Aubrey's Rise of the Runelords campaign (Inactive)

Game Master Aubrey the Malformed


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hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

Perception: 1d20 + 15 ⇒ (20) + 15 = 35
Stealth: 1d20 + 21 ⇒ (18) + 21 = 39


Camlo moves off silently ahead, his eyes and ears peeled - only to be surprised by Elisile as she drifts past him on soundless feet. It's slightly insulting for the professional thief to be out-sneaked by a wizard...

Creeping ahead of the main group, both Camlo and Elisile hear whispers in the gutteral tongue of goblins from the path ahead.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

bloody elves.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Camlo, signals to the elf to stay put, and moves to get around the goblins before the others turn up.


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4
Nevynxxx wrote:
Camlo, signals to the elf to stay put, and moves to get around the goblins before the others turn up.

Elisile is so stealthy that Camlo can't see where she is to signal to her ...

Kidding. Elisile stays put for now. She tries to stand somewhere where she will be obscured / hidden from the direction of the goblin voices but visible to the party coming up behind, where she signals them to halt.


Male Human (Varisian) Wizard (Evoker) 9

Spells updated.

Getting further into the woods, Vethran decides that now is as good a time as any to layer on his arcane defenses.

Casting mage armor and protection from arrows on myself. Duration: 9 hours.

"I have prepared enough magics to ward 3 of us against the dragon's acidic breath, but the duration of the protection is less than two hours and it will take a moment to complete all the incantations. When we feel we are near the creature's lair, let me know and I will do what I can to protect us."


Male Human (Shoanti) Cleric 11

After finding the pits full of punji sticks, Alwyn stops muttering and grumbling, becoming as quiet as his heavy armour will let him. "Let me know if you find goblins," he whispers to the scouts before they depart. "I can't really sneak up on anyone, but perhaps I serve as a decoy while you lot surround any ambushers?"


male Human Shoanti Fighter 10 xp 80962

"I wanna be a decoy too. I'm not stealthy at all."


Camlo, Stealth check to circle the goblins.

Clanking up behind, The rest of the part see Elisile perhaps 20' ahead, signalling silently for them to stop.


male Human Shoanti Fighter 10 xp 80962

Stopping...


Male Human (Varisian) Wizard (Evoker) 9

Vethran yields at Elisile's sign and peers into the forest ahead.


Map.

You are approaching from the north. I've stuck Elisile on the map as a reference, based on the text above. Camlo is on the path with her, either slightly ahead or slightly behind, presumably beginning his sneaky circling move. The rest of you are north of her position, on the path somewhere about 20' or so away.

The dark green is the undergrowth, brambles, trees and so on. That is difficult terrain. In addition, the whole area counts as low terrain. For any creature bigger than Small:
- you lose your DEX bonus to AC;
- you take a half movement penalty and running and charging are impossible;
- melee attacks are at -2 to hit with Light weapons, -4 if the weapon is One-Handed and impossible with Two-Handed weapons (though any piercing weapon counts are one category smaller than it is for this purpose);
- longbows take a -2 penalty to hit.
Penalties for low and difficult terrain are cumulative.

Please place yourselves, and decide your course of action. If appropriate, please roll initiative.


Male Halfling Rogue/11 AC:26 HP: 92{92}

H14, just read to duck into the cover. Init: 1d20 + 5 ⇒ (20) + 5 = 25


Male Human (Shoanti) Cleric 11

Put me in J4, waiting for further directions from the stealthy crowd.


Camlo wrote:
H14, just read to duck into the cover.

That's a bit close. They can see you from there, and you detected them when you heard them - you haven't actually seen them yet yourself.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

H13, and still in the bush then? I was trying to go through as litte of the ush as possible, but somehow get around the buggers so I can get some sneak attacks in.....


Male Human (Varisian) Wizard (Evoker) 9

Guess I'll take K4.


male Human Shoanti Fighter 10 xp 80962

I'll take J5.

Initiative
1d20 + 2 ⇒ (18) + 2 = 20


Nevynxxx wrote:
H13, and still in the bush then? I was trying to go through as litte of the ush as possible, but somehow get around the buggers so I can get some sneak attacks in.....

How about I13, about to make your move?


Illes? Also, what's the plan (though Camlo has one already)?

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Cool, didn't think I could get that far in, but I'll go with that!


male Human Shoanti Fighter 10 xp 80962

I'm gonna start moving forward as fast or slowly as I can. Bastard sword out.


HP 78/67, AC 26, T 14, FF 23, CMD 21 Performance 37/37 CHA DAMAGE: 5

Illes whispers to Vethran, "What's going on up there?"

Illes can be bringing up the rear in case of surprise attack from behind so Vethran isn't caught in melee.
K3
Init: 1d20 + 2 ⇒ (1) + 2 = 3


Map updated.

We seem to be moving into a tactical situation by default.

Goblins 1d20 + 6 ⇒ (18) + 6 = 24

Camlo 25
Goblins 24
Hudak 20
Illes 3

Elisile? Alwyn? Vethran?

Grand Lodge

It hadn't occurred to me that we might be able to handle a scene with goblins without combat, but now that Aubrey phrased it that way...
The black dragon did refer to them as slaves during the fight. (I think you needed to speak goblin to read that spoiler) Maybe they would be glad to be rid of it?


No, I'm assuming you fight them. My comment, for the avoidance of doubt and to not think I'm trying to lead you in any way, was more that given the restrictions due to the conditions, you might want to think about about it more tactically or maybe avoid. On the other hand, you can always try and negotiate, though it wasn't something that had particularly occurred to me.


Male Halfling Rogue/11 AC:26 HP: 92{92}

I've been assuming (and I could be wrong) that if the bramble stuff is enough to be difficult terrain, then it's dense enough to conceal Camlo while he gets around the outside of the Goblins unseen. From comments Aubry has made though, I'm not too sure of that now.

Camlo's intention, is to get on the other side and wait for the others, if they talk, and are successful, fine, but if it comes to a fight, he will be better positioned to help.


It will conceal you if you make the appropriate Stealth check.


Anyone heard from Mothy lately? We need Elisile's initiative.


male Human Shoanti Fighter 10 xp 80962

Elisile's init:

1d20 + 4 ⇒ (7) + 4 = 11

I haven't seen him in a few days.....


male Human Shoanti Fighter 10 xp 80962

on holiday; not going anywhere. I have stuff to get done/accomplished during the day, but I don't have a work enforced blackout, so I am a bit more available this week.


Male Human (Shoanti) Cleric 11

I'm waiting for Elisile's signal. When I get it, I'll advance forward with Hudak.

Realising that his greatsword is worse than useless in the dense undergrowth, Alwyn pulls out his dagger instead.


Well, Mothy hasn't posted on his own game for over a week. I suspect something is going on, or he's ill (some nasty bugs in the Northern Hemisphere, at least) so for the moment could someone roll El's initiative and we'll get the show on the road?


male Human Shoanti Fighter 10 xp 80962

I rolled it above; I got an 11.


Duh, me lern to reed won day...

Actually, still need initiatives from Vethran and Alwyn, unless I missed those too.


male Human Shoanti Fighter 10 xp 80962

Vethran 1d20 + 3 ⇒ (14) + 3 = 17

Alwyn1d20 + 1 ⇒ (15) + 1 = 16


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

Sorry Aubs, not sick, just had some things come up unexpectedly at work that meant Friday, Monday and Tuesday were pretty hectic. Busy at home with Christmas lead up and my computer is basically dead and really, really slow, and having issues with the wireless router as well. Anyway, back now.


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

As Elisile’s initiative is low I don’t think we’re waiting for her as such, but her plan in the first round is to cast alter self to take on goblin form (in full view of the others so they know not to attack the female goblin with the long dark hair and the bow), then either sneak around the other direction from Camlo or run into the clearing and try to sow confusion amongst the goblins depending on their actions.


Does Alter Self change equipment? Obviously a medium longbow can't be used by a small creature.


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

Excellent question ...


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4
PRD wrote:
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

Emphasis mine. Yes it does. Good to know that the way I've been playing it is actually right!


Good-o.

Map updated.

Camlo 25
Goblins 24
Hudak 20
Vethran 17
Alwyn 16
Elisile 11
Illes 3

Camlo.


Male Halfling Rogue/11 AC:26 HP: 92{92}

Camlo ducks into the cover of the undergrowth. Double move action to K16. Stealth: 1d20 + 24 ⇒ (4) + 24 = 28

Movement:
So, 20ft base movement = 4 squares. Doing nothing but moves gets me 8 Squares. Moving diagonally costs 3 squares/square so two diagonal moves = 6, + 1 sq south = 8.... F&$$ me, but that's complicated!


Much easier in 4e - just sayin'.

The goblins maintain their position.

Hudak.


male Human Shoanti Fighter 10 xp 80962

Double move to J 11.


Male Human (Shoanti) Cleric 11

On my turn (i.e. after Vethran) I move to J8. I'm holding off from casting spells for a while.


Male Human (Varisian) Wizard (Evoker) 9
Alwyn Agnarrson wrote:
On my turn (i.e. after Vethran) I move to J8. I'm holding off from casting spells for a while.

Vethran intends to stay silent and motionless until something happens. Consider me on full defensive until further notice.


Map updated.

Camlo 25
Goblins 24
Hudak 20
Vethran 17
Alwyn 16
Elisile 11
Illes 3

Elsie, then Illes.


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

Elisile whispers a few words of magic, plucking a goblin finger that she collected from the dead at the campsite from her beltpouch as she does so. Her form twists and shrinks, until she resembles a goblin herself, although her long dark hair and gear are still recognisable.

Her spell cast, she sneaks a little further up the path, easily avoiding the low branches, and peers into the clearing ahead.

Cast alter self, sneak 1d20 + 21 ⇒ (11) + 21 = 32 to I14 and try to see what the goblins are doing (Perception: 1d20 + 15 ⇒ (7) + 15 = 22 if required).


Elisile transforms and then creeps forward. She sees the goblins poised, ready with slings, to attack down the path. They haven't seen her yet.

Map updated.

Illes.

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