DM Frogfoot's Homebrew Adventure - the Wastes of Belkzen (Inactive)

Game Master Dalton the Thirsty

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Dark Archive

Male Half-Orc Ranger 1; AC 15, 11 touch 14 flat-footed; HP 19/19, Fort +6, Ref +5, Will +3; +2 Initiative, +7 Perception

"Sounds good to me. Watch yerself, bird."

He looks to the others. "We didn't bring any spare horses but we'll take everyone we can fit. Hell, settin' 'em out into the desert is better than the fate they'll find in the camp."

"Let's move out."

Stealth: 1d20 + 5 ⇒ (6) + 5 = 11
Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Good stuff!


Male Dwarf Rogue 2 HP 17/17 | AC 16 | T 13 | FF 13 | CMB +3 | CMD 16 / 13 Tch | F +2 | R +6 | W +0 | Init +5 | Per +5

"Aye, 'tis a good plan - I am ready!

Using the information from before, Gryndar will assist in finding and freeing Erwin alongside Marco.


Male half-gnome? tattooed sorcerer 1 Hp 16 / 16 AC 12 (+8/+11 Perc; +1 Init; Fort +1, Ref +1, Will +5)
DM Frogfoot wrote:
Hierodotus' head follows the flow of conversation and listens to the questions. "I do not think it possible to rescue all of the prisoners today. My concern is with the entire Hold of Belkzen, not just those few prisoners - I must focus on Erwin. He will not have need of your horses."

"Fair enough. Just tell us what Erwin looks like. I'd hate to rescue the wrong person."

I don't need an in-character description; a simple "you recognize the occupant of the third cage as Erwin" will suffice unless you've got a cool description you've been saving up and want to use.


Male half-gnome? tattooed sorcerer 1 Hp 16 / 16 AC 12 (+8/+11 Perc; +1 Init; Fort +1, Ref +1, Will +5)

Stealth: 1d20 + 5 ⇒ (19) + 5 = 24
Perception: 1d20 + 10 ⇒ (10) + 10 = 20

Aid Another on both :
Stealth: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 10 ⇒ (1) + 10 = 11


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor

Caln prepares his crossbow and the follows the rest of the group as they move to the south and then towards the ruins. Knowing that stealth and he go together as well as orcs and dwarves he will not approach the cages unless his healing is necessary to complete the mission. He will instead actively observe what's happening behind and besides the group in case an enemy stumbles across the group.

Perception: 1d20 + 4 ⇒ (1) + 4 = 5 Caln find his senses dulled by the after effects of the 'vision' he had the night before.


Male half-gnome? tattooed sorcerer 1 Hp 16 / 16 AC 12 (+8/+11 Perc; +1 Init; Fort +1, Ref +1, Will +5)
Caln wrote:


Caln find his senses dulled by the after effects of the 'vision' he had the night before.

One of the common side effects of drinking Sterno. Along with the visions themselves.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny tries to give Hierodotus one last reassuring hug before he (?) goes about his business.

She scampers down through the rocks to join every one else in preparations for their actions.

Stealth:1d20 + 3 ⇒ (4) + 3 = 7

Perception:1d20 + 1 ⇒ (10) + 1 = 11

Oh yea. Tha' dice roller be in all sorts of conniptions with givin' us numbers. :P


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor
Jethro. wrote:
Caln wrote:


Caln find his senses dulled by the after effects of the 'vision' he had the night before.
One of the common side effects of drinking Sterno. Along with the visions themselves.

Doesn't make the 'vision' wrong necessarily.


Male half-gnome? tattooed sorcerer 1 Hp 16 / 16 AC 12 (+8/+11 Perc; +1 Init; Fort +1, Ref +1, Will +5)
Caln wrote:


Doesn't make the 'vision' wrong necessarily.

Not at all.


DM screen:
DM rolls: 1d20 - 1 ⇒ (1) - 1 = 0DM Rolls 2: 1d20 - 1 ⇒ (5) - 1 = 4

You all creep down the side of the hill, through the underbrush. All goes well and a few moments pass before you encounter your first orc. He's leaning on a crude rifle, staring sleepily and hatefully at the rising sun. It's clear that the night has been long for this particular orc, as he yawns right through Suny's inadvertent disturbing of a songbird's nest in a cactus. Rather than hearing Suny's muffled curse when she accidentally hit the plant and disturbed the birds, getting herself stuck with some cactus barbs in the process, the orc instead heard the birds themselves as they scattered into the early morning air. He stares sleepily at them as they climb away into the sky, and you all make it past his guard post without further incident.

Marco and Jethro see Hierodotus wheeling above, waiting for the signal. When they lower their eyes, they see a cunningly hidden orc sniper with a crossbow, hidden among some rocks some 20 feet away. Thankfully, that orc is looking elsewhere and appears not to have noticed you either.

You move closer to the ruins, through a small forest of mostly-ruined statues. They appear to be of men, and they are universally grim, as far as you can tell from their worn features. Many of the statues have suffered from graffiti at the hands of the local residents, painting slurs in orcish or crude phallic symbols all over the statues.

Your party reconvenes stealthily in the underbrush behind an enormous statue of an ogre with its club raised high. On the other side of the statue, you see two available paths. One leads directly to the cages, as you can clearly see - but the path goes between two stone buildings of the ruins that appear to be serving as barracks for the orcs. You see passed-out orcs snoring all over, though none are directly in the path.

The other trail leads back through some crumbling archways, past a creepy-looking hut that has light shining from within, past the grubby strips of leather that serve as window shades. At least you hope they're leather.

You have three choices - take the direct path, take the indirect path, or signal Hierodotus now. There are no orcs dangerously close by that you can see, and you think you can chance a whispered conversation.


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor

"I think we've pushed our luck far enough. I vote to signal the eagle now."


Male Dwarf Rogue 2 HP 17/17 | AC 16 | T 13 | FF 13 | CMB +3 | CMD 16 / 13 Tch | F +2 | R +6 | W +0 | Init +5 | Per +5

"Agreed, we kinnae expect our group ta'e sneak further without notice."


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

Signal the bird and let Gryndar and I continue while the rest wait here.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny nods in agreement, even as sh pretty much tries to curl up into a ball of embarrassment at her clumsy actions.


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

good luck sneaky group (you could also take out the orc sniper since he hasn't noticed you also)


Male half-gnome? tattooed sorcerer 1 Hp 16 / 16 AC 12 (+8/+11 Perc; +1 Init; Fort +1, Ref +1, Will +5)

Whispered "Luck!" and watching the sniper like an owl.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny stays where she is, trying to not even breath heavily after her last gaff....


Caln, seeing that the others are in agreement with his plan, quickly lights a torch. You judge that the light would be difficult to make out in the growing sunlight, but it's a clear signal to those waiting above.

Hierodotus dives low in a stoop, finally extending his pinions again with a whoosh as he flaps off into the sunrise, torch held in his talons. He climbs higher and higher, you presume to avoid attracting too much attention too early.

The torchlight he's carrying makes Hierodotus an easy beacon to follow in the sky if you know where to look. He coasts on a thermal of warm air for a few moments, circling above the ruins. Then you see him dive suddenly again, the torchlight descending quickly. The torch falls from his talons into the crudely-shaped arms of one of the totems, and it quickly catches fire.

A few moments go by, and the fire grows. You don't see Hierodotus anymore. Distantly, from the other side of the ruins, you hear rough voices raised in surprise, shouting "Fire!" in Orcish. Soon the entire camp is roused, apart from a few layabouts who are sleeping off their liquor near the barracks. A few moments go by where you can see from your vantage point orcs streaming over to that side of the camp from all over. With that many confused orcs in one place, the sounds of battle come very quickly, and you hear snarling and the snapping of steel coming from the far side of the camp.


Male Dwarf Rogue 2 HP 17/17 | AC 16 | T 13 | FF 13 | CMB +3 | CMD 16 / 13 Tch | F +2 | R +6 | W +0 | Init +5 | Per +5

"The cages be a ripe plum for the pluckin', Marco." Gryndar whispers before he takes to the shadows, sneaking past the two stone buildings leading straight to the cages. His right hand firmly carrying his crossbow.

Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Stealth: 1d20 + 6 ⇒ (19) + 6 = 25
Disable Device: 1d20 + 7 ⇒ (13) + 7 = 20

Super sneaky ninja dwarf!


Damn, Gryndar. When it counts, the dice are hot!


Male Dwarf Rogue 2 HP 17/17 | AC 16 | T 13 | FF 13 | CMB +3 | CMD 16 / 13 Tch | F +2 | R +6 | W +0 | Init +5 | Per +5

Haha, aye! I guess he knows when to stop fooling around!


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

yea super ninja gryndar


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

Right behind ya.

Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Stealth: 1d20 + 6 ⇒ (2) + 6 = 8
Disable Device: 1d20 + 8 ⇒ (3) + 8 = 11

Well, that blows!


Male Dwarf Rogue 2 HP 17/17 | AC 16 | T 13 | FF 13 | CMB +3 | CMD 16 / 13 Tch | F +2 | R +6 | W +0 | Init +5 | Per +5

Damn Marco, quickly - act like a shrubbery!


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

I was going to suggest using my previous rolls, which were much like yours, but then when I saw you re-rolled, I thought it only fitting that I do the same...crap!


Male Dwarf Rogue 2 HP 17/17 | AC 16 | T 13 | FF 13 | CMB +3 | CMD 16 / 13 Tch | F +2 | R +6 | W +0 | Init +5 | Per +5

I'm sorry, next time I'll let you get the good rolls!


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

LOL...If it was only that easy...


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor

Caln waits impatiently for the two sneaky, sneaks to return with the prisoner from his vision. I'm almost positive it was a vision no matter what Jethro says.

Caln continues to scan the area for possible threats.

Perception Check: 1d20 + 4 ⇒ (1) + 4 = 5 The sterno continues to interfere with his perception ;->


Male half-gnome? tattooed sorcerer 1 Hp 16 / 16 AC 12 (+8/+11 Perc; +1 Init; Fort +1, Ref +1, Will +5)

Perception roll if needed: 1d20 + 10 ⇒ (9) + 10 = 19

Dark Archive

Male Half-Orc Ranger 1; AC 15, 11 touch 14 flat-footed; HP 19/19, Fort +6, Ref +5, Will +3; +2 Initiative, +7 Perception

Ausk stays vigilant.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13


Couldn't use your previous rolls anyway, Marco. Those were used to get you to where you currently are.

Gryndar and Marco move silently, creeping down the central path between the barracks. You see tribal orcs, similar to the kind that regularly harass Freedom Town residents, snoring loudly in or near their bunks, though a few of them are sprawled out in the pathway between the two buildings. A short distance away, on the other end of the ruins, the commotion and noise of battle is increasing steadily as bloodlust spreads through the sleepy camp like wildfire.

Up ahead you see six large cages arranged in two rows of three - all occupied. You can only see the first row of cages and the first cage of the second row, but from what you can tell the second row contains what Erwin called Rhuk-Orcs. In the row nearest to you are huddled a group of miserable-looking prisoners, mostly asleep. A young half-elf woman, looking wan and tired, clutches the bars and stares blankly out into space. There are 5 prisoners in the cages in total. In the farthest cage from you in the first row, you spot a man sitting calmly, alone and crosslegged on the dirty floor - he matches Hierodotus' description of Erwin, the druid. He has clearly been roughly treated at the hands of his captors, but appears serene in rest.

Gryndar is as silent as the wraiths that are said to haunt such places, concealing his hatred for the greenskins as he creeps past them on tiptoes.

As you move closer, however, Marco's stomach rumbles. The sound itself is small, but it distracts the rogue for a moment, and instead of stepping down on one of the flagstones dotted around the path, Marco slips, and only catches his footing again when he steps on a sleeping orc's face.

Marco. You look down at your boot, and see to your horror that you have woken the orc up. It looks to be still partially inebriated, and it's blinking sleepily up at you. "Uhhh...waaa?" he starts to say.

Marco, you and Gryndar can act in the surprise round. None of the other orcs appear to have awakened yet, but quickly will when their compatriot starts to shout. Everyone else, you see that battle will probably be joined soon. Initiative rolls:

Initiative Gryndar: 1d20 + 5 ⇒ (16) + 5 = 21
Initiative Marco: 1d20 + 5 ⇒ (15) + 5 = 20
Initiative Caln: 1d20 + 0 ⇒ (20) + 0 = 20
Initiative Jethro: 1d20 + 1 ⇒ (13) + 1 = 14
Initiative Suny: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Ausk: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Arwen: 1d20 + 0 ⇒ (12) + 0 = 12
Initiative Awakened Orc: 1d20 + 0 ⇒ (6) + 0 = 6

For those who are not aware, PCs always beat NPCs in cases of equal initiative (minor houserule) and when two or more PCs tie for initiative, the person with the higher Dexterity score acts first.


Male half-gnome? tattooed sorcerer 1 Hp 16 / 16 AC 12 (+8/+11 Perc; +1 Init; Fort +1, Ref +1, Will +5)

Is the awakened orc within "Close" range? I'm wondering if a Charm Person spell would be at all useful.

I'm suspecting the answer is "no" because it will be full-blown combat by the time it gets to my initiative, but I have to ask anyway.


You could reach most of the sleeping orcs with your spells - the ogre statue is right up across a small courtyard from the ruined barracks. However, Marco's orc is at the far end of the line of the pathway they took, at about 40 feet. You would need to move closer to cast the spell on that one.


Male Dwarf Rogue 2 HP 17/17 | AC 16 | T 13 | FF 13 | CMB +3 | CMD 16 / 13 Tch | F +2 | R +6 | W +0 | Init +5 | Per +5

Gryndar notices Marco's bellyaching and turns around - the sight meeting him sends shivers down his spine. The stout dwarf acts quickly, raising his crossbow as the sleeping Orc is trying to wake. He takes no chances, and as the bolt releases - his crossbow growls a soft 'thunk'.

Ranged Attack: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d8 ⇒ 5
Sneak Attack: 1d6 ⇒ 1

+1 Point Blank shot, +1 Hatred (Orcs) +1 Attack, -4 Melee
Damn, didn't notice Jethro's post, here's to hoping the shot didn't alarm anyone else. If you want a stealth check for it, let me know (if that is even possible)


Male half-gnome? tattooed sorcerer 1 Hp 16 / 16 AC 12 (+8/+11 Perc; +1 Init; Fort +1, Ref +1, Will +5)

Is there enough shadow around that I can go somewhere and use my Umbral bloodline ability?

SRD wrote:


Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1.


Male half-gnome? tattooed sorcerer 1 Hp 16 / 16 AC 12 (+8/+11 Perc; +1 Init; Fort +1, Ref +1, Will +5)
Gryndar Grogslayer wrote:


Damn, didn't notice Jethro's post, here's to hoping the shot didn't alarm anyone else. If you want a stealth check for it, let me know (if that is even possible)

Meh, not an issue. Charm isn't a combat spell anyway. If I were serious about wanting to charm them, we would have played this entirely differently for the past fifty posts....


Jethro, the sun's currently rising - your best bet would be inside the barracks themselves. Outside, your only option is to move to the other side of the ogre statue you're currently hunkering behind - in the waxing sunlight, it isn't much, but you'd gain dim lighting for 1d4 ⇒ 1 rounds.


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

Marco brings down his Long Sword in an attempt to silence the Orc.

LS ATT: 1d20 + 3 ⇒ (15) + 3 = 18
LS DAM: 1d8 + 3 + 1d6 ⇒ (1) + 3 + (2) = 6


Gryndar's shot is more reflexive than timed, against a prone opponent - it's a difficult shot. Part of Marco's leggings are now sliced from the crossbow bolt that nearly missed him. The bolt sinks into the dirt by Marco's other foot, unharmed.

Marco's blow connects, and his longsword, winking in the morning sunlight, sinks into the orc's throat, silencing him before he can make a sound. Those of you by the ogre statue see Marco stoop suddenly, drawing his blade and murdering the orc in less time than it takes to blink. He draws the longsword out of the orc's neck slowly, so the burbling sound of the gushing blood from the orc's jugular vein doesn't make too much noise. The orc bleeds out, and dies.

Marco and Gryndar, still tense, glance quickly about themselves, but the other orcs don't stir. The way is clear to the cages. They are crudely locked, and both of you are completely unimpressed by the quality of the cages. Neither of you have any trouble popping them open in seconds.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Sorry, in all the excitement I've completely forgotten where I am. Suny is still curled up in a quiet ball? Or is she scuttling along in the wake of some one else?


Suny, you're waiting with Caln, Arwen, Jethro, and Ausk in relative cover behind the enormous ogre statue. You are able to clearly see Marco and Gryndar since you know where to look - they're at the cages, just now unlocking them and setting the prisoners free (I assume).


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

*Nods* Okeys, sound good. (^_^)

"So, which way are we gettin' tha' prisoners out?" She whispers looking to those still huddled around herself.

EDIT-ED (^_^)


Actually, that sounds like something your character should ask...in-character. :)


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Perception:1d20 + 1 ⇒ (17) + 1 = 18

Suny begins to peruse the area for an idea of how to move the people out under cover of the sleeping Orcs

"Maybe there's a ditch...or somat..." She mumbles....

Dark Archive

Male Half-Orc Ranger 1; AC 15, 11 touch 14 flat-footed; HP 19/19, Fort +6, Ref +5, Will +3; +2 Initiative, +7 Perception

Ausk gestures behind them, silently, keeping a steel eye on Marco and Gryndar.


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

Arwen was eying in every direction. Ready for whatever the orc would trow at the party. Passing trough he took the time to try and make a guess estimate at to the orc's fighting numbers.


Male Human Rogue Assassin (Criminal) 6, HP: 37/37, AC: 19 (20-duel wielder)(20-SS Quick); Saves: Dex +7, Int +6; Perception: +6; Initiative: +4

Marco nods to Gryndar, as they set the 5 prisoners on the bottom row free, including Erwin, of course. Marco will aid (i.e. carry or support) those that need it back to the others hidden behind the stone ogre.


Male Dwarf Rogue 2 HP 17/17 | AC 16 | T 13 | FF 13 | CMB +3 | CMD 16 / 13 Tch | F +2 | R +6 | W +0 | Init +5 | Per +5

Happy to see that Marco would rather free all the prisoners, rather than just Erwin - he assists his companion as the two bring the prisoners back towards the others.

Upon reaching their destination, Gryndar crouches down and whispers: "Perhaps I kinnae say well snuck Marco, but well struck! The orcs wake this morn none the wiser, but more the poorer - prisoner wise!"

Pointing towards the path leading back up towards their camp, Gryndar does not seem to want to tarry too long in this location.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny helps people move along as best she can. Offering a willowy Elven arm to support those who are struggling.

Stealth:1d20 + 3 ⇒ (5) + 3 = 8


When you swing open the cage doors, you can see through to the other cage rows. It's...an unpleasant sight. Rhuk Orcs are in the cages - awake, not making a single sound, just clutching the cage bars and staring at you both as you usher the prisoners out. You can see them breathing heavily and their mouths hang open, with a black, putrescent drool occasionally dripping to the cage floor. You can see underneath their jaws heavy steel collars, with spikes that appear to be facing inward, pinching the Rhuks' throats shut.

The prisoners, for their part, look haunted and exhausted, and you can't exactly blame them - having to spend so much time mere inches from those monstrosities. Erwin nods to you all with a smile and stands easily. You can see now that he has been cut and bruised all over, and some of them look quite severe - but as he stands, he closes his eyes and touches his own chest, and a brief green glow suffuses him with light and heals most of his wounds. "The more injured I looked, the more bored they became, and they gave up beating me sooner," he quietly murmurs as he casts. "Come, let's be off, quickly." Indeed, you feel a strong sense of urgency due to the ever-increasing volume of the sounds of battle nearby.

The sounds are loud enough to reach the eerie-looking tent that sat next to the alternate path around the ruins nearby. Those of you near the ogre statue see what appears to be an orc witch doctor or ritualist of some kind step out of the hut, heavily laden with spellcasting supplies. The orc stares up at the sky, which is now far brighter now from both the sun rising and the fire across the ruins, and begins stomping angrily toward the orc barracks. He begins to screech angrily the moment he sees orcs still passed out when there's battle happening and begins to stomp his feet in apoplectic rage, waving his wand around.

He's currently standing next to one of the barracks buildings. He doesn't appear to have noticed the group hiding behind the ogre statue, and the rogues are around the corner from him, not visible yet. The sleeping orcs are obediently being roused, and as one of them yawns, exposing ragged and sharp-looking fangs, one of the prisoners, the half-elf woman, loses her nerve and wails in fear.

Surprise round: All PCs can act, but combat's about to erupt. Initiative order begins when you all have taken your action for the surprise round.

Initiative Gryndar:: 1d20 + 5 ⇒ (2) + 5 = 7
Initiative Marco:: 1d20 + 5 ⇒ (20) + 5 = 25
Initiative Caln:: 1d20 + 0 ⇒ (17) + 0 = 17
Initiative Jethro:: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative Suny:: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative Ausk:: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Arwen:: 1d20 + 0 ⇒ (4) + 0 = 4
Initiative Erwin: 1d20 + 2 ⇒ (15) + 2 = 17
Initiative Orc shaman: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Orc 1: 1d20 ⇒ 9
Initiative Orc 2: 1d20 ⇒ 18
Initiative ??? 3: 1d20 ⇒ 10
Initiative ??? 4: 1d20 ⇒ 8

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