From Humble Beginnings WotW (Inactive)

Game Master The Indescribable

Alternate Crafting Rules

Veil of Useful Items.

The Nine Lessons

Frost Hammer


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Male Dwarf Korak

The two working together open the door as Lukasz shouts. At the same time across the room the trapdoor opens and Thomas Blackerly comes through with several guards. One on the ladder drops back down as GrumbleJacks drops down the ladder smashing underneath his weight.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dexter throws his dagger right at the bastard that branded him.

Dagger Attack 1d20 + 2 ⇒ (5) + 2 = 7
Dagger Damage 1d4 ⇒ 3

"Its on, win or die fellows!" Dexter bellows as he draws his club.

I assume we do not have the door open yet...


Male Dwarf Korak

I said the door opens didn't I?


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3
Korak The Boisterous wrote:
I said the door opens didn't I?

I meant the door to the outside of the Prison we did not manage to open. They are coming from another door inside correct?


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Sweet, salty freedom. Isabella's elation is short lived, as she hears the guards enter the adjacent room, followed shortly by Dexter's battle cry and the commotion caused by Grumblejack's entrance.

Moving back into the gatehouse, Isabella hugs the wall next to the arrow slits, doing her best to stay out of their sightlines. "Throw down the rope! Hurry!" She calls to Dexter and Lukasz, motioning for Leekoo to follow and avoid the arrow slits.

I got you Korak. He did say Isabella & Leekoo opened the door leading out, but I can't say as to Dexter's awareness of that fact. Just for a layout reminder: There are 4 "doors" from the 2nd floor, 1 murderhole, & now 1 window. Two of the doors (one on each side of the room) are on the floor, and lead to separate rooms downstairs, where there are arrow slits in the walls. The other two doors (again one on each side of the large room) are in the ceiling, above ladders, going to the roof. Lukasz came down the ladder on the side near the window we made, Grumblejack came down the ladder on the opposite side. At the same time, the Sergeant & several guards came up through the door underneath Grumblejack, who fell down on one of the guards & pushed him back down. Lukasz is on the far side of the room, Dexter is in the middle over the murderhole, Grumblejack is in the midst of the guards on the opposite side of Lukasz, while Leekoo & Izzy are below, now free. We need to first get Leekoo & Izzy in the battle, & secondly protect Grumblejack.


Male Dwarf Korak

Not quite. The guard just ducked the f&*@ out when he saw Grumbles join up with Lucky and Dex


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

Curses! Lukasz thought as he griped his shield, dropping the singed rope down the nearest hole in the ground before drawing his blade again and preparing for a fight.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

So we are now all ON the ground floor and Izzy and Leekoo just opened the front door so we can get the hell out of here correct?

Dex spares a look at the Ogre, "If they think you fearsome now, wait until they get a load of you when I am done with you my hulking friend".

He then heads towards the open gates of the Prison and freedom.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Everyone except Leekoo & Izzy are on the 2nd floor, including the Sergeant & his guards. The two of us are on the ground floor, with the gate to freedom we just opened (and the gate into the prison that Leekoo barred). Right now, the only way to leave is to drop down/use the rope through the murderhole. It was an acrobatics check to drop down without the rope, maybe climb now? In any case, we should probably deal with the Sergeant & his fellows, since they're gonna be right on our asses (with bows) & we'll likely have to fight them on the bridge or the mainland anyway if we run from them now. You all could all drop down here & we could fight them on the first floor in the gate room, but if they go back down to the adjacent room they have total cover & arrow slits to use against us.

Seeing the rope drop down through the murderhole, Isabella holds one of her remaining blades in her teeth as she quickly shimmies back up to the second floor.

Climb: 1d20 ⇒ 19

If she makes it up in a single move action:

Quickly taking stock of the situation, she throws her drawn dagger at the closest guard, while giving the Sergeant a look promising much more than a single thrown blade.

Dagger Ranged Attack: 1d20 + 4 ⇒ (10) + 4 = 14 I never realized regular daggers had a thrown range, thanks Korak. Subtract any penalties for range increments.

"Time for some payback fellas! Kill em one by one!"

Edit: Damage: 1d4 ⇒ 3 One dagger left.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Leekoo looked at the rope, then at the open door. His head whipped back and forth for a second, his ears flopping wildly with every pass before grabbing the rope. He must help Izzy!

Climb: 1d20 + 9 ⇒ (8) + 9 = 17

Reaching the upper floor, he gripped his large knife and bared his teeth at the hated Sergeant.

Intimidate: 1d20 - 1 ⇒ (14) - 1 = 13


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Initiative 1d20 + 5 ⇒ (17) + 5 = 22


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Initiative: 1d20 + 4 ⇒ (3) + 4 = 7

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Oops, forgot.

Initiative: 1d20 + 3 ⇒ (11) + 3 = 14


Male Dwarf Korak

LuckyInit: 1d20 + 4 ⇒ (8) + 4 = 12
BlackerlyInit: 1d20 + 0 ⇒ (18) + 0 = 18
GuardsInit: 1d20 + 1 ⇒ (20) + 1 = 21
GrumbleJackInit: 1d20 - 1 ⇒ (16) - 1 = 15

Turn order.
1. Dexter,

2. Blackerly/Guards

3. Grumblejack, Leekoo, Lucky, Izzy. Remember, you must wait only when it's not your section, Grumblejack Leekoo, lucky, and izzy do not need to wait one each other.

As to climbing the rope. Despite Leekoo's best effort and Izzy's attempt they are unable to climb the rope. Since it was never attached to anything their attempt to climb it merely pulls it down with them. They can however climb up there on their next turn. Nice try lucky, but I don't give freebies like an easy rope up when it was never tied to anything. Good looking out for the group though.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dexter rushes one of the guards and attempts to strike him with the club

Club Attack 1d20 + 3 ⇒ (5) + 3 = 8
Club Damage 1d6 + 2 ⇒ (3) + 2 = 5

and meeting the same level of success as he did when he threw the dagger at Blackerly.


Male Dwarf Korak

Blackerly moves back as three guards attack Dexter furiously.
Guard 1 Longsword: 1d20 + 5 ⇒ (17) + 5 = 22

Guard 2 Longsword: 1d20 + 5 ⇒ (11) + 5 = 16

Guard 3 Longsword: 1d20 + 5 ⇒ (1) + 5 = 6

Need your stats up Dex, especially if you equipped any armor or anything during the jail break.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Sorry will update now, I think Dex is a dead duck...


Male Dwarf Korak

damage 1d8 + 2 ⇒ (6) + 2 = 8 1d8 + 2 ⇒ (1) + 2 = 3One of the guards swing across your chest does enough damage you feel you probably can't take another swing like that while the other one slides across your arm shaving some of the meat from you.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Hearing the battle joined above, and finding no purchase on the rope, Isabella calls up to the others. "Grumblejack, hold the rope! Or somebody tie it to something so we can get up!"

If it's possible to give Leekoo a boost to get up through the hole she'll do that, otherwise if Isabella can see an enemy through the hole she'll throw a dagger at them.


He can't Your weight pulled it down. Grumblejack moves over looking down the hole and waiting.[/ooc]


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Oohh okay.

Isabella tries to throw one end of the rope up to the ogre. Dunno what to roll for that.


Male Dwarf Korak

ranged attack I've got an idea for how I'll do it.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Ranged Attack: 1d20 + 5 ⇒ (16) + 5 = 21 I need to make a proper stat block for Isabella. I don't have her BaB or ranged attack listed anywhere, so I've been rolling that one point off.


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

Seeing the guards and not liking the odds, Lukasz shouts"Get out of there!" as he stepped forward, swinging his blade at the nearest guard. To close on their heels to retreat, they would have to deter the guard's advance.

Attack: 1d20 + 2 ⇒ (17) + 2 = 19
[dice=Damage]1d8+2[dice]


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

Corrected damage dice roll:

Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Male Dwarf Korak

Grumblejack catches the rope

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

As soon as the rope was caught, Leekoo grabbed hold and shimmied up.

Climb: 1d20 + 9 ⇒ (19) + 9 = 28

When he reached the floor, he looked around to gain his bearings.


Male Dwarf Korak

GrumbleJack rushes over to the murderhole when Izzy calls and catches the rope as Lucky tries to hold back the guards. Leekoo climbs up the rope and sees Dexter and Lucky side by side fighting 3 guards as Blackerly hangs back yelling at the one who ran to get his ass back up the ladder. Leekoo sees one of Lucky's hits strike true. Dexter, your turn.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Round 2 Combat

Dexter attempts to club the one that the Lawyer struck, better two than three...

Club Attack 1d20 + 3 ⇒ (6) + 3 = 9
Club Damage 1d6 + 2 ⇒ (1) + 2 = 3

but misses.

The dice roller has it out for Dex it seems!


Male Dwarf Korak

If I didn't think it would kill you all I would institute a house rule where 1s provoke AoO

The guards retaliate, one going after dexter the others focusing on Lucky.

Guard trying to lop off Dex's head.: 1d20 + 5 ⇒ (12) + 5 = 17damage: 1d8 + 2 ⇒ (4) + 2 = 6

Guard trying stab into Lucky's gut.: 1d20 + 5 ⇒ (14) + 5 = 19 damage: 1d8 + 2 ⇒ (6) + 2 = 8

Guard's sword swings in an attempt to cleave Lucky's head in twain.: 1d20 + 5 ⇒ (5) + 5 = 10

Grumblejack moves toward the melee hulking over the guards. As he does he drags the rope with him hopefully pulling up Isabella. Give me a strength check followed by an acrobatics or dex check.

Blackerly remains to the rear.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Strength: 1d20 ⇒ 11

Dexterity: 1d20 + 4 ⇒ (4) + 4 = 8

Feh. Dexter's dying & Isabella is useless. I'm on the upswing otherwise, & do appreciate the commiseration. I'll share my kooky dream notes at some point here. Upstairs is just too far away right now :P


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dex grunts in pain as blood cascades down his face.


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

As things quickly turned against them in this fight, Lukasz prayed that the ogre's arrival might even the score as he swung once again at the injured guard in hopes of bringing the man down.

Attack: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


Male Dwarf Korak

Psst. Leekoo, your turn.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Ah, sorry, lost track of who goes when.

Rage. Rage infused Leekoo as he gazed upon the long legs that brought him here. Baring his teeth, he waved his knife around and rushed forward, hoping to spill his delicious blood everywhere.

Charge Attack: 1d20 ⇒ 19
Damage: 1d4 ⇒ 2
Crit Confirm!: 1d20 ⇒ 5
Crit Damage: 1d4 ⇒ 4


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Surprised grunt growing into a frustrated growl, Isabella lurches after the rope as it's torn from her grasp. Hoping the ogre still held the other end she jumps for the midpoint and attempts to haul herself back through the hole.

Acrobatics (untrained): 1d20 + 4 ⇒ (4) + 4 = 8

Climb (untrained): 1d20 ⇒ 2

G~$#~%mit even trying to use my good ability with the checks isn't s%@#!


Male Dwarf Korak

Hmm unfortunate turn for isabella, hopefully she can land on her feet and not crack her head open, acrobatics check please.

The explosive speed of Leekoo keeps the three guards in front from reacting as he rams into Blackerly.

Dexter takes a ringing knock to the head but keeps it from being fatal by angling his head to hit the flat end instead of the edge.

Lukasz hurts as he takes nearly the full power behind the guard's attack.

No longer feeling Isabella's weight on the rope he dragged behind him Grumblejack lets go. Dex's turn.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Acrobatics (untrained): 1d20 + 4 ⇒ (13) + 4 = 17


Male Dwarf Korak

You roll safely to your feet.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

No turning back now... Dex thinks to himself as he swings his club again at the guard that Lukasz has already wounded.

Club Attack 1d20 + 3 ⇒ (19) + 3 = 22
Club Damage 1d6 + 2 ⇒ (6) + 2 = 8


Male Dwarf Korak

Excuse the brevity I lost internet and everything I wrote for the actions. All three guards miss and grumlejack finishes off the guard injured by dex and lucky by slapping him. Go.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

With the Ogre at his back Dex continues to push the fight to the remaining guards.

Club Attack 1d20 + 3 ⇒ (11) + 3 = 14
Club Damage 1d6 + 2 ⇒ (2) + 2 = 4


Male Dwarf Korak

Dex, it's everybody else's turn.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Sorry bout that, just keep that roll for next turn I guess.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

From the acrobatics check to get down, I'm guessing the hole is too high to jump to, & with it being in the middle of the room there's no way to get a boost by jumping off the wall or something.

Seeing no way to join the others in the room above, Isabella exits the gatehouse to get a better look at their path to freedom.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

how wide/long is the bridge to the mainland? Is the bridge or jumping into the water our only way off this rock?

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Leekoo, wielding his mighty knife of vengence, lashes out at Blackerly.

Attack: 1d20 - 2 ⇒ (4) - 2 = 2
Damage: 1d4 ⇒ 4


Male Dwarf Korak

Isabella you are correct. No jumpy.

A wide stone bridge with a two-foot tall guard rail connects to the mainland. It is 20 feet wide and over 100 feet across. And yes, unless you suddenly learn to fly the only way is into the water or across the bridge.


Male Dwarf Korak

I'll bot Lucky if he doesn't reply tomorrow


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

Knowing that they needed to push the odds further into their favor, Lukasz steps back, out of range of their attackers before casting the last of his more powerful spells, unleashing a command that was tough to resist for one of the guards to flee.

Move action to step out of range of attack. Standard action to cast Command (Flee) on any guard that is within range of both Dexter and Grumblejack. DC 15 Will save or flee for one round, incurring AOO in the process.

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