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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Rasp, you move up to the edge of the corner. At this point, you cannot detect any light at all, and cannot see going further. However, your other senses are still as strong as ever!

You can hear Goblin voices being raises, but only a moment passes before a harsh, deep voice not unlike the one you just heard silences them. There is booming laughter, then only quiet, with the occasional murmur being uttered. There is a vile, acrid smell wafting up through the cave system, a foul mix of sulfur, brimstone...and Goblin?


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.

Thanks for the support guys. It's a fine line between making Kemek stupid (which he isn't) and just really, really naive. As a very young and unworldly created being, it's quite fun using a low Charisma to express naivete and childlike interest.


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,
Kemek wrote:
Thanks for the support guys. It's a fine line between making Kemek stupid (which he isn't) and just really, really naive. As a very young and unworldly created being, it's quite fun using a low Charisma to express naivete and childlike interest.

I think it is awesome. I have this very strong image in my mind of this clockwork brain clicking and whirring with lots of head tilts and halfway "wrong" (as in not developed) facial expression.


Male Sun Elf Mage 1/Fighter 1

From the ledge, Ridel ponders their situation carefully.

Is the harsh deep voice speaking orcish, or can I tell?


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 motioned for Uruk to come over quietly.

"What do you see?" he whispered to him.

Time to rock the Darkvision, my Ranger pal.


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 approaches the rogue and takes a look where he is asked...

Perception: 1d20 + 2 ⇒ (1) + 2 = 3

*Sigh* Well you see there are rocks and a cave Rasp. You don't need darkvision to see those sorts of things...


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

Thumps Uruk. "We're half-orcs, not half-snarks."

Qorin lowers himself down to the ledge and bares his teeth in a silent snarl at the sounds coming from the cave. He peers intently inside, and whispers softly.

"Goblins may be foul creatures, but it sounds like they've found something far worse thing than they."

Wisdom: Perception: 1d20 + 2 ⇒ (17) + 2 = 19


Both Uruk and Qorin see the path drop sharply down, enough so that one would need to climb down to avoid sliding or falling.

Qorin, you can see the barest glimmer of firelight at the bottom where the path leads further in, and you also see a crude tripwire at the bottom, connected to what seems to be a basic fallingrock trap.

Ridel the voice spoke in Goblin, but it was not a goblin voice. You would probably guess...Human?


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

"There's a trap up there," Qorin murmurs. "A fire as well."

Looking around for a rock to toss and spring the trap with, without being actually under it.


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

Tessa looks at the simple trap and the firelight, suggesting:

We'll need to circumvent or disable that trap before we try approaching them undetected. Perhaps we take large steps to avoid tripping the wire?


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

Depends on the GM. It seems like it would be an easy enough trap to avoid now it's been spotted, but "rocks fall, you die" is a thing.


It would be simple to avoid as long as you dont end up sliding down the slope into 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,
Qorin wrote:

Thumps Uruk. "We're half-orcs, not half-snarks."

Maybe I'm both...a Snork?


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 collapses, screaming. There are things in this universe too foul for the mind of orc or man to comprehend safely.

Then, he stands up, using the extra length of rope and grappling hook from his climber's kit, he hooks the tripwire and sets off the trap, safely out of the way of falling rocks. As the noise settles, he looks around at the others.

"They probably didn't hear that."


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.

Kemek watches Qorin's trap-dismantling with interest.

"I think they did. Plus there is a lot of dust, and likely small bits of rock fell down to enter the caverns below. I would surmise this is as much an alarm, as it is a trap." he supplies helpfully.

Don't worry Qorin, what you did was exactly what I was thinking. Only later did I realize the points Kemek said.


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 sighed.

"There is something to be said for the advantage of surprise, you know."

Rasp hid and prepared to fire his Shortbow.

Dexterity (Stealth): 1d20 + 2 + 1 + 5 ⇒ (8) + 2 + 1 + 5 = 16


Everyone take 1 turn, then im posting Initiative.

Goblin voices cry out in a shrill screech of alarm! A deep voice begins chanting in a harsh, diabolical sounding tongue.


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 grunts in agreement with the rogue and takes cover pulling his bow and aiming it where he believes goblins might come from...


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 glares at Kemek for a moment, until he realizes the mechanical man is simply stating the obvious, at which point his annoyance turns to wonder. How must the world seem to such a creature?

"I think you're right," he says, as the chanting starts.

He readies his maul and steps just inside the cave.

What can I say? I like making a big entrance.


Male Sun Elf Mage 1/Fighter 1

Ridel draws out his crystal orb again, prepared to unleash the icy ray through its mystic channels.

He nods to the others when he is prepared.


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}
Qorin wrote:
What can I say? I like making a big entrance.

No, problem, Qorin. Sometimes you got to draw the enemy out. I'm just RPing Rasp as annoyed. But I'm good.

DM, my action was the stealth, just in case.


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

Understood, Rasp. Though to be perfectly honest, Qorin's actions are more likely to be driven by adolescent recklessness than srtategic considerations.


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.

Kemek hefts his great club with his gnarled wood and metal hands, practicing a swing or two.

"Ah. So we expect company. And not a welcome of any sort. Well let us supply the welcome."


Quick heads up, still here, just had a hectic weekend. Will post in full monday night my time. So in like 19 hours.


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

Tessa will switch from her Inspire Competence to her Call of Battle performance with an action.


Tessa: 1d20 + 4 ⇒ (3) + 4 = 7
Qorin: 1d20 + 2 ⇒ (15) + 2 = 17
Kemek: 1d20 + 1 ⇒ (1) + 1 = 2
Rasp: 1d20 + 2 ⇒ (19) + 2 = 21
Ridel: 1d20 + 2 ⇒ (12) + 2 = 14
Uruk: 1d20 + 2 ⇒ (12) + 2 = 14
Goblins: 1d20 + 1 ⇒ (12) + 1 = 13
???: 1d20 + 2 ⇒ (14) + 2 = 16
-------------------------
Initiative Order is...
-Rasp
-Qorin
-???
-Uruk or Ridel(In case of a tie, you go in whatever order you two choose. So whomever post first essentially.)
-Goblins
-Tessa
-Kemek
---------------------------
The tunnel drops sharply down at an angle, and would be hard to move up or down without risking falling back down. Chunks of stone and small boulders are strewn around the bottom of the tunnel from the trap Qorin set off. It is only about 15 feet to the bottom. Shadows from the faint firelight writhe across the floor, and the shadows would seem to indicate a gathering of small humanoid creatures near the entrance. Rasp, Qorin, 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

Ready an action to bash whatever may or may not come up the tunnel.

[spoiler=If something comes]
attack: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 2d6 + 3 ⇒ (3, 2) + 3 = 8


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'll ready an action to open fire on an enemy that pops out.

Hidden by shadows and rock, Rasp drew back his bow, and prepared to fire.

Shortbow with Advantage: 1d20 + 3 ⇒ (19) + 3 = 22
Shortbow with Advantage: 1d20 + 3 ⇒ (10) + 3 = 13

Damage: 1d6 + 2 ⇒ (5) + 2 = 7


Dark chanting can be heard as whatever is down there speaks in an unholy sounding tongue. Ridel, that is definitely a Human voice!

Uruk and Ridel, you are up!


Male Sun Elf Mage 1/Fighter 1

"Human" Ridel attempts to whisper to the others, at the sound of the voice.

Stealth
1d20 + 2 ⇒ (3) + 2 = 5

He also attempts to identify the chanting.

Arcana
1d20 + 5 ⇒ (17) + 5 = 22


Ridel, you are not sure exactly what is being chanted, but you can determine it is in Infernal, the Language of Devils. It is also most certainly a Divine Spell. You could use Religion to identify it you believe.

Uruk, you are up...


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,

Holdingg...


Male Sun Elf Mage 1/Fighter 1

"He is casting some type of spell, calling out to infernal powers if you ask me, but I know nothing of such things." Ridel speaks softly but hopes his voice carries to those nearby who need to know this information.


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.

Kemek likewise holds his position. He seems about to act, then apparently reconsiders.


Loud scratchy voices erupt in battlecries, and with much flapping of feet and gnashing of teeth Goblins come rushing up the 5 ft wide tunnel! The first Goblin to scramble up the tunnel falls back, Rasp's arrow quivering in its eye! The next Goblin tosses it's dead fellows body to the side, brandishing his short sword as he scrabbles up the incline and rushes Qorin! At the last moment however, Qorin's great maul swings then, crushing the Goblin's skull like a ripe melon, spraying brain matter, blood, and shards of bone everywhere!

Five more Goblins rush into view, with two rushing up the incline to engage Rasp and Qorin in Melee, the others standing back and shooting bows into the fray!

Goblin Swing!: 1d20 + 1 ⇒ (8) + 1 = 9
Goblin Stab!: 1d20 + 1 ⇒ (7) + 1 = 8

Both Goblin's trap over themselves scrambling up the sharp incline, and fail to make contact with either Rasp or Qorin! Giggling in glee, the remaining three Goblins at the bottom of the incline cackle and fire their bows!

Goblin Shoot!: 1d20 + 1 ⇒ (1) + 1 = 2
Goblin Fire!: 1d20 + 1 ⇒ (12) + 1 = 13
Goblin Twang!: 1d20 + 1 ⇒ (12) + 1 = 13

But the constricting quarters and bottleneck at the top of the ramp makes all their arrows fly wide!
-----------------------------------------------------------------------
Status
-ENEMIES-
Goblin 1-In Melee with Qorin and Rasp, Unharmed
Goblin 2-in Melee with Qorin and Rasp, Unharmed
Goblin 3-15 Feet from Melee, Unharmed
Goblin 4-15 Feet from Melee, Unharmed
Goblin 5-15 Feet from Melee, Unharmed
??? Human-???, Chanting, Unharmed

-PC'S-
Qorin-In Melee with Goblins 1 and 2, Unharmed
Rasp-In Melee with Goblins 1 and 2, Unharmed
Kemek-Behind Melee, Unharmed
Ridel-Behind Melee, Unharmed
Uruk-Behind Melee, Unharmed
Tessa-Behind Melee, Unharmed
------------------------------------------------------------------------
Tessa, Kemek, you are up, followed at Top of the round by Rasp and Qorin.

Wisdom Perception Rolls everyone.

DC10 Perception:

You hear more shrieking Goblin voices coming from outside! Anyone who moves to see will find 5 more Goblins climbing up the ravine towards the cave you are in, led by a Hobgoblin with nasty black burn marks upon his face and exposed arms!


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}

Wisdom (perception): 1d20 - 1 + 1 ⇒ (12) - 1 + 1 = 12

"I hear more Goblins approaching! Look out!

Rasp dropped his shortbow, and then drew his Rapier. He then lunged at one of the Goblins that attacked him. Goblin 2

Rapier: 1d20 + 3 ⇒ (1) + 3 = 4
Damage with Sneak Attack: 1d8 + 2 + 1d6 ⇒ (6) + 2 + (4) = 12

Sad panda.


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.

Perception: 1d20 + 1 ⇒ (17) + 1 = 18

Kemek hears something, and turns to the rear to look.

"More goblins and a bigger burned goblin-thing!"

He moves to blast them with his trusty thunderwave.

Move action to get within 15 ft.
Attack Action to cast thunderwave centered on the hobgoblin. DC 10.

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.


Waiting on Tessa and Qorin, will move on this evening if they have not posted.


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

hmmm ... did my post get eaten?

Qorin steps up to the nearest goblin and swings his maul...

attack: 1d20 + 4 ⇒ (2) + 4 = 6

...at a nearby rock.


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

Tessa dashes with abandon to fray, unsheathing her slender blades deftly and bringing them to bear on goblin eyes, ears and scalps.

Tessa moves near Qorin and attacks Goblin 1. She also keeps her Call to Battle performance, providing +1d4 damage to herself and allies.
Rapier attack: 1d20 + 5 ⇒ (3) + 5 = 8 for 1d8 + 4 + 1d4 ⇒ (3) + 4 + (2) = 9 damage.
Dagger attack: 1d20 + 5 ⇒ (3) + 5 = 8 for 1d4 + 1d4 ⇒ (3) + (2) = 5


Male Sun Elf Mage 1/Fighter 1

Taking out his crystal orb again, as he is still descending down the rope. [ooc](Hopefully I don't need to make a check for that.)

Ridel releases a ray of frost at the nearest goblin in range.

1d20 + 6 ⇒ (5) + 6 = 11
1d8 ⇒ 5 cold damage and reduce movement to 10 ft for one turn.


6d20 ⇒ (20, 4, 9, 12, 8, 1) = 54

2d8 ⇒ (3, 2) = 5

4 of the Goblins climbing up the ravine towards you feel the full impact of Kemek's incantation and are thrown off the ravine wall, their bodies splattering and breaking as they fall screaming to their deaths. 1 Goblin and his Hobgoblin leader grunt in pain but continue their accent.

Their is no sound from the Human this time around, simply a tense silence broken by screeching Goblin voices!

Rasp, Qorin, and Tessa all enter the melee, but unfortunately, the press of Goblin bodies and tight quarters lead their blows astray.

Ridel and Uruk, you are up. Ridel, if you are still on the rope, no Goblin's are currently in range. If you moved to the ledge, you would be 25 feet from the closest one climbing up, as they are 25 feet down. The closest targets would be the goblins about 15 feet into the cave system engaged in the Melee with Rasp, Qorin, and Tessa.


Male Sun Elf Mage 1/Fighter 1

In that case, Ridel will move to the ledge and cast ray of frost with the above rolls, which may or may not hit.


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,

Shoot at something!: 1d20 + 2 ⇒ (3) + 2 = 5

NEVERMIND!


Ridel's incantation causes one of the Goblin's in the Melee to screech as his body is turned to ice, only for Uruk's arrow to moments later shatter it into pristine shards of iced Goblin.

The Burnt and Battered Hobgoblin leading what is left of the force climbing the ravine reaches the ledge. With a bestial cry of rage he rushes forward, straight at Kemek! Charging the stunned Gondsman, the Hobgoblin draws two handaxes and reaps a deadly harvest! One swing of an axe takes the Gondsman's right leg off, and the other axe takes an arm! As Kemek falls to the ground. the Hobgoblin drops one of his axes, grabs Kemek's head and with a roar of rage rips it off! Laughing at the Gondsmen's obvious agony, he throws the head, bouncing it off of Rasp as he does!

The other Goblin that reaches the ledge, seeing Ridel there, rushes him!
Goblin Bash!: 1d20 + 1 ⇒ (17) + 1 = 18
Mace Damage: 1d6 - 1 ⇒ (3) - 1 = 2
His rusty forces Ridel back, leaving a mark as it does!

Goblins 1,engaged in the Melee, again swings at Qorin, as he has presented the biggest threats so far!
Goblin Swing: 1d20 + 1 ⇒ (19) + 1 = 20

Goblin Damage on Qorin: 1d6 - 1 ⇒ (2) - 1 = 1

Goblin 1, swinging at Qorin, forces him to hastily deflect its weapon to the side!

Goblins 3, 4, and 5 pull back their small bows and launch a volley of arrows towards the melee!

3d20 ⇒ (15, 12, 14) = 41

Goblin Bow Damage on Qorin: 1d6 ⇒ 5
Goblin Bow Damage on Tessa: 1d6 ⇒ 6

Both Qorin and Tessa suffer nasty wounds as the Goblins volley strikes true and arrows plunge into the Hero's flesh!
-----------------------------------------------------------------------
STATUS
Goblin 1-In Melee with Qorin and Rasp, Unharmed
Goblin 2-Dead, Frozen and Shatterred
Goblin 3-15 Feet from Melee, Unharmed
Goblin 4-15 Feet from Melee, Unharmed
Goblin 5-15 Feet from Melee, Unharmed
Goblin 6-20 Feet behind Melee, engaged with Ridel, Unharmed
Hobgoblin-15 Feet behind Melee, standing over Kemek, Unharmed
??? Human-???, Chanting, Unharmed

-PC'S-
Qorin-In Melee with Goblins 1, Bloodied
Rasp-In Melee with Goblins 1, Unharmed
Kemek-Behind Melee, Destroyed, Only Head Remaining
Ridel-15 Feet behind Melee, Engaged with Goblin 6, Wounded
Uruk-Behind Melee, Unharmed
Tessa-In Melee with Goblin 1, Grievously Injured
------------------------------------------------------------------------
Tessa,you are up, followed at Top of the round by Rasp and Qorin.


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.

As the hobgoblin decapitates Kemek, sparks fly from the inert body, and slime spews forth... Kemek's head rests among some bramble and gravel, still emitting a tortured sound...

"Auuuugh! Owwwww. What happened! What's happening? Why can't I move? Rasp! Qorin?" the head cries, the already strange enunciation made more blurry by being face down, and possibly, loss of… slime.


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 brutalizes another rock in his fury at seeing the gondsman destroyed.

attack: 1d20 + 4 ⇒ (5) + 4 = 9


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.

"Qorin Rubblesmasher"


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 crush your rocks, to see them driven before you, and to hear the lamentations of the gravel."


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}

"Kemek?

Rapier: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Rasp stabbed half-heartedly with his rapier.

Is anybody rolling better than a 5 around here?

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