Baldur's Gate, Legacy of Bhaal-A Reimagining (Inactive)

Game Master Shadoven

Whether by birth, travel, or circumstances far stranger, you find yourselves at Candlekeep, summoned by the Mage and Scholar Gorion. Whether seen as a Father, a Friend, a Mentor, or even a Rival, all agree he is a wise man, whom has brought you here and asked you to gather your belonings, and prepare for an unknown, hushed journey into the darkness...


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Male Sun Elf Mage 1/Fighter 1

Hopefully Ridel would have been alerted from his trance by one of those previous perception rolls.

Perception (Adv)
1d20 + 1 ⇒ (17) + 1 = 18
1d20 + 1 ⇒ (20) + 1 = 21


Anyone that got over a 13 on their first perception roll is awakened by the inane sound of high pitched whispering and giggling coming from the foliage north of you. Ridel and Qorin, lookingaround you can see 10 small humanoid figures crouched down amongst the brush, now staring Iin Qorins direction. Qorin, you can see them well enough thanks to your vision to identify them as Goblins. They seem surprised yet amused by your presence. Does anyone who is awake and hears this speak Goblin?


Male Half-Orc Wizard (Far Traveler)/1, HP: 10/10, AC: 12(15) , Saves: INT +5, WIS +3, Initiative: +2, Perception: +3 Spell Save: 12, Spell Attack Modifier: +4, Cantrips: Fire Bolt, Mending, Minor Illusion,

Perception!: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12

SSSSnnnooorrreeee


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

No Goblin language sadly...Just checked my profile and thought "Gnomish"? Why the hell do I speak Gnomish? Can't stand the little buggers. Then I remember Kemek was made by Gnomes… ;)

Also, Gondsman (warforged) do need to rest for four hours each 24 hr period.

Playtest says: "Instead of sleeping, you enter a sleep-­‐like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.


As I said, use your previous Perception rolls, and if you have a 13 or better you are awakened. In your case Kemek you had an 18, so you notice the voices in your sleep like state. Only Qorin has the Darkvision necessary with his roll to actually fully see the creatures, though you can make out where they are.


attacks:
Battleaxe (+5 to hit, 1d8+3 damage Versatile 1d10) 5 Javelins (+5 to hit, 1d6+3 damage 30/120)
AC 18, hps 12 Init +2, passive perception 11
stats:
Str 17+3 Dex 10 Con 14 +2 Int 8 Wis 12 +1 Cha 14 +2
Skills & Saves:
Intimidate+4 Insight+3 Religion+1 Athletics+5 Medicine+3 Wisdom+2 Charisma+4

"GOBLINS!" Qorin roars, loud enough to wake almost anyone.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Oh, well, if we're using the previous perceptions rolls, then...

Rasp quickly sat up against the tree he had been leaning against.

"What's going on? I don't see anything?"

When Qorin yelled, Rasp waited no time in drawing his Rapier. He would have preferred to use his bow, but if he couldn't properly see the little buggers there was no point in ranged weapons.

And, sorry, no Goblin language.


Female Human Bard 1 (AC 15, HP 7, Init +4, rapier +5 (1d8+4) and dagger +5 (1d4), Speed 30 ft.

Tessa lies in her bedroll, staring at the skies and thinking. Of late, sleep would only come at the advanced hours of the night at the behest of her tiredness. The first few sounds are enough to rouse her to alertness, and she wastes no time rolling onto the ground and drawing her weapons.

Goblins surround us from that bush. Uruk, wake up and draw your weapon, we're under attack!


Male Sun Elf Mage 1/Fighter 1

Although he is awakened from his trance by the giggles and the goblin's whispering, Ridel is not entirely surprised by their approach.

"Quiet everyone. So far, they haven't advanced on us with weapons yet. They seem mostly curious."

"Qorin, Uruk... Perhaps they understand orcish?"

Orcish:

"Hello little ones. We mean no harm but will protect ourselves if you mean us evil."

He stands from his trance position and casts light on the pommel of his sword, which is still sheathed.


Male Half-Orc Wizard (Far Traveler)/1, HP: 10/10, AC: 12(15) , Saves: INT +5, WIS +3, Initiative: +2, Perception: +3 Spell Save: 12, Spell Attack Modifier: +4, Cantrips: Fire Bolt, Mending, Minor Illusion,

Uruk's eyes pop open to the bard hissing at him to awaken, rolling over Uruk pulls his bow and looks over at Qorin as he yells to the trees.

Goblins understand violence and mischief most of all. The ranger waits, bow in hand, to see if the goblins respond to either Qorin or Ridel.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

"Careful, Ridel. Orcish isn't precisely a soothing language to Goblin ears."


Qorin's roar seems to take the small creatures by surprise, and for a moment after there is only silence. The silence breaks with a responding battle cry from one Goblin that seems slightly bigger than the rest, followed by a squishing noise. Moments later, you all find yourselves bombarded by rotten fish heads, foul eggs, chicken feet, and other foul refuse the Goblins must have been collecting. As they throw, they shout out something in their foul tongue, and some even begin giggling in obvious glee. Qorin, a rotten fish head hits you square between the eyes, and the Goblin leader laughs and points in your direction. Finally, he begins screaming in broken Common.

Goblin Commandoes, show you might! Goblin Commandoes, we win fight! Wimper and Cower, or more we Shower! Give now Gold, or I throw Toad!

What do you do?


attacks:
Battleaxe (+5 to hit, 1d8+3 damage Versatile 1d10) 5 Javelins (+5 to hit, 1d6+3 damage 30/120)
AC 18, hps 12 Init +2, passive perception 11
stats:
Str 17+3 Dex 10 Con 14 +2 Int 8 Wis 12 +1 Cha 14 +2
Skills & Saves:
Intimidate+4 Insight+3 Religion+1 Athletics+5 Medicine+3 Wisdom+2 Charisma+4

fishheads fishheads roly, poly fishheads

Qorin snarls at the goblin leader and tries to knock his head over the treetops, with or without his body.

attack: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 2d6 + 3 ⇒ (6, 1) + 3 = 10


Male Half-Orc Wizard (Far Traveler)/1, HP: 10/10, AC: 12(15) , Saves: INT +5, WIS +3, Initiative: +2, Perception: +3 Spell Save: 12, Spell Attack Modifier: +4, Cantrips: Fire Bolt, Mending, Minor Illusion,

Uruk takes the action of the other half-orc as a sign to attack.
bow attack: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d8 + 2 ⇒ (1) + 2 = 3


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Quarterstaff in one hand Kemek sweeps his other hand outward, a resounding thunderclap accompanying the wave of force that flies toward the amassed goblins...

Thunderwave... DC 10 (8, +1 Wis, +1 Prof. when holding wooden staff)

Thunderwave:
Casting Time: 1 action Range: 15 feet Duration: Instantaneous
With a loud crack, a wave of thunderous force sweeps out from you. Each creature in a 15-¬‐foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful one, it takes half as much damage and is not pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible within 300 feet of you.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Rasp moved to stand behind Qorin, his rapier drawn. He prepared to dodge the attacking goblins.

Dodge:
When you take the dodge action, you focus entirely on avoiding attacks. Until your next turn, attack rolls against you have disadvantage, and you make Dexterity saving throws with advantage. You lose this benefit if you cannot move or take actions, such as if you become paralyzed by a monster’s attack or stuck in quicksand.


Rasp Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Kemek Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Qorin Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Uruk Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Ridel Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Tessa Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Goblin Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
------------------------------------------------------------------------
Initiative Order
*Ridel
*Uruk
*Kemek
*Rasp
*Goblins
*Tessa
*Qorin

Quick note, in DnD Next, the moment Combat breaks out, Initiative must be rolled, as there is no such thing as Surprise Rounds. Instead, at the start of combat, I decide who is and is not surprised. In this situation, everyone was aware of everyone, so there is no surprise. So, we go straight down in order. So, even though Qorin initiated the combat, we go into Initiative. Given the circumstances, with the Goblins not expecting a charge, I chose to give Qorin his initial attack, but go into Initiative immediately afterward. Does that seem fair to everyone? The only other alternative was to go into Initiative, but that leaves Qorin going last...and he started the combat. So thoughts?

The Goblins seem taken aback by Qorin's charge, with the one leading the band staring open mouthed as Qorin's blow smashes into its face, sending teeth flying and blood spraying. Amazingly, the Goblin still stands!

Tessa, Ridel, and Kemek can make me Knowledge Nature rolls for the Goblins.

Knowledge Nature DC10:
Goblins are not normally this tough, nor are they intelligent enough to use even the basic intimidation tactics these Goblins have shown. The tactics, group size, and bare skill at organization these have shown mark them as a tougher breed, that rarely gather together...unless forced to by a higher power.

Uruk's arrow launches true, but sticks into the tough studded leather the Goblin is wearing, and fails to penetrate.

Kemek moves up, and with a quick entreaty to nature sounds the power of Thunder rolling out! Of the 10 Goblins, 7 find themselves caught in the blast!
7d20 + 1 ⇒ (10, 14, 2, 12, 10, 6, 13) + 1 = 68
Thunderwave Damage: 2d8 ⇒ (4, 3) = 7
The Goblin Qorin struck takes the full force of the blow, his body breaking and flying through the air. Another Goblin finds itself thrown back, but manages to rise to his feet, blood running from his mouth. The wave washes over the other 5 Goblins, bruising their skin but leaving them otherwise unharmed.

Rasp moves up to Qorin, drawing his weapon and preparing to avoid any attacks launched his way.

Waiting on Ridel's action, then the Goblins are up.


attacks:
Battleaxe (+5 to hit, 1d8+3 damage Versatile 1d10) 5 Javelins (+5 to hit, 1d6+3 damage 30/120)
AC 18, hps 12 Init +2, passive perception 11
stats:
Str 17+3 Dex 10 Con 14 +2 Int 8 Wis 12 +1 Cha 14 +2
Skills & Saves:
Intimidate+4 Insight+3 Religion+1 Athletics+5 Medicine+3 Wisdom+2 Charisma+4

To be honest, Qorin thought combat started when they beaned him with a rotten fish. As far as the initiative goes, could it be that Q could start moving aggressively towards the goblin, roll bad initiative, and everyone else could act before his blow actually struck. This would be a fine example of why Gorion was trying to teach the poor barbarian not to telegraph his actions quite so much. anyway, just my thoughts.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Works well for me.

And someone should really tell Kemek that creating ginormous thunderclaps that resonate for 300 ft are a beautiful way to telegraph your location to any oh I don't know, big bad evil guys...

Knowledge (nature): 1d20 + 1 ⇒ (6) + 1 = 7 [Proficiency]


Male Sun Elf Mage 1/Fighter 1

Sorry for the delay everyone. My computer went down yesterday.

Ridel takes out his crystal orb again, and fires another ray of frost at the nearest goblin.

Ray of Frost
1d20 + 6 ⇒ (18) + 6 = 24
1d8 ⇒ 4 and reduce speed to 10 feet for one turn.


Ridel's ray strikes one of the Goblins, and the creature shrieks in pain and frost coats its skin. The rest of the Goblins take up the shriek and charge into the fray!

Seeing the obvious foe in front of them, 3 of the little buggers charge at Qorin! Two attempt to tackle him to the ground, whilst the other swings his short sword at him!
Goblin Grapple Attempt: 1d20 ⇒ 18
2nd Goblin Grapple Attempt: 1d20 ⇒ 12
Qorin Opposed Str Roll: 1d20 + 3 ⇒ (17) + 3 = 20
Qorin Opposed Str Roll: 1d20 + 3 ⇒ (4) + 3 = 7
Roaring, Qorin rips the first Goblin off of him, but the second takes advantage of the distraction and barges into him, wrapping its arms around him!

Qorin, you are grappled. Your speed is reduced to 0 and cannot increase until the Grapple ends.

The 3rd Goblin swings at Qorin!
Goblin Swing!: 1d20 + 3 ⇒ (7) + 3 = 10
However the thrashing Goblin attached to Qorin flails and bucks in his attempt to throw Qorin to the ground, and the other Goblin's aim goes wild!

The Goblin that just suffered from Ridel's ray moves towards him, limping and crackling as ice breaks around him. He rushes, but fails to make it to the mage.

Seeing another half orc standing tall with a bow, two of the Goblin's, including the one Uruk just fired an arrow at, rush him!
Goblin Swing!: 1d20 + 3 ⇒ (11) + 3 = 14
2nd Goblin Swing!: 1d20 + 3 ⇒ (17) + 3 = 20
Swinging wildly, both Goblins manage to strike Uruk!
Goblin Swing Damage!: 1d6 + 1 ⇒ (2) + 1 = 3
2nd Goblin Swing Damage!: 1d6 + 1 ⇒ (4) + 1 = 5

Seeing a frail human "cowering" behind the big strong half orc, one of the last 3 Goblins charges at Rasp!
Goblin Swing with Disadvantage: 2d20 + 3 ⇒ (4, 12) + 3 = 19
However, Rasp is more agile than looks would show, and he deftly sidesteps the stumbling creature, making mockery of its attempt to harm him.

The last two Goblins, both bruised from Kemek's magic, charge towards the Gondsman, rotten fish heads and chicken legs falling from their hands as they draw their swords!
Goblin Swing!: 1d20 + 3 ⇒ (9) + 3 = 12
2nd Goblin Swing!: 1d20 + 3 ⇒ (16) + 3 = 19
The 2nd Goblin manages to get a blow through the Druid's defenses and sparks fly as his blade scrapes across Kemek's metal!
2nd Goblin Swing Damage!: 1d6 + 1 ⇒ (4) + 1 = 5
------------------------------------------------------------------------
Tessa and Qorin, you are up and then it is top of the round. Everyone post your next turn again.

Status!
Pc's
Ridel-Unwounded, Not in Melee
Uruk-Wounded, Engaged in Melee with 2 Goblins
Kemek-Wounded, Engaged in Melee with 2 Goblins
Rasp-Unwounded, Engaged in Melee with 1 Goblin
Tessa-Unwounded, Not in Melee
Qorin-Wounded, Grappled, Engaged in Melee with 3 Goblins.

Enemies!
Goblin A-Bruised, Grappling Qorin
Goblin B-Bruised, trying to Grapple Qorin
Goblin C-Unharmed, Engaged in Melee with Qorin
Goblin D-Bruised, Engaged in Melee with Kemek
Goblin E-Bruised, Engaged in Melee with Kemek
Goblin F-Unharmed, Engaged in Melee with Rasp
Goblin G-Unharmed, Engaged in Melee with Uruk
Goblin H-Unharmed, Engaged in Melee with Uruk
Goblin I-Bruised and covered in Frost, limping towards Ridel, 15ft away.


attacks:
Battleaxe (+5 to hit, 1d8+3 damage Versatile 1d10) 5 Javelins (+5 to hit, 1d6+3 damage 30/120)
AC 18, hps 12 Init +2, passive perception 11
stats:
Str 17+3 Dex 10 Con 14 +2 Int 8 Wis 12 +1 Cha 14 +2
Skills & Saves:
Intimidate+4 Insight+3 Religion+1 Athletics+5 Medicine+3 Wisdom+2 Charisma+4

Sorry, GM Shadoven, I didn't see where I got wounded. How much damage?

And, I'm fuzzy on the grapple rules. It looks like I can act normally, except my movement is 0.

Assuming that is the case...:
Qorin roars furiously, ignoring the goblin wrapped around his waist and takes a swing at the one who tried to cut him.

Rage Activated.

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 2d6 + 3 ⇒ (2, 6) + 3 = 11

If I can't attack...:
Qorin roars furiously, grabbing the goblin wrapped around his waist and throwing him to the ground.

Rage Activated. Advantage on Str checks:

Breaking Grapple: 1d20 + 3 ⇒ (1) + 3 = 4
Breaking Grapple: 1d20 + 3 ⇒ (15) + 3 = 18


Mistype Qorin, you are unharmed.

With a roar of defiance, Qorin lashes out inflicting a grievous wound upon the Goblin that attempted to strike him!


Male Sun Elf Mage 1/Fighter 1

With a haughty calmness, Ridel moves away from the goblin attempting to break through of the ice, turns and fires again.

Standard move away from the goblin
1d20 + 6 ⇒ (17) + 6 = 23
1d8 ⇒ 7 cold and reduce speed to 10 feet for 1 turn.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Sorry I forgot to roll damage for the thunderwave. Thx GM, I will next time :)

Will post action after Tessa…


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Rasp lunged at the goblin who attacked him.

Rapier: 1d20 + 3 ⇒ (17) + 3 = 20

Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Sneak Attack, if applies: 1d6 ⇒ 4

"Foul beast."


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Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Ok, well if we can post actions now, and it doesn't seem like anyone is particularly able to come to anyone else's rescue and thus change my intended action…

Kemek roars in fury and pain, his fused wood and metal carapace/exoskeleton marred by the horrid creatures. A mix of oil and sap burst from the wound, streaming down the gondsman's legs and on to the grass.

With more anger and fright than care Kemek lashes out again at the goblins with a thunderous force - another ominous crash erupting from his hands and exploding outward:

So, a thunderwave on Goblins D and E.

BANG: 2d8 ⇒ (7, 8) = 15

Constitution save DC 10 - failed save = normal damage and thrust back 10 feet, successful save = half damage and no push.


Kemek you rolled damage last round on Thunderwave. You killed one and hurt 5 others. Waiting on Tessa.


Female Human Bard 1 (AC 15, HP 7, Init +4, rapier +5 (1d8+4) and dagger +5 (1d4), Speed 30 ft.

Tessa is caught by surprise by the sudden charge of the creatures and moves too slowly. She runs across the improvised battlefield holding her blades down until approaching the green mass of tangled goblin and orcish skin, deciding to fight fire with fire and song with (hopefully better) song.

Defenders of the Keep, show your light! Wolves of Gorion, prepare your bite! Unleash your power, victory this hour! Frozen with cold or scoured with thunder, goblin's sure enough, end up as plunder!

Tessa moves near Qorin and starts her inspire courage performance (+1d4 damage to the party).


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Umm, you rolled damage for the first thunderwave HERE after I neglected to.

I just rolled for the second one, which happens in the second round.


I am sorry about the wait everybody I will update again tonight


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

No probs GM!


Male Half-Orc Wizard (Far Traveler)/1, HP: 10/10, AC: 12(15) , Saves: INT +5, WIS +3, Initiative: +2, Perception: +3 Spell Save: 12, Spell Attack Modifier: +4, Cantrips: Fire Bolt, Mending, Minor Illusion,

Well and truly being pummeled by the blighting goblin Uruk roars and continues to fire at the goblins winnowing him down...

Attack: 1d20 + 3 ⇒ (20) + 3 = 23
CRIT: 8 + 4 + 2 + 1d8 ⇒ 8 + 4 + 2 + (7) = 21

Uruk shoots a goblin IN THE FACE!


Female Human Bard 1 (AC 15, HP 7, Init +4, rapier +5 (1d8+4) and dagger +5 (1d4), Speed 30 ft.

Everyone remember your free +1d4s!


Male Half-Orc Wizard (Far Traveler)/1, HP: 10/10, AC: 12(15) , Saves: INT +5, WIS +3, Initiative: +2, Perception: +3 Spell Save: 12, Spell Attack Modifier: +4, Cantrips: Fire Bolt, Mending, Minor Illusion,

I did! I did!...I ust didn't have to roll it that time...yay!


Tessa-Tessa begins a heroic song, empowering everyone with her song!

End of Round
------------------
Round 2

Ridel-Casually walking away, Ridel turns and effortlessly turns the Goblin limping his direction into a motionless frozen statue with a simple magical incantation!

Uruk-Being forced back, Uruk is wounded by his goblinoid aggressors. Taking a moment to gather himself and allow Tessa's song to guide his shot, he aims and fires swiftly! For a moment, nothing happens...then one of the Goblins attacking him falls, a clean hole visible between its eyes! Uruk's arrow can be seen quivering from a tree directly across the camp, embedded up to the fletching in a tree.

Kemek-Calling out in rage and pain from his wound, Kemek again calls upon the land around it, and with a booming peal of thunder, both Goblins attacking him are thrown back, bodies shattered and broken!

Rasp-Embroiled in the melee surrounding Qorin, Rasp continues his personal duel with the Goblin that engaged him. The creature is slightly off guard due to its proximity to Qorin and well as Rasp, and when it looks over its shoulder for a brief moment to check on its comrades, Rasp darts forward, cleaning impaling the creature upon his rapier and kicking its dying body to the ground! So swift is his strike that the other Goblin's do not even seem to notice the attack for a moment...at least not until the dead Goblin crashes to the ground in front of them!

Goblins
1d100 ⇒ 15
With the tide of battle turning against them, the 2 Goblins in melee with Qorin throw their weapons at his feet and cast themselves on the ground, groveling in the dirt!

The Goblin Qorin just struck staggers for a moment before falling over, unconscious!

The other Goblins take off running, attempting to dart into the underbrush!

Status!
PC's
Ridel-Unwounded, Not in Melee
Uruk-Wounded, Not in Melee
Kemek-Wounded, Not in Melee
Rasp-Unwounded, Standing next to the two groveling Goblins
Tessa-Unwounded, Not in Melee, performing Call to Battle
Qorin-Wounded, No longer Grappled, Standing before two groveling Goblins.

Enemies!

Goblin A-Bruised, groveling before Qorin
Goblin B-groveling before Qorin
Goblin C-Battered, lying unconscious before Qorin
Goblin H-Unharmed, running from Uruk!
-----------------------------------------
Combat is effectively over. Uruk, feel free to take a Opportunity Attack against the Goblin as it leaves melee with you. Everyone, act as you will. You seem to have two groveling prisoners, one unconscious one, and a Goblin fleeing assuming Uruk does not send an arrow into it's back.

What do you do?

Well, that 2nd round of Combat changed the entire course of the battle! For those playing along at home, you may have noticed all the Goblins did not have the same hitpoints. I thought it would be fun to roll hp for this battle. Resulted in some tough Goblins, and some weak Goblins. Worked out well I think. Kemek, that Thunderwave is nasty! Qorin, loved your reaction to being pelted with garbage.


attacks:
Battleaxe (+5 to hit, 1d8+3 damage Versatile 1d10) 5 Javelins (+5 to hit, 1d6+3 damage 30/120)
AC 18, hps 12 Init +2, passive perception 11
stats:
Str 17+3 Dex 10 Con 14 +2 Int 8 Wis 12 +1 Cha 14 +2
Skills & Saves:
Intimidate+4 Insight+3 Religion+1 Athletics+5 Medicine+3 Wisdom+2 Charisma+4

Yeah, Qorin would have lost all credibility as a character if he'd tried to parlay with the little pukes. Oddly, I'm playing a gentle barbarian in another thread. It's fun in a playing-against-type way, but I'm trying to imagine how Jakob would react to the garbage pelting.


attacks:
Battleaxe (+5 to hit, 1d8+3 damage Versatile 1d10) 5 Javelins (+5 to hit, 1d6+3 damage 30/120)
AC 18, hps 12 Init +2, passive perception 11
stats:
Str 17+3 Dex 10 Con 14 +2 Int 8 Wis 12 +1 Cha 14 +2
Skills & Saves:
Intimidate+4 Insight+3 Religion+1 Athletics+5 Medicine+3 Wisdom+2 Charisma+4

Yeah, Qorin would have lost all credibility as a character if he'd tried to parlay with the little pukes. Oddly, I'm playing a gentle barbarian in another thread. It's fun in a playing-against-type way, but I'm trying to imagine how Jakob would react to the garbage pelting.

Qorin drops the maul and grabs his crossbow off his back, taking aim at the fleeing goblin and letting a bolt fly.

attack: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d10 + 2 ⇒ (9) + 2 = 11

He puts a foot on the neck of goblin B and growls in common.

"Can you think of any reason I should let you live?"

intimidate: 1d20 + 2 ⇒ (14) + 2 = 16
advantage: 1d20 + 2 ⇒ (7) + 2 = 9


Male Sun Elf Mage 1/Fighter 1

Ridel puts away his crystal ball again, now that the goblins had surrendered or run away. He approaches the rest with an inquisitive mind.

"I am curious to know why they attacked us. Are they part of this ensemble of barbaric headhunters after us?"


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Rasp grinned upon hearing Qorin work over the little goblin prisoner.

It was probably a waste of time to check over the bodies of the Goblins, but it was the principal of the thing. One did not try to kill him and expect for his pockets not to be turned out.

Intelligence (Search): 1d20 + 1 + 1 + 5 ⇒ (10) + 1 + 1 + 5 = 17


Male Half-Orc Wizard (Far Traveler)/1, HP: 10/10, AC: 12(15) , Saves: INT +5, WIS +3, Initiative: +2, Perception: +3 Spell Save: 12, Spell Attack Modifier: +4, Cantrips: Fire Bolt, Mending, Minor Illusion,

Goblin potshot: 1d20 + 3 ⇒ (6) + 3 = 9
Damage?: 1d8 + 2 ⇒ (7) + 2 = 9

Uruk snarls as the other goblin scrambles away. The ranger cannot help himself and looses one last arrow, clearly not even tracking if it finds its mark or not. Grunting the ranger stands feeling deeply in his muscles the sudden run in with the small raiders.

I am not well. Much more of that I and I fear I would be having a nice chat with one of Kelemvor's folk...

Seeing the rogue look over the goblins, the ranger nods and does the same.

Perception: 1d20 + 2 ⇒ (6) + 2 = 8


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

I agree. Perhaps too nasty, though the DC is low. Being able to spontaneously cast is a lot better IMHO... Just gotta work out if it works underground? ;)

Kemek staggers and collapses from the ichor and ooze pouring from his wounds.

"Bhlphhh. Gaaaaagh."

He's not dying, (still has a massive 3 hp!) just thought this would be thematic for a gondsman...


Qorin casually places a bolt between the fleeing Goblins shoulderblades, then questions the survivors. One of them looks up at Qorin, tnen glances around, fear becoming evident in its eyes. It stares at Qorin, Rasp, Kemek, and Tessa...before curling into a ball, babbling in fear. The other swiftly follows suit. What do you do?


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

"I think goblins usually have lairs," Rasp said as he absently checked the pockets of one dead Goblin.

"Might be some plunder we can take. If nothing else routing them should take some of the pressure off the locals. And there might be some reward in that. We could ask the little cretins to take us there."

Someone with a higher Wisdom score than me should probably do a Sense Motive to see if they're faking.


Male Half-Orc Wizard (Far Traveler)/1, HP: 10/10, AC: 12(15) , Saves: INT +5, WIS +3, Initiative: +2, Perception: +3 Spell Save: 12, Spell Attack Modifier: +4, Cantrips: Fire Bolt, Mending, Minor Illusion,

So it looks like Ranger's auto succeed on tracking unless certain criteria would negate it? Uruk will look around, let me know Shadoven?

If they are from nearby, I can probably track back to their lair if there is one.

Uruk begins to look in the brush where the goblins ambushed Qorin. Muttering out loud to no one in particular as he looks around Uruk muses,Considering the sniveling perhaps we should simply end them.


attacks:
Battleaxe (+5 to hit, 1d8+3 damage Versatile 1d10) 5 Javelins (+5 to hit, 1d6+3 damage 30/120)
AC 18, hps 12 Init +2, passive perception 11
stats:
Str 17+3 Dex 10 Con 14 +2 Int 8 Wis 12 +1 Cha 14 +2
Skills & Saves:
Intimidate+4 Insight+3 Religion+1 Athletics+5 Medicine+3 Wisdom+2 Charisma+4

"Where is your lair?" Qorin whispers to the goblins. "How many more of your kind are there? What traps are set?"

As he speaks, he pulls back the crossbow, readying it for another shot.

Wisdom+Insight: 1d20 + 1 ⇒ (11) + 1 = 12


Rasp, you find 8 copper upon the bodies. They carry nothing of value beyond their worthless Goblin weapons and armor.

Qorin you do not believe the creatures to be faking.

The sniveling Goblins curl into a tighter ball as Qorin bends down and speaks to them. One looks up, and chokes back a sob long enough to reply in broken Common.

Lair? No Lair, no home! Strange She-Longshanks hire us, find you! Dark Man brand us, steal soul if we no see you! Goblin Commandos made slaves! Hope you travelers, have gold to pay Magics to free!

The Goblins continue to shake and snivel, but that is all that is said of worth.

Ridel, you can easily follow their tracks. They lead directly East, off the road but following closely along it.


Male Half-Orc Wizard (Far Traveler)/1, HP: 10/10, AC: 12(15) , Saves: INT +5, WIS +3, Initiative: +2, Perception: +3 Spell Save: 12, Spell Attack Modifier: +4, Cantrips: Fire Bolt, Mending, Minor Illusion,

who is following tracks?


Woops, meant Uruk.


attacks:
Battleaxe (+5 to hit, 1d8+3 damage Versatile 1d10) 5 Javelins (+5 to hit, 1d6+3 damage 30/120)
AC 18, hps 12 Init +2, passive perception 11
stats:
Str 17+3 Dex 10 Con 14 +2 Int 8 Wis 12 +1 Cha 14 +2
Skills & Saves:
Intimidate+4 Insight+3 Religion+1 Athletics+5 Medicine+3 Wisdom+2 Charisma+4

Qorin steps off the goblin and slings his crossbow across his back, picking up the maul and holding it in a loose, relaxed grip.

"We should kill them," he says, as if it were a chore. "If they were telling the truth, the Dark Man will force them to come at us again. Next time, they might not start with rotten fish. Hmm. Speaking of which, I think we should all bathe as soon as possible. This muck is going to be better than scrying for anything that tracks by scent"

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