"Kirthfinder" Aviona PBP

Game Master Kirth Gersen

Playtest for the "Kirthfinder" rules.


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M Goblin Beer Snob 1/Freethinker 3

Kelgan: The flames are now red. There's a lot of smoke pouring out. The apprentice smith babbles that it's never done that before, and that he hopes it isn't broken.

Cricket: You're rolling for your detect spirits spell-like ability! And it's going off like mad. There are a lot of elementals clustered at the gate. They seem to want to come through and play.

Kolvin seems a bit woozy, like he's not operating at full efficiency.

Timer: 4.


Male Halfling Bard 5 (Minstrel)

Wonder what that timer is? is it the arrival of Caspian and Jaegr or when an elemental demon steps through the portal?


Male Goblin Druid 5

Uh, I'm not really sure exactly what in the name of Old Mother Tree is going on around here, but, dude, there's like a million fire spirits in there, looking to raze and pillage! WTF?!?


M Goblin Beer Snob 1/Freethinker 3

The ceramic around the edges of the opening is starting to crack. One of the tiles explodes like a firecracker, with a loud "pop" sound. Duke Kolvin's head whips around at that, and he says, "is everything under control in there?"

The workroom is unbearably hot; if you stay, you'll be taking 1d6 points of fire damage per round spent within. Smoke is liberally pouring from the opening, which makes it hard to see within, but you think the flames are now purple.

Timer: 3.


Male Hill Dwarf Fighter 5

Kelgan backs out of the room as the inferno swells.

"FIRE!" he yells, hurrying toward the Duke. "Your Grace, the restraints on that portal are failing, rapidly. I recommend getting the hell out of here. The shaman says there's an army of fire spirits straining at the seams. Whatever's happening is going to happen in the next few minutes, and we don't want to be standing here when it does!"


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Male Goblin Druid 5

Cricket skedaddles.


M Goblin Beer Snob 1/Freethinker 3

He nods sharply. "Lead the way."
Timer: 2


Male Hill Dwarf Fighter 5

Kelgan strides out of the forge, hollering for people to get back from the smithy. He leads Kolvin directly away from the place, trying to put as much distance as possible between it and them.


M Goblin Beer Snob 1/Freethinker 3

Double move = 40 ft. away this round.
Timer: 1. A flash of light appears in the doorway, and a huge gout of smoke rolls out the door. The building shakes slightly as you emerge into the daylight and break into a lumbering run.

Run = 60 more feet, 100 ft. away total.
Timer: 0.

There is a moment of total silence, then a deafening explosion rips across the area as Jarnell's Forge collapses. A gargantuan fireball erupts from the location (20d6 fire damage to all within the adjacent buildings, -1d6 per 10 feet away. Reflex save applies for half; DC = 20 -1 per 10 feet away.)

The column of flame at the site now reaches for at least a mile into the sky; it can be seen as far away as Morningswake City. A horde of small beings, composed entirely of fire, flies in and around the column of flame; as you watch, they begin to disperse, gleefully setting things afire. It's a good thing the majority of the city is brick; buildings of wood are soon engulfed in flames.

Potential damage to Kolvin and Kelgan: 10d6 ⇒ (6, 5, 3, 6, 4, 1, 1, 2, 4, 4) = 36
DC 10 Reflex for half.
Kolvin's Reflex save: 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 19
The Duke is heavily wounded, but alive!


M Goblin Beer Snob 1/Freethinker 3

Jaegr, Wyvurn, and Caspian arrive, only to be forced to shield their eyes against a blinding explosion as the Forge explodes. Burning people run about, some dropping and rolling; others desperately trying to pat out their burning garments and hair. Panic excepts in nearly everyone except the City Watch, who quickly begin to form a perimeter around the area.

Small beings made of fire flit about all over, looking to ignite anything that isn't already burning.

You notice that Kelgan stumbles out quickly, helping along a lean, tall human in a black stetson hat (Cricket is nowhere to be seen). Upon sighting them, the City Watchmen raise a cry, and begin converging upon the pair, maces ready. The two don't look to be in very good shape.


Male Hill Dwarf Fighter 5

Kelgan is prepared to shelter the Duke this time, and interposes himself in the blast path.

Spend AoO to take all damage from a single attack. Duke saved for half, which I will take instead.

Reflex+evasion 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20

Momentarily deafened and burned by the blast, he will take a moment to catch his breath before turning to face the traitorous watch. "Stay close to me, your Grace. I'll keep these dogs off your back while you chop their heads off."

Take a breather

Under his breath: "Where the hell is Jaegr? I figured him for a dverge of his word."

Current HP: 40->22->36/40


M Goblin Beer Snob 1/Freethinker 3
Kelgan Cragbelly wrote:
Kelgan is prepared to shelter the Duke this time, and interposes himself in the blast path.

This time you were ready -- but you were unfortunately also moving, which generally negates [Stance] effects:

Stances wrote:
While in a stance, you cannot willingly move from your current position through any means (including normal movement, riding a mount, teleportation, or willingly allowing allies to carry you).

Arguably, I see that the way it's written implies that you could adopt a stance, then run, then adopt a stance, then run again, etc., but that's against the spirit of the thing, especially in a case in which you're really supposedly running full out. I'll clear up the language in the master documents; thanks! This playtest is paying off for me, in terms of finding loopholes as well as fun. Double win!


Male Hill Dwarf Fighter 5

Aw balls, I forgot about that. Well I'm still unhurt then. Will reenter stance and glaive instead of taking a breather.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr sees the huge explosion and wonders what just happened? He quickly notices the hill dwarf that saved him along with another human and yells out, "Kelgan what just happened here?"

Does it appear that the watch is going to attack them or are they just confused on what is going on? Can I get to Kelgan?


M Goblin Beer Snob 1/Freethinker 3

To Jaegr's experienced eye, it appears that the city watch intends to fall upon Kelgan and the other guy with their maces and bash them to death. You are currently behind the watchmen; you can get to Kelgan by cutting through the guys in your way!


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Fiery guys will have to wait, Jaegr has a debt to pay to this hill dwarf

Jaegr will attack one of the city watch and keep the pair safe

Not sure if I can go now or that has to wait


male Hobgoblin (Elven lineage) 5th (2nd level monk, 2nd level goblin paragon, 1st level worghest)

Wyvurn will follow Jaegr into the fray and interpose himself between Kelgan and the guards. He will shout, "Citizens, these fires are not natural, we must band together to put a stop to this. We can bash each others skulls in afterwards."


Male Hill Dwarf Fighter 5

Kelgan will yell back, "they are trying to kill the Duke. The explosion failed, so they are here to finish the job. Kill them all; they are traitors, every one."


Male Halfling Bard 5 (Minstrel)

"I did not realize tha forge was so dangerous! Fear not I shall inspire you!"

Caspians begins to play the bagpipes to help the duke and the dwarves.


M Goblin Beer Snob 1/Freethinker 3

Initiative:
City Watch Mooks (4): 1d20 ⇒ 7
Two More Sinister-Looking City Watch Guys in Fancier Black Uniforms: 1d20 + 2 ⇒ (7) + 2 = 9


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Initiative 1d20 + 3 ⇒ (17) + 3 = 20


Male Goblin Druid 5

Where am I? No one knows!

Initiative 1d20 + 3 ⇒ (17) + 3 = 20


M Goblin Beer Snob 1/Freethinker 3

Cricket has been hiding in a plant or under a horse or beneath some guy's floppy pimp hat or something; no one spots him until he leaps into action!

Jaegr is a lot more obvious, but no less quick, as he charges into the police lines.

Wyvurn manages to get the attention of a number of the noncombatants, who see the fire and his scarred face and stare at him in awe. "This ugly monster's all burned but he survived and is helping us!" "What do you need us to do?" If he wants to direct the townsfolk, he can do so freely outside of initiative; if he wants to intercept cops heading for Kelgan, initiative is needed.

Caspian starts bagpiping whenever his turn is (initiative?)

Kelgan needs to roll for intiative -- remember wound penalties (-1 at 1/2 hp or less, -3 at 1/4 hp or less).


Male Hill Dwarf Fighter 5

Kelgan is just dandy. Tower shield protects against explosions, and he hasn't been able to shield ally effectively yet.

Initiative 1d20 + 1 ⇒ (15) + 1 = 16


Male Halfling Bard 5 (Minstrel)

perception
1d20 + 7 ⇒ (11) + 7 = 18

Initiative
1d20 + 3 ⇒ (5) + 3 = 8


M Goblin Beer Snob 1/Freethinker 3

Order of action:

1. Cricket and Jaegr
2. Kelgan
3. the mean bad guys
4. Caspian (starts his inspiration)
5. the slow bad guys


Male Goblin Druid 5

Cricket remains hidden and holds his (and Wolvie's) actions to see what is about to happen.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr looks for the biggest and most sinister of the black uniformed guards and places his pick axe as deep as possible into him, "I'm coming Kelgan"

Charge if possible, AC 19 until next turn

Power Attack with Crushing Blow 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Damage 1d8 + 10 ⇒ (2) + 10 = 12


M Goblin Beer Snob 1/Freethinker 3

The mean guys haven't acted yet, so they're flat-footed to Jaegr's charge. The guy you attack seems to almost sense you coming, but your're on him too quickly for that to do any good. The pick whistles through the itervening space... you realize that the guy has a coat of fine mail beneath his uniform, but it doesn't quite hold against your Crushing Blow!
(Flat-footed AC = 15, but you ignore 1 point of armor bonus.)

Your victim reels under the blow, lightly wounded.


male Hobgoblin (Elven lineage) 5th (2nd level monk, 2nd level goblin paragon, 1st level worghest)

Wyvurn will direct the townsfolk but keep an eye on the action. If his comrades can't handle the mooks, he'll jump in to help.

"Form a bucket line! Get as many rugs, blankets, and big sheets of canvas. Smother those flames! Be careful, they are animated by dark magic! If you know any spellcasters, fetch them now!" (even a ray of frost or create water cantrip)

Wyvurn will then run down one of the fire beings and attempt to smother it into the dirt with his own body. (Yea it will hurt, but these people need a show, so I'll give it to them)

Combat Maneuver attempt to flop on fire: 1d20 + 6 ⇒ (19) + 6 = 25

Initiative if I get drawn into combat: 1d20 + 3 ⇒ (1) + 3 = 4


Male Hill Dwarf Fighter 5

"Nice hit, Jaegr. Crush their skulls!"

Kelgan stands his ground, sheltering the Duke. He will step between him and the watchmen.

Not taking move or standard action on his initiative. If the Duke gets wounded, Kelgan will spend AoO to take all the damage. Otherwise, at the end of the round, Kelgan will use preemptive action to attack the most wounded foe in reach (short grip gives -2 if adacent foe).

Glaive, inspired 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 for 1d10 + 3 + 1 ⇒ (6) + 3 + 1 = 10 damage.

Current HP: 40/40. AC: 20. Holding: Glaive, Tower Shield. Stance: Shield Ally(Kolvin).


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Male Goblin Druid 5

Cricket appears next to Wyvurn.

Hey, Wyvs, what's up?

Casts create water.


M Goblin Beer Snob 1/Freethinker 3

The townsfolk rally under Wyvurn's admittedly dramatic leadership, and the sudden appearance of a decanter of endless water in the form of a goblin doesn't hurt. Wyvurn successfully grapples one of the fire spirits, pinning it and dealing 1d6 + 2 ⇒ (3) + 2 = 5 damage to it.


M Goblin Beer Snob 1/Freethinker 3

The mean baddies react quickly; one attempts to flank Jaegr:
1d20 + 6 ⇒ (8) + 6 = 14 Provokes AoO!
The other attacks with his mace:
1d20 + 3 ⇒ (15) + 3 = 181d8 + 2 ⇒ (1) + 2 = 3


M Goblin Beer Snob 1/Freethinker 3

Caspian's inspiration starts, and the four mooks gang up on Kolvin:
1d20 + 1 ⇒ (7) + 1 = 81d8 + 1 ⇒ (3) + 1 = 4
1d20 + 1 ⇒ (17) + 1 = 181d8 + 1 ⇒ (2) + 1 = 3
1d20 + 1 ⇒ (9) + 1 = 101d8 + 1 ⇒ (3) + 1 = 4
1d20 + 1 ⇒ (8) + 1 = 91d8 + 1 ⇒ (3) + 1 = 4
One hit, negated by Kelgan (who takes 3 damage instead).


M Goblin Beer Snob 1/Freethinker 3

Jaegr: First let's clear up your AoO and other attacker, then start the next round.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr's AoO, not sure if the inspiration has hit yet, if so add another +1 to hit and damage

Jaegr sees the guard attempt to move around him and makes sure he doesn't make it without some pain.

Power Attack with Crushing Blow 1d20 + 9 ⇒ (14) + 9 = 23
Damage 1d8 + 10 ⇒ (1) + 10 = 11


Male Hill Dwarf Fighter 5

"Defend yourself, your Grace, and stay close to me. I will protect you and deal with these men"

Hoping he'll go total defense and also get +1 AC from me.

HP 37/40


Male Halfling Bard 5 (Minstrel)

Bagpipes continue and Caspian adds a song!

"How can we fight when our earth is turning"

"How do we sleep while our beds are burning"

"How can we fight when our earth is turning"

"How do we sleep while our beds are burning"

Lyrics belong to Midnight Oil - Beds Are Burning


M Goblin Beer Snob 1/Freethinker 3
Kelgan Cragbelly wrote:
"Defend yourself, your Grace, and stay close to me. I will protect you and deal with these men"

Kolvin adopts a stance that you recognize as defensive; he looks pretty capable. Out of the corner of his mouth he says, "I owe you an apology, dwarf -- I can feel the drug now, but it won't last forever. Have no fear on my behalf; I can hold these jackals easily until the effects wear off. After that, I'll kill all these men myself. Never forget that it was I and 'Sunshine' Halloway who slew the Brethren of Fuld in the streets of Hasston City."


M Goblin Beer Snob 1/Freethinker 3

Jagr's pick crashes into the villain as he maneuvers, injuring him but not stopping him. That means the first guy's attack results should be modified to 20 (still a miss vs. AC 21), and the second guy also attacks less efficiently:
1d20 + 4 - 1 ⇒ (20) + 4 - 1 = 231d8 + 2d6 + 3 - 1 ⇒ (5) + (2, 6) + 3 - 1 = 15
Critical confirmation: 1d20 + 3 ⇒ (6) + 3 = 92d8 + 4 ⇒ (7, 3) + 4 = 14
Taking the hit in order to achieve his advantageous position, the mean-looking guy clocks Jaegr in the back of the head with his mace (15 damage total).
Jaegr: You're up.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

"Oh you shouldn't have done that!" Jaegr returns the attack on the guy who hit him.

Power Attack with Crushing Blow 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Damage 1d8 + 10 + 1 ⇒ (6) + 10 + 1 = 17

Confirm Power Attack with Crushing Blow 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Extra Damage 3d8 + 30 + 3 ⇒ (1, 6, 6) + 30 + 3 = 46

Then he looks at the other and says "You are next if you don't drop your weapon now and surrender"

Status AC 21 HP 18/33


Male Hill Dwarf Fighter 5

"Apology not needed, sir. Just don't tell Lord Fenrift that I told you 'I told you so' and that'll be good enough for me. As for killing these dogs, we're of the same mind."

Glaive, inspired at one of the men within reach 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 for 1d10 + 3 + 1 ⇒ (6) + 3 + 1 = 10.

Status: AC 21; HP 37/40; Glaive, Tower Shield; Shield Ally (Kolvin); AoO held to take all damage from one attack.


M Goblin Beer Snob 1/Freethinker 3

One mean guy is on the ground, a ruined shred of flesh that was once a man. The other appears as if he intends to press the attack, but Kelgan's glaive hits him first; that guy is now heavily wounded and in no condition to be much of a threat.
Nevertheless, he feints at Jaegr: 1d20 + 6 - 3 ⇒ (19) + 6 - 3 = 22
Then swings the mace: 1d20 + 4 - 3 ⇒ (4) + 4 - 3 = 51d8 + 2d6 + 3 - 3 ⇒ (6) + (2, 2) + 3 - 3 = 10
Dex and dodge bonuses negated by feint, but he still misses pathetically.

Cricket and Wyvurn keep putting out fires -- Wyvurn's grapple snuffs out the elemental he's holding onto, and Cricket's create water spells embolden the townsfolk to get a bucket brigade going to the river, while a number of locals with some magical talent also create water or cast ray of frost at the elementals.

Caspian -- you're up.


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Male Hill Dwarf Fighter 5

I ought to take a level of ninja


Male Halfling Bard 5 (Minstrel)

Caspain continues to inspire and throws a daze at one of the least tough looking mooks.

"Hit'em hard right in the nard!"


M Goblin Beer Snob 1/Freethinker 3

Will save: 1d20 + 1 ⇒ (17) + 1 = 18


M Goblin Beer Snob 1/Freethinker 3

Duke Kolvin, seeing the Dwarven Duo taking care of the opposition, raises his voice over the din.

"People of Kaisersburg! Do you care so little for your homes that goblins from the wilderness are all who stand to defend them? Haul those buckets! Call for the priests and druids! Slay the fire spirits that would burn the city!"

Seeing some of the people hesitate, staring at the inferno where the Forge had been, he adds, "Later, I will call on the great magician, Remy of Autrisch, to repair the Forge -- but for now, we have more pressing business! On to it!"

Wyvurn and Cricket suddenly have a lot of help, and have their hands full directing the volunteers. Maybe Kolvin's speech helps, but the fact that armed men are trying to get to him to bash his head in, and he's pointedly ignoring them in order to focus on the larger picture, seems to be what really inspires the locals.


Male Goblin Druid 5

That's what they call Charisma!


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Male Halfling Bard 5 (Minstrel)

"Thanks I love to inspire people!"

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