Zedth's Keep on the Borderlands (Inactive)

Game Master Zedth

Party Health:
Brandt....18/18
Carith.....12/12
Eina........12/12
Erodin....22/22
Pinto......23/23
Taecuss...19/19

Map of the Borderlands
Current Tactial Map

Party Loot

Initiative and Perception:

Initiative:
[dice=Brandt]1d20+2[/dice]
[dice=Carith]1d20+1[/dice]
[dice=Eina]1d20+2[/dice]
[dice=Erodin]1d20+3[/dice]
[dice=Pinto]1d20+2[/dice]
[dice=Taecuss]1d20+3[/dice]

Initiative order:
1)
2)
3)

Perception checks:
[dice=Brandt]1d20+5[/dice]
[dice=Carith]1d20+3[/dice]
[dice=Eina]1d20+5[/dice]
[dice=Erodin]1d20+0[/dice]
[dice=Pinto]1d20+5[/dice]
[dice=Taecuss]1d20+7[/dice]


451 to 500 of 643 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

"Thank you Brandt. I will gladly stand with you," Eina says before seeing the others doing... something.

"Well, if it is a fight they seek, then a storm they shall find," Eina says, some of her usual bravado peeking through and... were those sparks in her hair?


Human Paladin 1 (Tortured Crusader) (Iomedae)| AC 20 T 12 FF 18 | HP 13/13 | CMB +4| CMD 16 | | F +4 R +2 W +4 | Initiative +4 | Perception +6

Carith felt weary after the descent and the long day's work, but he nodded amiably at the others. "I'm ready to proceed. Giving these creatures a chance to escape and wreak havoc will not do. My Lady surely will bless this excursion."

The priest then makes way for the more skilled martial types, knowing his role is battlefield support. Still, his hand clenches around his weapon at the zealous thought of cleansing more of this evil off the face of Atma. They'd cure this disease starting in the bones of the very Keep itself.


Tactical Map

Due to distance and closer noises to the bad guys, even Pinto's relatively poor stealth roll goes unpunished here. I was just hoping no one rolled a 1 or 2.

The seasoned human brawler and the elf investigator inched forward toward the landing, knowing that they needed more information if this excursion was to be successful. As they grew nearer the landing they saw it was at a high vantage that looked over a hollowed-out cave over 100 feet across. A pair of other landings and cave exits were seen across the way, dotting the upper ring of the cavern, indicating there were at least two more entrances/exits. Soft pink and purple light trickled down like evaporating water from carpets of mushrooms and subterranean plant fronds that clung to a number of stone pillars supporting the cavern's structural integrity. These glowing pillars provided the only light source, and so it occurred to the group that their magical conjured lights would stand out like a sore thumb in this relative darkness high up above the cave floor.

After snuffing their own light, a concerning scene came into better clarity. In the center of the cavern was a massive puddle of mud within which a giant creature writhed, seemingly made of stone and mud itself. It looked like some sort of rocky centipede, probably thirty feet long at the least. Twenty or more Grumpkins formed a circle around the mud pool, bowing and chanting to the creature. They were led by another larger grumpkin, robed and holding a gnarled staff in its hands, standing atop a risen stone dais overlooking the stone creature's muddy pool. This robed one seemed to chant the loudest, whipping the others into a fanatical froth. The bizarre and frightening actions of the verminous race of fey goblins almost made the group able to forget the stench of rot, feces, and goblin-skin the permeated the room. Almost.

Pinto and Taecuss:

Your sharp eyes catch that many of the grumpkin are grabbing their stone-swirl talismans with fervor, and that the robed chanting leader has the same symbol upon a larger flat stone that dangles from the edge of his staff. The swirl image pulses with magical light with every crescendo of chanting.

Actions?


Are other landings with exits connected with the one we are on? Or would we have to go down to the main cavern to get to the others?


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |

Pinto gulped as he saw the scene before him.

He whispered to the elf before he got any crazy ideas of being a hero. After all, one didn't get to Pinto's age by being stupid.

"We have to tell the others and prepare for this. At the very least, we need to know where the other tunnels lead to."

He looked at the oversized centipede, "And that stone thing. What the F is that?"

------------
propose to go back and relay info to other and formulate a plan
How high are the tunnels leading into the cavern? Any knowledge rolls to determine the stone centipede and/or the religious symbols/ritual?


Tactical Map
Taecuss dyn Bru wrote:
Are other landings with exits connected with the one we are on? Or would we have to go down to the main cavern to get to the others?

Each landing tapers downward to the floor level with two ramps, descending from either side of the landing. These ramps run along the cavern wall. The other two exit caves could be accessed by descending the ramp adjacent to your landing then climbing the next one along the cavern's edge. That would bring you to ground level for a moment and within about 25'-30' of the circle of grumpkins.

Pinto Donasetti wrote:
How high are the tunnels leading into the cavern? Any knowledge rolls to determine the stone centipede and/or the religious symbols/ritual?

The landing you're upon is raised nearly to the ceiling, which from floor to full height is about 20'-25' (the cave is rough hewn and irregular).

---------------

Knowledge Arcana/Spellcraft DC 15:

It is known to the party that grumpkins are earth-elemental oriented fey, blessed with the ability to burrow through soil as if it were intangible. It was also previously determined that the stone talismans taken from the fallen could act as some sort of arcane focus.

Now the talismans' use is playing out before your eyes. The man-sized robed grumpkin is conducting a ritual that empowers the giant stone centipede creature, which is reacting to their chanting with sharp writhing motions.

Knowledge Planes DC 17:

This is some sort of elemental earth creature, one of the nearly infinite varieties that exist in the vast elemental planes. Its size alone indicates a monster capable of serious destruction to life and limb, not to mention what potential damage it could do to the keep if it were to disrupt the stone and soil beneath the castle's foundation.
Essentially it is a huge-sized earth elemental.


Knowledge (arcana) 1d20 + 9 + 1d6 ⇒ (20) + 9 + (2) = 31
Knowledge (planes) 1d20 + 9 + 1d6 ⇒ (4) + 9 + (3) = 16

Taecuss whispers to Pinto "We have to stop this. Let's get the others."


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

Eina walks over to where Erodin is standing with a curious expression.

"What's going on," she asks.


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |
Taecuss dyn Bru wrote:
Taecuss whispers to Pinto "We have to stop this. Let's get the others."

The brawler silently moved back and explained what he had seen and more importantly what was going on to the rest of his companions.

"I would like to warn the soldiers at the Keep but we may not have time. The ritual seems to be nearing its culmination so it may be up to us to disrupt this before it's too late."

He asked, "Any bright ideas other than to just burst in there and kill the priest and smash their talismans?"


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

Do we have our 2nd level goodies, GM? Namely, can Eina hurl lightning from her fingers?

"Nooo! Don't smash them! What will we use for trophies," Eina asks, a wheedling note in her voice.


Inactive

Erodin feels reassured as Pinto and Taecuss lead the way in scouting. They would probably do a better job than he would, and it showed that they were willing to take on the risk in this tunnel. He wouldn't be taking on the risk alone.

"Twentysomething grumpkins? Is that all? Heh." In truth, Erodin was feeling pretty nervous about that, but tries to put up a brave front. "If we can take out their priest, maybe the giant centipede thing will attack the grumpkin? The way it sounds, I bet we don't wanna fight the thing face to face."


Male Human Skald (Totemic) 2. HP 18. AC16. T12. FF14. Fort 4. Ref 2. Will 4. Init + 2. Perception 5.

Brandt looked conflicted, on one hand charging into a fight with overwhelming odds would be a great tale for the ages, but failing and leaving these things unknown to the Keeps defenders would be a true blunder.

"Perhaps it would be better if we watched? Taecuss can stay unseen and observe them, signalling the rest if action is needed. I'll run and tell the captain what we've found. He may have something that can stop this monster, and they will be prepared if the Grumpkins breakout inside the keep."

A response to some good advice from the GM. :)


Taecuss lingers below after Pinto leaves. He looks at the other entrances, considering his chances of making it to one. Perhaps if we knew where else they could infiltrate... But he shook his head. Not likely to make it, and then I'll just tip them off that they've been discovered.

He backs away slowly, and rejoins the others.

"I am willing to watch while I can, but we must inform the captain. The Keep may have resources or something like this. We certainly do not."


Human Paladin 1 (Tortured Crusader) (Iomedae)| AC 20 T 12 FF 18 | HP 13/13 | CMB +4| CMD 16 | | F +4 R +2 W +4 | Initiative +4 | Perception +6

Carith ponders the situation, also conflicted on the situation. Iomedae was the Goddess of Justice, but also of Tactics, and charging headlong into the encounter Pinto and Taecuss described seemed foolhardy. Still, though the priest thought the Inheritor had plenty of work left for Carith to do on Atma, a swift death would only rush his soul into Iomedae's embrace.

At Brandt's words the cleric nodded at the skald's wisdom. If the others had chosen to storm the cavern, the brave priest would have accompanied them, and still would if they so chose. But Carith didn't have a death wish, either...bringing more of the Keep's defenders to bear on the grumpkins seemed a wise idea.

Carith felt as though his Goddess had infused more of Her trust and power in him as of late, but his spell bounty for the day was depleted. He still could channel Her raw power to help his companions, but it would mainly be his sword blade he would have to offer should the companions decide to disrupt the grumpkin ceremony.


Inactive

As the others strategize about finding help, Erodin feels a little more comfortable letting down his brave front. His plan had been full of optimism, but inside he knew it was dangerous and quite possibly lethal. "Good idea, be nice to have an army to take on this grumpkin nest, and whatever that giant rock centipede is. Let's move and spread the word about what's going on."


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |

Pinto added, "What about the stone creature? Is that under their control? Will it just burrow into the ground if the ritual is interrupted?"

The older man looked at his calloused hands and new dagger, "And weapons? Can we even hurt that thing should it turn on us?"

-------------
What type of rolls to learn any info on the creature?


Tactical Map
Pinto Donasetti wrote:
What type of rolls to learn any info on the creature?

I added a spoiler up above but after rereading it I see that it wasn't particularly helpful. Here it is again, but better:

Knowledge Planar DC 17:

This is some sort of elemental earth creature, one of the nearly infinite varieties that exist in the vast elemental planes. Its size alone indicates a monster capable of serious destruction to life and limb, not to mention what potential damage it could do to the keep if it were to disrupt the stone and soil beneath the castle's foundation.

Earth elementals can be expected to have the ability to glide through the earth as freely as a fish does through water. Large powerful versions like this have a powerful defense against attacks, absorbing much of the energy of these attacks before any damage is taken. (DR 5/-)
It would have no need to breathe, eat, or sleep, nor can it bleed, be stunned, or be poisoned.


Inactive

I'm pretty non-knowledgeable, can't make that check.

"Could also be that they're friends with each other, and the big beast is happy to be getting stronger through some kind of ritual. Another good reason to get some backup, quick!"


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

"Well then, what are we waiting for? If they are performing some foul rite on this beast of stone, then let us gather our strength and end it," Eina says before looking around.

"Uh? Where would we find the Hellbane warriors?"


I rolled once on that knowledge check below and missed it by one.

"Listen. We are the canary in the coal mine for the forces of the Keep. We found this, and we can help them deal with it, but this is more than the handful of us can deal with. Two of us should stay here and keep watch on the door. Two of us go to the nearest guard station and two to the captain directly."


Tactical Map

The pseudo-consensus seems to be 1) Let the Keep's soldiers know about the grumpkins, 2) launch an attack with their help. If that is not correct then please say so in your next post.

Before I narrate further please go ahead and post relating to these two things; at least one person post about informing the garrison and everyone post what your attack plan is. This can be specific (such as your action in a Surprise round) or general. This will be helpful in setting up the next big scene!


Inactive

Erodin nods in agreement. "I'll go find the Captain. Come on, let's move!"

Erodin goes to alert the Captain or someone of similar authority about what's going on to rally some reinforcements. When he returns, his goal is to attack the head priest with a thrown chakram and then getting in the front line.


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |
Erodin Stark wrote:

Erodin nods in agreement. "I'll go find the Captain. Come on, let's move!"

Erodin goes to alert the Captain or someone of similar authority about what's going on to rally some reinforcements. When he returns, his goal is to attack the head priest with a thrown chakram and then getting in the front line.

Pinto called back to the devil-blooded, "Wait up, I'll go with you. You were well received earlier but there may be some that do not trust you. Or me for that matter. Remember the elves?"

WITH CAPTAIN
Pinto relayed the information as quickly as possible but making sure that the seriousness and urgency was conveyed and understood.

He then asked, "That stone creature may have a hide too tough to pierce. Do you have any special weapons here? Can I borrow a hammer, a big two-handed hammer or something like that?"

--------------
Pinto will grab a two-handed weapon if available and use martial flexibility right before combat to gain proficiency. He will go directly to attack the priest first and then the stone monster IF it looks like it will attack.


Male Human Skald (Totemic) 2. HP 18. AC16. T12. FF14. Fort 4. Ref 2. Will 4. Init + 2. Perception 5.

Brandt wracks his memory for anything he can find on the creature, but is unable to be much assistance.

Knowledge Arcana: 1d20 + 5 ⇒ (12) + 5 = 17
Knowledge Planes(Untrained): 1d20 + 2 ⇒ (4) + 2 = 6

Skalds are like Bards and can make all Knowledge checks untrained.

"When we move I will use my chant for those who wish it. Then I will focus on dealing with the Grumpkins while those who can deal with the Cleric and creature."

He does remember one thing. "I do have one spell that might hurt the creature. But only slightly. I will use it when asked."

Ear piercing scream 1d6 sonic damage and dazed for 1 round, but a really low save needed to avoid being dazed.


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

Another Question for you GM, do we have all our spells and abilities back?
"Carith, do you know where the warriors can be found in this place," Eina asks, almost dancing in place and with a frown like what a nanny would use on some overly rambunctious charges.


Human Paladin 1 (Tortured Crusader) (Iomedae)| AC 20 T 12 FF 18 | HP 13/13 | CMB +4| CMD 16 | | F +4 R +2 W +4 | Initiative +4 | Perception +6

Carith pondered Eina's question for a moment, then shook his head before offering, "Not too sure, but they seem to patrol the streets well enough. A quick call for help should be enough to get the attention of them, if Iomedae smiles upon us."

The priest smiled grimly at the tribeswoman before he headed back the way they had entered, planning to do exactly as he had suggested to alert the guards to the hidden menace directly beneath them. The Cleric whispered a quiet prayer for those left behind to watch the unholy ceremony, asking the Inheritor to keep his companions safe while those venturing out sought help.

If Spells are recharged, Carith will cast Shield of Faith on Pinto, then Magic Weapon on his own cold iron Longsword. Otherwise, he prepares to wade into the fray with the more powerful front liners, knowing the key to overcoming such a numerical disadvantage is to thin the enemy ranks quickly.


"We don't want shouting to alert them to the fact that we are on to them."

With Erodin and Pinto off to find the captain, Taecuss taps Brandt on the shoulder. "Come, I think the nearest guard tower is this way."

"Eina and Carith, raise an alarm if they start coming back out this way."

Yay! Split the party! What could go wrong!


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

"I would have thought that those with a talent for skulking about would have made better scouts than you and I," Eina says to Carith with a wry smile as Taecuss and Brandt go scurrying off.


Tactical Map
Taecuss dyn Bru wrote:
Yay! Split the party! What could go wrong!

Assume that preparations have been made, the party is together and underground, readying for the attack.

Eina wrote:
Another Question for you GM, do we have all our spells and abilities back?

Yes, all spell slots have fully recharged. Carith you may fill your spellslots with whatever available spells you wish.

---------------

Tactical Map
Be sure to click on slide 5.

---------------

The blood drained from the Captain's face as the scene was described, invoking imagery far worse than that of a grumpkin on the loose in the castle. Immediately he called for his bravest men to ready themselves for battle and to crawl into the hollow where the ritualistic chanting goblins were bringing about the beginning of the end.

After hearing Pinto's request for weaponry, he directed a passing soldier to accompany the warrior to the armory.
"Take whatever you need. I will meet you there forthwith."

Pinto, you may choose any simple or melee two-handed weapon you wish from the CRB. Assume this is borrowed from the Keep's armory. Anyone else who wants to borrow a weapon may do so as well.

In short order Captain Smuckers arrived at the armory, holding a small wooden box in his hand, which he cracked open on a hinge. Inside were several small vials of a milky gray fluid, six of which he plucked from the container and handed to the group.
"These are oils of magic. Rub the fluid upon your weapon and it will absorb its magic for a while. We're going to need every bit of fight we can muster."

"I'm sending nine of my best with you down in that hole. I'm coming with them; we fight together and we will win together!"

Everyone take 1 Oil of Magic Weapon @ CL3.

Including Smuckers there are ten fighters ready to help you out in this battle. All ten of them have lowered themselves into the cavern, ready to fight alongside you. See the map - place your tokens on the map wherever you see fit. Assume that the surprise round is yours, starting anywhere in the cavern, no closer to the enemy than the bottom of the ramp. Take your surprise round action then I will roll for initiative and we'll get underway!


Male Human Skald (Totemic) 2. HP 18. AC16. T12. FF14. Fort 4. Ref 2. Will 4. Init + 2. Perception 5.

Brant will wait until everyone is in position, but before they start their surprise round actions. He will use Raging song to grant anyone who wishes to use it Inspired rage on the surprise round.


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

Once everyone's in position

Eina stands at the top of the platform and twirls her staff as it glows and crackles like lightning. She slams the end of it to the floor before her with a resounding boom of thunder.

"Your blows fall like lightning! Your warcry is thunder! How many of them can we make die," she calls out, her voice ringing out through the cavern and instilling everyone with courage and strength.

Casting Bless. Everyone gets a +1 to attacks and saves vs. fear. Lasts for 10 rounds.


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |

"We take out the priest-shaman and then see what the stone creature does. But be ready to take it out."

He then carefully applied the magical oil to his morningstar and went down to the northwest side of the cavern, closest to the cleric.

Once the signal was given he threw the spear he had taken from the barracks at the shaman, hoping for a quick kill.

----------------
surprise round, throw spear

spear to hit against flat footed: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d8 + 3 ⇒ (7) + 3 = 10

stats:

HP 23/23
AC 15, touch 12, flat-footed 13
Conditions: n/a
Morningstar +4, 1d8+4, x2, B/P
Flurry
Unarmed/unarmed +3/+3, 1d6+3/1d6+3, x2, B
may substitute punching dagger
Power attack?
4/4 Martial Flexibility


Human Paladin 1 (Tortured Crusader) (Iomedae)| AC 20 T 12 FF 18 | HP 13/13 | CMB +4| CMD 16 | | F +4 R +2 W +4 | Initiative +4 | Perception +6

Carith smirks at Eina's comment, but shrugs. They'd certainly be able to move faster than the priest, at least. He wore his armor proudly, but it prohibited fast movement of any sort. So he proceeded to watch the cavern below along with the tribeswoman, pulse racing as they tempted fate by remaining so close to the gathering.

---------------------------------

After applying the magic oil to his cold iron longsword, the priest nods that he is ready to his companions. When the others move, the priest reaches out and grasps Pinto's arm after he tossed his spear at the shaman below. "Iomedae, shield this brave man from our enemies' weapons so that he can strike down these agents of chaos and destruction!"

Cast Shield of Faith on Pinto. Lasts 20 rounds. +2 deflection bonus to AC


Inactive

As the group approaches, Erodin applies the oil onto his polearm. He follows to get a good vantage point against the priest-like figure, and begins the assault by launching a chakram at the target.

I think I'm regrettably outside the range of the bless. *Edit* - I do seem to be affected by Raging Song, though!

Chakram, cold iron vs flat-footed: 1d20 + 5 ⇒ (19) + 5 = 24; Damage, Raging Song: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

As soon as the blade is thrown, Erodin returns his grip onto his polearm, ready for what might come at them.


Taecuss borrows a longbow from the armory, and takes some cold iron arrows as well. He moves into a position overlooking the ritual and waits for the signal to attack. In preparation, he applies the oil to the bow, hoping it will make a difference.

When the forces move in, Tae looses an arrow at the priest.

To hit 1d20 + 4 + 1 + 1 ⇒ (7) + 4 + 1 + 1 = 13 includes +1 from oil and +1 from bless
Damage 1d8 + 1 ⇒ (2) + 1 = 3


Tactical Map

I'm afraid I have to make a call that might not be popular but I hope you'll understand. When I said "Assume that the surprise round is yours, starting anywhere in the cavern, no closer to the enemy than the bottom of the ramp." I meant specifically the ramp leading down from the first landing (lower right corner). This is the landing from which you first saw the scene unfolding. The grumpkins are distracted enough by their rituals to not notice you coming from that one side (thus the free surprise round) but not so much that you can reach the other side of the cavern without notice. You may use stealth vs their distracted perception checks if you wish to reach the other side before attacking.

I'm sorry for this misunderstanding. The four of you who are beyond the first landing/ramps will need to reposition yourselves on the map, and if you need to change your action based on this, please make a new post.


Totally fair. Taecuss is re positioned. Sorry for the misunderstanding on my part.

Taecuss starts to edge down the ramp, looking across at the next ramp and thinking it would be a good place to shoot from. However, he resists the notion to cross, not wanting to give away their presence before the captain is ready.


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |

Hoping all the chanting would keep the shaman and his acolytes occupied, the old man circled around the cavern, sticking to the shadows, so he could get a better shot at the cleric.

-------------------
stealth: 1d20 + 2 - 1 ⇒ (16) + 2 - 1 = 17

No problem with the 'rewind'. I'll keep previous actions if the above is OK (i.e., he's not detected). If not, let me know and I'll adjust.

stats:

HP 23/23
AC 17, touch 14, flat-footed 13
Conditions: shield of faith
Morningstar +4, 1d8+4, x2, B/P
Flurry
Unarmed/unarmed +3/+3, 1d6+3/1d6+3, x2, B
may substitute punching dagger
Power attack?
4/4 Martial Flexibility


Inactive

That's fine by me!

Realizing the priest was on the other side of the path from where he was standing, Erodin instead directs his attack at a closer grumpkin! Same action, just change targets. Will let the stealthy ones get into their preferred position first.


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

Same here. Bless has a radius of 50 feet, and she would have waited until everyone is in position. Unless you well down the tunnel we came through, everyone should be in range.


Human Paladin 1 (Tortured Crusader) (Iomedae)| AC 20 T 12 FF 18 | HP 13/13 | CMB +4| CMD 16 | | F +4 R +2 W +4 | Initiative +4 | Perception +6

Still casting SoF on Pinto...I'll reposition in a few minutes.


Tactical Map

Shaman Perception, distracted: 1d20 + 9 - 5 ⇒ (7) + 9 - 5 = 11
Grumpkin Group 1 Perception, distracted: 1d20 + 5 - 5 ⇒ (7) + 5 - 5 = 7
Grumpkin Group 2 Perception, distracted: 1d20 + 5 - 5 ⇒ (11) + 5 - 5 = 11
Pinto successfully stealthed past the enemies.

Surprise Round:
-Carith casts Shield of Faith on Pinto (Carith since Pinto moved into position after you cast, you have time for another Surprise Round action if you wish.)
-Eina casts Bless, catching everyone except Pinto
-Taecuss hits with his bow,
-Erodin throws a chakram,
-Pinto throws spear at the shaman,
-Brandt begins singing his Inspired Rage

The fey goblins' chanting was very suddenly overtaken by the battle cries of the raiding adventurers and Keep's soldiers - Pinto grunted as he heaved his spear, Taecuss' bowstring twang, Erodin flung his chakram, Eina's thundering spell echoed outward, and Brandt's lusty song of battle seemed to bring the attackers' blood to a boil. The soldiers roared from their spot inside the side passage, sending a fearsome explosion of noise out from the cave mouth.
The spear didn't manage to penetrate whatever armor/thick skin the shaman has. Erodin downs one grumpkin and Taecuss damages another for 3 points. Anyone who wishes to utilize Brandt's Inspired Rage may do so.

The sudden attack was accompanied by a rumble in the very bones of the earth, shaking the cavern and sending loose stones and dust tumbling down from the ceiling above. The robed shaman hissed angrily, looking to and fro, trying to assess the new threat while simultaneously dealing with the earth’s manifested anger due to the ritual disruption. The giant centipede continued its thrashing about while the grumpkins drew their weapons and defended their leader.


Tactical Map

Initiative:
Brandt: 1d20 + 2 ⇒ (18) + 2 = 20
Carith: 1d20 + 1 ⇒ (7) + 1 = 8
Eina: 1d20 + 2 ⇒ (4) + 2 = 6
Erodin: 1d20 + 3 ⇒ (3) + 3 = 6
Pinto: 1d20 + 2 ⇒ (19) + 2 = 21
Taecuss: 1d20 + 3 ⇒ (9) + 3 = 12
Bad Guys: 1d20 + 2 ⇒ (14) + 2 = 16

Initiative order:
1)Pinto, Brandt
2)Bad Guys
3)Taecuss, Carith, Erodin, Eina

Round 1, Pinto and Brandt may go now!


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |

Cursing as the spear fails to penetrate the armor, the old man hefted his morningstar and rushed in to attack.

Bolstered by Brandt's song, he let it infuse his body with vigor and smashed down on the shaman.

-------------
move and attack

morningstar to hit: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d8 + 6 ⇒ (7) + 6 = 13

stats:

HP 23/23
AC 15, touch 12, flat-footed 13
Conditions: shield of faith and raging song= +1 AC and +2 STR
Morningstar +4, 1d8+4, x2, B/P
Flurry
Unarmed/unarmed +3/+3, 1d6+3/1d6+3, x2, B
may substitute punching dagger
Power attack?
4/4 Martial Flexibility


Male Human Skald (Totemic) 2. HP 18. AC16. T12. FF14. Fort 4. Ref 2. Will 4. Init + 2. Perception 5.

Brandt will advance to the nearest Grumpkin, best to keep them divided rather than letting them mob on person.
Attack + Magic weapon: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Damage?: 1d8 + 4 ⇒ (2) + 4 = 6

"No where to run and hide now vermin!" He bellows. The rough footing throwing his blow off from his target.


Tactical Map

Brandt make sure to add a blurb with your current effects, including your modified AC, buffs and debuffs. I can't tell if your +1 is from bless or from your raging song, which makes me wonder if you included both. Also please be clear about what weapon you are using as your damage might be affected by DR.

---------------

Pinto and Brandt seized the initiative by moving headlong into the would-be fray, trying their best to end as many of their foes before they had a chance to defend themselves. The skald cut down one of the grumpkins as it reached for its sword while the brawler's morningstar struck the shaman leader with enough force to down two grown men. The shaman was made of sturdier stuff however; the blow felt as if the foe were made of solid wood!
Brandt downs one grumpkin, Pinto deals 8 net damage to the shaman after DR.

Round 1, bad guys:

The robed ritual-leader turned upon Pinto and frowned angrily, furious that he had been careless enough to permit this interruption. He stepped backward off of his raised stone platform and splashed into the mud pool, followed by a climb up along the giant centipede's body to its head, standing some fifteen feet from the cavern floor.
Withdraw action.

The grumpkins burst into action, charging off in different directions with raised serrated short blades, eager for the blood of their enemies that dared intrude upon their domain.
Pinto suffers 3 points of damage, Brandt suffers 2 points of damage, and Carith suffers 2 points of damage.

Dice Rolls:

Pinto group:
Grumpkin 1, shortsword, flanking: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11
Grumpkin 2, shortsword: 1d20 + 1 ⇒ (18) + 1 = 19, hit
Grumpkin 3, shortsword: 1d20 + 1 ⇒ (11) + 1 = 12
Grumpkin 4, shortsword: 1d20 + 1 ⇒ (4) + 1 = 5
Grumpkin 5, shortsword, flanking: 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19, hit
Grumpkin 2, damage: 1d4 ⇒ 2
Grumpkin 5, damage: 1d4 ⇒ 1
Pinto suffers 3 points of damage

Brandt group:
Grumpkin 1, shortsword, flanking: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Grumpkin 2, shortsword: 1d20 + 1 ⇒ (2) + 1 = 3
Grumpkin 3, shortsword: 1d20 + 1 ⇒ (14) + 1 = 15, hit
Grumpkin 4, shortsword, flanking: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11
Grumpkin 3, damage: 1d4 ⇒ 2
Brandt suffers 2 points of damage

Carith group:
Grumpkin 1, shortsword, charge: 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23, crit threat
Grumpkin 2, shortsword, charge: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17
Grumpkin 1, crit threat: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8, did not confirm
Grumpkin 1, damage: 1d4 ⇒ 2
Carith suffers 2 points of damage

Taecuss and Erodin group:
Grumpkin 1 vs Taecuss, shortsword, charge: 1d20 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Grumpkin 2 vs Erodin, shortsword, charge: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11
Grumpkin 3 vs Erodin, shortsword, charge: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9

---------------

Erodin you may make an AoO vs any of the three foes who charged toward you and Taecuss.

Everyone may go!
Taecuss, Carith, Erodin, Eina - Round 1
Pinto, Brandt - Round 2


Inactive

Erodin takes his AoO against the enemy that dares charge Taecuss!
AOO, Bless, Raging Song: 1d20 + 5 ⇒ (3) + 5 = 8; Damage: 1d12 + 7 ⇒ (5) + 7 = 12

Will post regular action after Taecuss goes.


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |

The old man grit his teeth as the cleric moved away, "C'm'ere coward."

Now surrounded by grumpkins, he tried to position himself better and lashed out with his fists and knees.

He yelled to his companions, "Get the cleric! I'll be right there..."

----------
5' step and flurry

unarmed to hit, raging song: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
damage: 1d6 + 4 ⇒ (3) + 4 = 7
unarmed to hit, raging song: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
damage: 1d6 + 4 ⇒ (5) + 4 = 9

stats:

HP 20/23
AC 15, touch 12, flat-footed 13
Conditions: shield of faith and raging song= +1 AC and +2 STR
Morningstar +4, 1d8+4, x2, B/P
Flurry
Unarmed/unarmed +3/+3, 1d6+3/1d6+3, x2, B
may substitute punching dagger
Power attack?
4/4 Martial Flexibility


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

Eina Sneers at the shaman and draws her bow. A storm begged to be unleashed, but she was not so foolish as to rush into so many knives without some protection beyond her clothing.

Longbow vs. Shaman: 1d20 + 2 ⇒ (5) + 2 = 7

Unfortunately the arrow goes sailing across the cavern.

"Mangy beast! I'll have your head," she shouts over the growing din.

Round 1:
Move - Grab Bow
Standard - Miss the shaman
Swift - Taunt
Free - Regret not grabbing extended range
===
Effects - Bless (8/10 left)


Human Paladin 1 (Tortured Crusader) (Iomedae)| AC 20 T 12 FF 18 | HP 13/13 | CMB +4| CMD 16 | | F +4 R +2 W +4 | Initiative +4 | Perception +6

Carith winces as one of the grumpkins charging him lands a glancing blow, the priest having used his shield to bash the weapon away before the creature could put its weight behind the weapon. Steadying himself, he sees Brandt and Pinto in particular beset by enemies, and realizes he needs to thin the herd around himself so he can come to their aid. Unfortunately he can't get a good angle on the little creatures around him, so close are they to him. The priest grits his teeth in frustration, trying to keep his cool.

Cold Iron Longsword, Bless, Magic Weapon, Divine Favor: 1d20 + 2 + 1 + 1 + 1 ⇒ (5) + 2 + 1 + 1 + 1 = 10

Bless 8/10 remaining, Magic Weapon 27/30 remaining, Divine Favor 9/10 remaining

451 to 500 of 643 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gamemaster Zedth's Keep on the Borderlands All Messageboards

Want to post a reply? Sign in.