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

Game Master Dalton the Thirsty

Battlemap

Party Loot


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As you progress, backtracking through the gully, you see no sign of anybody up on the cliffs. A tense silence falls over the party, broken only by the sound of the stagecoach's wheels and the panting of the horses.


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:

[dice=Perception Jethro]1d20+1

[dice=Perception Caln]1d20+4
[dice=Perception Suny]1d20+5

Er, FWIW, Jethro's perception mod is much better than +1


Whoops! My bad Jethro, I glanced at it without thinking and used your Initiative score by mistake.


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

Jethro hands the reins to Caln and prepares to cast Sense Magic and see if anyone is packing anything magical within range of the spell. He'll start on the side of the canyon where we think the baddies are and then complete the sweep so that we also know about any baddies trying a cunning plan....


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

Hum apparently they aren't going to ambush us just yet it seems.


Just as Arwen finishes his sentence, you hear the loud rumbling of what sounds like a heavy cart. The gully's acoustics make it difficult to be sure, but it sounds like it's coming from both cliffsides above you.


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

Go fast horses, fast! Caln shouts as he shakes the reins to get the horses to speed up.


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 peeks out from under her hat and looks up...

Perception:1d20 + 5 ⇒ (1) + 5 = 6

"Geee...tha' sun sure is bright..." (>_<)

:P


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

or not... added arwen at the sign of trouble


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 have a bad feeling about this!"


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 just pulls her hat down over her eyes again and settles down on the roof of the wagon.


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 knew I picked a bad week to give up drinking.


If all of you vote to move forward with the campaign, I can definitely do that. I don't expect recruitment to take more than two or three more days though. Up to you!

I know Arwen's vote :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

I'm up for it. Worse thing that happens is that we all end up in the Boneyard. I'll put in a good word for the rest of you with the Lady's servants.


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

Sounds good.


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

Not fussed. Though a few more people shooting back is always a good thing. (^_~)


The sun shines brightly through a break in the clouds overhead. You see the end of the gully ahead, where the sheer rock walls to either side fall away...but your stomachs sink as the rolling of cart wheels above you is revealed to be two halves of an enormous mechanical gate.

Small figures scurry on the cliffs, perhaps 20 feet above you. Goblins jeer over the sides as the gate slams shut just as your stagecoach arrives at the exit. You see humanoid-sized doors in the gate, but they are locked, and more goblin faces are laughing at you through the barred window set in the door.

You hear more cart wheels rolling above you.

Combat has not yet begun.


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

how hard does the 20ft climb look? how sturdy does the wooden door look?


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 stares at the gate,

"Wow..that's impressive!...."


You estimate that you could climb the sheer walls with a climb check. However, the goblins atop the cliff are hardly likely to just allow you to climb up.

The wooden door looks like it could take a lot of punishment.


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 pulls back hard on the reins so that the horses don't run into the wall. He then picks his crossbow up and prepares to fire in case the goblins make a hostile move.

"Uh, head deputy Arwen, any ideas?"


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 stands slowly, not yet glancing up at the ravine edge and the myriad little faces peering back down. Her bare,brown feet spaces shoulder width apart.

"Um...folks? Bets get ready ta' use tha' wagon as cover. That way they're more likely ta' come down an' try an' winkle us out from under it." Suny sighs,

"Assumin' they dun't already has a plan fer us doin' perzakly that..." And slow she looks around, gauging the doors built into the greater gates.

"Now, whu't s'ye s'pose them's fer..." She mutters to herself.


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

We turtle up inside and under the armed wagon. the will have to meet us on foot providing they don't have boiling oil and can torch up the wagon he replied calmly as usual.


The rolling sound of cart wheels above you stops. You look up to see two black cauldrons rolled to the edge of the cliffs, which are promptly overturned by the goblins.

A glowing green glob of green glop rolls off the lips of each cauldron and falls to the ground below. They make a quiet hissing sound as they hit the ground, and stay rather piled up on themselves rather than spreading out over the ground as you expect them to.

Three doors built into the gate wall bang open, and three larger, more muscular goblins shoulder through. They're wearing ornate tribal clothing and shake primitive weapons at you as they roar their bloodlust. The smaller goblins on the cliffs above give a rallying cheer, which the muscular goblins seem to enjoy. The one in the middle looks up at the adoring crowd and lifts both arms to encourage their cheers.

He points at the stagecoach and roars "BAKA RAKA TAKA LAKA FALAKA!"

Goblin:
WE EAT WELL TONIGHT!

Initiative rolls:

Jethro: 1d20 + 1 ⇒ (3) + 1 = 4
Caln: 1d20 ⇒ 9
Arwen: 1d20 ⇒ 13
Suny: 1d20 + 3 ⇒ (10) + 3 = 13
Jaxx: 1d20 + 4 ⇒ (13) + 4 = 17
Armelio: 1d20 + 2 ⇒ (14) + 2 = 16
Goblin pit fighters: 1d20 + 1 ⇒ (17) + 1 = 18
Oozes: 1d20 ⇒ 14

That puts us in initiative order of:
Goblin Pit fighters
Jaxx
Armelio
Oozes
Suny
Arwen
Caln
Jethro

Will post an updated battlemap in a few minutes. You all had time to position yourselves on or near the stagecoach - let me know your starting position.


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

Starting position, crouching under the coach holding crossbow.


The battlemap in the campaign information tab is up-to-date. Just ignore page 2.


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

arf dm i had an action written (asking for your permission since we were not into initiative mode yet) just before we went into init but paizo seams to have ate it: Alter self to get stronger....


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

Standing upon the top of the wagon. The light wind swirling in the end of the canyon that is now the wagon's prison tugs at the hem of the poncho draped over the tall, lanky, skinny brown skinned Elf.

Slowly, she raises her gaze to stare, large blue eyes looking unblinkingly at, the largest of these 'Large' Goblins. With a quick flurry, she pulls her hand/arm from under the poncho and points...something at the sky.

Krack-BOOM!

Possible surprise and being startled might be the Goblins...and, um, the horseys. Yah...sorry about that...

As the resounding bang, as of a clap of thunder, echoes and retorts around the enclosed canyon -Suny continues to glare at the Goblins.

"Okeys! Ye primitive screw heads! Listen UP!"

Flourishing said strange device out from under said poncho she cries,

"See this? THIS...," Jabs said device into the air for added emphasis, "This is my BOOM-stick!"

(ಠ_ಠ)

Suny dramatically lowers said device and thence slowly, menacingly, pans it across the arrayed nefarious villainy who've stepped out of the gates before herself.

"I swear!" Her large, blue eyes continue to glare at the offenders,

"Any of you...monkeys...even consider touchin' that what be under my care...?" And she points the large device (An amalgam of x-bow stock and strangely flickering metal tubes) menacingly at them all.

"So help me I'll....." And she points the device at the least cowed looking one of them. She draws out the silence.

"Go ahead..*(Ominous "Ka-chack")*...make.my.day." (¬_¬)

Intimidate:1d20 + 3 ⇒ (19) + 3 = 22(Plus any bonuses for appropriate acting and props)

Suny has had plenty of time to stand up and get her device all ready. (^_^) Talking is a free action. (^_^) All she's done is effectively made an 'Intimidate' check...hopefully with appropriate dramatic bonuses. (^_^)

I were axpecting an ambush...Just not it being a mob of Goblins...:P


Jethro, since Caln is under the wagon, I believe you're the only person in the driver's seat. Make a Handle Animal check.

Suny's intimidating flair dazes the goblins. The goblins up above cease cheering. The pit fighters down below look at each other, doubt on their faces.

The oozes are unimpressed.

The goblin pit fighters lose their first turn!


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

Meh! So someone's got ta' be a critic! (¬_¬)


They're oozes. :P


Human Magus Hp35/35 . AC19 tch12 ff17 . Fort+6 Ref+3 Will+4 . Init+2 Perc+0

Armelio steps out of the wagon, adjusts his shield, and cringes briefly from Sunny's exclamations before enchanting his shield and chakram with a quick ritual and flash of light. He looks across the crowd - struck silent, and then to Sunny with feigned disappointment... "Is that any way to win over the crowd, young lady?"

Move action exit and move to the right rear side of the wagon. Swift action +1 enhance shield and chakram. Standard action cast Returning Weapon on Chakram


Male Gnome Rogue 4

Lose their turn, as in flat-footed to the rogue?


All characters are considered flat-footed until their first action in combat. So yes, they are flat-footed. :)


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

Remind me no the lest Suny get near the office's Armory...

Round 1

Arwen takes his longsword out as he calmly move toward the orc pit fighters.

Alter Self (sp)


goblin* pit fighters


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

Round 1 - once it is Caln's turn

Pharasma grant us your blessing against the unbelievers.

Cast Bless - each ally gains +1 on attack rolls and saves against fear effects. Duration 2 minutes.


Male Gnome Rogue 4

Why do you... Hide? Concentrate your attacks.

atk pit2, lt crossbow, ff: 1d20 + 3 ⇒ (3) + 3 = 6
dmg pit2, lt crossbow, sneak: 1d6 + 1d6 ⇒ (6) + (6) = 12


For new people, quick explanation about combat: everyone posts their actions for their given round, making sure to please include which round you are acting for in your post (like Caln did). Once everyone from that turn has posted, I'll write up a narrative post about what actually happens as a result of your rolls and post that, then we move into round 2. We're still waiting on Jethro to act - if he doesn't post the rest of the day today with no explanation given, I'll just cause him to lose his turn. Same goes for anyone else who doesn't post during combat. It'll help keep it moving at a brisk pace.

The goblin pit fighters are the first to rush forward, but they're struck dumb along with the rest of their tribe by Suny's proclamation. Arwen and Armelio climb off of the stagecoach to engage the goblins, drawing their weapons. Armelio's chakram grows additional blades and its shape grows sleeker to reflect its new enchantment. Arwen's appearance takes on a holy countenance as he uses his angelic blood to unlock his own power. You hear a faint choir of angels sing when he draws his longsword. Suny levels her jury-rigged weapon at the goblins menacingly as the oozes slowly crawl closer to the wagon.

Jaxx, leaning out the side window of the interior of the stagecoach, fires a crossbow bolt that impacts the gate wall with a THUNK that leaves the end of the bolt quivering. Caln lifts his holy symbol high, and Pharasma's blessing fills all of you with courage. You all feel the Boneyard's chill strength flowing through you.

Updated battlemap, also posted in the campaign description.


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

Round 2:

Sunny holds her action and silently waits...nay dares...the warrior Goblins to commit to the fray.

"Um...fellas?" She tries to whispers. "Ye want ta' do somat about them...them...blobby things?" She doesn't take her eyes from those she's intimidating.

So, hold action until the Goblins attack/charge/pass wind etc


Initiative order
Goblin Pit fighters
Jaxx
Armelio
Oozes
Suny
Arwen
Caln
Jethro

Jethro's Handle Animal check: 1d20 + 4 ⇒ (6) + 4 = 10

Jethro manages to keep the horses under control, but it takes everything he has to do so in the face of the leering goblin horde. Even with his firm hand guiding them, the horses rear up and kick their hooves in fear as the gobbos grow nearer.

Round 2

A few of the younger goblins up on the cliff begin jeering down at the pit fighters, spurring them to action. Growling, they lift their primitive weapons - 1 has a longspear, 2 has a bone battleaxe, and 3 is dual-wielding swords made of bone - and advance forward to attack. The one holding the longspear growls out, "Thak-ta wolbar! Sol trehaka, hahaha..."

Goblin:
Kill the horses! I'll take the humie...hahaha...

Battleaxe and Swords move in on the horse on the right!

Battleaxe Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Crit confirm: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d12 ⇒ 10

Sword Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 ⇒ 1

Meanwhile, the spear goblin moves in to take a shot at Arwen, fighting warily. Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d8 ⇒ 2

Arwen deftly knocks the spear from the goblin's hands!

The oozes, meanwhile, continue to close in around the wagon.


Male Human - Lvl 2 Ranger 18 HP ; 16 AC ; 13 TOUCH ; 13 FLATFOOTED ; FORTITUDE +4; REFLEX +6; WILL +1 Perception +6; Initiative +5; BAB +2; Masterwork Longbow, Comp. +6, 1d8+2 (+2 vs.Orcs); Shortsword +4, 1d6+2 (+2 vs. Orcs); Studded Leather Armor

round 2, once its my turn

Drake, kneeling on top of the wagon, fires an arrow at the goblin with the battleaxe.

"You abominations shall not kill our horses!"

attack: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d8 + 2 ⇒ (4) + 2 = 6


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

Well...I did warn 'em.

Round 2:

"Hold on ta' them horses!" Suny yells her warning to Jethro.

KRACK-BOOM !

Ranged Touch Att 1:1d20 + 3 ⇒ (4) + 3 = 7

Dang! Suny exclaims as her shot goes wide.

*Ka-Chack ! Sound quickly as she 'racks' the mechanism.

Preparing to let loose on turn three.


Welcome to the party Drake! We'll drop you at the end of the initiative order. Post your actions whenever, that's just when your action actually happens. :)


Human Magus Hp35/35 . AC19 tch12 ff17 . Fort+6 Ref+3 Will+4 . Init+2 Perc+0

Round 2

Armelio dashes forward a few paces and hurls his chakram at the goblin dual-wielding swords.
"Yeah... about those blobs... I've been ignorin em.. not working. They're still here."
He holds up his shield preparing for a retaliatory charge, and his now open hand... ready for his metal ring to return.

arcane charged chakram point-blank 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage:1d8 + 4 ⇒ (3) + 4 = 7


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

Lets focus on the goblin then we can turn again the Jello type thingy.


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

Round 2

Rage, using crowd control if i am adjacent to 2 or more enemies

PA Longsword: 1d20 + 9 - 1 ⇒ (17) + 9 - 1 = 251d8 + 9 ⇒ (7) + 9 = 16


Nice rolls!

You hear the goblin crowd up above cheering a little bit less and less as Arwen and Armelio strike their targets.

I'll post a full round-2 recap when everyone's posted their actions, I just like posting little environmental reactions to player actions as the posts progress.


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

Round 2

Caln levels his crossbow at the sword wielding goblin and looses a crossbow bolt at its ugly frame.

Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d8 ⇒ 7


Male Gnome Rogue 4

Jaxx isn't pleased. He remains silent...

atk lt xbow, pbs, Armelio's: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
dmg lt xbow, pbs, Armelio's: 1d6 + 1 ⇒ (3) + 1 = 4

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