The Heroes of Brindin's Ford (Inactive)

Game Master loimprevisto

When the will defies fear, when duty throws the gauntlet down to fate, when honor scorns to compromise with death - that is heroism.


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Male Half-Elf Urban Ranger/3

I have a four year old. I think I need at least four hands

Alviss watches the kobold scamper up to the window without using the rope and shakes his head.

He looks at the halfing. Suggestions?


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Oops. Boss walked in, lunch started, computer snafued. That was Aliss, not Linflass.


The window opens on a narrow stairway that looks like it follows the interior of the tower. It is about 3' wide and ascends to your right. There is a wooden door a little to the left of the window, but the stairwell is otherwise featureless.

@Ziz: Don't forget the -1 to sight based perception checks while you are in bright light. You might want to note it next to the skill on your character sheet...

I have a 5 year old and a 2 year old. 4 hands is definitely the minimum...

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

Once Bricker sees that the rope is secure he climbs up himself but not without saying some last few words to the Dwarf. "Wait for the others down here on our signal you charge in, you will know it when it happens. If we ain't back in a few minutes than you can assume that things might be getting rough." He carefully scans his surroundings and slowly stealthy makes his way down the stairs. he keeps a Invisibility pot at hand incase needed.

Perception:1d20 + 17 ⇒ (11) + 17 = 28
Stealth w armor check:1d20 + 14 ⇒ (2) + 14 = 16


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Alviss nods as the halfling follows the kobold.

"A fine mess ye'll be in if the door is locked."

He continues looking for Lummel as he fingers the haft of his axe. I wish ye had some silver in ye.

When did Ziz take the rope out of his sack and let it down?


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

i edited in the -1 after the fact, i should have been clear that it was because if the light

after seeing nothing of immediate concern ziz slinks in and secures the rope (i assume there is a decent place to tie it somewhere along the staircase supports) and keeps watch while bricker climbs up.
"this is your area of expertise bricks, lead the way. is there anything you need me to do, or want me to be ready for?"

ziz pops pop his head out the window and gives a final wave to alviss, before following bricker down the stairs, a few paces behind (10')
stealth 1d20 + 15 ⇒ (4) + 15 = 19
perception 1d20 + 10 ⇒ (16) + 10 = 26

edit: ziz will leave the rope tied for now, in case they need to beat a retreat.


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

After seeing the halfling disappear inside the tower, Aliss quits looking for Lummel and watches the tower door.

Where's the winged one?


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

Winging my way there, I'm just waiting for the GM to call me in.


Ziz finds an iron sconce for a torch and secures the rope to it. It's not a great tie point, but it should hold the halfling's weight. Bricker quickly scales the rope and creeps down the stairs. The path follows a downward spiral along the wall of the tower until you reach the ground floor. You are in a small antechamber about 10' wide. There are doors to the right and left, you can make out sunlight spilling through a crack at the bottom of the door to your left. You notice a key ring hanging from a hook next to the door.

Bricker takes a 10 on climb check (DC 5) = 10 = success
Turvin's listen check: 1d20 + 1 ⇒ (3) + 1 = 4

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

Bricker snatches the key ring from the hook and silently makes his way over to the right door and listens to see if he can hear anything from the room beyond.

Stealth:1d20 + 14 ⇒ (14) + 14 = 28
"Listen":1d20 + 17 ⇒ (5) + 17 = 22


It is very quiet in here. You can hear the muffled sounds of the street from outside but no sound comes from the interior door.


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

While he is catching up with the rest of the lot Lummel thinks about the Belltower and what he knows about it, trying to find a connection between it and what just happened.

Knowledge (Local)1d20 + 2 ⇒ (3) + 2 = 5
Profession (Soldier)1d20 + 11 ⇒ (12) + 11 = 23


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Open the door, wee ones!

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

Bricker will open the interior door a wee tad and peer inside to see what he can see if there are no enemy's he quaffs his invisibility potion at hand and steps inside. If door is locked assuming that the key ring hold the key he will obviously first unlock said door.

If necessary
Stealth:1d20 + 14 ⇒ (15) + 14 = 29
Perception:1d20 + 17 ⇒ (13) + 17 = 30


It is rather dim in here, but you immediately notice the elderly man drowsing in a comforable-looking stuffed chair. He looks up, startled, as the door creaks open. He stands up, squints, and walks toward toward the door. "Hello? Who's there?"

You could use your stealth check to represent ducking back beside the door and hiding from direct observation, if you like. Just let me know...

DC 0 perception check: 1d20 - 4 ⇒ (7) - 4 = 3

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

Bricker ducks back beside the door and waves to Ziz with his hand to indicate for him to hide upstairs he then quaffs his invisibility pot to stay hidden.


The man hobbles over to the door, opens it all the way, and peers about. He frowns at the missing key ring and tests the exterior door to see if it is still locked. Satisfied, he pats his pockets and looks around the small room he was originally in. Not finding the keyring he slowly starts up the stairs with a puzzled look on his face.

Ziz was originally peering around the corner from the first landing. When Bricker waves him off he would have plenty of opportunity to scurry back... how far does he go?

@Bricker & Ziz: Do you have a chat client of some sort handy? If you like, we could play out this part of your exploration via chat instead of taking a few days with the 1-line updates. Just let me know what time would be convenient for you.


Elesandira wrote:
Winging my way there, I'm just waiting for the GM to call me in.

I had mentioned you arriving earlier, I just wasn't sure whether you wanted to land or watch the area from the skies. I'll assume you land, feel free to post a correction...

Noticing the kobold and halfling scurry in through the tower's window, Elesandira lands near Alviss to be briefed on the plan.


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Acknowledges Eles joining him. "Lass. The kobold and the halfling scurried in the window there.

Points to the appropriate window.

"If they open the door, we enter as quick as we can."

Looks back the way he came. "Lummel should be arrivin' any minute."

"Did ye see anythin' useful up there?"

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

After the man makes a fair distance up the stairs Bricker moves beside the exterior door and unlock it with the key at hand, he then swings the door open to face Alivis and Eles who probably cany see the invisible halfling he can only hope they get the signal. Not sure if the elderly man is friend or foe he can only hope his friends outside can help with this situation. After opening the door he realizes it had probably made a fair amount of noise perhaps attracting the mans attention he sneaks into the small room from which the man came to get a better look at his surroundings and perhaps something to help with his situation.

If needed:
Percetion:1d20 + 17 ⇒ (16) + 17 = 33
Open Lock:1d20 + 14 ⇒ (16) + 14 = 30


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Unless he saw Lummel jogging up to them, Alviss would have returned to keeping watch on the door. If he needs a Perception check, he takes 10+1.

"The door is open! But I dinna see anyone there."

He thinks for just a moment. "But the wee ones were to open it. C'mon.

He gets his short legs pumping and runs up to stand next to the opening, swinging wide as he goes so he isn't an easy target for someone standing just inside out of view. He listens.

Perception 1d20 + 1 ⇒ (19) + 1 = 20


@Bricker: An oil lamp flickering in the far right corner offers this room's only illumination. It rests on a low bookcase besides the weathered and comfortable looking armchair the man was sitting in. In the far left corner is a bed, carefully made, and a small nightstand. The room is 15'x15'. Four heavy ropes dangle rom a 5' square hole in the center of the ceiling, coiling on the floor. You hear Alviss shuffle up to the door you just opened, the clanking of his heavy armor is almost painfully loud to your adrenaline-heightened senses.

@Ziz: The man continues up the stairs. You can keep ahead of him, but he will soon round the corner where you tied the rope to the iron sconce. Do you take any action aside from staying ahead of him and out of sight?

Alviss stands at the threshold of the tower, peering into the small antechamber. The wall to the left has several coat hooks, one heavy cloak currently hangs here. Stairs stretch upward to the right, and directly ahead a second door opens on a small dimly-lit room. The noise from the street drowns out any sounds that might come from inside the tower.

Lummel is still en-route. No random monster attacks, just the bustle of the crowd ;) You should arrive soon...


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

It looks like a lot of random attacks, not purposeful but just creating chaos.

I shrug: If I had to guess, I would say that it was a distraction, like the girl suggested. We need to get hold of the main rat and find out what he knows.

When Alviss points out the opening door I draw my sword and approach: We should wait for Lummel, I think, but lets secure this door: I don't want to be locked out.


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Alviss peers around the corner. Doesn't look like a monster lair to me.

He turns to Eles. "Looks like this place is somebody's home. Do we really trust the word of a rat-girl?"

Ponders a bit. "Suppose she lied? We canna just storm inside. Would be quite a thing if Lummel had to arrest us."

He looks back inside, unsure whether they should just go inside and wait in the antechamber.

"I dinna know where the two little ones are."

Mebbe I should knock and call out.


As Lummel pushes his way through the crowd his bloodied clothes and stern face warn off anyone who would bother the guardsman with trivial concerns. When he finally gets within sight of the tower he sees Alviss and Elesandira standing before the opened door at its base. He happens to be perfectly located to note two burly townsfolk break apart from the crowd and charge at the two while they peer through the doorway. The townsfolk's forms ripple and shift as they abruptly grow fur and muzzles and in a matter of moments are recognizable as wererats like you just finished fighting. He shouts out a warning, but it is swallowed up by the roar of the crowd. One of the creatures sprints forward to press the attack, the other one is hanging back.

Round 1

Initiative - Round 1:
wererats 1d20 + 9 ⇒ (1) + 9 = 101d20 + 9 ⇒ (13) + 9 = 22
Alviss 1d20 + 1 ⇒ (10) + 1 = 11
Elesandira 1d20 + 5 ⇒ (17) + 5 = 22
Lummel 1d20 + 6 ⇒ (14) + 6 = 20
Bricker 1d20 + 4 ⇒ (2) + 4 = 6

BLOCK 1/3
WR 1 (initiative 22)
WR 2 (refocus to initiative 29
BLOCK 2
Eledandira
Lummel
Alviss
Bricker

Attack roll:
WR1: 1d20 + 10 ⇒ (5) + 10 = 15 = miss elesandira

Lummel's knowledge check wasn't high enough to yield any new information. All the profession check would let him know is that the bells ring out every three hours, they are very useful for coordinating changes of guard and the like.

Bear with me on the maptools, this first one is a little crude but I'll get it figured out as I get more time to tinker with it...


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Man, my rolls are bad even when the GM makes them for me!

What does 'refocus to initiative 29' mean?


Once again I'm remembering an antique rule from 3rd edition. It was a full round action you could take to change your initiative to what you would get if you rolled a 20, basically delaying through your turn into the start of the next one, they got rid of the rule in 3.5. The wererat's rolled initiative put him at 10, just ahead of Bricker and behind Alviss. To simplify initiative for the forum I was going to have him wait to act until the beginning of the 2nd round to take his action. I suppose it will have the same effect to just delay to initiative count 5 and act after Bricker...


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Alviss turns to face the wererat who had attacked Eles, axe starting to swing.

"Blasted beasts!"

Just waiting for my turn after Eles goes.

Being lawful good, Alviss was hesitant to enter into what looked like someone's abode. Especially on the word of a violent wererat. Thus, the axiom "He who hesitates is lost" is reinforced


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

So, I'm after Wererat 1?


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

He already attacked and missed


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Yeah, he missed you in Attack Roll from the second-to-last GM post. Probably figured it was easier to hit the winged woman than the short dwarf!


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

Reflexively, I swing at my foe.

1d20 + 10 ⇒ (20) + 10 = 30
2d4 + 7 ⇒ (3, 4) + 7 = 14

edit: confirming crit and possible extra damage

1d20 + 10 ⇒ (1) + 10 = 11
2d4 + 7 ⇒ (1, 2) + 7 = 10


We're on block 2 of initiative right now. Feel free to post and adapt to each other's actions, I'm not going to be picky about your exact order within the block. If Ziz joins the combat he can roll initiative, and he will probably fall within the same block.

Funny how the thugs would go after the winged woman in light chainmail rather than the dwarf in 50lbs of platemail...

Quote:
Being lawful good, Alviss was hesitant to enter into what looked like someone's abode. Especially on the word of a violent wererat. Thus, the axiom "He who hesitates is lost" is reinforced

All you really know is that you've been attacked by more of the rats. They could have been following you since you dealt with the last group, and decided this was the time to strike, before you got into a defensible location and while the guard was still busy...

[/evil_GM_rationalizations]


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Alviss sidesteps as Eles swings at the rat

Taking a 5' move towards a flanking position. Please let me know how close I am to getting to a flank

Seeing Eles' hit not seem to faze the beast, Alviss roars and swings his axe.

Power Attack: -2/+4

Attack 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
Damage 1d8 + 4 + 4 ⇒ (1) + 4 + 4 = 9

Look at that damage. Really, my rolls are going this poorly in all three of my games. Wow.


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

I just meant that had Alviss stepped inside instead of vacillating on the doorstep, he would have just closed the door on the rats. Though Lummel might not have enjoyed that...


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

Lummel moves to H6 and finally, thanks to the presence of the mates, he gets to fight as he likes to.
Trip attack 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

H6? I missed the new map.


Quote:
Round 1


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Oh, I just thought that was the round header. Alviss would have moved to H3 with his 5' move.


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

my apologies for the late reply. been a very busy week. as of now i can post in a frenzy

ziz will do his best to stay out of sight, but he is curious what the man will do upon seeing the rope. he will continue to back off, and listen for any change in behavior from the man.
stealth 1d20 + 15 ⇒ (2) + 15 = 17
perception 1d20 + 10 ⇒ (18) + 10 = 28

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

Sorry for late reply been sick all week.

Bricker is more worried about the man who slowly makes way up the stairs then the wererats outside and there could double triple or even more if this man is allied with the rats or is himself. He hurries up the stairs still trying to stay silent although he can't be seen he sneaks up behind the elderly man sap at hand and bashes the the man over the head hopefully knocking him unconscious.

If the man is downed: "Sorry bout that old man but the risk was to high and we have a few questions for ye anyhow." He then turns to Ziz. "Ye can stop yer hiding we got trouble downstairs and although Ele and the Dwarf are clearly capable of handling them selves well they can have all the fun." Smiles Bricker. "First we gotta lug this body down there and tie him to his lovely chair we can question him after the rats outside are dealt with."

If Not: Bricker gives warning to Ziz not shouting it of course but tell him to prevent the mans escape because if a blow like that can't take down an old man then he is no doubt a rat :).

Stealth:1d20 + 14 ⇒ (15) + 14 = 29
Perception:1d20 + 17 ⇒ (7) + 17 = 24

Hit:1d20 + 8 ⇒ (20) + 8 = 28
Damage(Nonlethal):1d4 + 1 + 2d6 ⇒ (4) + 1 + (1, 4) = 10

Confirm:1d20 + 8 ⇒ (12) + 8 = 20
Crit damage:1d4 + 1 ⇒ (3) + 1 = 4


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Waiting for wererats to attack, then Alviss will go again.


These wererats are truly brutish specimens of the species, significantly bulkier than the ones that accosted you earlier. Elesandira is ready for trouble and her quick reflexes have her flicking her blade around to meet the rat's assault almost before she knows the creature is there. She neatly bats its sword aside and catches its arm with a picture-perfect riposte. Rather than taking off the limb at the elbow, her blow only opens a narrow gash in its arm. The beast narrowly avoids Alviss's fierce overhand chop, and breaks off from the two of you to face the guardsman who comes charging out of the crowd at it.

The rat throws itself at Lummel, nimbly hopping over his halberd as he tries to take its feet out from under it. His armor turns its blows, but he is obviously facing a skilled combatant. The one that had been hanging back drinks a potion and expands to tremendous proportions, then quickly charges in to cut off Lummel's retreat- it hulks over him as it maneuvers to strike him down. Lummel may take an AoO as it attempts to close the last 5'

Inside the tower, the man was slowly working his way up the stairs and had made it to the second landing when Bricker caught up with him. As Bricker carefully crept up the stairs the man paused and looked over his shoulder, brow furled. The halfling crept forward quiet as death, the air barely stirring around him until he was close enough to strike. The old man seemed to have some last minute intuition that he was there, but Bricker was able to land his blow without trouble. Staggered, the man falls to his knees. He seems conscious but confused and distracted; he feebly raises his arms to ward off your further blows.

Round 2 Map

Initiative:
BLOCK 1/3
WR 1 (initiative 22)
WR 2 (initiative 5)
Turvin (initiative 1)

BLOCK 2
Eledandira
Lummel
Alviss
Bricker
Ziz


Dice Rolls:

1d20 + 10 ⇒ (8) + 10 = 181d6 + 4 ⇒ (6) + 4 = 101d20 + 3 ⇒ (14) + 3 = 171d4 + 1 ⇒ (3) + 1 = 4
Turvin's initiative: 1d20 - 2 ⇒ (3) - 2 = 1
CON check: 1d20 - 2 ⇒ (9) - 2 = 7


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

I step forward, closing the distance to my foe, and swing again.

Learning from experience, I decide to whittle him down rather than going for the big hits.

attack1d20 + 10 ⇒ (20) + 10 = 30
damage2d4 + 7 ⇒ (1, 3) + 7 = 11

If Lummel has any silver blades, now is the time to let Elesandira know.


Elesandira is rocking the crits! I'll make the confirmation roll for you since it seems to be missing...

Roll to confirm critical: 1d20 + 10 ⇒ (2) + 10 = 122d4 + 7 ⇒ (3, 1) + 7 = 11

Also, I forgot to add Ziz to the map. He would be at C0, having watched the old man round the corner and seen him get struck down.


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

AoO on the approaching foe, tripping attempt 1d20 + 12 ⇒ (6) + 12 = 18

Step 5' to I5
Tripping on WR1 1d20 + 11 ⇒ (8) + 11 = 19
Movement action to throw one of the silver short sword in Alvis direction, if possible
Acrobatic Check? 1d20 + 1 ⇒ (14) + 1 = 15


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Alviss, focused on the wererat in front of him and not looking for a sword to come flying, takes another 5' step, this time to H4.

He swings his axe again, yelling out "Lass, quit movin'!"

Power Attack!
1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
Damage 1d8 + 4 + 4 ⇒ (5) + 4 + 4 = 13

He feels the solid impact of the axe but no longer assumes his blows, unaided by Torag, hurt the beast.


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

What?


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

ziz slinks forward out of the darkness after hearing the commotion below. seeing bricker standing over the cowering elderly man
he remarks
"well....i guess hes not a rat...."


Just waiting for Bricker...

The wererats are obviously trained combatants but the now enormous lycanthrope is relying on its strength, bulk, and near immunity to your blows to attempt to overpower the guardsman. It almost manages to press him to the ground, but he twists aside at the last moment. It's partner harries at him and attempts to divide his attention, but so far Lummel is holding his own. Lummel may tak an AoO on WR2. Note that your weapon does not threaten it unless you take an immediate action to shorten your grip. I'll rule that you could manage to toss a held, sheathed sword as a move action without provoking an AoO, we'll say it landed in I3. Picking it up and drawing will be another matter...

@Ziz: Maybe you should hit him with a silver sap, just to be sure... :P

Round 3 Map

Rolls:
WR2 to trip Lummel: Failed combat maneuver, Lummel may take an AoO on WR2 1d20 + 10 ⇒ (4) + 10 = 14
WR1 to attack/bite Lummel 1d20 + 10 ⇒ (5) + 10 = 151d6 + 4 ⇒ (4) + 4 = 81d20 + 3 ⇒ (9) + 3 = 121d4 + 2 ⇒ (1) + 2 = 3

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