassworks - Round 1 - continued

Camo goblin advances to near the where Viroleth stands. Yellow Goblin, who has fallen in the Grease, attempts to stand provoking an attack from nearby Beromar.

DC 10 Acrobatics: 1d20 + 2 ⇒ (4) + 2 = 6

Beromar has an AoO against prone Yellow Goblin, who does not make it to his feet in any case, live or die. After that Viroleth is up.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

AoO1d20 + 3 ⇒ (2) + 3 = 5 Damage 1d12 + 4 ⇒ (10) + 4 = 14

Beromar takes a mighty swing at the goblin that tripped before him but the Dwarf is too slow and all he cut'S is a big gash in the floor below him.


Male LG Human Cleric of Ragathiel 5 | HP: 38/38| AC: 20 (10 Tch, 10 Fl) | CMB: +6 CMD: 16 | F: +5, R: +2, W: +8 | Init: +0 | Perc: +3, SM: +10 | Speed 20ft| Spells: 4/4 4/5 1/3 3/3 | Channel Energy 3/4 (DC 15) | Smite 6/6 | CLW: 50/50 | Active conditions: None

Viro eyes the goblin in front of him, and he waggles both of his swords, and eyebrows.

"What's it going to be? Lefty?" He waggles his short sword. "Righty?" He waggles his rapier.

"BOTH!"

Attack: 1d20 ⇒ 15 damage: 1d6 ⇒ 1
Attack: 1d20 ⇒ 12 damage: 1d6 ⇒ 3

Sovereign Court

Male Human Magus [Card Caster/Hexcrafter] 1 Ac 16 Hp 11/11 Initiative +6 Fort +4 Ref +2 Will +2 Percept +4

Loges activates his school ability, steps closer to Viroleth, and touches him on the shoulder.

ability:
Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

This may ease what's coming, my friend!

He then retrieves a torch from his pack.

Sovereign Court

Male Human Magus [Card Caster/Hexcrafter] 1 Ac 16 Hp 11/11 Initiative +6 Fort +4 Ref +2 Will +2 Percept +4

Does Beromar have reach? If so, than he may have gotten some AoOs from the other Goblins.

Sorry, but Loges is nervous! We need the help!


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Yeah he does that was the point of all this positioning


Beromar Copperkettle wrote:
Yeah he does that was the point of all this positioning

I always, always screw up reach, so please call me on it. Beromar may take another AoO (I beieve you have Combat Reflexes, right?) at the Camo Goblin who moved past you as well. So far, Camo and Yellow are the only movers.

Goblin and Glassworks - Round 1 - continued

As Beromar continues to lash out the moving goblins with his reach weapon, Viroleth stabs with two hands at the goblin near him. Unfortunately, both attacks are dodged by the canny goblin, which then strikes back with his ugly goblin knife. That blow is warded, barely, by Viroleth in turn.

From a distance, Purple Goblin starts throwing finished glass products at Beromar, pelting the dwarf as best it can. Though the monk is able to knock aside many of the baubles, shattering them harmlessly.

Loges reaches out, touching Viroleth gently and lending him augmentation that helps the rogue's defensive abilities. The buff passed, Loges digs in his pack for a torch.

Striped Goblin also grabs a handful of bottles and begins throwing them at Beromar, trying to confuse and cut the dwarf who is blocking the way to the softer longshanks. The bottles shatter littering the floor, but not harming any of the party.

Red Goblin advances from the far end of the room, a pair of glowing, white-hot pincers in his hand. He brandishes the make-shift weapon at the heroes, but cannot get close enough to use them this round.

Green Slicer: 1d20 + 2 ⇒ (12) + 2 = 14
Purple Thrown Glass: 1d20 - 1 ⇒ (16) - 1 = 15
Striped Thrown Glass: 1d20 - 1 ⇒ (9) - 1 = 8

No harm no foul so far. Down to Beromar and then Bruin soon after. Beromar also has the one AoO to settle against Camo Goblin.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

AoO1d20 + 3 ⇒ (17) + 3 = 20 Damage 1d12 + 3 ⇒ (5) + 3 = 8

Beromar attempts to cut the prone Goblin clean in half with a powerful chop of his axe. And while his stroke hits true the Goblin in the goo appears to still be twitching.

Attack prone goblin1d20 + 3 + 4 ⇒ (19) + 3 + 4 = 26 Damage 1d12 + 3 ⇒ (3) + 3 = 6


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Bruin takes careful aim at the goblin that Viro was attacking and fires his crossbow. But he can't get a good shot. He begins reloading immediately.

Crossbow VS Green, w/ PBS, melee penalty: 1d20 + 4 + 1 + 1 - 4 ⇒ (11) + 4 + 1 + 1 - 4 = 13
Damage: 1d6 ⇒ 3

Don't forget +1 Bonus from Bless, guys.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

I did forget the +1 from bless but judging by the rolls they will likely both hit anyhow.


Goblins and Glassworks - Round 1 - continued

As Camo Goblin approaches, Beromar hooks it with his longaxe chopping the anklebiter in half. He then turns to the prone goblin and, taking his time to line it up, delivers a fatal blow to that critter as well.

Blue Goblin rushes forward, pausing just at the end of Beromar's apparently fatal reach. He jumps up and down cursing the dwarf, his beard, and his heritage.

White Goblin also advances as Bruin's bow shot fails to connect with any enemy.

End of Round 1

Beromar's tactics have thinned the ranks somewhat already. On to next round!


Goblins and Glassworks - Round 2

19 Viroleth
17 Green Goblin
15 Purple Goblin
12 Loges
10 Striped Goblin
10 Red Goblin
10 Beromar
9 Blue Goblin
9 Bruin
7 White Goblin

With two goblins down, Viroleth now leads off the round.


Male LG Human Cleric of Ragathiel 5 | HP: 38/38| AC: 20 (10 Tch, 10 Fl) | CMB: +6 CMD: 16 | F: +5, R: +2, W: +8 | Init: +0 | Perc: +3, SM: +10 | Speed 20ft| Spells: 4/4 4/5 1/3 3/3 | Channel Energy 3/4 (DC 15) | Smite 6/6 | CLW: 50/50 | Active conditions: None

Viro faces off with the goblin in front of him. He carefully sizes up the little monster before tossing a bit of stray debris in its eyes and slashing out with both weapons.

Attack: 1d20 ⇒ 14 Damage: 1d6 ⇒ 1
Attack: 1d20 ⇒ 8 Damage: 1d6 ⇒ 4

Sovereign Court

Male Human Magus [Card Caster/Hexcrafter] 1 Ac 16 Hp 11/11 Initiative +6 Fort +4 Ref +2 Will +2 Percept +4

Loges points his finger at the Blue goblin across from Beromar.

spell:
Acid Splash

School conjuration (creation) [acid]; Level inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one missile of acid
Duration instantaneous
Saving Throw none; Spell Resistance no

DESCRIPTION
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

touch AC: 1d20 + 2 ⇒ (16) + 2 = 181d3 ⇒ 3


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Crossbow: 1d20 + 4 + 2 - 4 ⇒ (10) + 4 + 2 - 4 = 12
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Bruin fires a second shot at the same goblin. But his shot goes wide again since he's trying his hardest not to risk hitting Viroleth.


Goblins and Glassworks - Round 2 - continued

Viroleth again lashes out at the nearest goblin, even stooping low enough for some dirty tricks, like through soot in the eyes of his enemy. Despite pulling out all the stops, he fails to connect once again.

Bearing down on the two-weapon wielding longshanks, Green Goblin screams a torrent of goblin curses and tries to decapitate the giant, but as Viroleth parries the blow, the goblin's crude knife shatters into a dozen pieces, leaving him weaponless. The unfortunate goblin steps back, amazed, and takes a slow inventory of the situation.

Purple Goblin continues hurling glassware at Beromar, but the rain of shards continues to not affect the stout dwarf.

Conjuring a glob of acid goo, Loges successfully tosses it at Blue Goblin, and the target screams in pain as the acid burns its leathery skin.

Striped Goblin throws more glass then races forward to fight against the dwarf close up. The glass pitcher hits Beromar, cutting his forehead for 2 hp dmg. The goblin then races forward, provoking an AoO from the wounded Beromar as well.

Red Goblin, white hot pincers in hand, advances towards Beromar slowly, hissing and spitting the whole time.

Green slicer: 1d20 + 2 ⇒ (1) + 2 = 3
Purple Thrown Glass: 1d20 - 1 ⇒ (6) - 1 = 5
Striped Thrown Glass: 1d20 - 1 ⇒ (20) - 1 = 19
Glass Dmg: 1d3 ⇒ 2

Down to Beromar, who also has one AoO to settle against the Striped Goblin. I was also under the impression that Beromar had Combat Reflexes as part of his build and could offer multiple AoO's as a result, but i see this is not the case. I think I allowed it last round, mistakenly.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

I was also under the impression that Beromar has Combat Reflexes. Guess I took Dodge instead which doesn't make a terrible lot of sense...

AoO1d20 + 4 ⇒ (16) + 4 = 20 Damage 1d12 + 4 ⇒ (8) + 4 = 12

Beromar tries to keep the Goblin horde at bay and decides that he can do so better from up high on the table from where he hacks at the purple goblin.

Not quite sure if I can get up on the table here. Assuming a move action will suffice I'll attack purple Goblin. If getting up requires a standard or full round action then I won't be attacking.

Attack Purple1d20 + 4 ⇒ (6) + 4 = 10 Damage 1d12 + 4 ⇒ (10) + 4 = 14


Goblins and Glassworks - Round 2 - continued

Beromar destroys the goblin that dared moved close to him, evening the odds somewhat. The nimble dwarf leaves the Greased area. He then leaps up on the table, attacking down on Blue Goblin, but missing.

Stepping forward, Blue Goblin counterattacks the bearded dwarf. A lucky stroke gets inside Beromar's defenses, cutting his shoulder for 2 hp.

Bruin's shot is wide of the mark, and White Goblin advances into the grease, maintaining his footing, and waves his blade at Beromar also.

End of Round 2

DC 10 Acrobatics: 1d20 + 6 ⇒ (9) + 6 = 15
blue Slicer: 1d20 + 2 ⇒ (14) + 2 = 16
Beromar Dmg: 1d4 ⇒ 2
White Acrobatics DC 10: 1d20 + 2 ⇒ (8) + 2 = 10
White Slicer: 1d20 + 2 ⇒ (15) + 2 = 17
Beromar Dmg: 1d4 ⇒ 3

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