GM Shady's Midgard Campaign Setting - Table 3 - Atop the Warring Blasphemies

Game Master shady18

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Baerloth Ammon wrote:
I AM supposed to wait until the goblins and Meira have moved, right?

I don't think current posting order is important, until you and the goblins are in range of one another. And sorry, everyone, about the delays this week, hopefully things are blowing over now (he says).

Nabbit climb: 1d20 + 3 ⇒ (18) + 3 = 21 Success, can move again.
Felkin climb: 1d20 + 4 ⇒ (7) + 4 = 11 Fails, no movement.
Meira climb: 1d20 + 2 ⇒ (1) + 2 = 3 Fails and falls.
Nabbit climb 2: 1d20 + 3 ⇒ (7) + 3 = 10 Fails, no movement.
Meira damage: 1d3 ⇒ 3

Nabbit successfully negotiates a part of the climb down, while Felkin fails to get any meaningful footing. He curses quietly in goblin under his breath. Meira, meanwhile, misses a handhold and with a short scream clatters down 10 feet, landing awkwardly on a skin pocket below.

The goblins continue to crawl ably up the side of the giant creature.


I think we are at the following:
- Thule - is at 1/11hp with -7 (from max) non-lethal; 15 feet down; 115 ft from goblins. Thule you can take a second movement turn this round if you wish.
- Baldek - 4/8 with -2 non-lethal; 20 feet down; 110 from goblins
- Nabbit - full hp; 5 feet down; 125 from goblins
- Meira - -3 non-lethal; 10 feet down; 120 from goblins
- Felkin - full hp; 0 feet down; 130 from goblins; Iqua'tha moves with Felkin.
- Crea-Asp - is at full hp (But please roll 1d3 nonlethal); 25 feet down (I miscalculated last time, successful climb for you is 5ft); 105 from goblins
- Einarr - 7hp, 15 feet down (again I miscalculated, a successful climb for you is also 5ft, so you start next to Brintak, but picking him up is a move so you only get one climb move), 115 from goblins
- Brintak - unconscious; carried by Einarr
- Baerloth - 10 hp with -4 nonlethal; 30 feet down; 100 from goblins
- Goblins - 130 feet from platform

Reminders: the bridge is 60 ft from the platform; successful climb = quarter move.

Next round. As a reminder, for when it matters (probably not this round so please just go ahead), initiative is { Thule, Baldek }, Nabbit, { Crea-Asp, Einarr }, Goblins, Meira, Baerloth, Felkin, Brintak, Iqua'tha.


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

After some success negotiating the first part of the climb, Thule takes a deep breath and concentrates on the descent....just focus on the next foothold, then the next handhold...

This is for the extra move, will post for the following round in a separate entry

climb: 1d20 + 1 ⇒ (2) + 1 = 3


Init: +2, hps: 10/11 (4 nl), Perception: +0, AC 17/13/15, CMB +4 CMD 16, Fort+2 Ref+2 Will+1

climb DC14: 1d20 + 3 ⇒ (11) + 3 = 14
climb DC14: 1d20 + 3 ⇒ (7) + 3 = 10

Baerloth makes a little progress on his next try, but can't seem to find any good footholds after his first successful climb.


Skin Changer Spell-Less Ranger 1 | HP: 7/13 | AC: 12 (12 Tch, 10 Fl) | CMB: +5, CMD: 17 (+2 v. Trip) | F: +4, R: +4, W: +2 | Init: +4 | Perc: +5, SM: -2 | Speed 20ft | Animal Shape: 1/1 | Active conditions: None.

Having run out of curses to throw at Thor, Einaar has now started in on the rest of the pantheon.

Rolls:
Climb 1: 1d20 + 8 ⇒ (7) + 8 = 15
Climb 2: 1d20 + 8 ⇒ (16) + 8 = 24


Male Dragonkin (Stone)/ Init: +1, Per: +6, AC 21/11/20, HP 22/22, Rage 8/8 Bloodrager (Steelblood) / 1; F +5, R+1 W+1; Acid Resistance 5; CMB +6, CMD 16

I hate to be a downer, but this is boring as crap. Can you just roll for my character and let me know when / if I make it to the bridge. Weeks of game time just climbing and jumping, when our characters weren't designed for it just isn't fun.


So much pain, so little gain! Baldek curses in the general direction of the Goblin horde. Jumping is too risky, he decides. Better to climb. Slow but steady.

Climb: 1d20 ⇒ 16
Climb: 1d20 ⇒ 6

He makes good progress at first and, quite full of his newly found, but really inexistent, climbing skills, he tries a subtle move that lands him flat on his back, coughing, but otherwise uninjured.

"This is much better... All things considred..." he muses, flat on his back.


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

After a small slip Thule catches himself and again resumes the climb to a more secure position. While the goblins may be menacing, the more immediate task at hand is not falling.

Climb1: 1d20 + 1 ⇒ (10) + 1 = 11
Climb2: 1d20 + 1 ⇒ (20) + 1 = 21

Grand Lodge

Stats:
Crypt Breaker Alchemist 1 | HP [0/8] | AC 14, T 13, FF 12, CMD 10 | Fort +2, Ref +4, Will +1 | Melee +0, CMB -2, Range +3 | Init +2
Kobold
Skills:
Appraise +7, Disable Device +6, Knowledge (Arcana) +7, Perception +7, Survival +6, UMD +4, Craft (Alchemy) +10, Linguistics +4

Flopping around on Einarr's shoulders, Brintak dreamed of his nest mates, the fun of scrounging for their treasures and exploring new places.


Crea-Asp wrote:
I hate to be a downer, but this is boring as crap. Can you just roll for my character and let me know when / if I make it to the bridge. Weeks of game time just climbing and jumping, when our characters weren't designed for it just isn't fun.

Responded via PM.


Nabbit climb: 1d20 + 3 ⇒ (15) + 3 = 18
Felkin climb: 1d20 + 4 ⇒ (17) + 4 = 21
Meira climb: 1d20 + 2 ⇒ (8) + 2 = 10
Nabbit climb 2: 1d20 + 3 ⇒ (7) + 3 = 10
Felkin climb 2: 1d20 + 4 ⇒ (7) + 4 = 11
Meira climb 2: 1d20 + 2 ⇒ (8) + 2 = 10

Meira moves slowly and carefully, managing to avoid further damage but making no progress. Nabbit and Felkin each manage to move a little without hurting themselves, but the more adventurous members of the party are substantially further ahead.

The goblins continue their implacable climb.

I'll roll the outstanding damage from the 2 falls.
Thule non-lethal damage: 1d3 ⇒ 1
Crea-Asp non-lethal damage: 1d3 ⇒ 2

- Thule - is at 1/11hp with -8 (from max) non-lethal; 35 feet down; 85 ft from goblins.
- Baldek - 4/8 with -2 non-lethal; 27.5 feet down; 92.5 from goblins
- Nabbit - full hp; 10 feet down; 110 from goblins
- Meira - -3 non-lethal; 10 feet down; 110 from goblins
- Felkin - full hp; 7.5 feet down; 112.5 from goblins; Iqua'tha moves with Felkin.
- Crea-Asp (yet to move) - is at full hp, -2 non-lethal; 25 feet down; 105 from goblins
- Einarr - 7hp, 25 feet down, 95 from goblins
- Brintak - unconscious; carried by Einarr
- Baerloth - 10 hp with -4 nonlethal; 37.5 feet down; 82.5 from goblins
- Goblins - 120 feet from platform

See discussion thread also (about to post there, will be a few minutes).


Init: +2, hps: 10/11 (4 nl), Perception: +0, AC 17/13/15, CMB +4 CMD 16, Fort+2 Ref+2 Will+1

Baerloth continued to attempt to climb, all too aware of the goblins' proximity.

Climb DC14: 1d20 + 3 ⇒ (9) + 3 = 12
Climb DC14: 1d20 + 3 ⇒ (13) + 3 = 16


Male Dragonkin (Stone)/ Init: +1, Per: +6, AC 21/11/20, HP 22/22, Rage 8/8 Bloodrager (Steelblood) / 1; F +5, R+1 W+1; Acid Resistance 5; CMB +6, CMD 16

1d20 + 3 ⇒ (4) + 3 = 7 Climb 1
1d20 + 3 ⇒ (10) + 3 = 13 Climb 2


Skin Changer Spell-Less Ranger 1 | HP: 7/13 | AC: 12 (12 Tch, 10 Fl) | CMB: +5, CMD: 17 (+2 v. Trip) | F: +4, R: +4, W: +2 | Init: +4 | Perc: +5, SM: -2 | Speed 20ft | Animal Shape: 1/1 | Active conditions: None.

Hand over hand and foot over foot, Einaar keeps climbing.

Rolls:

Climb 1: 1d20 + 8 ⇒ (5) + 8 = 13
Climb 2: 1d20 + 8 ⇒ (16) + 8 = 24
Edit: Damage: 1d3 ⇒ 3


Male Dragonkin (Stone)/ Init: +1, Per: +6, AC 21/11/20, HP 22/22, Rage 8/8 Bloodrager (Steelblood) / 1; F +5, R+1 W+1; Acid Resistance 5; CMB +6, CMD 16

Whoops! you said twice didn't you.

1d20 + 3 ⇒ (16) + 3 = 19 Climb
1d20 + 3 ⇒ (3) + 3 = 6 Climb2


Baldek gets up and tries again to climb down.

Climb: 1d20 ⇒ 13

"This is harder than it seems..." he mutters, unable to make much progress.


Nabbit climb: 1d20 + 3 ⇒ (14) + 3 = 17 ... climb 5 feet
Felkin climb: 1d20 + 4 ⇒ (3) + 4 = 7 ... fall 5 feet, stop
Meira climb: 1d20 + 2 ⇒ (6) + 2 = 8 ... fall 5 feet, stop
Nabbit climb 2: 1d20 + 3 ⇒ (15) + 3 = 18 ... climb 5 feet

Baldek you don't stop on that fail, I will roll another for you.

Baldek climb 2: 1d20 ⇒ 15 ... climb 7.5 feet[/dice]

Crea-Asp falls 5 feet and stops on first turn, climbs 5 feet then falls 5 feet (no damage) on second turn.

Baerloth climbs 7.5 feet; Einarr climbs 5 feet, no damage

- Thule (still waiting on turn) - is at 1/11hp with -8 (from max) non-lethal; 35 feet down; 75 ft from goblins
- Baldek - 4/8 with -2 non-lethal; 35 feet down; 75 ft from goblins
- Nabbit - full hp; 20 feet down; 90 from goblins
- Meira - -3 non-lethal; 15 feet down; 95 from goblins
- Felkin - full hp; 12.5 feet down; 97.5 from goblins; Iqua'tha moves with Felkin.
- Crea-Asp - is at full hp, -2 non-lethal; 40 feet down; 70 from goblins
- Einarr - 7hp, 30 feet down, 80 from goblins
- Brintak - unconscious; carried by Einarr
- Baerloth - 10 hp with -4 nonlethal; 45 feet down; 65 from goblins
- Goblins - 110 feet from platform

Because of turn order and having to figure out when the goblins arrived in shooting range (80ft) I won't have them fire this round but they will fire next (which will slow them down slightly). Equally you can start to try to pick them off. Just going out but I can process another move tonight (or tomorrow morning, I'm currently on Pacific time) if people post. Still waiting on Thule's move for this round - determined to pick up the pace here!


Skin Changer Spell-Less Ranger 1 | HP: 7/13 | AC: 12 (12 Tch, 10 Fl) | CMB: +5, CMD: 17 (+2 v. Trip) | F: +4, R: +4, W: +2 | Init: +4 | Perc: +5, SM: -2 | Speed 20ft | Animal Shape: 1/1 | Active conditions: None.

Aren't most slugs slippery? Not this bastard son of the dragon, apparently, thank Thor's lucky flagon.

Rolls:
Climb 1: 1d20 + 8 ⇒ (10) + 8 = 18
Climb 1: 1d20 + 8 ⇒ (10) + 8 = 18


Sorry, I thought getting up took one climb roll away.

Baldek starts to get nervous: "They're closing and we're spread! Should we close ranks and face them after all?"

Nonetheless, he pursues his efforts.

Climb: 1d20 ⇒ 11

Climb: 1d20 ⇒ 17


Init: +2, hps: 10/11 (4 nl), Perception: +0, AC 17/13/15, CMB +4 CMD 16, Fort+2 Ref+2 Will+1

"They appear too numerous to make such a course advisable," Baerloth rumbled, continuing to climb.

Climb DC14: 1d20 + 3 ⇒ (16) + 3 = 19
Climb DC14: 1d20 + 3 ⇒ (9) + 3 = 12

Steam gusted from his mouth in frustration at his slow pace. He risked a glance down at the goblins, judging whether they had become spread out, too.


I'll roll Thule's outstanding move as initiative order now starts to matter. Initiative was { Thule, Baldek }, Nabbit, { Crea-Asp, Einarr }, Goblins, Meira, Baerloth, Felkin, Brintak, Iqua'tha.

Thule outstanding move climb 1: 1d20 + 1 ⇒ (5) + 1 = 6 Falls 5 feet
Thule's ranged attack is a sling range 50ft so I assume he moves again this turn.
Thule current move climb 1: 1d20 + 1 ⇒ (19) + 1 = 20 climbs 5 feet
Thule current move climb 2: 1d20 + 1 ⇒ (14) + 1 = 15 climbs 5 feet

Nabbit climb 1: 1d20 + 3 ⇒ (10) + 3 = 13
Nabbit climb 2: 1d20 + 3 ⇒ (19) + 3 = 22 climbs 5 feet

So
- Thule is 40 ft down, 60 from goblins ahead of their move;
- Baldek is 42.5 feet down, 57.5 from goblins
- Nabbit is 25 feet down, 75 from goblins
- Einarr is 40 feet down, 60 from goblins.

Waiting on Crea-Asp, then goblins will fire.

NB, just to my point on initiative order, I had posted a different narrative, but it had the goblins firing at the wrong point, so all that action is rescinded (I had neglected Nabbit's move, that in turn brings him within range and all the random targeting changes; lucky Baldek as he took a crit in that particular parallel universe). Will post the goblin actions the other side of my flight.


Bad-Luck Baldek wrote:
Sorry, I thought getting up took one climb roll away.

This is so complex that I'm house ruling that away.


Male Dragonkin (Stone)/ Init: +1, Per: +6, AC 21/11/20, HP 22/22, Rage 8/8 Bloodrager (Steelblood) / 1; F +5, R+1 W+1; Acid Resistance 5; CMB +6, CMD 16

Crea Asp has no weapons effective at that range, so he'll continue to climb. If he makes it to the bridge he'll scoot across.

1d20 + 3 ⇒ (4) + 3 = 7 Climb a
1d20 + 3 ⇒ (4) + 3 = 7 Climb b

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