DM Harpwizard’s Heroes of Elsir Vale (Inactive)

Game Master GM Harpwizard

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Dungeon Master

I would like to know your plan of attack. Are you leaving the horses and Lulu tied up? Are you all going to approach under the shroud of mist? What is your marching order? Mantooth, Thordak, Bofus, Zanith, Tirion, followed by Matthais? Are your weapons drawn or still sheathed?

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)

OK then!! Let's make a plan of attack!! Now, as much as I like Erod here, he's just not suited for this kind of action, are you boy? Yeah, you wanna stay here, doncha??

*thinking* Well, we've got a couple of different options. I could sneak ahead again and find some good vantage points to snipe from; Thordak could ride Lulu firing from above and landing to engage in melee if necessary; Mantooth could ride in on his steed with Tirion and Zanith behind him a ways. Mantooth riding in would attract a lot of attention, giving Thordak a bit of cover to approach.
.
Other option is all of us trying to sneak closer. Thing is, we don't know how many hobbies are there, or what else might be in there with 'em. I'd love nothing more than to bottleneck them somehow, where we get them to come *out* but not TOO far out, and we can negate their probable number advantage.
.
Thoughts?


Male Human Witch 5 (Hedge Witch)

"I am no tactician. I will concede to your plans. Just let me know what I should do. Oh, you should probably know what I can do." He goes into explaining his spells:

0. Detect Magic
0. Read Magic
0. Prestidigitation
1. Ray of Enfeeblement
1. Mage Armor
1. Obscuring Mist
1. Enlarge Person
1. Obscuring Mist
2. Miserable Pity
2. Glitterdust
2. Glitterdust
3. Summon Monster III
3. Stinking Cloud


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

Bofus, I do not want to endanger you, but could you climb the wall and try to get a better call on the number of hobbies and man-cows. This would allow us to figure where to use our spells. To maximize the number of people Matthais can get with his fireball and for Zanith to disable with his stinking cloud.

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)

*shrug* Suuuuure, I'm willing to give it a go! No guarantee I'll be able to see anything, though--there will probably be a roof and floors to deal with, but I'll try! I expect this to take me some time. Maybe you guys want to get a little closer? I can lead you to a spot that's still out of the main line of sight (Right, DMHW??) but a little closer to the keep.

Assuming everyone is willing to go, I'll lead 'em partway along the track until we're at the point where if we get any closer, the clumsy-footed Daikinis might give away our position. Then, I'll make my way back to the keep.

I'll be back soon, I hope. If i'm not . . . well, I'll find a way to get away and meet back with you. *wink*

Stealth: 1d20 + 22 ⇒ (1) + 22 = 23

I'm looking for a good place to scale the wall--something with the following criteria, in the following priority:

1) affords the most cover (from the persepctive of folks in the castle keeping watch) while climbing
2) affords a reasonably easy (or at least doable) climb
3) appears that it might have access to looking into the keep from above--anything with a caved-in part of the ceiling, or particularly delapidated walls that might have deep holes, stuff like that

I'll repeat my perimeter of the place, and take my time, to find the best combination of the above criteria.

Perception: 1d20 + 11 ⇒ (6) + 11 = 17

While I'm at it, I also want to take a careful look (from a hidden position) at the entrance to the keep. Are there possibilities for a devious little bugger to set up makeshift traps of some kind (trip, spikes, etc) to nail bad guys coming *out* of the keep?

DMHW, your call whether you want to give me my scouting info under a spoiler; I'm ambivalent

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)
Bofus Beerswizzler wrote:
forgot to add a Climb check!!

Climb: 1d20 + 10 ⇒ (12) + 10 = 22


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 Oi'll fly up to that tower with Lulu an' rain down bolts on 'em from above. Then, when they're all focused on me you can all sneak up from behind. Wot d'ye think, eh?


Dungeon Master

Bofus Beerswizzler, thief extraordinaire, climbs the south wall that is already partially in ruin. As he climbs over the rubble, he passes the bones of a giant skeleton half buried in the pile. From the top of the wall, you are able to peer into the courtyard of the old ruined keep.

The courtyard is made of a hard-packed earth where jagged boulders embedded in the ground seem to have been dropped here, or thrown from a great distance; many of the walls bear large dents and cracks where these boulders might have once struck. Two massive skeletons lie at opposite ends of the courtyard, one propped up by the watchtower and the other sprawled at the far end of a building that could be a stable.

In the middle of the courtyard, five hobgoblins are engaged in a rock fight, where they are passing the time by hiding behind boulders and throwing rocks at each other.

The Keep

I have brought the rest of you up closer to the keep, still hidden in the obscuring mist that surrounds Zanith. You cannot see very much outside of the cloud, but they certainly cannot see you.

Bofus, there are no caltrops, spikes or other such traps around that you can see.


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

Sounds like a good idea, but lets wait for Bofus to get back so that we know exactly what we are dealing with. If they have longbows or heavy crossbows, they will be able to hit you, and the last thing we want is for Lulu to start looking like a pincushion.

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, there are no caltrops, spikes or other such traps around that you can see.

What I meant was, are there materials nearby (pricker bushes, vines, strong sticks that could be fashioned into spikes, etc) that I might be able to juryrig into trap-like devices to surprise bad guys coming out of the castle? (set up a hidden tripwire across the path; spikes planted behind a small rise or in a ditch; stuff like that)

Also, was there any obvious door to the keep proper (meaning the main building) where the rest of the force might be located? Somewhere that has a closeable door that could be, say, spiked shut from the courtyard side by a devious thief?

once I have both those tid-bits of info, I'll report back to the group. There are 5 of them in the courtyard, throwing rocks and playing with themselves among the boulders--I think this place was attacked by giants some years ago--but there's no telling how many more are in the keep itself, adn wehther they'll get some kind of alert.
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What I'm thinking is, I could sneak inot the courtyard, and if I can fidn the door to the main keep, I could rig it shut or lock it to prevent them from raising the alarm. Then I could signal you guys, and you can storm in while I take sniping pot shots or flanks. What other ideas y'all got?


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

I will cast Mage Armor on myself - gives me an AC18 for 5 hours.

Wish there were a way to take them out silently. I can cast web which should trap them, but they will not preclude them from calling for help. On the other hand, a web in front of Bofus' barred door should really slow down any reinforcements.


Dungeon Master

Bofus, there is a great deal of bushes, trees, branches, and rocks about. Let's put it this way, you are in the middle of the woods. So, with some preparation, you could quickly find a variety of things to work with. A wedge for a door would certainly be easy. With a dagger or carving knife, some wooden spikes could be crafted. Thorny branches are also certainly very doable. The tripwire sounds a little more difficult. Do you have any rope or string?

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)

Hmmm, I have rope, but I don't think that'll do what I want (too visible). You betcherarse I'll be pikcing up a small spool of strong wire next chance I get!! But that's OK, there should be enough other stuff to work with if that's the route we end up taking. Iv'e got a few nasty ideas.

Agreed, it'd be best to eliminate these guys quickly and quietly if we can. But at least we should block off reinforcements--until we're ready for 'em! Would it be best to just use your Web, or my skills at doors--or both?


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

The web should last almost an hour unless I dispel it. It will probably not block the door, but will give anyone leaving a sticky path out unless they use fire. The web does burn rather quickly.


Male Human Witch 5 (Hedge Witch)

Seeing the gnome cast protective energies around himself, Zanith follows suit. AC 17 He watches in enthusiasm, but does not add anything to the conversation. He looks as if he wants to help, but is unsure what to do.

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)

Well, I really don't think 5 hobgoblins pose us much threat. So the question is, can we take 'em out quickly without alerting their buds? Or at least make their buds late to the party? I'm not sure which door would be the one they'd come out of (am I??), so I'm not sure we can actually block them. Hmmmm . . . howeverrrrrrrr ...
.
How about THIS: I sneak into the courtyard. Then you guys make a nice loud assault on the gate. Four of the hobbies will come out ot you, while the fifth goes for help. Whichever door he goes into to get help, I can hold fast to stop the help from coming. We shoudl be able to take out the four quick, and while the hallway is full I oepn the door, Matthias cooks 'em and Tirion traps 'em. hehehehe


Dungeon Master

So folks, is this the plan or are you waiting for more discussion? Just give the word, tell me your position, and I will update the battlemat and let the games begin!

@Bofus. Your guess at which door they would come out of is as good as mine. Well, actually, I know the answer, so your guess is actually not quite as good as mine, but I don't think Bofus has any idea. I will let you decide.

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)

I'd very much like to get everyon'es input before wer commit to anyhing. I'm willing to wait for Mantooth, Throdak, and ever for Matthias to pipe in!! And, for course, for everyone to agree on a course of action . . .


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

The only other thing I would like you to investigate is the outbuilding. I would not want anyone to be able to get us if they are in there or have a secondary exit that would come from there. Once we figure that out, I can easily web any entrance you want.

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)

Ah, excellent idea!! Let me go do that while you all chat about strat.

Stealth: 1d20 + 22 ⇒ (7) + 22 = 29
Perception: 1d20 + 11 ⇒ (4) + 11 = 15

I'll sashay over to the outbuilding, do a perimeter, see if there are any windows, and listen (and, if there are windows, try to look in). If it sounds unoccupied, check the door for traps . . .

Perception: 1d20 + 18 ⇒ (2) + 18 = 20

. . . and go in (if locked: Disable Device--1d20 + 13 ⇒ (9) + 13 = 22) and have a look-see. Specifically for secret doors!

Perception: 1d20 + 11 ⇒ (8) + 11 = 19 (I'll use EoD if that helps for additional +5)

That's a lotta crappy rolls . ..


Dungeon Master

Bofus Knowledge, Dungeoneering Check 1d20 + 6 ⇒ (9) + 6 = 15

The small wooden shack sits to the east of the keep itself, near an overgrown patch of weeds that might have once been a fine garden. As you look carefully, you realize that this decrepit building is on the verge of collapse. You are now aware that entering this shack has the potential peril of bringing down the roof on your head.

Do you still wish to enter?

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)

Well, if it's THAT bad and decrepit, then it seems as likely to be a death trap to those coming out (if it IS some sort of sally point) as it is to be simply a shed that's falling apart.

I'll look inside, though, from the largest hole I can look in while maintaining my hidden position.

Perceptoin: 1d20 + 11 ⇒ (11) + 11 = 22

Assuming there's nothing interesting inside, I'll head back . . .

but wait a moment. I've got another cunning, devious plan!!! First, I need to know whether the shack holds anything worth looking at (meaning I have to wait on the results of the above percetpion check)


Dungeon Master

@Bofus. You cannot see anything at all through the key hole or any other small hole you find in the wall. It appears completely dark inside. Do you wish to at least open the door?

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)

do I think opening the door could bring the structure down?


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Dungeon Master

I am not going to answer that.


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

If the distance to Bofus is less than 150 feet, I cast Message and point to everyone. (I would have probably cast it before he began to scout so that we could stay in contact. I can get 5 people plus myself, so that should now cover the whole party. The spell lasts 50 minutes.
Perception DC25 to hear a whisper if the person is close.

Whisper - Bofus, is there anything in the shack?


Dungeon Master

Your message spell would certainly work. The shack is only about fifty feet away. I simply moved you out of the fog to a position where you can see Bofus.

The Keep

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)

*whisper* Hang on, coming back

I head back to report.

The shack is a decrepit piece of crap. I might consider letting the Kaal family live there, but other than that it's good for nothing but kindling--which gave me an idea.
.
I coudln't see or hear anything inside, so it's probably empty. But we could use it for a distraction adn to draw some bad guys out . . . let's set it on fire! That should attract at least a couple of the hobbies out to investigate. I can sneak into the courtyard and watch them, and if any go for help, I know that's the door I can jam, while you guys deal with the few that come out to see the pretty fire. And if the shack *does* have a passageway that bad guys can come out of, that'll be a nice surprise for them if they DO!
.
I've got candles here so we can set a nice fuse, allowing us to get into whatever position we want before the fun starts. Whadaya think?


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

Bah, no need fer candles, let's just do it! Thordak says, taking out his flint and steel and crouching near the shack to have some arson fun. If nobody objects, he will light the house on fire, then hide in the bushes to the east with a bolt loaded in his crossbow.


Dungeon Master

If this is indeed the plan, please tell me the coordinates of where you all wait in hiding after Thordak sets the fire.

The Keep


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

Here is my setup:

Bofus at T/20 so that he can climb once the blaze starts.
Thordak retreats to W/31 after lighting the fire.
Matthais to W/33
Mantooth to R/39
Zanith to W/32 so that he can Hex people
Tirion to Z/28

The steeds are farther back where they are safe.


Male Human Witch 5 (Hedge Witch)

Zanith lights up at the comment made by Bofus about the Kaal family, "Ah. Indeed a true friend! I also loath that retched family. That shack would be better suited for them if they were in there while it was on fire." He seems not too interested in the plan, but eagerly awaits the outcome.

"Sounds great. I'll just be over there then, while you light it on fire."


Dungeon Master

Thordak begins to apply his flint and steel to the thatched roof and within a minute the derelict shack is up in flames. Black smoke belches out of the hut as the walls and the roof fall to ruin and ash as they are hungrily consumed by the flames. Suddenly, the noise is great as the roof collapses.

Bofus:
The rock throwing hobgoblins pick up their rocks and weapons and immediately exit through the east side of the keep (J28). You also see the gates at G23 and G24 swing open as two goblin riders, wait . . . no. Now there are three of them come out riding on the backs of worgs. Reinforcements of another half dozen hobgoblins also run from around the corner at L18 and rush eastward toward the main entrance (J28).

Courtyard Battle Mat

A moment after the roof collapses, four armed hobgoblins come rushing out the front gate (J28) and run toward the blazing shack to see what is the matter. They appear eager to fight any intruders. However, they do not yet seem to notice you.

Initiative

Bofus Initiative 1d20 + 11 ⇒ (10) + 11 = 21
Mantooth Initiative 1d20 + 4 ⇒ (15) + 4 = 19
Thordak Initiative 1d20 + 2 ⇒ (10) + 2 = 12
Tirion’s Initiative 1d20 + 2 ⇒ (7) + 2 = 9
Matthais Initiative 1d20 + 1 ⇒ (11) + 1 = 12
Zanith Initiative 1d20 + 2 ⇒ (8) + 2 = 10

Round 1

Bofus (unresolved)
Mantooth (unresolved)
Thordak (unresolved)
Matthais (unresolved)
Zanith (unresolved)
Tirion (unresolved)
Hobgoblins (unresolved)

Battle Mat

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 1
Tiron's whisper spell should still be active . . .

*whisper* Tirion--WEB THE GATEWAY RIGHT AWAY. There are 3 warg riders and a half dozen hobbies still inside!

It's a little unclear whether this is true, but my intention was to have climbed the wall by the time the fire was "general knowledge". The fact that I cansee in the courtyard makes me believe that you agreed with that assumption, DMHW--is that correct? I'm actually atop the wall at Round 1?

Assuming I'm on the wall . . . is there enough cover for me to hide? If there is, I'll definitely take a shot with my bow, then immediately hide again--I'm hoping the distraction of the fire will cover me enough to get in this "free shot"

Attack hobby at M21 (juuuust in Sneak Attack range) with a +1 for higher ground: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d4 + 3d6 ⇒ (2) + (5, 1, 5) = 13

Move Action: move east to S25 or as far east as I can go along the wall, using Stealth: 1d20 + 22 ⇒ (17) + 22 = 39


Dungeon Master
Bofus wrote:
It's a little unclear whether this is true, but my intention was to have climbed the wall by the time the fire was "general knowledge". The fact that I cansee in the courtyard makes me believe that you agreed with that assumption, DMHW--is that correct? I'm actually atop the wall at Round 1?

Bofus, I did assume that you would be in position at the top of the wall for the start of round 1. In regards to finding a hiding spot on top of the wall, that may prove to be more difficult. You are certainly not noticed at the moment, but once you shoot, you may have given away your location. However, you may be able to retreat down the wall and be concealed behind it and you maybe able to try climbing up again later.


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

RETCON - ignore my last post as I got ninjaed by Bofus.

Whisper - Shoot to kill, lets fill them full of arrows and bolts before they get get to us.

Move to Y30
Cast Web - centered at J28/K29 intersection - Reflex DC17 to avoid getting grappled/caught


Male Human Cleric/5

1st Round
Seeing the hobgoblins come out, I move to X30 and fire my crossbow at J30 hobgoblin.

Attack with crossbow @J30-- 1d20 + 4 ⇒ (18) + 4 = 22
Damage - 1d8 ⇒ 4


Male Human Witch 5 (Hedge Witch)

DMHW, my initiative is +8

Zanith nods to Tirion and steps out to X29. He lifts his crossbow up and fires a bolt.

Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 ⇒ 8


Dungeon Master

Round 1

• Bofus - You release your arrow and is brushed aside by the hobgoblin. You then proceed eastward along the edge of the wall of the keep.
• Mantooth (unresolved)
• Zanith - You send a bolt flying out of your crossbow but it misses its target.
• Thordak (unresolved)
• Matthais - You send a crossbow bolt flying and it hits its target.
• Tirion - You cast Web across the entrance to the keep.

Hobgoblin (M31) Reflex Saving Throws 1d20 + 1 ⇒ (6) + 1 = 7 Enmeshed!
Hobgoblin (J30) Reflex Saving Throws 1d20 + 1 ⇒ (14) + 1 = 15 Enmeshed!
Hobgoblin (K28) Reflex Saving Throws 1d20 + 1 ⇒ (1) + 1 = 2 Enmeshed!
Hobgoblin (J25) Reflex Saving Throws 1d20 + 1 ⇒ (16) + 1 = 17 Free!
_________

•Hobgoblins•

• The Hobgoblin at M21 dodges Bofus' Arrow and quickly enters the door at Q22.

• When the Hobgoblins in the Courtyard realize that their exit is blocked. The advance south toward the ruined wall.

• The three Hobgoblins caught in the web try to escape.

Hobgoblin (M31) Escape Artist Check 1d20 + 1 ⇒ (7) + 1 = 8 Still Enmeshed!
Hobgoblin (J30) scape Artist Check 1d20 + 1 ⇒ (2) + 1 = 3 Still Enmeshed!
Hobgoblin (K28) scape Artist Check 1d20 + 1 ⇒ (13) + 1 = 14 Still Enmeshed!

• The one remaining free hobgoblin outside of the keep moves over to the blaze to investigate.

Battle Mat

Round 2

Bofus (unresolved)
Mantooth (unresolved)
Zanith (unresolved)
Thordak (unresolved)
Matthais (unresolved)
Tirion (unresolved)
Hobgoblins (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)

How "ruined" is teh wall? Is it going to require climbing to get through for the hobbies? Note: most creatures lose their dex bonus when they're climbing . . .also, do I think that they know where I am right now? I'll hold off my non-free actions until I know these, please!

I wave to my friends frantically, and point to the broken wall in an urgent manner--the universal "This Way!! Hurry!!" sign.


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 waits to see if any hobgoblins are missed by the web. Seeing one, he chortles and shoots at him before dodging back behind the bush.

Crossbow: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d10 + 3 + 2 + 1 ⇒ (9) + 3 + 2 + 1 = 15

Crit: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 1d10 + 3 + 2 + 1 ⇒ (3) + 3 + 2 + 1 = 9


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

Round 2

Whisper - I should jump on Lulu and cast webs from above, would make targeting within the walls much easier.

Bofus, they coming over the hole in the wall?

If I get a quick response from Bofus, I cast Web centered at - R20/S21. If I cannot see this point, then 1 square below that.


Dungeon Master

@Bofus

The wall at R20 and S20 is more like a large rubble heap. The terrain is dense rubble which makes it difficult to traverse. So they will not need a climb check to get up to the top of the wall. However, they will need a climb check or a 10 foot high jump to get out to the outside of the keep (T20 or T21).

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

Tirion Jörðhár wrote:

Whisper - I should jump on Lulu and cast webs from above, would make targeting within the walls much easier.

.
Bofus, they coming over the hole in the wall?
.
If I get a quick response from Bofus, I cast Web centered at - R20/S21. If I cannot see this point, then 1 square below that.

*whisper* Yes, they're on their way--I didn't realize how easy it will be for them to climb up, dammit . . .

I'll shoot at the lead hobgoblin (R21) while I'm shouting to them in Common Please, by all means come charging up!! Can't wait to see what happens then, you stupid piggies!!

Bluff: 1d20 + 10 ⇒ (18) + 10 = 28 <--w00t!!

Attack: 1d20 + 10 ⇒ (5) + 10 = 15 <--Gah!!
Damage: 1d4 ⇒ 1


Male Human Witch 5 (Hedge Witch)

I'm waiting for Mantooth's turn. I may want to enlarge him.


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

Doesn't enlarging hurt rolling to attack?

Round 1

Mantooth will move as best he can to the burning building, trying to get closer to the hobgoblins. 035 or about there.

Deciding that his full plate mail may not be the best attire for a stealthy approach, he beckons the hobgoblins to come to him. "Which one of you would like to meet my blade first?"

If any of them do come close enough, Mantooth does have his sword ready to meet them.

Magnimarana Power Attack1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26
Magnimarana Damage 1d10 + 5 + 4 ⇒ (10) + 5 + 4 = 19

Round 2
If no hobgoblins are close enough or if the one he first met is dead, Mantooth will move appropriately and continue to attack.

Magnimarana Power Attack 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29
Magnimarana Damage 1d10 + 5 + 4 ⇒ (10) + 5 + 4 = 19

Critical Confirm 1d20 + 12 ⇒ (3) + 12 = 15

If there is an adjacent hobgoblin, Mantooth will keep his momentum from the first slash going in an attempt to hit the next one.

Magnimarana Power Cleave 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20
Magnimarana Power Damage 1d10 + 5 + 4 ⇒ (5) + 5 + 4 = 14


Male Human Witch 5 (Hedge Witch)

ROUND 2

Zanith watches as the hobgoblin continues to move forward. Unsure what to do, he begins summoning a creature to aid him in the fight.

Summoning...:

A celestial cheetah Not sure how you want to treat a full round action for summoning spells. I've seen it ruled that they pop out at the same initiative next turn and act.


Dungeon Master

Round 1

• Mantooth - As a double move you rush out toward the hobgoblins enmeshed in the web (N34).
• Thordak - With deadly accuracy you take down the hobgoblin at P31 with a crossbow bolt.

Round 2

• Bofus - You lure the hobgoblins up the rubble heap and draw them toward you while shooting an arrow at the lead hobgoblin. Unfortunately, it misses.
• Mantooth - You come around the corner and attack the unsuspecting hobgoblin knocking him dead in one quick blow.
• Zanith - You begin casting your summoning spell. The celestial creature will come out on your turn in round 3.

• Thordak (unresolved)
• Matthais (unresolved)

• Tirion - You cast another web atop the rubble pile and try to catch a few more hobgoblins.

R21 Reflex Save 1d20 + 2 ⇒ (11) + 2 = 13 Enmeshed
P20 Reflex Save 1d20 + 2 ⇒ (8) + 2 = 10 Enmeshed
P21 Reflex Save 1d20 + 2 ⇒ (3) + 2 = 5 Enmeshed

• Hobgoblins & Goblins

R21 Escape Artist Check 1d20 + 2 ⇒ (15) + 2 = 17 Escaped
P20 Escape Artist Check 1d20 + 2 ⇒ (5) + 2 = 7
P21 Escape Artist Check 1d20 + 2 ⇒ (1) + 2 = 3

L21 Longbow Attack on Bofus 1d20 + 3 ⇒ (13) + 3 = 16 Miss!
Damage 1d8 ⇒ 8

J23 Longbow Attack on Bofus 1d20 + 3 ⇒ (17) + 3 = 20 Miss!
Damage 1d8 ⇒ 2

G21 Shortbow Attack 1d20 + 4 ⇒ (12) + 4 = 16
Damage 1d4 ⇒ 4

I18 Shortbow Attack 1d20 + 4 ⇒ (3) + 4 = 7
Damage 1d4 ⇒ 1

H23 Shortbow Attack 1d20 + 4 ⇒ (15) + 4 = 19
Damage 1d4 ⇒ 4

J30 Escape Artist Check 1d20 + 2 ⇒ (20) + 2 = 22 Escaped
K28 Escape Artist Check 1d20 + 2 ⇒ (6) + 2 = 8

Battle Mat

Round 3

Bofus (unresolved)
Mantooth (unresolved)
Zanith (unresolved)
Thordak (unresolved)
Matthais (unresolved)
Tirion (unresolved)
Hobgoblins (unresolved)


Male Human Witch 5 (Hedge Witch)

Enlarge person reduces your to hit by -1, but increases your strength by 2. So there is no real penalty to your 'to hit'. In the end, you effectively lose some AC to gain quite a bit of damage. This style of play is going to take some getting used to. Oh! I forgot the best thing about enlarge person. It gives you a 10ft reach.

Round 3

Zanith abruptly ends the spell to conserve it before it is cast. He watches in confusion at the battle. Falling back to the first order given, he fires another bolt at one of the hobgoblins stuck in the webbing.

Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 ⇒ 5


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 reloads his crossbow behind the bush.

Round 3

Thordak advances with his crossbow lowered to make sure Mantooth has support if the Hobgoblins break through the web. Double move to P30

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