Aardvark's Fog of War Campaign (4E) (Inactive)

Game Master Troy Malovich

A 4E homebrew campaign set in the war-torn nations of the Mysk Islands. The characters find themselves amongst the forces, deciding who or what it is they are fighting for or against.


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Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Yuriel, you can roll two Athletics checks, as climbing is as a part of movement. So 2 move actions, 2 climb checks.


Male Human Storm Sorcerer 2

"Bravo, Booj. C'est formidable."


Male Water Elf (Genasi) Fighter 1

Oh, cool. Athletics take two: 1d20 + 9 ⇒ (17) + 9 = 26.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Yuriel struggles to find a handhold at first, but manages to spot a few lower ones to help him begin making his way up the side of the building. During the climb, some of the damp moss clinging to it becomes useful in wiping away the cinders, allowing Yuriel to tamp the burning. Seeing the two climbing the side of the tower, the kobolds at the top scurry to drop more clay pots on the invaders. Hoping to dislodge them from the side. The westernmost kobold drops a pot on Yuriel, breaking against his helm and oozing a viscous goop down his limbs. The goo begins to harden, yet keeps its tackiness. Yuriel is hindered in his climbing. Booj is pelted with a clay pot as well, but when the pot shatters hard against him, it exposes the smoldering cinders like those that singed Yuriel before. After their attacks, they both duck back from behind the edge of the tower, having been harried by the launched attacks of those from the ground.

Crunch:
Slinger 1 1d6 ⇒ 6, vs Yuriel 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 vs AC, damage 1d6 + 5 ⇒ (5) + 5 = 10, gluepot Immobilized (save ends).
Slinger 2 1d6 ⇒ 4 vs Booj 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 vs AC, damage 1d6 + 5 ⇒ (4) + 5 = 9, firepot 2 ongoing fire damage (save ends)

Round 2:
Armand - Launches lightning at slingers and misses
Jacen - Hits Slinger 2 with Sacred Flame
Kobold T - No visible action
Booj - Shot Slinger 2, then leapt onto and climbed the tower
Yuriel - Climbed up 2 squares (each square costs 2 move)

Kobold Q - No visible action, again
Kobold S - #2 Bloodied, #2 hits Booj with firepot, #1 hits Yuriel with a gluepot

MAP

While climbing you provide CA. If hit you have to make a new climb check. If the hit bloodied you, add 5 to the DC. If you fail the check you fall, but can try to catch yourself by making a new climb check at 5 higher. So if a hit bloodies you and you fail the check to hold on, to catch yourself would require a DC 25.


M Goblin Stone Fist Monk 2

Climb check when hit 1d20 + 4 ⇒ (10) + 4 = 14
Climb check to catch self 1d20 + 4 ⇒ (10) + 4 = 14

The flaming goblin screams as he falls from the tower.


Male Human Storm Sorcerer 2

Hmm. The kobolds have cover on top of their tower. Is Armand in range for a range 10 attack?


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Booj, you might not fall, I will have to check when I get home. Armand, you have range, but no line of sight as they are 6 squares up.


Male Human Storm Sorcerer 2

Burst attack only needs line of effect, not line of sight, I think?

Just trying to figure out if there's anything I can do.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Armand, if it's a burst 1 you can see to target the square 1 above the center of the tower. Since it's a burst they will have no cover or concealment from the origin square.

Booj gets hit by the firepot and the cinders tumble down his arms. The pain of the attack makes him lose his grip on the wall, but as he is about to fall, there is a tingle on his shoulders. He grips to the wall without even trying as simply as he stands on the ground.

Booj:
Part of the fun of item's unknown powers is that they can activate at the right times to learn their functions. You can spider climb until the end of your turn. There was no rule on whether getting hit while spider climbing made you fall or not, but since it said that you do not need to make an athletics check, I ruled that not making checks means you don't need to make ANY climb checks.


M Goblin Stone Fist Monk 2

Booj, realizing he is not falling, stops screaming. He then, realizing he is on fire, resumes screaming.

Cool!


Male Human Storm Sorcerer 2

"These are canaille. I shall obliterate them. They offend me and they offend Chalyse."

Whirlwind (Fort) targeting K1 and K2. On hit target is knocked prone.
1d20 + 5 ⇒ (8) + 5 = 13 - v K1
1d20 + 5 ⇒ (2) + 5 = 7 - v K2
Meh. Miss with both methinks.

Distracted both by Booj's amazing ability to stick to walls and his screams, Armand's miniature weather system does little.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Roll damage, the 13 hit


Male Human Storm Sorcerer 2

Very cool.

1d10 + 7 ⇒ (8) + 7 = 15 and K1 is knocked prone.

Just as he is about to express his disgust, Armand realises that he misjudged the force of the wind. Something at least has fallen over.


Male Human Cleric 2

Jacen moves to K10, where hopefully he'll have line of sight to both Booj, and the slinger at J8.

Sacred Flame
1d20 + 4 ⇒ (20) + 4 = 24 vs K2's Reflex for 6 + 4 = 10 radiant damage and Booj can make a saving throw against being on fire.

Kavast is pleased with those who courageously take the fight to the cowardly kobolds.
___

AC 17; Fortitude 14, Reflex 14, Will 17
24 of 24 HP; 8 of 8 Surges
Initiative +0:
Surge Value +6 HP; Speed 5
Passive Perception 14, Passive Insight 19; Low-light vision
AP: 0
Conditions: none
Dailies:
Encounters:


M Goblin Stone Fist Monk 2

1d20 ⇒ 16

Booj is happy to see that fire fights fire.

Thanks!


Male Water Elf (Genasi) Fighter 1

So I think I need to make an athletics check to stay on the wall (1d20 + 9 ⇒ (2) + 9 = 11) and then I'm immobilized during my turn, and then a save to end the immobilization (1d20 ⇒ 7). Is that right?

EDIT: And he's bloodied on 7 HP so now needs a DC 25 athletics roll to stay on the wall - 1d20 + 9 ⇒ (17) + 9 = 26


Human

I've fractured a finger. Posting will be slow until I can get the thing properly splinted. Apologies.


Male Water Elf (Genasi) Fighter 1

Ouch! Rough wedding, or something else since ;)


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

No map update, Only Jacen moved.

Yuriel, hit by the glupot, begins to lean backwards in reaction, but luckily the contents of the pot gave him just the assistance he needed to stay clung to the wall. It just happens that it also keeps him stuck in the same spot. Armand's clothes begin to ripple in a breeze unfelt by anyone else as his anger rises. However, up on the tower top, can be seen the whipping swirling wind of a ferocious dust devil. It spirals and flings debris, and as soon as it appeared it dies away, leaving only the hurt yip of a kobold. Which one, no one is sure. Moving to get a visual, Jacen makes it toward the south side of the tower, and sees the back of the heavily injured kobold between the battlements. Calling upon his god to aid him, Jacen's holy symbol sends a bolt of divine radiance at the back of the creature. His dying screams in turn invigorate Booj to shake off the cinders from his perch on the tower's side. Up above, more activity can be seen and heard. A few more kobolds can be seen peering over the edges.

One at each compass point on the top, N, E, S, and W.

Round 2:
Booj - Shot Slinger 2, then leapt onto and climbed the tower
Yuriel - Climbed up 2 squares (each square costs 2 move)

Kobold Q - No visible action, again
Kobold S - #2 Bloodied, #2 hits Booj with firepot, #1 hits Yuriel with a gluepot
Armand - Casts Whirlwind on the tower top
Jacen - Hits and kills Slinger 2 with Sacred Flame
Kobold T - Arrives on top


M Goblin Stone Fist Monk 2

Booj scuttles over and peers in the nearest window.

The map grid has changed since you told us where the windows are, so I'm not sure where. Also, since the cloak activated between turns, I'm guessing/hoping it expires at the end of this turn. So, moving to where I can see in the window and rolling Perception. Other actions pending.
1d20 + 2 ⇒ (11) + 2 = 13


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

The windows are also at the compass points. So the grids facing E (I10), S (K8), and W (I6). So, you are right next to one and can look in.

Booj:
The room within the window is quite plain. It is only lit by the daylight that makes it in through the windows, and that is diminished as it is by the grey of the day outside. Dim lit. You see no signs of activity within, and hear a decent amount of activity on the roof. The floors are made of old wood, covered by makeshift patches of newer, old wood. The whole floor is difficult terrain. Dominating the center of the room is a free-standing spiral staircase that winds both up and down to connect all three floors.


M Goblin Stone Fist Monk 2

Ok, here goes. Move: Drunken Monkey -- move/climb 8, ignoring difficult terrain, and with +2 to all defenses against OAs. I want to end up at J7 on the roof. Assuming I survive the OAs to get there, then Standard: Drunken Monkey vs S2's Will.
1d20 + 4 ⇒ (4) + 4 = 81d8 + 4 ⇒ (1) + 4 = 5
Miss. I think I'd better AP Second Wind. HP 22/25, +2 to defenses.

Booj slips in through the window and appears a moment a later on the roof, slipping between the kobolds. He then realizes he is greatly outnumbered . . .


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Yuriel, being immobilized and bloodied, do you want to do anything else on your turn besides make a save? *cough* secondwind *cough*

Booj disappears into the window, only to be seen at the top by edge by Jacen. As Booj stumbles up the stairs he catches most of the kobolds off guard, but one of them is aware enough to bring its weapon to bear. The slinger, prone and sporting multiple tiny bleeding cuts from flying debris, had no weapon on hand to strike out with, yet he was still wary enough of retribution that he didn't fall for the goblin's display and move into the swing. As Yuriel struggles with the concoction holding him in place, the slinger stands and sidesteps away from Booj. He fires his last remaining clay pot in desperation, and this desperation shows when the vial disappears over the edge to strike a tree far below. Jacen can see dark green sludge oozing down the side where it hit.

AoO's on Booj:
Kobold T3 attacks Booj 1d20 + 6 ⇒ (2) + 6 = 8 vs AC.
Kobold T4 attacks Booj 1d20 + 6 ⇒ (15) + 6 = 21 vs AC, damage 1d6 - 1 ⇒ (5) - 1 = 4.
Kobold T5 attacks Booj 1d20 + 6 ⇒ (4) + 6 = 10 vs AC.

Slinger's actions:
Move to stand, Minor to shift to H7, 1d6 ⇒ 1, attacks Booj 1d20 + 8 ⇒ (5) + 8 = 13, miss.

Round 3:
Armand - Casts Whirlwind on the tower top
Jacen - Hits and kills Slinger 2 with Sacred Flame
Kobold T - Arrives on top
Booj - Climbed stairs, Attacked slinger 1
Yuriel - Immobilized, failed save, (second winded?)

Kobold Q - No visible action, again, still
Kobold S - #1 Bloodied, stands, shifts, fires at Booj. #2 dead.

MAP


M Goblin Stone Fist Monk 2

HP 18/25


Male Water Elf (Genasi) Fighter 1

Yuriel hangs like a fly caught in amber.

Good suggestion DM :) I was just checking whether I could use second wind while immobilized. 16 HP, no longer bloodied, +2 all defenses. Save: 1d20 ⇒ 5.


M Goblin Stone Fist Monk 2

Yep. The only conditions I can think of that block second wind are stunned (no actions at all) and dominated (opponent chooses your actions). And dying or dead, of course. Immobilized just means you can't step out of your space.


Rev Rosey wrote:
I've fractured a finger. Posting will be slow until I can get the thing properly splinted. Apologies.

Rev asked me to alert that her finger is healing but that it will likely be mid-week before she can type easily enough to participate.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

If she doesn't mind, I will post for her.

As the tower top is repopulated with visible targets, Armand steps around the tree a little to get a clearer view, and lets off another bolt of lightning at the back of the kobold that is easiest to see. Like before, however, the battlements are an effective defense, and striking just above Yuriel doesn't help either.

Move to C12,
Lightning Strike at KoboldT4 1d20 + 5 ⇒ (2) + 5 = 7


Male Human Cleric 2

Jacen moves to L11, hoping for a better angle on the kobolds.

Free Action: Divine Fortune
Effect: Jacen gains a +1 bonus to his next attack roll.

Minor Action: Healing Word
Effect: Yuriel can spend a surge and regain surge plus 1d6 ⇒ 6 HP.

Sacred Flame
1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13 vs the Reflex of the kobold adjacent to Booj for 1d6 + 4 ⇒ (1) + 4 = 5 radiant damage.
On Hit: Yuriel can make a saving throw.

___

AC 17; Fortitude 14, Reflex 14, Will 17
24 of 24 HP; 8 of 8 Surges
Initiative +0:
Surge Value +6 HP; Speed 5
Passive Perception 14, Passive Insight 19; Low-light vision
AP: ?
Conditions: none
Dailies:
Encounters: Divine Fortune, 1st Healing Word


Male Water Elf (Genasi) Fighter 1

Yuriel's blood surges in his veins as Kavast's healing power flows through him. "Appreciate it, Jacen," he calls from his precarious position on the wall.

Regain 15 HP - back to full health. Save roll if applicable: 1d20 ⇒ 5.


Male Human Storm Sorcerer 2

Back :) Good to see that Armand rolls just as horribly when it isn't me inputting the data.

Armand steams as his temper grows steadily less controlled.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

The tower top appears most troublesome, as both Armand and Jacen's attacks seem reluctant to make it over the top. The three new kobolds up top with Booj strike out, two attacking Booj with their javelins, the third throwing one of his at Yuriel. Booj proves to be a hard target for the scaly critters, but Yuriel clinging, nay stuck, to the side of the tower looks like a sitting duck.

Kobold T3 moves to I8, attacks Booj 1d20 + 6 ⇒ (9) + 6 = 15 vs AC, then shifts back to where he was.
Kobold T5 attacks Booj 1d20 + 6 ⇒ (11) + 6 = 17 vs AC, then shifts back to J9
Kobold T4 attacks Yuriel (with CA) 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 vs AC, damage 1d6 - 1 ⇒ (5) - 1 = 4, must make a DC 15 Athletics check to stay on the wall.

Round 3:
Booj - Climbed stairs, Attacked slinger 1
Yuriel - Immobilized, failed save, (second winded?)

Kobold Q - No visible action, again, still
Kobold S - #1 Bloodied, stands, shifts, fires at Booj. #2 dead.
Armand - Casts lightning strike and misses
Jacen - Casts Sacred Flame and misses, heals Yuriel
Kobold T - Two attack Booj, One hits Yuriel


M Goblin Stone Fist Monk 2

Booj, in a fit of courage, desperation, or both, moves among the midst of the kobolds and lashes out, again and again. After a moment he pauses to see how many are still standing, but is too winded to take himself out of immediate danger.

Shift to I8. Five Storms vs Ref kobolds 1, 3, 4, 5
1d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (20) + 4 = 241d20 + 4 ⇒ (2) + 4 = 61d20 + 4 ⇒ (15) + 4 = 191d8 + 4 ⇒ (4) + 4 = 8
Hit #1 and #5 for 8. Crit #3 for 12. Flurry of Blows for an additional 5, trying to take one down -- Flurry damage against #3 if it's still up after the crit, #1 next priority, #5 lowest priority. Action Point to do it again, vs Ref 1, 3, 4, 5 Ref
1d20 + 4 ⇒ (16) + 4 = 201d20 + 4 ⇒ (10) + 4 = 141d20 + 4 ⇒ (13) + 4 = 171d20 + 4 ⇒ (13) + 4 = 171d8 + 4 ⇒ (5) + 4 = 9
Hit whomever that hits for 9 more.

Spoiler:
The first time he is missed by a melee attack, Goblin Tactics to shift as much "out of the way" of the remaining as possible. HP 18/25.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Booj, you AP'd to Second Wind earlier after you got to the tower top. Regardless, you may not have wanted to use the AP in the first place.

Up above not much is visible, but there is no mistaking Booj's 'warcry' as you've heard it before when he becomes a savage windmill of clawing, biting, kicking, and cursing. Diving into the center of the kobolds, they are all together a mass of limbs flying in every conceivable direction. He smacks the slinger hard in the jaw, kicks one of the others in the eye, and bites the neck of the third. The bite crushes its windpipe, dropping it quickly. The kick to the eye sends the other over the side to land with a thump on the slope not far from Jacen. In backing from the savage bite, Booj elbows the winded slinger hard on the back of the neck, dropping it to the ground hard.

#'s 1, 3, and 5 are dead. Only #4 remains on the top with Booj.

Yuriel's turn


M Goblin Stone Fist Monk 2
Aardvark DM wrote:
Booj, you AP'd to Second Wind earlier after you got to the tower top. Regardless, you may not have wanted to use the AP in the first place.

Whups, sorry. Faulty recordkeeping (and it did seem wrong). But go, Booj!


Male Water Elf (Genasi) Fighter 1

Yuriel clings to the tower, still stuck, and is struck by the true-thrown missile.

24/28 HP. Athletics: 1d20 + 9 ⇒ (3) + 9 = 12. No action. Saving throw: 1d20 ⇒ 5.Additional athletics roll to keep hold: 1d20 + 9 ⇒ (2) + 9 = 11.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Yuriel gets cut by the thrown, or more appropriately dropped, javelin. It is not the wound, though, that poses a problem as much as the weight of the hit. It is enough that his hends and feet, encrusted by the ever-hardening goop, are unable to maintain purchase. His bound limbs keep from allowing him to find a new grip either, and he falls to the ground, yet he manages to soak much of the damage with the very glop that held him immobile . On top the action has calmed, as only one remains, his knees begin knocking when he sees he faces the goblin alone, especially after the latest display. Armand can see him from the ground, it is the same one that hit Yuriel with the javelin.

Yuriel's fall damage 1d10 ⇒ 1

Round 4:
Armand - Casts lightning strike and misses
Jacen - Casts Sacred Flame and misses, heals Yuriel
Kobold T - Two attack Booj, One hits Yuriel
Booj - Climbed stairs, Attacked slinger 1
Yuriel - Immobilized, failed save, fell from the tower

Kobold Q - No visible action, again, still, so far
Kobold S - Both dead.


Male Human Storm Sorcerer 2

"Well may you quail, canaille. Witness the destruction of your comrades and tremble. Justice is sure for the injuring of my good friend."

Acid and bad temper hit the tower and hopefully the kobold.

"Bravo, Booj, mon frere. If there should be any remnants, peut etre you may capture him."

Acid Orb (Ref) v leftover kobold
1d20 + 5 ⇒ (11) + 5 = 16
1d10 + 7 ⇒ (10) + 7 = 17


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

While the remaining kobold eyes Booj nervously, but fails to spot the glob of acid lobbed just over the lip of the tower top, to land squarely on the back of its head. The crackling, sizzling and popping of the acid can be heard burning into the creatures skull, with an extreme effect on the kobolds eyes. It shrieks in pain before flopping to the ground, twitching slightly before lying still.

Jacen


Male Human Cleric 2

Minor action to heal Booj with Healing Word, moving if necessary to gain line of sight.

Booj heals surge plus 1d6 + 4 ⇒ (1) + 4 = 5 HP.

Ready an action to use Lance of Faith in the event that more enemies make on appearance on the battlements.
___

AC 17; Fortitude 14, Reflex 14, Will 17
24 of 24 HP; 8 of 8 Surges
Initiative +0:
Surge Value +6 HP; Speed 5
Passive Perception 14, Passive Insight 19; Low-light vision
AP: ?
Conditions: none
Dailies:
Encounters: Divine Fortune, 1st Healing Word, 2nd Healing Word


M Goblin Stone Fist Monk 2

Thanks, but not sure you're in range. DM?


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Nope, Booj's on the tower top 30' up, and the heal is a burst 5.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Andros:
You have wandered the forests dotting the eastern side of the nearby peaks of which you walk amongst the foothills. You have been looking for signs of what it is your master has told you to find, but in his mysteria, you are still uncertain if it is an actual thing or more of a sense that you are expected to find. Normal logical deduction along the nature of training to accept the wisdom the natural world has to offer, you assume it is more of an epiphany you are supposed to be granted, but signs of it have yet to strike you, so you continue to wander.

Early this morning, you set out through the heavy grey fog blanketing the lower face of the cliffside, continuing your path northeasternly. After a few hours, the fog lifting a little but still low enough to block the upper peaks, you see flashes of light ahead through the trees, the resounding thunder following. There is even a brief gust of wind blowing some of the fog, but it settles soon after. The nature of these weather patterns is unusual, as the state that the weather is in should not call for any loud storms or high winds. The strikes all seem to be localized up ahead, and frequent in that location, as if the odd storm is not moving either.


Male Human Cleric 2
Aardvark DM wrote:
Nope, Booj's on the tower top 30' up, and the heal is a burst 5.

Okay, instead of doing this, (and assuming Yuriel is still in G9 and I'm still in K10), Jacen will move to F9 and pit the resilence of the locked door against the might of Kavast's Key…

Lance of Faith
1d20 + 4 ⇒ (2) + 4 = 6 vs the door's Reflex for 1d8 + 4 ⇒ (6) + 4 = 10 radiant damage.
In the unlikely that hits, Yuriel gets a +2 power bonus to his next attack roll against the door.


Male Human Druid 1

Andros heads toward the disturbance, curious and concerned as to what could be causing such an unusual disturbance, especially since that all the times he has encountered such disturbances, they tend to be tied to trouble of some kind, not that that has ever stopped him from putting his two feet right into the middle of it.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Andros:
You come through the thick of the woods to the edge of a clearing along an old road. The road leads to the left and right along the treeline, with another one heading southeast away from it. A small, lightly worn path leads up to a crumbling tower. Before the door to the tower is a large pit, making it difficult for anyone to approach the front door. In front of the door, to the east of the pit a man holds aloft a symbol and peppers the door with radiant energies. On the ground in front of him another man, with a blue cast to his skin, lies amongst an almost sticky webbing that seems to bind and constrict him. To their left, another hides behind a tree looking to the top of the tower, he is dressed in somewhat loose clothing, topped by a wide-brimmed hat.

You are in A1, you will go at the end of the order.

Jacen presents his holy symbol, and with the force of Kavast's devotion behind him, blasts the door to the tower with radiance. The structure of the door seems to crumble as pieces fall off of it. It remains intact, but Yuriel and Armand can now see where the bar sits on the opposite side and Yuriel can probably knock the whole thing apart with one well-placed blow. Booj stands triumphant at the tower's top, slain kobold lie all around him. Below he can hear the others going to take down the door.

Booj:
From just over the lip of the crenellations between the battlements, you can make out what looks to be a humanoid form standing on the verge of the treeline. It doesn't look to be kobold, but it also doesn't sound as if any of your companions has noticed it yet.

MAP

Round 4:

Booj - Climbed stairs, Attacked slinger 1
Yuriel - Immobilized, failed save, fell from the tower
Andros -

Kobold Q - No visible action, again, still, so far
Armand - Casts lightning strike and misses
Jacen - Casts Sacred Flame and misses, heals Yuriel
Kobold T - Wait, there's more?


M Goblin Stone Fist Monk 2

Is Booj aware of any more kobolds?


Male Human Druid 1

Andros moves over to the path leading up to the tower (A-5), curious about the scene, but still leaving himself a quick exit if that should be required.


Male Water Elf (Genasi) Fighter 1

Yuriel continues to try and free himself from the kobold's gooey trap.

1d20 ⇒ 2

"This is getting beyond a joke," the elf growls impatiently.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Booj is not aware of any more kobolds. Yuriel, immobilized you just can't move, but you can take move actions. You are able to stand (move), draw your weapon (minor), and attack the door (standard) you are beside. You just can't walk, run, crawl, shift...

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