DM Panic's Scourge of the Slavelords Prologue

Game Master wakedown

Prologue in the Free City of Greyhawk to a campaign that may lead into the Scourge of the Slavelords arc.


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Female Half-Elf Monk (Zen Archer) 1

"Sounds like we're all in agreement. A quick stop for our gear from the inn and we should be good."

Turning to Theldrat, "How did you come upon this key and what does it look like? Did you find it or make it?"


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk looks at his cousin.

"Yeah, cousin. What of this key? If you had told me about it earlier, I might have been able to protect it."

'Might' have.

Mukluk snorts at his own joke.

I might also challenge Otto to a duel...


Theldrat agrees to the rate of one gold orb a day and that you guys can keep anything beyond the key in your task. Upon returning the key, he also promises an additional two months of pay (60 gold orbs) to each of you (300 gold orbs total).

At the mention of his key being used to steal from wizard, Theldrat puts his face in his palms and cries, "no, no, no - I don't want to be responsible for something bad like that!"

Composing himself, he relates, "The key belonged to me pappy, Old Reldrat Lockbreaker. I didn't tell anyone about it once I realized what it was, even me own blood Mukluk here."

He shakes his head.

"I was ashamed, y'see. The whole Lockbreaker fortune apparently was ill-gotten by usin' this key. Where he found it, I never learned."

Mukluk, you know that Reldrat passed away over ten years ago. Theldrat mustn't have discovered the keys powers until the last two months though, since he was struggling to keep the family business afloat.

Doruk, Aralynn and Martigan return to the Blue Dragon and pick up their arms and armor and equip themselves for the trip to Barge End.

Barge End is a large place. You could either wander about for several hours and make a single Perception check, or you can use Diplomacy to "gather information" and track Irontusk down potentially faster. Once you guys decide you can each make your own rolls, or someone can make a roll with up to two others assisting for a +2. There's no taking 10 due to the time constraints involved.


Male Human (Oerdian) (Per +2 | Fort +5 Ref +2 Will +1 | AC 26 (f24/t12) | CMD 21)

"We don't want to raise suspicions, so I suggest we try to find him on our own rather than ask around."

It would be nice to have some skills to support either move, but combat training takes all my time. Perhaps over time I can improve some of these other skills and be more useful than just a hired thug.


Male Human Rogue 4: Knife Master, Sanctified Rogue

"That could take hours, plus these warfies don't have sure jobs like we do. They just show up hoping work work. Lets check with the guy who is like the boss stevedore down by the cargo ships, he'd know where to find Irontusk."

Petrel pauses as he remembers something.

"Actually maybes you guys should do that, boss warfie isn't my biggest fan. On account of this one time he was selling a box of perfume that fell off a cart and I asked why it smelled like whale vomit."

Petrel laughs at the memory.

"Anyways he hasn't liked me hanging around since then. I'll go talk with some of the skittery wharf kids. I'd better go alone, they'd be scared of your weapons."

In either case Petrel will walk off and blend into the crowd. Then he will make his way to a food stand and get some lunch, like a fish fry shack or something, and get some fish and chips , if there is a pom frites equivalent in Greyhawk.

He'll meet up with Mukluk either after they talk to people or while the long search goes on.

Stealth 1d20 + 8 ⇒ (8) + 8 = 16


Human Cleric of Pelor 4

"If I remember a'right Doruk these scum will have lookouts. No doubt they'd notice us poking around just as easily as asking questions, so we should go with the fastest method, before he has a chance to run."

My rolls for whichever the group decides.
Diplomacy +1
1d20 + 1 ⇒ (15) + 1 = 16
Perception +3
1d20 + 3 ⇒ (4) + 3 = 7


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

"Don't worry, Theldrat, we'll find the key." Mukluk packs up his supplies and makes ready to leave.

dwarven:

"Tell me true, Theldrat: what was the key and what did it do?"

Mukluk pleads with Theldrat.

On 'Tusk:
1d20 + 7 ⇒ (15) + 7 = 22 Knowledge: History
1d20 + 7 ⇒ (3) + 7 = 10 Knowledge: Local

* * *

"Aye, Petrel, you skulk and let us know what you see or learn."

@Doruk: "Let's go see what we can uncover, Petrel can watch our backs from a distance."

Mukluk begins to walk out, but remembers to ask Petrel something before he skulks away.

"Hey Petrel, you know what 'Tusk looks like? We could use a description."


Mukluk - In Dwarvish:

"I told ye and all of ye friends, 'twas a magic key that could open any lock." He motions as if to hit you with a large metal iron he picked up from the floor - a leg from one of his display cases.

"Ye daft youngin' - Now go get and find me lock 'afore I regret trustin ye with something so important!"

As you head out, you hear him grumbling something about wizards and the University under this breath.

Mukluk's Knowledge Checks:

You seem to remember something about a couple things about famous 'Tusks throughout history.

There was a Chief Wartusk, an Oerdian mammoth lord from the frozen wastelands to the north. You remember reading something about how his line ended as he only bore fat daughters and never a son.

There was also a famous Thanoi hero named Graytusk who battled evil kuo-toans in his prime.

You suspect neither of these are applicable to the heist in your cousin's shop.

As you make your way down to Barge End, Petrel spots a vendor selling some form of battered fish from a small round grill along the dirt path down to the water.

Petrels Fish Snacks:

6 copper commons, or make a Sleight of Hand check if you want to gamble with Istus (the goddess of Fate).

Barge End is a tangled mess. You discretely begin your search without asking any questions about Irontusk, using Petrel's description as the basis for your hunt. Petrel only knows he's a half-orc, with one large tusk that has been adorned with a wrought iron cap.

Aralynn the Search Leader: 1d20 + 13 ⇒ (13) + 13 = 26

After only a few hours, Aralynn's keen eyes narrow on a figure standing on a poorly constructed raft. She feels fairly confident that the build is right, and that one of his tusks appears larger than normal and has something affixed to it. The half-orc appears to be working on repairing the craft.

He stands up for a moment, holding a hammer in his left hand and looks in your direction.

DM Rolls ... move along:

p: 1d20 + 6 ⇒ (16) + 6 = 22


Barge End Map

As you look at the map, you would be correct in that along the shore, buildings run all the way up to the water, then drop almost ten feet to the surface.

There is no quick way to the half-orc's barge outside of swimming or jumping or climbing the building. To go back out to the road to the west (north is to your right looking at the map) and come back out on the next dock would be ~4 rounds if your movement is 30ft.

The "I" is likely Irontusk, unless there are other half-orcs with capped tusks on the docks today worthy of me uploading a map. :)

Initiative
Aralynn: 1d20 + 4 ⇒ (6) + 4 = 10
Doruk: 1d20 + 1 ⇒ (2) + 1 = 3
Martigan: 1d20 ⇒ 7
Mukluk: 1d20 + 4 ⇒ (20) + 4 = 24
Petrel: 1d20 + 4 ⇒ (8) + 4 = 12
"I": 1d20 + 4 ⇒ (10) + 4 = 14

Mukluk 24
"I" 14
Petrel 12
Aralynn 10
Martigan 7
Doruk 3


Male Human (Oerdian) (Per +2 | Fort +5 Ref +2 Will +1 | AC 26 (f24/t12) | CMD 21)

Doruk follows (presumably) the rest of the party along the dock to the next pier which seems to have much better access to our quarry.

I hope this doesn't turn into a chase. I can't get to my arrows easily and don't want to get in trouble with the guard in any event!


Male Human Rogue 4: Knife Master, Sanctified Rogue

Are the boats difficult terrain? Do any of the following modifiers apply to making a jump?

Quote:


Slightly obstructed (gravel, sand) +2
Severely obstructed (cavern, rubble) +5
Slightly slippery (wet)


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk double moves do D10.


Male Human Rogue 4: Knife Master, Sanctified Rogue

Round 1, init 12

Assuming he runs off on his turn due to something Mukluk says, and boats are difficult terrain

Petrel will make a running leap across the water, nimbly picking his way through treacherous ropes and dockside detritus.


  • Move B5->C6 : 5 feet
  • Move C6->F6 : 10 feet running jump through difficult terrain = 20 feet
  • Move F6-> H6 : 10 feet distance crossed to jump to other boat
  • Move H6->J6 : 10 feet through difficult terrain = 20 feet
  • Total movement used = 55 feet

Acrobatics +8 1d20 + 8 ⇒ (11) + 8 = 19

Distance crossed = 10 feet, difficulty 10-14 depending on modifiers


Male Human Rogue 4: Knife Master, Sanctified Rogue

secrets of the fish shack:

Petrel will round it up to an even silver if the vendor wraps up a fishcake or grilled sardine to go.


Female Half-Elf Monk (Zen Archer) 1

Round 1, Init 10
Assuming Irontusk doesn't do anything too crazy. Argh. Forgot to buy blunt arrows.

Aralynn double moves down the dock and then makes the leap from from F-10 to H-8.
1d20 + 2 ⇒ (16) + 2 = 18 Next level I can put a rank in acrobatics.


Male Human (Oerdian) (Per +2 | Fort +5 Ref +2 Will +1 | AC 26 (f24/t12) | CMD 21)

Round 1, Initiative 3

Status:
AC: 15 HP: 12/12
Weapon Equipped = Guisarme (peacebonded)
Conditions = none

Doruk moves as quickly as he can (60' double-move) along the docks to M 3 to cut off the escape of Irontusk.

From the map it looks like I need to run around a building to pull it off so I don't know where I end up.


DM Rolls:

s: 1d20 + 4 ⇒ (16) + 4 = 20
iju: 1d20 + 12 ⇒ (2) + 12 = 14
iju2: 1d20 + 12 ⇒ (10) + 12 = 22
ibal: 1d20 + 8 ⇒ (11) + 8 = 19
pbo: 1d6 ⇒ 1
ibo: 1d6 ⇒ 3
pbo2: 1d6 ⇒ 6

1---
Mukluk 24 : Moves to D10
"I" 14 : Readies his actions in case someone approaches, then triggered by Petrel's heroics, he drops his hammer and begins to make his escape
Petrel 12 : Leaps onto chicken boat
Aralynn 10 : Leaps onto chicken boat
Martigan 7 : still to act
Doruk 3 : may wish to revise?

You all had passed a small, elderly halfling woman with tangled grey hair as you made your way to this dock. She too, is looking in your direction.

(She's just above the '1' line pictured in the map)

She yells out, "The birds are looking for the worm! The birds are here!" She looks terrified.

Mukluk moves along the dock and steps onto the barge tethered there. A row of three large crates ten feet high create a mock "wall" here separating you from the other side of the craft.

Petrel Acrobatics (balance while crossing slimy fish DC15): 1d20 + 8 ⇒ (17) + 8 = 25

Petrel moves swiftly onto a boat heavily laden with trout, bass and other assorted fish, each foot avoiding a slippery carcass as he leaps across the water and lands onto a raft beyond. The craft shudders with his weight, and several chicken cages rattle with a bluck bluck bluck response as feathers explode about him. Aralynn lands on the same boat a second later.

"Irontusk" drops his hammer, swears something in orcish and begins to leap from boat to barge while he flees to the north.

Barge End Map - Round 1 Updated

@Doruk: You can't move from D3 to M3 directly. It's a sheer drop to the water. You can go all the way around this building by spending 4 rounds off the map. Or you can swim or jump. Feel free to revise your Round 1 action.

Waiting on Martigan, Doruk (possibly to revise), then Mukluk can act to start Round 2.

Boat Effects - You Can All Read:

Slippery Fish: Requires a DC15 Acrobatics check to cross. Failure means falling prone.

Nets: On a boat with the 'Nets' label, you can either move at half speed with no danger. To move at full speed, you must make DC15 Reflex save to avoid becoming entangled.

Chickens: Those in a cloud of chicken feathers have concealment.

Crates: You can either climb these crates (DC15 Climb) or burst through them (DC20 Strength) in Koolaid Man style. Oh Yeah!!


Male Human (Oerdian) (Per +2 | Fort +5 Ref +2 Will +1 | AC 26 (f24/t12) | CMD 21)
DM Panic wrote:
@Doruk: You can't move from D3 to M3 directly. It's a sheer drop to the water. You can go all the way around this building by spending 4 rounds off the map. Or you can swim or jump. Feel free to revise your Round 1 action.

Given his likely failures on the jumping/swimming, and the apparent success of his allies, AND the possibility that Tusk will just run off the docks, the smart move to Dyrant still seems to be to run around and cut off possible escape.

Yeah, it means watching this one, but it's what Doruk would do. He'll run when possible to try and shave the time of course, but ultimately he's worried the guy will hop on the dock and flee into town.

EDIT: Damn keyboard making me into other people...


Doruk wrote:

Given his likely failures on the jumping/swimming, and the apparent success of his allies, AND the possibility that Tusk will just run off the docks, the smart move to Dyrant still seems to be to run around and cut off possible escape.

Yeah, it means watching this one, but it's what Dyrant would do. He'll run when possible to try and shave the time of course, but ultimately he's worried the guy will hop on the dock and flee into town.

Dyrant's here? RUNNNNNNN.

Are you sure he'd actually try to cut off someone fleeing? I got the feeling that he'd scowl at Irontusk and yell at him from a distance about repentance.

OK, I'll give you 3 rounds to emerge at (a,1). This is accomplished by using 1 round to double-move west, a Run full-round action to span the width of the buildings off the map, and 1 round to double-move back east. You'll be able to act from (a,1) in Round 4.


Human Cleric of Pelor 4

Was waiting to see what Irontusk did.

Round 1 Initiative 7

Martigan double moves to {J,2}

"I think we're about to have company!"


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Bad turn, ignore:

Mukluk will move to F10 and create a cloud of acid in M,O:9,10 (5' cloud, lasts a round), assuming there are no innocents in those squares.

1d6 ⇒ 4 Acid damage, DC13 Fort to avoid sickness and half damage

"'Tusk, might we have a word with you? Watch out for the cloud of acid, it will peel your skin from your bones if you run through it."

Mukluk will follow Doruk along the back side, running off map...so move back to where I started.


@Martigan: (J,2) is ~3 full rounds of movement to go the long way around the building.

@Mukluk: You do realize that Irontusk is much further along the barges than (M-O,9-10) right? You're putting the cloud in front of Aralynn and Petrel?


Human Cleric of Pelor 4

Oh, those are buildings. Well crud. In that case I will move with Doruk to cut Irontusk off.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Nope....missed the updated map link. Editing...


Male Human Rogue 4: Knife Master, Sanctified Rogue

Round 2, init 12

Why is he running?

Petrel will continue east... assuming the boat with little boxes, D7, is double move.

He will go to M5 (10), across the docks (10), vault the crate at P5 and then get a running start to jump the gap (15), crossing 10 feet of water (10) and ending at Z5 (15). Total move 60.

Vaulting the crate DC 15: 1d20 + 8 ⇒ (13) + 8 = 21

Leaping the gap DC 10 1d20 + 8 ⇒ (10) + 8 = 18


As Petrel steps forward onto the latest boat, he realizes too late that he has just stepped off some sort of pressure plate mechanism on the boat's deck.

A clicking sound is followed by a twang as an arrow fires at the knife-master from some hidden compartment.

Arrow Trap: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d6 ⇒ 6

The arrow sinks into the back of Petrel's calf.

Petrels Movement Actions Revised:

Vaulting the stack of crates at P5 isn't DC15. It's DC15 Climb to climb at quarter-movement onto them. An acrobatics check to leap onto the crate instead is an obscene DC40.

The gap between (R,5) and (V,5) is 15 feet for a DC15 Acrobatics check (which you made)

There's no difficult squares to cross, so you spent 6 squares to (Q,5) where you have 10 feet of space for the running leap to (V,5).

As he continues to scramble across the boats, he weaves between stacked crates and collides with a wretched, smelly sailor.

"Ey, whosh on m'boatsh... Get offshh y'filth!!" the man slurs, smelling thick of rum and sweat.

He reaches out with a free hand to grab Petrel but he only grabs empty air.

Drunk sailor (vs Petrel CMD14): 1d20 + 3 ⇒ (9) + 3 = 12

I presume Petrel's knives are still stowed, so no AoO against the drunk. He stands in (Q,4) -- you can just barely make him out laying on the boat on the map.

As Petrel lands his jump at (V,5) he realizes he has landed onto another craft covered in slimy fish guts. Make a DC15 Acrobatics check as part of landing or fall prone. Because of this "difficult terrain", you end your movement here at (V,5).


DM Rolls:

iF: 1d20 + 5 ⇒ (8) + 5 = 13

1---
Martigan 7 : makes his way around building
Doruk 3 : makes his way around building

2---
Mukluk 24 : retraces steps to original dock
"I" 14 : Continues to flee, knocks over lantern
Petrel 12 : Closes in, crossing several boats
Aralynn 10 : TBD
Martigan 7 : Run action lining up with vertical "a" line
Doruk 3 : Run action lining up with vertical "a" line

3---
Mukluk 24 : makes his way around building
"I" 14: TBD
Petrel 12 : TBD
Aralynn 10 : TBD
Martigan 7 : Emerges at (a,1)
Doruk 3 : Emerges at (a,1)

"Irontusk" continues to make his way from barge-to-boat northward, slowly making his way through an assortment of nets before stepping onto a barge covered in buzzing flies.

Petrel can see the half-orc gag as he brings one of his thick arms up to cover his mouth as he crosses to the dock beyond and onto another larger barge.

The half-orc looks back and his eyes lock with Petrel's while he smirks. He grabs a lit lantern on the boat here and knocks it over onto the craft's main deck where it begins to smolder and smoke.

A number of dogs have climbed onto the deck of one of the larger vessels "D8" and are barking angrily at Aralynn and the chickens.

Updated Map for Round 2 - does not include MM or Aralynn's actions.

Petrel:

If you cross onto the barge with the rotting food, make a DC12 Fortitude save, or be sickened.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk edited his post above to return to his starting position. If it looks the same, hit reply on it and you'll see the updated post.

Round 3, Init 24

Mukluk follows Doruk off the map, running as fast as his stubby little dwarf legs will take him.


Male Human Rogue 4: Knife Master, Sanctified Rogue

Petrel will shout in pain when skewered by the arrow trap.

Who puts an arrow trap on their boat? Seriously, what is wrong with these warfies.

He looks around and notices his companions have all fled.

One exploding chicken and these shield lands toughs run for cover! ha ha ha .. huh?

Not noticing the slimy fish parts...

1d20 + 8 ⇒ (6) + 8 = 14

He slips and lands in a pile of fish guts. Splat!


Female Half-Elf Monk (Zen Archer) 1

Round 2, Init 10

Araylnn continues the pursuit of the half-orc across the boats and docks. She dashes along, ending her turn midair of her dramatic leap.
I-7,J-7,K-7,M-8,O-9,P-9,Q-9,R-9,S-9,T-9,U-9. I assume I'll deduct 5' from next round's move action once I land. Alternatively, I can go via the D-9 barge and end up at U-10

1d20 + 2 ⇒ (19) + 2 = 21 - Jump.


Male Human Rogue 4: Knife Master, Sanctified Rogue

Round 3, init 12

Petrel will stand, glance around to see if anyone watched his fall, and then charge through the rotten barge. Ending at Z4 I believe

Fort save +2 1d20 + 2 ⇒ (1) + 2 = 3

The fried fish, the fish guts, and then the rotten food are just too much!

Petrel vomits his lunch all over the place.

Anyone he can puke on? haha


2---
Mukluk 24 : retraces steps to original dock
"I" 14 : Continues to flee, knocks over lantern
Petrel 12 : Closes in, crossing several boats, falls prone on fish
Dogs 10+ : attacked Aralynn (only one could get to her)
Aralynn 10 : Double-moves, ending at the barking dogs
Martigan 7 : Run action lining up with vertical "a" line
Doruk 3 : Run action lining up with vertical "a" line

Aralynn rushes through the feathery explosion, moving across several barges, with her eyes on a small squarish one. As she hops up onto the boat with the barking dogs, one snarls and actually snaps at her while two other dogs quickly move to the boat's west side and continue to growl.

Dog (attack, partial cover from crate): 1d20 - 2 ⇒ (14) - 2 = 12 MISS!

Dog (AoO): 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 + 1 ⇒ (1) + 1 = 2 Hit Aralynn for 2 dmg.

Aralynn keeps up her momentum and leaps to another barge filled with junk just beyond. The dog on the west end, wearing a spiked red collar that reads "Bruno" snaps at her. It's large canines tear a bloody gash in her right calf. All three mutts continue to bark viciously but do not pursue.

On the "junk boat" you'll need to make a DC15 Acrobatics check to move full speed, or move half speed to avoid falling prone.

On Aralynns Movement:

The dogs had a readied action to attack anyone who stepped onto the boat they are guarding. I assume you'd rather take the AoO and finish your movement to pursue Irontusk rather than stop and fight 3 dogs.


Female Half-Elf Monk (Zen Archer) 1
DM Panic wrote:
I assume you'd rather take the AoO and finish your movement to pursue Irontusk rather than stop and fight 3 dogs.

Yep

1d20 + 2 ⇒ (12) + 2 = 14 - Araylnn slides and won't have enough movement left to leap or even stand up. "I meant to do that." I'm guessing I end in S-9.


DM Rolls:

ibo: 1d6 ⇒ 1

3---
Mukluk 24 : makes his way around building
"I" 14: Reaches the skiff
Petrel 12 : Stands, vomits, reaches fire
Aralynn 10 : TBD
Martigan 7 : Emerges at (a,1)
Doruk 3 : Emerges at (a,1)

4---
Mukluk 24 : Run action lining up with vertical "a" line
"I" 14: Attempts to untie ropes securing the skiff
Petrel 12 : TBD
Aralynn 10 : TBD
Martigan 7 : TBD
Doruk 3 : TBD

"Irontusk" continues to make his escape, dashing away from the flames that have erupted on the barge and leaping onto another boat filled with various birds and livestock. Another dizzying array of feathers fly into the air as the half-orc leaps onto a small skiff at the end. Petrel and Aralynn both can see "Irontusk's" intentions clearly - he means to untie the ropes securing the vessel and begin rowing away.

Petrel stands, fishy scales covering him from head to toe and continues his pursuit. Reaching the rotting fruit on the next barge is too much for the rogue, as he vomits his friend fish snack all over himself and the boat. With a hand covering his mouth, he steps away and approaches the flaming barge.

Crossing the Flames:

To cross the fire that has broken out here, you will take 1d6 damage. A Reflex DC10 save will halve the damage taken.

Round 4 "Irontusk" untie ropes (Survival DC10): 1d20 + 4 ⇒ (11) + 4 = 15

Latest Map for beginning of Round 4 - missing Aralynn's Round 3.


Male Human Rogue 4: Knife Master, Sanctified Rogue

Petrel will take a five foot step back from the burning barge.

I bet I gots some fish oil one me, and oil is flammable! I better stay back.

He'll then draw a concealed knife, though keep it hidden in his sleeve.
Standard! per sleight of hand skill. He needs the quickdraw feat.

Sleight of hand to conceal knives 1d20 + 10 ⇒ (8) + 10 = 18

Shouting to Irontusk, he will try and get him to come back.

"Irontusk! Why are you running! We have an elf! She will just shoot you full of arrows like your dad! That's right! She killed the big fat boar that was your father! Row back here or she will do the same to you!"

Intimidate? Or antagonize for Petrel's purpose:
1d20 + 1 ⇒ (3) + 1 = 4


Female Half-Elf Monk (Zen Archer) 1

Round 3, Init 10
Araylnn stands up and tries to hop across to the next barge. The wound from the dog flares up as she tries to push off and instead she splashes into the water. She climbs back out to the next barge and ends at V-9 watching Irontusk.
1d20 + 2 ⇒ (2) + 2 = 4

Round 4, Init 10
1d20 + 2 ⇒ (1) + 2 = 3 - leap
1d20 + 1 ⇒ (5) + 1 = 6 - swim
Araylnn decides to leap off the barge and swim to Irontusk. Unfortunately, her legs still do not appreciate the sharp leap and she does a belly flop on the water. Stupid peace binding laws. Stupid blunt arrows not purchased yet! Arayln begins to sink as pieces of junk appear to have caught on to her quiver. Stupid! Stupid!


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk keeps movin'.

C'mon you lazy dwarf. We don't give up that easily!


Male Human (Oerdian) (Per +2 | Fort +5 Ref +2 Will +1 | AC 26 (f24/t12) | CMD 21)

Round 4, Initiative 3

Status:
AC: 15 HP: 12/12
Weapon Equipped = Guisarme
Conditions = none

Doruk runs off the edge of the pier and leaps onto the chicken feather barge
Acrobatic jump 1d20 - 1 ⇒ (12) - 1 = 11 ...it looks like that should make it.

Assuming that makes it, Doruk ends up next to Irontusk after a double move with his peace-bound Guisarme out.

Can I make a trip attack with a peace-bound weapon?


Martigan can post 2 rounds of actions next time he checks the thread...

Let's say Aralynn is unsuccessfully treading water at (W,10) after her unsuccessful leaps.

4---
Mukluk 24 : Run action lining up with vertical "a" line
"I" 14: Unties ropes securing the skiff
Petrel 12 : Pulls out a knife and talks
Aralynn 10 : Leaps and swims
Martigan 7 : TBD
Doruk 3 : Leaps and runs, reaches (c,12)

5---
Mukluk 24 : Arrives at ~(a,1)
"I" 14: Moves to the middle of the skiff and sits down, beginning to operate oars. For the moment, the boat's position is unchanged.
Petrel 12 : TBD
Aralynn 10 : TBD
Martigan 7 : TBD
Doruk 3 : TBD

Doruk wrote:
Can I make a trip attack with a peace-bound weapon?

Sure, you won't get the special bonus from the weapon (if it had one), but you can certainly use it for a trip attempt. Because it's not scary (as a lethal weapon), it would normally allow an AoO - but you have Improved Trip, so we'll say that you're good to go with it.

I'd like to point out that by your Round 5 action, Irontusk is already sitting down in the boat, so a trip attempt wouldn't be that useful.

With Aralynn's jump mistimed, she wades around in the water for a bit while Petrel readies a knife and taunts the half-orc.

"Irontusk" stays intent on his task of escape, venturing no reply to the knife-master.

Doruk suddenly appears, one long run propelling the warrior from the alley to the dock as he leaps over the burning barge and lands in a storm of chicken feathers with a thud. The barge sways to and fro as he steps up near the half-orc.

Updated Map - missing Martigan's round 4 action. Shows round 5 before Petrel's action.


Female Half-Elf Monk (Zen Archer) 1

Round 5, Init 10
*cough*choke*cough*
1d20 + 1 ⇒ (7) + 1 = 8
Never *breathe* getting in anything *breathe* bigger than a stream...
1d20 + 1 ⇒ (15) + 1 = 16 - Aralynn swims 7.5 feet to Z-11.


Human Cleric of Pelor 4

Round 4 Initiative 7

Move to {a,5}

"Petrel, you're hurt. What happened?"

Cast Cure Light Wounds Domain spell.
1d8 + 1 ⇒ (2) + 1 = 3

Round 5 Initiative 7

Martigan looks around for anybody else that has noticed the excitement.

Perception +3
1d20 + 3 ⇒ (8) + 3 = 11


Male Human Rogue 4: Knife Master, Sanctified Rogue

Round 5, init 12

I thought elves were supposed to be all nimble and agile like. This one is a real klutz!

"Thanks Marti, we fought the whole way here! You shoulda seen it, there were traps, angry sailors, angry dogs, fighting fish..."

His voice trails off as he sees the route Doruk took.

"Got to go... By the way your elf is drowning."

Petrel will back up and make a running jump to the chicken barge as well. I believe he can double move onto the rowboat.

Acrobatics +8 1d20 + 8 ⇒ (19) + 8 = 27

Status 9/12 hp


Male Human (Oerdian) (Per +2 | Fort +5 Ref +2 Will +1 | AC 26 (f24/t12) | CMD 21)

Round 5, Initiative 3

Status:
AC: 15 HP: 12/12
Weapon Equipped = none
Conditions = none

I leave my Guisarme on the dock and leap into the boat.
Acrobatics just in case: 1d20 - 1 ⇒ (13) - 1 = 12 ...made it!

Then I attempt to grapple the half orc.
CMB 1d20 + 5 ⇒ (13) + 5 = 18 vs his CMD


DM Rolls:

1d1d20 + 7 ⇒ (17) + 7 = 24

4---
Martigan 7 : Heals Petrel for +3HP
Doruk 3 : Leaps and runs, reaches (c,12)

5---
Mukluk 24 : Arrives at ~(a,1)
"I" 14: Sits
Petrel 12 : Leaps onto skiff
Aralynn 10 : Swims to Z,11
Martigan 7 : Looks around
Doruk 3 : Steps onto skiff, initiates grapple

6---
Mukluk 24 : TBD
"I" 14: Rages, reverses the grapple
Petrel 12 : TBD
Aralynn 10 : TBD
Martigan 7 : TBD
Doruk 3 : TBD

Martigan quickly heals Petrel, Aralynn treads water and Mukluk finally arrives on the scene.

As Doruk and Petrel leap then land onto the skiff, their momentum combined with Irontusk's attempts to row push the small craft out into the water.

Irontusk struggles against Doruk's hold, cursing in Orcish as his face flushes red with anger. "GAHZR!! Unhand me you filthy human!" From how strong he smells of sweat, Doruk wonders who truly is the filthy one of the two.

However, as Irontusk's veins bulge and the half-orc appears to suddenly gain an inch of height, he wiggles free and reverses the hold on Doruk, spinning the Shieldlander to face Petrel while he grins, "Time for swim human!" Although he needs next round and another check to actually toss Doruk into the water.

Martigan spots the drunken sailor has run off down the street shouting, "Fireshhh!". The frightened halfling woman has disappeared as well. A pair of young men at the end of the alley are debating whether or not to come closer and observe what is happening.

Updated Map - shows beginning of Round 6 at Mukluk's action.


Female Half-Elf Monk (Zen Archer) 1

Round 6, Init 10

1d20 + 1 ⇒ (5) + 1 = 6 - Move 1
1d20 + 1 ⇒ (7) + 1 = 8 - Move 2
Never, ever, ever going in the water!!!

About to travel to the mountains for the weekend. I'm unsure of coverage and will be working by cell phone, so it might go slow until Sunday night. I'll probably be swimming the whole battle though.

Swim round 7
1d20 + 1 ⇒ (14) + 1 = 15 - Move 1
1d20 + 1 ⇒ (16) + 1 = 17 - Move 2

I think that gets me to the dock.

Round 8 I'll climb out and try to punch something.
1d20 + 1 ⇒ (15) + 1 = 16
1d6 + 1 ⇒ (4) + 1 = 5 - non lethal

Round 9 - Kick
1d20 + 1 ⇒ (12) + 1 = 13
1d6 + 1 ⇒ (1) + 1 = 2 - non lethal


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Round 6, 24

Mukluk will move to Z7 and begin to shake his fist in the air, screaming at the retreating boat that is stealing two of his hired goons.

First 'tusk stole the key, now he's stealing two of my goons. I'm going to get that guy. Next time, I'll be in range for magic...let's see him steal that.

Mukluk shakes fist and curses in Dwarven.


Human Cleric of Pelor 4

Round 6 Initiative 7

Status:

HP = 10
AC = 17
Weapon Equipped = None
Speed = 20'
Cleric Spells Left (CL 1, +4 melee touch, +0 ranged touch):
0 Purify Food and Drink (DC 13), Create Water, Light
1 Sun Metal (DC 14)
Status Effects = None

"Sweet Pelor this barge is on fire."

Create Water on the fire, because I'm not going to be swimming.


Male Human (Oerdian) (Per +2 | Fort +5 Ref +2 Will +1 | AC 26 (f24/t12) | CMD 21)

Round 6, Initiative 3

Status:
AC: 15 HP: 12/12
Weapon Equipped = none
Conditions = grappled

Doruk attempts to break the grapple and reverse it back on him!

Break Grapple 1d20 + 5 ⇒ (1) + 5 = 6 vs CMD ...failed!


6---
Mukluk 24 : Moves to Z-7, shakes fist, curses
"I" 14: Rages, reverses the grapple
Petrel 12 : TBD
Aralynn 10 : Treads water in place
Martigan 7 : Extinguishes part of the fire
Doruk 3 : Fails to reverse grapple

7---
Mukluk 24 : TBD

Mukluk rushes to the end of the dock, shaking his fist, yelling something in Dwarven. Aralynn continues to tread water, while Martigan extinguishes some of the flames on the eastern half of the small boat.

The flames look like they will subside and run out of dry consumables in a matter of seconds.

2 rounds to be exact, or one more application of Create Water next turn will turn them into smoldering ash 1 round earlier.

Doruk grunts and tries to break Irontusk's hold, but is unsuccessful against his raging adversary.

Petrel and M.M. are up.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

MM will carefully move to W9, holding his breath across the fish barge, and watching his step.

Maybe I can return this wet cat for a refund. Then again, maybe I should have included swimming in the test.

"I'm coming to fish you out, you just stay there..." MM shouts to the wet woman.

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