DM Harpwizard’s Heroes of Elsir Vale (Inactive)

Game Master GM Harpwizard

Current Location


2,601 to 2,650 of 11,948 << first < prev | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | next > last >>

Man-Dwarf Dwarf Ranger 9 (HP: 115/115, AC: 22, Flat: 19, Touch: 15, +14 Perception(+2 on Stonework/fe/ft) Hunter's Tricks: 6/6

Thordak givse Mantooth a klonk in the ribs and arms himself. He then leads the party back to the original sewer entrance point, keeping an eye out for tricksters and tramps.
Le's get this bastard!
He says, opening the storm drain.


Dungeon Master

The stench of sewer wafts up from entrance as you remove the grate. There are rungs built into the wall that descend into the darkness.

Please indicate marching order and light sources.

Matthais:
Sorry I did not post this earlier. Just getting to this thread. Feel free to retcon as needed.

Elkira Haskinar is a beautiful daughter of Rhola Haskinar who is the matriarch of the Haskinar family, a wealthy farming family, and one of the most prestigious of the families besides the Teskerwills and the Kaals. You knew Elkira well as a child, but she was rather reclusive back then and dabbled in the arcane arts. You are not sure what ever became of her. You always knew that the Haskinars and the Kaals did not get along very well, but your own family was not particularly close either.

Tirion:

Sorry I did not post this earlier. Just getting to this thread. Feel free to retcon as needed.

Upon inspection of the candle. You notice a small symbol engraved into the base. It is a small image of a cloud with a small skull staring out of the cloud. This symbol is very similar in size and location of the closed eye symbol located on the candle at the theater.


Female Human Bard 4

Agreed, let's go!

Keeping close to Bofus' heels!


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Hmmm, you know, just looking again, this candle also has that same symbol as the candles last night. Does anyone here recognize it?
--> Someone with local or nobility knowledge?

I guess we should see about getting the Baron then.


Male Human Cleric/5

Hey all, it just dawned on me. I knew Elkira Haskinar growing up, however our paths took different directions and I have not seen her in a long while. I think that she was dabbling in the arcane arts. Also, Bofus, didn't you say that the Baron's hideout was somewhat below Strickland's home? I think this is interesting as the Haskinar manor is practically across the street from Strickland's home. I wonder if there is a connection between Trask and Elkira, especially since she was here last night and Lord Jarmaath was poisoned with what appears to be an arcane magical candle.

Is the candle symbol something that I recognize?
Knowledge(nobility): 1d20 + 6 ⇒ (2) + 6 = 8
Knowledge(religion): 1d20 + 6 ⇒ (7) + 6 = 13


Man-Dwarf Dwarf Ranger 9 (HP: 115/115, AC: 22, Flat: 19, Touch: 15, +14 Perception(+2 on Stonework/fe/ft) Hunter's Tricks: 6/6

Oi think it's best if we keep it dark, jus' follow me close, eh? Thordak says before he descends. He leads them quietly to the back door, keeping his eyes and ears peeled for guards and other dangers.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Stealth: 1d20 + 6 ⇒ (14) + 6 = 20
Thordak has darkvision, I dunno about the others...


Female Human Bard 4

Know Local1d20 + 7 ⇒ (17) + 7 = 24

Know Nobility1d20 + 6 ⇒ (10) + 6 = 16

Mhh, lemme take a look...


Dungeon Master

Thordak leads you down a narrow set of paths along beside a river of sewer. You cross over a few planks of wood that have been laid across the rivers. After several minutes of carefully negotiating the slick ledges, you reach the intersection where you know the secret door to the lair is located.

Ahead of you, one last plank of wood leads across to the ledge with the secret door. All is quiet save for the hollow echo of water dripping in this wretched smelling chamber.

Up ahead, Bofus scouts carefully, checking for traps and enemies. At last as he approaches the intersection, he calls you forth with a silent wave of his hand. You are nearly at the entrance to their lair.

The Entrance

This is the marching order I presumed you would use. Please correct me if the plan is different. Could you all still clarify who is carrying a light source.

Florence and Matthais:
The symbol you both study on the candle is not so much a symbol of an organization or cult this item belongs to as much as it is a symbol of what it does. Like the shut eye for the powerful sleep candle. The cloud with the skull inside is an indication of some deadly vapor. However, it appears that whoever made the first candle is probably the same person who created the second candle.


Man-Dwarf Dwarf Ranger 9 (HP: 115/115, AC: 22, Flat: 19, Touch: 15, +14 Perception(+2 on Stonework/fe/ft) Hunter's Tricks: 6/6

Alright, here's the plan... Thordak whispers. Bofus, take some o' those candles from the theater an' light 'em in the alcoves inside the door, an' we'll wait on the outside. Wot d'ye think? Then we'll go in, tie up the sleepy ones, an' continue on... He pauses and looks around. Ooorr... We could just burst in an' hack the bastards up? Wot shall it be?


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Hmmm - did you guys hear what Matthais mentioned, Elkira Haskinar who was in with Lord Jarmaath and the ambassador last night is a mage of some sort. More importantly, her families estate is only a few buildings from here. Do we want to investigate down the sewer to the west to see if there is an entrance into the manor. If there is, it is possible that Baron Trashy is working with the Haskinars as part of a power struggle. You know, knock off Lord Jarmaath, blame it on the Kaals, the Teskerwills are already weak, which would leave the Haskinars as the remaining power in the town.

Or we can go head first into the rooms behind the secret door. If we do, I see no problem with Bofus placing a few sleeping candles - sleeping thugs are much easier to deal with than armed and awake thugs.

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

Or, here's another idea--we could draw some of them out and ambush them--divide and conquer, savvy??
.
Thordak, I think lighting the candles is an interesting idea, but one we should save for another day, against a foe who doesn't know what they do . . .
.
But searching briefly to the west might be worthwhile--what do y'all think?

I'm fine with that marching order, but I might suggest swapping Thordak with Matthias, since Thordak is a ranged fighter, and doesn't have to close distance--up to you guys, though.


Man-Dwarf Dwarf Ranger 9 (HP: 115/115, AC: 22, Flat: 19, Touch: 15, +14 Perception(+2 on Stonework/fe/ft) Hunter's Tricks: 6/6

Alright, Bofus. Sounds like a plan. Oi'll get ready to take 'em when they come out. Matthias, Mantooth, an' Florence, Oi think if you're on either side o' the door when they come out, you'll have a good position to fight them. Thordak moves to AT61 and loads his crossbow once the others are past him. He takes a knee and trains it on the doorway.


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Not that I am the best tactician, but I would say that we put Matthais and Mantooth on either side of the door, have Bofus climb up over the door so that he can drop behind and flank the attackers, put Florence behind Mantooth for spells and songs. Then pull the plank and have Thordak and me pepper them with bolts and arrows, or spells as necessary.
.
Doing this, they should not be able to hit us with more than 1 or two people at a time as the ledge is too narrow, and they will not be able to get to our archers.
.
If they stop coming out, we put the plank back up and move the assault into their territory.

Mantooth to AO51
Florence to AO52
Matthais to AQ49
Bofus to AR49 --> unless he can be on the line
Tirion to AO56
Thordak to AP57


Dungeon Master

Carefully, one at a time, you cross the plank to the other side. Lined up against the wall on the slick ledge, you are in positions flanking the entrance.

The incessant dripping of water on rock echoes in the stench filled chamber as you wait for your plan to unfold.

Battle Mat

What next?


Female Human Bard 4

I whisper to Tirion

Yeah, what next?! You always guide us to the nicest places...

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

As I go by Florence, I whisper Hey, dont' forget abotu that flute, love! A nice Haste spell early on would help us--as would a summoned beastie.

@DMHW--is there some sort of ledge above the door?

Before I get into any kind of position, I'll listen at the door.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


Male Human Cleric/5

I also listen at the door to see if there is anyone behind.

Perception:1d20 + 5 ⇒ (17) + 5 = 22


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Well, if we are going to attack, then lets attack. I say open the door. If nobody comes out, then make some noise like animals so that someone investigates. If that does not work, then have Bofus scout and then we attack once we know the layout.

I am letting Bofus or Mantooth make the final call on this since they are up front.


Dungeon Master

Sorry for the lack of posting today. I was out visiting family all day. Just got back!

Bofus, you are unable to hear anything beyond the door, but Matthias believes that he hears some muffled conversation beyond it. However, he is not clear about what is being said.

Bofus, there is no ledge above the door from the outside. In fact the door is a brilliantly disguised secret door. It is quite flush with the wall.

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)
DM Harpwizard wrote:
Bofus, you are unable to hear anything beyond the door, but Matthias believes that he hears some muffled conversation beyond it. However, he is not clear about what is being said.

*whispering* well, chalk it up to my being excited. Hey--I'll bet I konw what will bring htose mooks out here. Somebody make a noise like someone fell, and a loud whisper "Hey, don't drop the Eye, you fool!" or somethign like that. I'll hide here next to the door . . .

Go to AR 48 and hide
Stealth: 1d20 + 20 ⇒ (16) + 20 = 36

I'll have raper in one hand, and a Whip Feather token in my buckler hand ready to use.


Man-Dwarf Dwarf Ranger 9 (HP: 115/115, AC: 22, Flat: 19, Touch: 15, +14 Perception(+2 on Stonework/fe/ft) Hunter's Tricks: 6/6

Alright, here it goes! Thordak whispers, pulling a club from his pack and tossing it into the sewage far enough away so it wont splash him.

Loud Club-Toss: 1d20 + 4 ⇒ (10) + 4 = 14

He then crouches down into the shadows and re-trains his crossbow on the door so he is ready to fire when they come out.

Stealth: 1d20 + 6 ⇒ (19) + 6 = 25


Male Human Paladin 9 (HP:68/102, AC: 28, Touch: 16; +10 Fort, +6 Reflex, +11 Will)

"You fool, don't drop the eye!" Mantooth calls out, looking at Thordak. Then, slowly, Mantooth draws his longsword.

Perform 1d20 + 3 ⇒ (18) + 3 = 21


Dungeon Master

Thordak tosses his club into the sewer and it splashes, giving off an echoing sound throughout the chamber. Then as the club slowly floats down the filthy river of muck, you wait in expected anticipation to receive an assault of rogues. However, they do not exit the door. Perhaps they cannot hear you through the door and over their own conversations . . . or perhaps they are too clever for your ambush.


Man-Dwarf Dwarf Ranger 9 (HP: 115/115, AC: 22, Flat: 19, Touch: 15, +14 Perception(+2 on Stonework/fe/ft) Hunter's Tricks: 6/6

Thordak shrugs and motions for Mantooth to listen at the door again.


Male Human Paladin 9 (HP:68/102, AC: 28, Touch: 16; +10 Fort, +6 Reflex, +11 Will)

Mantooth returns the shrug and presses his ear against the door. He also allows the hilt of his sword to touch the door in his closeness. Hmm. What do you think, Maginmarama? Is it safe?

Perception1d20 + 6 ⇒ (18) + 6 = 24


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Lemme try something before you throw any more weapons down in the sewage.

Cast Ghost Sound
--> Going to make the sound of a dog whining and barking, like it is lost and frightened - a fairly loud dog that is.


Dungeon Master

The sound of the barking dog is definitely loud enough. In fact you begin to worry what else you may attract to you! However, shortly you are able to hear the sound of the door being unlocked and suddenly a man armed with a rapier and wearing a protective coat of leather armor emerges from the door to investigate. You hear the sound of footsteps following him nearby.

Battle Mat

Bofus Initiative 1d20 + 11 ⇒ (1) + 11 = 12
Florence Initiative 1d20 + 2 ⇒ (17) + 2 = 19
Mantooth Initiative 1d20 + 4 ⇒ (13) + 4 = 17
Thordak Initiative 1d20 + 6 ⇒ (18) + 6 = 24
Tirion’s Initiative 1d20 + 5 ⇒ (11) + 5 = 16
Matthias Initiative 1d20 + 1 ⇒ (11) + 1 = 12
Rogue’s Initiative 1d20 + 3 ⇒ (13) + 3 = 16

Surprise Round

Thordak (unresolved)
Florence (unresolved)
Mantooth (unresolved)
Tirion (unresolved)
Bofus (unresolved)
Matthais (unresolved)

Round 1

Thordak (unresolved)
Florence (unresolved)
Mantooth (unresolved)
Rogues (unresolved)
Tirion (unresolved)
Bofus (unresolved)
Matthais (unresolved)

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

SURPRISE ROUND

I'll wait until Thordak takes his shot, then move to AR50 and introduce that guy to the business end of my new rapier!!

Sneak Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d4 + 2 + 2d6 ⇒ (3) + 2 + (3, 6) = 14


Man-Dwarf Dwarf Ranger 9 (HP: 115/115, AC: 22, Flat: 19, Touch: 15, +14 Perception(+2 on Stonework/fe/ft) Hunter's Tricks: 6/6

Surprise Round
Thordak waits in the shadows...LIKEABAT! He loads his crossbow with a poisoned bolt from the assassin in the tower. Le's see how he likes it... He takes a bead on the man with the rapier, and as soon as he is outside, and the other men have followed him, he pulls the trigger of his crossbow.

Crossbow: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d10 + 4 ⇒ (6) + 4 = 10
Crit: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d10 + 4 ⇒ (1) + 4 = 5

Round 1

Thordak reloads his crossbow as quickly as possible.


Female Human Bard 4

Surprise!

I'll start playing the flute!

Is that a standard action to maintain that?


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Powers of stone, melt this man to bone.

I will use my ray ranged tough attack - against the rear thug if I can see him and he is within 30', if not, then at the front one.

Attack(ray-touch): 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Male Human Paladin 9 (HP:68/102, AC: 28, Touch: 16; +10 Fort, +6 Reflex, +11 Will)

Surprise Round

Watching the bolt fly into the man that first came out the door, Mantooth quickly rounds the corner Move to AO50 to meet the next guard he can hear coming. Before he stops moving, the paladin uses the forward momentum to thrust his sword towards the guard.

Longsword Attack 1d20 + 9 ⇒ (11) + 9 = 20
Longsword Damage 1d8 + 4 ⇒ (7) + 4 = 11


Male Human Cleric/5

I will hit the first thug, if he is down, I will step to AP49 and hit the second thug.

Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage1d6 + 1 ⇒ (3) + 1 = 4


Dungeon Master

Surprise Round Summary

@Thordak. Your shot was a direct hit into the chest of the rogue and badly hurt him! With Florence's haste spell in effect you are able to reload the crossbow for round 1.

@Florence. Please include performance checks when you play this flute. You begin playing the magic flute and use it to cast haste upon the party. You are now all under the effects of a Haste spell. Yes playing the flute is a standard action

@Mantooth. You are able to move South one square and then back North through the door to attack the advancing rogue. You may make an extra attack for the surprise round and two attacks for round 1. See effects of the Haste spell posted above.

@Tirion. Your Ray touch Attack hits its mark and further damages the rogue. Is this your bloodline ability or a spell? Is this acid damage?

@Bofus. Your new rapier delivers a deadly blow that brings this rogue down to the ground.

@Matthais. If the rogue was alive, you would have missed. However, since it is already deceased, you are able to stab the already dead body and kill it even more!

Round 1

Thordak (unresolved)
Florence (unresolved)
Mantooth (unresolved)
Rogues (unresolved)
Tirion (unresolved)
Bofus (unresolved)
Matthais (unresolved)

Battle Mat


Man-Dwarf Dwarf Ranger 9 (HP: 115/115, AC: 22, Flat: 19, Touch: 15, +14 Perception(+2 on Stonework/fe/ft) Hunter's Tricks: 6/6

Round 1
Oi like this tune, Florence! You should play it more often! Thordak says with a wink as he fires off another bolt and reloads.

Crossbow: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d10 + 4 ⇒ (7) + 4 = 11

DMHW: Haste says you can make two attacks, but since it's a full-round action to reload, should I assume Thordak can just shoot and reload in one round?

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

DMHW:
Note Matthias' last post. He said he'd attack the first thug if he's up, but if he's down he'd move to AP49 and swing at the 2nd. :-) This could very well matter; if the guy bolts, it'll draw AoO's from both our heavy hitters. Muahahahaha

@Thordak: Nice shootin! DA'S me dwarf!!

@ Florence: MMmmm, yeah, this is a nice little ditty. Badabeeee--deBOOM!!! hatchatcha!!


Dungeon Master

@Matthais. Matthais, I am sorry, but in my haste I did not move you to AP49 for your surprise round. However, your attack would have missed, anyway. For round 1, you may already start yourself there.


Male Human Paladin 9 (HP:68/102, AC: 28, Touch: 16; +10 Fort, +6 Reflex, +11 Will)

Surprise Round

Hearing Florence's delightful song, Mantooth retracts his sword swiftly and thrusts it again towards the stomach of the second attacker, this time putting some extra strength into it.
Longsword Power Attack 1d20 + 8 ⇒ (14) + 8 = 22
Longsword Power Damage 1d8 + 6 ⇒ (3) + 6 = 9

Round 1

"This is almost unfair, Florence!" Mantooth calls out as he swings his sword yet again at the guard.

Longsword Power Attack 1d20 + 8 ⇒ (13) + 8 = 21
Longsword Power Damage 1d8 + 6 ⇒ (1) + 6 = 7


Dungeon Master

Rogue's Attack (Round 1)

Rapier 1d20 + 8 ⇒ (4) + 8 = 12
Damage 1d6 + 4 ⇒ (2) + 4 = 6

The rogue is taken by surprise and is unable to get a strong attack against Mantooth as he recovers his footing.


Man-Dwarf Dwarf Ranger 9 (HP: 115/115, AC: 22, Flat: 19, Touch: 15, +14 Perception(+2 on Stonework/fe/ft) Hunter's Tricks: 6/6

Round 2
Thordak looks for a gap in the fighting and fires his bolt past Mantooth at the other guard. Am I now shooting into a meelee? If so, just subtract 4 from my attack roll.

Crossbow: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d10 + 4 ⇒ (8) + 4 = 12

Then he quickly reloads again, his head bobbing up and down with the music.

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

ROUND 2

Don't forget, everyone, to add +1 hit, AC, and reflex save for the Haste--I forgot my +1 hit last round. D'oh!

I skitter around the rogue, trying to avoid the strike that I'd normally incur by doing so (move to Ao49, using Acrobatics to try and dodge the AoO), into a flanking position with Mantooth, and stab the guy in the butt.

Acrobatics: 1d20 + 12 ⇒ (7) + 12 = 19 <--if this beats his CMD, he gets no AoO

Sneak Attack (unless he's got uncanny dodge): 1d20 + 8 ⇒ (1) + 8 = 9 <--gaaah!!


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Aren't we in Round 1? Or did I miss something?

I assume I am under haste. I will use my light crossbow and shoot.

Do I get 2 attacks?

Attack-Crossbow into combat: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7
Damage:1d6 ⇒ 4 --> I assume I am more than 30', if less then attack and damage is +1

Attack-Crossbow into combat: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
Damage:1d6 ⇒ 4 --> I assume I am more than 30', if less then attack and damage is +1

--> He shoots, he misses


Dungeon Master

Round 1 Summary.

@Thordak. In your hasted state, you are able to quickly reload your crossbow and shoot again. Even in the close combat the rogue is engaged in, you are able to get your shot in before the secret door swings shut. However, you may wish to choose a different tactic for round 2.

@Florence. (unresolved) Although I assume you will continue playing. The effects will last at least a round after you stop playing, so feel free to take a breath and say something between movements.

@Mantooth. Your attack is successful as you score a hit upon the rogue.

@Rogue. The rogue missed.

@Tirion. Your crossbow shots are far too difficult, but you try them anyway to no avail. Tirion, we have just finished round 1, we are now starting round 2.

@Bofus. I did not see Round 1, so I am assuming that was what you meant to post. As you skitter around the rogue, he is able to get an AoO off.

Rapier 1d20 + 8 ⇒ (3) + 8 = 11
Damage 1d6 + 4 ⇒ (3) + 4 = 7

However, you are fortunate to be able to still avoid his quick blade. The rogue is located at AO49, so I placed you at AO48. Let me know if you wanted differently.

@Matthais (unresolved)

Notes to All:
• The secret door has shut itself, but not latched, so if you wish to be able to shoot any further ranged shots, you will need to move in closer and enter through the door.
• If you wish to post a round ahead, knowing that you may be away, that is fine, but please remember to post your round number, and current hit points if they are less than full.
• If you wish to run across the plank the Acrobatics Check DC is 20. If you wish to move at your regular move rate, the DC is 15. If you move at half speed, you will not need a check. Thanks.

Round 2

Thordak (unresolved)
Florence (unresolved)
Mantooth (unresolved)
Rogues (unresolved)
Tirion (unresolved)
Bofus (unresolved)
Matthais (unresolved)

Battle Mat


Female Human Bard 4

Performance1d20 + 5 ⇒ (19) + 5 = 24

I'll keep on playing as long as the battle rages :)

While playing I try to mumble

I concentrate on playing, you concentrate on killing, deal?!


Man-Dwarf Dwarf Ranger 9 (HP: 115/115, AC: 22, Flat: 19, Touch: 15, +14 Perception(+2 on Stonework/fe/ft) Hunter's Tricks: 6/6

Round 2
Thordak, seeing the door swing shut, curses and slings his crossbow over his back. He walks across the plank as quickly as possible and uses the haft of his axe to strike the brick, opening the door. Move to AP50. How much can I do this turn? Is this it?


Dungeon Master

@Thordak. Run across the plank is DC 20 Acrobatics check. See the notes in the post above. If all you are doing is moving, you may do a double move turn.


Male Human Cleric/5

Round 1

Attack nearest Thug: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Round 2

If the rogue is still alive and nobody is seriously injured.

Attack nearest Thug: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

apologies for the confusion. I mislabeled my round 1 as round 2. I am covered in shame. :-p waiting for the rogue to act before I decide what to do next . . .


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Round 2
I will carefully move across the plank to AQ51 - let me know if I need any checks.


Dungeon Master

Round 2 Summary

• Thordak. You attempt to cross the bridge. If you choose to run, you will need an acrobatics check. See above.

• Florence. Your performance was exceptional. The haste spell continues with ease. Performance Check each round, please. Thanks!

• Mantooth. (unresolved)

• Rogue. The rogue attacks Mantooth with anger in his eyes.

"You bastards will never get away with entering this lair. You are all dead meat!"

Rapier 1d20 + 8 ⇒ (15) + 8 = 23. The blade scores a hit against Mantooth.
Damage 1d6 + 4 ⇒ (1) + 4 = 5 hit points of damage off of Mantooth.

• Tirion. You successfully cross the bridge across the river of stench!

• Bofus (unresolved)

• Matthais. You swing your scimitar at the Rogue, but he nimbly avoids it.

Round 3

Thordak. (unresolved)
Florence (unresolved)
Mantooth (unresolved)
Rogues (unresolved)
Tirion (unresolved)
Bofus (unresolved)
Matthais (unresolved)

Battle Mat

2,601 to 2,650 of 11,948 << first < prev | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Harpwizard’s Heroes of Elsir Vale All Messageboards

Want to post a reply? Sign in.