A Hero, lost in the dark, shall be found (Inactive)

Game Master Terquem

A Hero, Hallister, was captured in the Palace of the Vampire Queen

Can his friends hire the right kinds of heroes that can help them to rescue their lost friend?


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Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

The Porker's Pants

He acknowledges the Dwarves as they start to leave with a nod.

"That's a good start. But how many more can I bring?" He glances around the tavern.


male

At the Miner’s Lantern

The Barman looks right at Moralane with a puzzeled expression, then at the other dwarf, then back to Moralane, and says,

Sure, he’s here now, but he wasn’t here yesterday, like I said, when people asked for the drink, and I sure as the cold ocean floor can’t make it and then shrugs, waves his hand at Moralane, and turns away.

Moralane exchanges a few words with a young female dwarf, enthusiastic about joining in on whatever adventure Moralane is talking about, while just a few steps away another female dwarf turns her head, just slightly, to hear a bit of the conversation without making her interest obvious.

A more mature dwarven fellow, in heavy armor, steps up to where Moralane is talking with the other woman and before he introduces himself he inquiries about the possibility of a rescue being planned.

At that moment a loud shrill scream penetrates above the low din within the tavern, bringing every voice to a stop.

Meanwhile, at the Porker’s Pants…

The two dwarven brothers leave through the door, one more eager to get outside than the other, while Miagnik exchanges a few words with a couple of interested dwarfs. When questions are answered, the older dwarf gives the others the once over, with a keen but not critical eye and turns to leave, with on of the other dwarfs close on his heels.

Just as Agos reaches the door it burst inward, nearly knocking him off his feet, and Roarke, the more inebriated of the two dwarves who left just a moment ago barrels into Agos. His face is bloodied, his clothing torn, and his eyes are wild.

Roarke grasps Agos by the arms to steady himself, looks into the old dwarf’s eyes and manages to stammer out one thing

They’re back

Before his strength disappears and he collapses into Agos

Something has just happened, I’d appreciate it if everyone was careful and as detailed as possible about what their next action will be. There is no need to roll Initiative dice at this time. The Porker’s Pants lies on the south side of the town, near the bend in the river (on the other side of a bridge, at the end of the street going south out of the Porker’s Pants, is a park with three Willow Trees, this is about 300 feet south). The Miner’s Lantern is north by northwest of the Porkers Pants. There is no direct route between the two establishments. You would need to go north out of the Pants, then west, then north again for over 120 feet, then west finally for about another 125 feet to get to the Miner’s Lantern. Something has happened that is important to both places, but at the moment the two separate groups are unaware of anything going on at the other establishment


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Lantern

Kurgan put his mug down, and instinctively reached for his Halberd. He chided himself for being foolish. This was a respectable tavern, and it was just someone screaming. Such things happened. Still, he nonetheless walked towards where the sound came from, his wrapped up halberd in hand, to see if he could figure out what was happening.


| HP 34/34 | AC 22, T 13, FF 20 | Fort +7, Ref +3, Will +5 | CMB +8, CMD 20 | Perc +7 | Init +2

Baradesh's head swivels towards the sound with a faint grinding noise. He frowns for a moment. It might be that someone had just dropped a weight on there foot. In which case running off to investigate might make him look like a paranoid fool. Or it might be something more. In which case no running off to investigate might cost lives.

There was really only one choice.

Nodding to the ladies, he murmured, "Excuse me a second, I just wish to see what that was," before moving towards the sound.


Hp 38/50, AC 19*, Fort +9*, Ref +8*, Will +8* Blessings 5/5, Spirit spells: 1st 2/2

At the Lantern.

Moralane's nerves had been on edge and never relaxed even after leaving the crypts. She whirled to the door, pulling her bow and an arrow into her hand and running to the side of a window so she could glance outside.

Were we followed?


Male N Dwarf Druid 5 | HP: 39/41 | AC: 22 T: 12 FF: 21 | CMD: 16 | Fort: +7 Ref: +4 Will: +9 | Perception +12 | Initiative +7

Barnabas hurries out the door, Scythe in hand. Scruff follows. He looks around to see what could have attacked Roarke.

Perception (Barnabas): 1d20 + 12 ⇒ (19) + 12 = 31
Perception (Scruff): 1d20 + 9 ⇒ (13) + 9 = 22

"Seems like the evening might be taking an unexpected turn Scruff. We picked a hell of a day to come to town!"


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

The Porker's Pants

Miagnik turned his head and watched as the Dwarf who came barreling back in collapsed.

They're back? he thought, confused for a moment. But the blood on the Dwarf and Barnabus moving out the door shook him out of his questioning. Recent weeks had made him used to reacting on a moments notice.

Instead he moved to stand by the door where he had a view, but the slumped Dwarf held his attention.

"Agos, you're a cleric, right?"


Male CG Dwarf Ranger 2 | HP: 19/19 | AC: 17 (13 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +6, SM: +1 | Speed 20ft | 1st Favored Enemy: Undead | Spells: None | Active conditions: Life Pact

The Porker's Pants
Beldain moves over to Agos and tries to figure out what is wrong with the Roarke.

"What happened? Did the drink make you take a bit of a spill, Roarke?"

Heal, How did Roarke hurt himself? Is that his blood?: 1d20 + 5 ⇒ (20) + 5 = 25

Beldain looks out the opened door to see if Roarke's brother Falsonn is coming to take him home.

Perception, Is Falsonn coming to grab his brother?: 1d20 + 6 ⇒ (19) + 6 = 25

Beldain is currently unarmed and his stuff is bundled up...we'll say at AE39, right where his token is on the map

BTW...a 20 and a 19?! I think its safe to say that I will not role that way again. Glad we got that out of the way.


Miner's Lantern

Brolma stands and moves towards the large halbred wielding dwarf. She would investigate. She would also put the warrior in front of her...


Ancient Mariner | Male Dwarf Cleric 4 | HP 31/31 | AC 16 (T 11, FF 15) | CMD 14 (17 v bullrush/trip) | F +7 / R +2 / W +11 | Speed 20 | Init +0 | Perception +11 (darkvision); Sense Motive +10 | Channels 3/4 | Spells: 1st 3/5, 2nd 3/4 | Surge 7/7, Wind Blast 7/7 | Active Effects: magic stone 1/3 remaining; life pact 7/7 min remain

In the Porker's Pants

The old sailor gave the wounded drunk a grim look.

Miagnik wrote:
"Agos, you're a cleric, right?"

"Aye." He holds Roarke with his skinny hands. "By Trembor's will," quoth he. Healing energy flows to the wounded dwarf as Agos eases him into a seat.

Spontaneously casting cure light wounds in place of prepared endure elements
Cure light wounds on Roarke: 1d8 + 4 ⇒ (2) + 4 = 6 hit points


Miner's Lantern

The young dwarf's chatty energy was brought to a halt instantly at the sound of the scream. Instincts honed by getting into many places that older dwarves told her she shouldn't be kicked in, and Dinura crouched low and went quiet. She was waiting to hear if it would come again or to find where it came from.

She'll hide in place behind the bar.

Stealth: 1d20 + 9 ⇒ (9) + 9 = 18


Witch 6 / HP: 41/41

Miner's Lantern

Chuffer started, almost as though she had been sleepwalking. The silver fox jumped into her arms and wrapped itself around her shoulders, almost like a shawl, as Chuffer moved to sit down behind the bar by Dinura

Once there, Chuffer pulled out her spell components pouch and began sorting through them, trying to determine which ingredients would be most important to use. Pulling out a handful of incense, Chuffer thrusts them towards Dinura. "Hold this, please," she mutters, before triumphantly pulling out a piece of clear wax with what appears to be a hair inside it. Taking the incense back from Dinura, Chuffer peers over the top of the bar to see what happens.


male

At the Miner’s Lantern…

Two strangers head for the door, reaching it almost at the same time, while Moralane runs to a window that looks out on the street. A quiet woman follows the two dwarven men toward the door, keeping a slight distance between her and them.

Moralane:
The window you look out of faces south. The street goes east and west outside of the lantern. You see no one in the street. There are large, oil lanterns hanging on poles spaced about 100 feet apart to the left and right of the window, but it is a bright glow from the south that catches your eye. From what you remember of this town, there are businesses and homes along the road going east, and then that road turns south heading toward a bridge that crosses the river. The glow in the night sky is not large, but it is not easily dismissed. Something, probably smaller than a hand cart must be on fire to the south.

At the Bar, a peculiar young gnomish woman hands a few sticks of incense to Dinura, and then almost immediately takes them back. Both women stay near the bar, but their attention turns toward the open door.

One of the men at the door opens it, and steps outside, quickly followed by the other.

Once the tavern door is open, the faint sound of shouting can be heard coming from the south-southeast.

Meanwhile at the Porker’s Pants…

Beldain and Miagnik move to the fallen blacksmith. A simple question from the Goblin prompts Agos to begin speaking a short prayer that summons forth a blessing of healing energy. Beldain speaks to the smith, as he examines the dwarf’s wounds, and immediately comes to a conclusion

Beldain:
The injured dwarf has been savagely clawed. Blood flows from his arms, his left shoulder, and the back left side of his head. The claws were not large, the wounds are not deep, but the injuries are long and the flesh is torn free in places.

Stepping toward the open door Beldain looks left and right for signs of the dwarf’s brother.

Beldain:
The door of the tavern opens facing the west. The street runs north and south, and is wide, but not lit with any kind of lamps. Some faint light spills into the street from some second story windows to your right (going north). To the north you see a general melee is taking place. Several dwarfs are fighting, using clubs, and some short handled axes with a large group of mixed humanoids. In the darkness it is difficult to make out the details of the individuals exchanging blows, but among the mixed humanoids you can see that there are dwarves and taller folk, probably humans or elves, and these shuffle awkwardly, carry no weapons, and seem to be disorganized, whereas the other armed dwarves are working in groups of two or three in their attacks against individuals of the shambling group. You are about to turn and tell the others what you see, to your right, when you swing your head to the left, and see the body of Roarke’s brother lying in the street some forty feet to the south. Standing near the body are three hill giants. The hill giants arms hang low and languid at their sides, and they each seem to be looking in different directions as if they are confused about where they are or what they are doing.


| HP 34/34 | AC 22, T 13, FF 20 | Fort +7, Ref +3, Will +5 | CMB +8, CMD 20 | Perc +7 | Init +2

Outside the Miner's Lantern

Listening for a moment, Baradesh lifted his helmet and pulled it down before heading towards the sound, moving with a typical Dwarf gait that ignored minor issues like armour or the massive hammer he carried slung over one shoulder.

As he clanked away the Paladin tried to focus on the noise, heading for it as quickly as he was able to manage. Of course, it might be a trap or a lure, but he'd deal with that as it came to it.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11


Hp 38/50, AC 19*, Fort +9*, Ref +8*, Will +8* Blessings 5/5, Spirit spells: 1st 2/2

"Something is on fire. Abut the size of a small cart. Is that normal here? Is there a bonfire out the south road?" Moralane asked no one in particular.


Male N Dwarf Druid 5 | HP: 39/41 | AC: 22 T: 12 FF: 21 | CMD: 16 | Fort: +7 Ref: +4 Will: +9 | Perception +12 | Initiative +7

The Porker's Pants
Barnabas's eyes grow wide at the sight before him. He pauses for a moment as he notices the energy of the local ley lines, they warp and sputter around the monsters. I'm working under the assumption that they are undead in which case Barnabas's spirit sense picks up on their auras. If they aren't then ignore that.

He steps back into the Porker's pants. "Whoever can fight grab your weapons, we have a bit of a situation on our hands." He gestures to Roarke. "He said they're back. Anyone know what they are?


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

The Porker's Pants

Miagnik turned his gaze from the wounded Dwarf to Barnabas.

"I might have an idea." he said as he moved away from the blacksmith and out into the open street to stand at Beldain's side.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25


Ancient Mariner | Male Dwarf Cleric 4 | HP 31/31 | AC 16 (T 11, FF 15) | CMD 14 (17 v bullrush/trip) | F +7 / R +2 / W +11 | Speed 20 | Init +0 | Perception +11 (darkvision); Sense Motive +10 | Channels 3/4 | Spells: 1st 3/5, 2nd 3/4 | Surge 7/7, Wind Blast 7/7 | Active Effects: magic stone 1/3 remaining; life pact 7/7 min remain

In the Porker's Pants

And so it begins...

Agos leaves the wounded man slumped in the chair and walks out into the night, looking in both directions. He turns to the immediate threat presented by the strange giants, weighing his options...

Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Knowledge (religion) if applicable: 1d20 + 6 ⇒ (7) + 6 = 13

If Agos believes the giants are undead:

The old man dips his hand into his coat pocket and pulls out a handful of smooth stones. "Remember wind, remember wave; both form and fury gave."

Standard: casts magic stone; Move: exits the Porker's Pants into the street; Swift: none; Free: none.

If Agos doesn't believe the giants are undead:

The old man grasps the piece of scrimshawed driftwood which hangs about his neck. "Lend thy strength to mine own will and my duty I'll fulfill."

Standard: casts owl's wisdom; Move: exits the Porker's Pants into the street; Swift: none; Free: none.


Male CG Dwarf Ranger 2 | HP: 19/19 | AC: 17 (13 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +6, SM: +1 | Speed 20ft | 1st Favored Enemy: Undead | Spells: None | Active conditions: Life Pact

Porker's Pants

Beldain looks from the blood soaked drunkard, then outside.

"Giants...Giants? Giants!"

He spins back into the bar and as he passes the others he says, "There's also street fight...I don't know if they've seen the giants yet."

He runs back and grabs his quiver and pack and makes sure his polearm is securely strapped to it. He then lifts his bow.

GM Question:
Let me know if you want me to take another full round action to pick up everything from the floor and arm myself.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Miner’s Lantern

”So what is it? Everything all right?”

Kurgan began walking towards the door, his halberd in one hand, and the other ready to pull the cloth off of it


Miner's Lantern

Dinura looked surprised at the gnome's bold approach, almost opening her mouth to say something, but not really getting there before the entire incense experience was over. Before she could think anymore about it, Lady Vessocho said something about a fire. A problem, probably... she was good at solving problems. Really, rather good at that, actually. She could certainly help.

The young dwarf rushed across the tavern floor, remarkably quiet, and squeezed up next to Moralane to look through the window, without any apparent thought of manners or personal space.

Her face mere inches from the noblewoman, Dinura turned and whispered. "Yep, that's a fire. It doesn't look too bad though. We should probably go put it out anyway."

She smiled helpfully.


Miner's Lantern

Brolma's eyes narrow at the description of the the fire, Seems unfortunate. Let us check to see if there is something we can do.

The cleric moves to work towards the fire but waits to make sure she is not alone...


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Kurgan goes with her. ”I can make some water...not sure how much it’ll help, but...” His words trail off as he walks.


Witch 6 / HP: 41/41

"As the saying goes, where there's smoke, there's a fire," Chuffer adds. "Given its size and that it was able to grow to such a point that it's visible from this distance implies that either that no one noticed it when it was small, or those that would put it out are being kept from doing so."

The gnome was exiting the Miner's Lantern and muttering a few words while doing so. To those observant enough, they would witness her feet beginning to leave the ground.

Using my flight hex.

GM, once outside, I would like to fly up to about the height of the rooftop to see if I can get a better idea on the size of the fire.


male

The Miner’s Lantern

A young. And pretty, dwarven girl moves out of her chair and behind Moralane at the window near the door to the tavern. Peering over Moralan’e shoulder the girl sees the bright light to the southeast.

That’s a little beyond Old town, on the hill, probably the Alavastros farm. The girl says to Moralana.

Baradesh heads straight out into the night.

The Miner’s Lantern is one of three buildings east and north of the center of the town. There is a road about fifty feet south of the Lantern that runs east and west.

Baradesh marches out through the door, and not slowing his pace one bit looks left and right trying to get his bearings. He has been to Three Willows many times before, but he wasn’t accustomed to moving around the town at night, except that one time, and he is sure he doesn’t remember much about “that” night. The road that is south of the tavern, he knows, goes east, toward the Town Gate, where there is a watch tower. Just past the gate there should be a road going south into Old Town.

Baradesh can take the town streets and roads, toward the sound of shouts and screams. It is a distance of 330 feet.

Chuffer mentions her observations about the worrisome nature of fires, to no one in particular, and then walks out into the night, just as Kurgan and Brolma are also leaving. Chuffer pauses and then floats up into the air to above the height of the roof of the Lantern, and looks toward the south.

Chuffer:
From your height you can see a small shed is on fire, near a hill along a road south of the cluster of buildings in the center of the town. From where you are now it is a good distance away, maybe a hundred yards or more. The buildings near you are separated by distances of fifty to seventy five feet, while directly to the east the buildings are all close to each other in a cluster some two hundred fifty feet square, then south of this “Main town” area there are a few farms before the road going south out of town turns toward the river.

Kurgan and Brolma are not far behind Baradesh and follow him in the dark.

There is faint moon light and star light, making seeing far almost impossible, but everyone can see the few lights in the windows of the town to the east and southeast.

Meanwhile, at the Porker’s Pants

Barnabas steps out into the night and looks toward where Beldain is gesturing. His ability to sense the presence of negative energy seeping into the material plane immediately identifies the giants as animated by the force of undeath.

Miagnik passes Barnabas as the dwarf rushes back into the tavern, and as the small goblin takes in the sight before him, Beldain also turns away and runs back through the open door, just at the same moment that Argos is peeking out.

Miagnik:
The three giants bear a striking resemblance to the same giants you and the others killed only a few days ago

Beldain:
You can complete any actions to be ready to start combat rounds before Initiative dice are rolled

Argos:
You can immediately identify the giants as a kind of undead, perhaps Zombies, but at this moment you are not certain of the particular details

I don’t need the characters at the Lantern to roll Initiative dice, but please indicate if you will take full round Move Actions (running or hustling – just let me know about how fast, in one round, you want to be moving – remember, Moralane and Dinura have not left the tavern.

Everyone at the Porker’s Pants should roll for Initiative. Right now the street fight north of you will not be an issue, unless for some reason you want to head toward that, rather than confront the giants.

Hill Giant Zombie Initiative: 1d20 ⇒ 3


Male N Dwarf Druid 5 | HP: 39/41 | AC: 22 T: 12 FF: 21 | CMD: 16 | Fort: +7 Ref: +4 Will: +9 | Perception +12 | Initiative +7

The Porker's Pants
Barnabas Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
Scruff Initiative: 1d20 + 7 ⇒ (6) + 7 = 13


Hp 38/50, AC 19*, Fort +9*, Ref +8*, Will +8* Blessings 5/5, Spirit spells: 1st 2/2

"Alright." Moralane said. "Hopefully this is nothing and I'm just being paranoid."

She strung her bow and walked out into the darkness, surprised at the number of people following her but trying not to show it.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Outside the Porker's Pants. Miagnik is moving to space 27 and casting Mage Armor.

More giants already?! Its too soon... the goblin's gaze narrowed as he focused on them and he recognized several areas where they had previously been burned.

With a sinking feeling, Miagnik, stared up at the giants and began backing away. "No, not new. The same ones."

Initiative: 1d20 + 3 ⇒ (7) + 3 = 10

"Beldain, get back inside! Those giants came here looking for me." he said to the Dwarf.

As he moved he began to utter words for a defensive magical spell.

"Ghaarlan Aguur"


Male N Dwarf Druid 5 | HP: 39/41 | AC: 22 T: 12 FF: 21 | CMD: 16 | Fort: +7 Ref: +4 Will: +9 | Perception +12 | Initiative +7

"Looking for you? What Business do dead giants have with you?"


| HP 34/34 | AC 22, T 13, FF 20 | Fort +7, Ref +3, Will +5 | CMB +8, CMD 20 | Perc +7 | Init +2

Full speed wasn't as fast as one might hope, but Baradesh stuck to the main roads to keep things as simple as possible, just so long as they remained the most direct route. He wasn't above trespass and leaping a fence to help, although frankly he was more liable to plow through a fence than to hop it.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Outside the Porker's Pants

"I helped to kill them."


Ancient Mariner | Male Dwarf Cleric 4 | HP 31/31 | AC 16 (T 11, FF 15) | CMD 14 (17 v bullrush/trip) | F +7 / R +2 / W +11 | Speed 20 | Init +0 | Perception +11 (darkvision); Sense Motive +10 | Channels 3/4 | Spells: 1st 3/5, 2nd 3/4 | Surge 7/7, Wind Blast 7/7 | Active Effects: magic stone 1/3 remaining; life pact 7/7 min remain

Outside the Porker's Pants - Round 1 / Init 7

Agos moves out into the street, dipping his hand into his coat pocket and pulling out a handful of smooth stones as he goes. These giants are already dead - they just need to be reminded of that fact. Holding the fistful of rocks before him, he intones: "Remember wind, remember wave; both form and fury gave."

Crunch:

Initiative: 1d20 ⇒ 7
Standard: casts magic stone; Move: exits the Porker's Pants and moves to square AG:26; Swift: none; Free: none.


Male CG Dwarf Ranger 2 | HP: 19/19 | AC: 17 (13 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +6, SM: +1 | Speed 20ft | 1st Favored Enemy: Undead | Spells: None | Active conditions: Life Pact

Porker's Pants

Init: 1d20 + 3 ⇒ (8) + 3 = 11

Now with all of his stuff in hand, Beldain turns back to Miagnik and says. "Wait, what? You mean you killed some of their...clan? And now these are after you?"

He begins knocking an arrow to his bow as he returns to look out.

Move: Beldain will move as close to the door as possible, and ideally have a clear shot outside with his bow, but will follow Miagnik's command and stay inside.

Readied Action: He will take a shot at the nearest giant if it approaches

Terquem:
Let me know if you'd like me to roll for readied actions or if you prefer to do that


Miner's Lantern

Dinura quietly padded after Moralane, sticking close.


male

Porker’s Pants

Initiative Order:
Scruff – 13
Beldain – 11
Miagnik – 10
Barnabas – 8
Agos – 7
Zombies – 3

Round 1…

The giants down the street seem to move as if in a fog, taking long, slow, lumbering steps, but they move nonetheless, coming toward the group of strangers in the street.

Scruff, the burly little wombat, is quick to action. The animal acts agitated, but unafraid, as if dealing with this sort of threat is not out of its normal routine

Scruff can move, it is 35 feet (of movement squares) to reach the closest giant and possibly (Charge?) attack a Giant

Beldain moves to the door, and raises his bow, arrow drawn, but the giants are moving so slowly he isn’t sure it would be wise to lose an arrow right away

For round 1, Beldain must decide to shoot before the Giants actually move, or hold his fire for now

Miagnik moves across the street a short distance and speaks a spell of protection, while Barnabas and Agos also move into positions to be ready for whatever comes next

The Giants will move in round 1, and I hope to update the map tonight. Those with possible actions to resolve in round 1 may do so, and then we will move on to round 2, once you can see where the giants have moved to.

DM Notes:
HG Zombie, AC 23 (+4 armor, +12 natural, -2 dex, -1 size) | HP 72 (12d8) | F +6, R +2, W +8 | Slam (bab +9, st +8) +17, d8+8 | CMD 24

Meanwhile…

Across the town, to the northwest, a group of similar strangers begins moving down the main streets of the city, toward a fire that can be seen in the distance.

For clarification, the fire that can be seen by the second group is behind, and to the southeast of the Porker’s Pants. The elevation at the Miner’s Lantern is slightly higher than the elevation at the Porker’s Pants, giving that group the advantage of being able to see some of the countryside south and east of the downtown area, while those at the Porkers Pants cannot see the fire, or the glow of the fire at all, due to the interposing buildings. However, A Perception Skill Check (with any bonuses for “Scent” applying can be attempted, and if the roll is 20+ a large fire can be smelled in the air.


Male N Dwarf Druid 5 | HP: 39/41 | AC: 22 T: 12 FF: 21 | CMD: 16 | Fort: +7 Ref: +4 Will: +9 | Perception +12 | Initiative +7

Perception: 1d20 + 12 ⇒ (11) + 12 = 23
Barnabas sniffs the air. "Somethings burning, might as well throw that on the pile of problems tonight."

Scruff charges forward and swipes at the lead giant. He tries to knock the giant back with all the power his little body can muster.
Charge: 1d20 + 9 ⇒ (19) + 9 = 28Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Bull Rush: 1d20 + 9 ⇒ (8) + 9 = 17

Barnabas puts two fingers to his lips and lets out a shrill whistle. transparent lines of energy swirl through the air around the giants.
drop poison to cast summon natures ally 3. 1d3 ⇒ 2 dire badgers will appear next round


| HP 34/34 | AC 22, T 13, FF 20 | Fort +7, Ref +3, Will +5 | CMB +8, CMD 20 | Perc +7 | Init +2

Baradesh continued to run flat out towards the disturbance, muttering about heavy armour being slow.

Running at x3 speed for 60ft per round. Has run for three rounds and can run for eleven more.


Male CG Dwarf Ranger 2 | HP: 19/19 | AC: 17 (13 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +6, SM: +1 | Speed 20ft | 1st Favored Enemy: Undead | Spells: None | Active conditions: Life Pact

Porker's Pants, Closing out Round 1
Beldain has seen enough as the giant lumbers forward. "Stay back big guy!"

He looses his first arrow at the lumbering behemoth...

Pull the string back and fire!: 1d20 + 5 ⇒ (12) + 5 = 17
I also have a +1 trait bonus and +2 favored enemy bonus to hitting undead...but since Beldain doesn't know it's undead yet, I didn't add it in.
That shot looks a little dodgy, Damage?: 1d8 + 2 ⇒ (1) + 2 = 3
Likewise I dropped the +2 favored enemy bonus

"Wait..is there something weird with that giant?"
That's a strange looking giant, Perception: 1d20 + 6 ⇒ (10) + 6 = 16

I'll post round 2 once you get the map up


Male CG Dwarf Ranger 2 | HP: 19/19 | AC: 17 (13 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +6, SM: +1 | Speed 20ft | 1st Favored Enemy: Undead | Spells: None | Active conditions: Life Pact

Porker's Pants, Round 2 actions
Beldain is surprised at the ferocity Scruff shows. Refocusing, he picks out the nearest giant that is not occupied by one of his allies. Two arrows come out of his quiver in rapid succession...

The bowstring twangs twice, Rapid Shot: 1d20 + 3 ⇒ (11) + 3 = 14
Or 17 if Beldain realizes it is undead yet
Second Shot!, Rapid Shot: 1d20 + 3 ⇒ (10) + 3 = 13
16 vs. undead

Those shots look off, I don't know if they will hit, Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Second Shot Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Both are 9 vs. Undead

Beldain squints as his shots fly slightly off from where he wanted them. He mutters, "Not the time to be mediocre..."

He takes a 5 ft step backward up the street.


Male N Dwarf Druid 5 | HP: 39/41 | AC: 22 T: 12 FF: 21 | CMD: 16 | Fort: +7 Ref: +4 Will: +9 | Perception +12 | Initiative +7

"Weird? I would say so. They're dead."


Hp 38/50, AC 19*, Fort +9*, Ref +8*, Will +8* Blessings 5/5, Spirit spells: 1st 2/2

Outside the Miner's Lantern

"I'm going to ask that we stick together. If I'm just being paranoid, we'll have lost nothing. If I'm right in my worries, we will be much safer as a group."

Moralane headed toward the fire at a jog, an arrow notched to her bow.


Dinura nodded seriously at Moralane and stayed almost awkwardly close by her side.

"You're the expert!"


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Round 2: Outside the Porker's Pants

Even as Miagnik withdrew from the giants he wondered if the Dwarves would be safe enough.

"Agos, hurry get inside!" he said moving to the older Dwarf trying to hurry him through the door. Even as he gave the Dwarf a push and looked at the giants still meandering down the street, he let out a worried breath and whispered a further spell of protection.

Tech.

Goblin:
Shield

Miagnik is moving to AH-24 and casting a shield spell on himself.


Brolma nods after Moralane and Dinura, resolving to stick close. She follows the copper haired youth.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)
Moralane wrote:

Outside the Miner's Lantern

"I'm going to ask that we stick together. If I'm just being paranoid, we'll have lost nothing. If I'm right in my worries, we will be much safer as a group."

Moralane headed toward the fire at a jog, an arrow notched to her bow.

Despite being unamored, Kurgan ran after her.


Ancient Mariner | Male Dwarf Cleric 4 | HP 31/31 | AC 16 (T 11, FF 15) | CMD 14 (17 v bullrush/trip) | F +7 / R +2 / W +11 | Speed 20 | Init +0 | Perception +11 (darkvision); Sense Motive +10 | Channels 3/4 | Spells: 1st 3/5, 2nd 3/4 | Surge 7/7, Wind Blast 7/7 | Active Effects: magic stone 1/3 remaining; life pact 7/7 min remain

The Porker's Pants - Round 2

To stand alone against such foes is suicide. The aged dwarf cautiously backs away from the undead giant, then hurries back into the Porker's Pants through the open door. "Let us hope the goblin is more than he seems," he states to the dwarves clustered around the bar's entrance.

Crunch:
Full Round: withdraw action to square AH:30; Swift: none; Free: speaking.


male

Initiative Order:
Scruff – 13
Beldain – 11
Miagnik – 10
Barnabas – 8
Agos – 7
Zombies – 3

Round 1, wrap up

Scruff charges one of the hulking brutes, slamming into the thing’s leg. The wombat’s teeth take a small chunk of flesh out of the monster’s leg just above the ankle but Scruff is just not big enough to move the creature or stop its advance.

Beldain looses any arrow at another one of the advancing giants. The missile has a large target, but it misses, and as the arrow flies past the giant, he peers through the dark and begins to notice peculiar things

Beldain can see the giant is an undead abomination

Round 2…

Scruff is startled as suddenly, but not uncommonly, two huge angry badgers appear in the dark beside him

Beldain lets fly another arrow, and quickly another, but the arrows seem to just thud harmlessly into the giant’s flesh

Miagnik moves to a place in the middle of the street, while Agos retreats back into tavern and sees that the place is emptying of patrons as those inside flee out another door on the wall to the right

The Dire Badges, and Scruff can make attack rolls, and Barnabas can take a round 2 action. Two of the zombies will move

The giant coming at Beldain does not stop and soon it is right upon him, while another one of the giants moves slowly behind the first and comes right up against Miagnik

As the Orange giant moves, it is subject to AoO from Scruff and one of the Badgers

Damage Tracker:
Round 1
Red Zombie – takes 5 damage (67)

DM Notes:
HG Zombie, AC 23 (+4 armor, +12 natural, -2 dex, -1 size) | HP 72 (12d8) | F +6, R +2, W +8 | Defense, DR 5/Slashing | Slam (bab +9, st +8) +17, d8+8 | CMD 24

Meanwhile…

On the other side of the town, five dwarves and a gnome hustle through the night. Ahead of them the pressed together buildings of the downtown district come into view, while the light from the fire in the distance seems to drop below the roof line of the buildings, seeming to suggest that the group is moving to a lower elevation and the town ahead of them is obscuring the view of the fire.


Male N Dwarf Druid 5 | HP: 39/41 | AC: 22 T: 12 FF: 21 | CMD: 16 | Fort: +7 Ref: +4 Will: +9 | Perception +12 | Initiative +7

Scruff scurries around to attack from behind the giant. All three furry bundles of rage lash out at the giant in a storm of teeth and claws.

Animal Attacks:

Badger 1 bite: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Badger 1 claw 1: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Badger 1 claw 2: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Badger 2 bite: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Badger 2 claw 1: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Badger 2 claw 2: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Badger 1 bite: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19Damage: 1d4 + 3 ⇒ (3) + 3 = 6 forgoeing bull rush

Scruff AoO: 1d20 + 7 ⇒ (7) + 7 = 14 Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Badger AoO: 1d20 + 4 ⇒ (19) + 4 = 23 1d4 + 2 ⇒ (1) + 2 = 3

Barnabas steps out the door past beldain and swings his scythe in a wide arc at the orange giant. +1 attack/AC vs. undead from barrow warden

Scythe: 1d20 + 7 ⇒ (3) + 7 = 10 Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9


| HP 34/34 | AC 22, T 13, FF 20 | Fort +7, Ref +3, Will +5 | CMB +8, CMD 20 | Perc +7 | Init +2

Frowning at the dip, and hoping that didn't mean a significant rise, Baradesh kept running. Hopefully it meant it was getting close. At this point wearing full plate and carrying a hammer bigger than some humans was getting to be a less than exciting experience.

Speed is 60ft, run for 4/14 rounds.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

In the streets outside The Porker's Pants. Miagnik 5 ft. Adjusts back toward AG-24. Free action, he will grow claws this round.

Miagnik eyed the giants that had stamped up to him. He hadn't realized until they were upon him that he was shaking again, despite his insistence that the Dwarf Agos had retreated.

He backed away but saw the other Dwarves standing to fight.

He clenched his hands, his claws grew long and he began speaking the words to a spell. He imagined a ball of fire rising to the giant's face.

"Dhal'..." the image in his mind changed. The rolling ball of fire changed, instead it erupted into a giant burst engulfing the giants.

"D... Dhegaakach!"

As he yelled the word his throat lit with orange flame and a small ball of fire flew out.

Casting defensively, Concentration: 1d20 + 8 ⇒ (14) + 8 = 22

Fireball

Fireball Damage, Dc 17 reflex: 6d6 + 6 ⇒ (6, 4, 3, 2, 1, 2) + 6 = 24

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Current Characters



Terquem

male
(11,512 posts)
Initiate of Flame
Baradesh Ironheart

| HP 34/34 | AC 22, T 13, FF 20 | Fort +7, Ref +3, Will +5 | CMB +8, CMD 20 | Perc +7 | Init +2

played by JonGarrett (125 posts)
Hellknight
Barnabas Stoneshaper

Male N Dwarf Druid 5 | HP: 39/41 | AC: 22 T: 12 FF: 21 | CMD: 16 | Fort: +7 Ref: +4 Will: +9 | Perception +12 | Initiative +7

played by Billybrainpan (42 posts)
Joran Vhane
Beldain Rockdust

Male CG Dwarf Ranger 2 | HP: 19/19 | AC: 17 (13 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +6, SM: +1 | Speed 20ft | 1st Favored Enemy: Undead | Spells: None | Active conditions: Life Pact

played by TheWanderer123 (42 posts)
Son of the Spirit Mother
Hallister Silverspike

HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

played by Doomed Hero (860 posts)
Larur Feldin
Kurgan Kegstalker

Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

played by Grumbaki (164 posts)
Goblin
Miagnik

Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

played by Patrick Bailey (706 posts)
Amiri
Moralane

Hp 38/50, AC 19*, Fort +9*, Ref +8*, Will +8* Blessings 5/5, Spirit spells: 1st 2/2

played by Doomed Hero (50 posts)

Current NPCs


Zenobia Zenderholm
Brolma Emberrock


played by PirateDevon (11 posts)
Fey Friend
Chuffer Stronginthearm

Witch 6 / HP: 41/41

played by Mainer (66 posts)
Fireworks
Dinura Copperkeep


played by Lazyclownfish (24 posts)
Arazni
Drowned Maiden Natashia


played by Terquem (6 posts)
Sewer Goblin
Mixz Shadowfoot

hp 45/45; AC 17, t15, f12, fort +3, refl +9, will +2, bab 4, melee 5/8, ranged 8, cmb +5, cmd 19, init +6, ki 4/4 ; goblin ninja/6
skills:
acro 18 (incl +5 magic), bluff 10, disguise 7, disable 13, escape 13, intim 12, know local 7, perc 8, ride 8, slt of hand 13, stealth 18

played by JAF0 (91 posts)

Previous Characters


Toff Ornelos
Agos Cheimón

Ancient Mariner | Male Dwarf Cleric 4 | HP 31/31 | AC 16 (T 11, FF 15) | CMD 14 (17 v bullrush/trip) | F +7 / R +2 / W +11 | Speed 20 | Init +0 | Perception +11 (darkvision); Sense Motive +10 | Channels 3/4 | Spells: 1st 3/5, 2nd 3/4 | Surge 7/7, Wind Blast 7/7 | Active Effects: magic stone 1/3 remaining; life pact 7/7 min remain

played by goodwicki (43 posts)
Owlbear
Wandering GM


played by TheWanderer123 (373 posts)