DM Kaavek’s Scales of War (Inactive)

Game Master Kaavek

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Female Dwarf Warpriest 1 HP: 6/13 |AC: 16 (20) (tch 10, ff 16) | CMB: 0, CMD 12 (16) | F: +5 R: +0 W: +5 | Init +0 | Perc: +4, darkvision | Spd: 20ft. | Active Conditions: None |

The Hunt:
Gah. I hate riding.

Ingra took a horse with a begrudging nod. She didn't know how the Elves could follow tracks from horse back, nor how anyone expected her to be able to get on and off one without aid.

Having lived in the Hold all her life, horses only pulled trading carts. Everything else was either donkeys, mules, or other dwarves.

It was so dark now even the Elves low-light vision must be getting stretched to the limit.

She followed the others to the bridge, it would seem that speed was more important than stealth now, and she resigned to agreeing with that.

Gord guide us. I pray we aren't too late.


Zalindra:

No sooner has Zalindra finally lay down and surrendered herself to slumber than a loud knocking comes at the door. The knocking rings out throughout the empty halls of the museum until Zalindra finally drags herself from the relative comfort of sleep and back into her cruel new reality.

A young messenger stands on the front steps of the Hall of Great Valor and looks up at Zalindra apologetically when the rogue shifts aside the damaged door.

The messenger seems desperate, her face is smeared with ash and her clothes still stained with the gore of battle. Her night, it seems, has not been a peaceful one either.

"Begging your pardon, Miss. Lord Jarmaan said I had to wake you immediately. You need to hurry to the market square Miss, there's a group gathering at the bridge to hunt down the goblins but they're leaving soon!"

~~~

Interrogating the Goblin Survivor:

Bot Javos - Bluff: 1d20 + 2 ⇒ (11) + 2 = 13
Bot Javos - Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10
Bot Javos - Intimidate: 1d20 + 2 ⇒ (6) + 2 = 8
Bot Dinvirte - History: 1d20 + 8 ⇒ (6) + 8 = 14

Left to their own devices, Dinvirte and Javos are unable to get the goblin captive to give them any information. Dinvirte notices that the crimson hand insignia on the goblin’s tunic is not exactly the same as that of the old Red Hand, but it is definitely inspired by their design.

After pursuing several lines of questioning, Din and Javos slump against the wall of the gatehouse. Not long afterwards, several of the town's elite Lion Guards arrive to secure the prisoner.

The Lion Guards inform the two would-be interrogators that their companions are gathering at the bridges north, with the blessing of the Lord Warden, and that they should make their way there now if they wish to join in on the chase.

~~~

The Hunt for Sertanian:
The crescent moon is high in the sky as the group of Brindol's protectors reassembles on one of the twin bridges leading North out of town. The horses provided by the Lion Guards snort and look about skittishly.

The air blows cool across the water as the night draws on and the heat of the day finally begins to dissipate.


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

The Hunt for Sertanian:

"While I have made my opinion about charging into the night tired and having already expended so many of our resources clear, it seems you are dedicated to doing such come hell or high water," the changeling complains, mismatched gaze set on Kra'el. Her tone is almost teasing as she continues, "If any of us die, I'll blame you."

Still, despite all her myriad complaints, as the group leaves to head for the bridge she follows them; a wary expression on her features and arms crossed over her chest, but following them all the same. Beledia's amusement at this bleeds over the emphatic link between witch and familiar, and Dayana makes a low shushing noise at her bag in response.


Male Dragonborn Paladin 1 | HP: 12/13 | AC 20 (T10, FF 20) | CMB: +4 CMD: 14 | F:+4 R:+0 W:+2 | Init +0 | Darkvision 60ft, Perception +2, Sense Motive +4, Diplomacy +7, Intimidate +10 | Speed 20 ft. | Smite Evil (+3/+1) 0/1

The Hunt for Sertanian:

Astride the large horse provided, Kra'el manages to look somehow more imposing in his shining armor. With stoic determination, the dragonborn looks out into the distance away from the city. With the barest of movements, he flicks his eyes toward Dayana, missing her subtle teasing entirely. "Either we will die or we will not. It will not matter who you blame."


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Zalindra thanks the messenger, dresses again in clean clothes, grabs some torches, and rushes out to answer Eshan's summons, silently blessing him for following through on his promise, even though she had not doubted it.


Female Dwarf Warpriest 1 HP: 6/13 |AC: 16 (20) (tch 10, ff 16) | CMB: 0, CMD 12 (16) | F: +5 R: +0 W: +5 | Init +0 | Perc: +4, darkvision | Spd: 20ft. | Active Conditions: None |

The Hunt:
"Will someone help me get on this damn thing!"

Ingra cries out in frustration, each attempt to get he foot in the stirrup resulting in the already skittish horse momentarily moving out of reach.

"And who's going to be the lucky devil who helps me off when we need to fight, eh? I look like I'd crush half of ya' if ya' even tried! Galloping off to follow tracks from the back of a nervous animal in the middle of the night with only, what , 2 people who can see in the dark? Do we have our torches lit and singing voices warmed up? Maybe some war drums?..."

Ingra continues to grumble and complain, mostly from her increasingly negative relationship she is developing with her horse, but also from her frustration at the lack of ration this plan has. She was willing, for the most part, to believe that these people at least had some idea of what they were doing. She'd never worked with any other race besides dwarves, and these past few hours had at least proven most of her new allies to be capable, or at the very least tenacious.

Even if this idea clearly didn't care for her height or effectiveness from horseback.


Dwarven:
"I swear if you don't stand still I'm gonna let the goblins eat you!"

They really need to allow spoilers within spoilers


Battle map elf unchained monk (zen archer) 1 || hps:10/10 || AC: 15|15|14 || For:+2 | Ref:+4 | Wil:+4 || Per:+10 low-light vision, Init:+1, CMD:14 || Portrait

The hunt:

Aelion looked back, and sighed. Relenting in his single-mindedness, he returned to help Ingra with her horse.

"The points you raise are valid - particularly that of the light. Yet if the moonlight proves sufficient, we must press on. Lives hang in the balance - not only that of Sertanian, but that of the people of Elsir Vale and beyond. We must allow no rallying point to be taken from us to the benefit of the goblinkin."

"That said, if it does prove too dark to see without marking our position with light, it would be foolish not to continue in the morning. We would be too slow otherwise in any case, and throwing our lives away will not save Sertanian, or anyone else. We could use that time to see if the goblin Kra'el caught might prove willing to speak to one of us, given the proper encouragement; or at the very least, we might receive better resources to aid in the hunt than could be scrounged this terrible night."

TLDR; What Aelion is trying to say to Ingra, in his own way, is that it comes down to how bright the moonlight is. He'll change his mind about going immediately if it's too frickin' dark for them to make good speed anyway; he promised to help, but he's not completely daft. DM?


There is enough light from the town to illuminate the riverbank with dim light if you wish to continue your search following Jathal's hunch that the hobs only used the boat for a brief crossing. However, with only a sliver of a moon to illuminate the rest of the countryside, the trail will lead into darkness fairly quickly.


Battle Map Female Human Bard (Sound Striker) || HP: 10/10 || AC: 18 |14 |14 || For: +1 | Ref: +6 | Wil: +1 || CMB: +6 CMD: 15 || Perception: +3 || Bardic Performance 0/7 Rounds Remaining ||

The Hunt for Sertanian:

Cecilia sheepishly backtracks. In all the excitement she had forgotten to secure a horse before leaving for the bridge.

As the group waited for Zalindra to arrive, the bard heard the others discuss the lack of light. With a few words and a gesture, Cecilia summoned 4 glowing orbs, which hovered there in a diamond pattern.

"As romantic as it would be to travel by moonlight, that won't be necessary tonight." The bard announced. "Simply stay close to me, and I should be able to provide us with illumination."

Cecilia casts the spell Dancing Lights. She will continue casting it for as long as it is necessary on their journey.


Battle map elf unchained monk (zen archer) 1 || hps:10/10 || AC: 15|15|14 || For:+2 | Ref:+4 | Wil:+4 || Per:+10 low-light vision, Init:+1, CMD:14 || Portrait

"I believe the question was no so much whether or not we could procure artificial illumination, but that if we did, we would both warn the goblins we were on their trail, potentially increasing their speed and efforts to hide their tracks, and make ourselves easy targets for an ambush." Aelion shrugged.


Female Dwarf Warpriest 1 HP: 6/13 |AC: 16 (20) (tch 10, ff 16) | CMB: 0, CMD 12 (16) | F: +5 R: +0 W: +5 | Init +0 | Perc: +4, darkvision | Spd: 20ft. | Active Conditions: None |

Ingra nods her thanks to Aelion, and tries to keep looking confident despite her clear discomfort on horseback.

"Ah! Gord I'm daft! (I love my God) Those who can see in the dark should simply ride ahead and give a whistle when they find something.

There's more than one of us, so one could even back track to tell the others. So long as we stay within whistling distant, one group can alert the other!

Or maybe 2 groups, each with one who can see in the dark scouting, a tracker looking for tracks in the light and the others aiding...

She suddenly curses under her breath.

"Don't suppose it's too late to go back to the council and get some healing done? I'm fine scouting ahead but if I run into trouble I'd like to be at my best to hold em of while back up comes.

She looks around at the group and seems to realise something else.

"Actually, don't suppose they could spare a healer or something in general? We already know the Old Man's bleeding a little, we should have someone close that can give him treatment."

Ingra looks a bit sheepish, she really should've thought of all this back with the council. She drew some comfort that no one else had brought it up either.


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Let me know if this isn't okay and we need to play it out more. I really don't know at what point she reenters the picture, so just trying to get things moving.

Zirelle arrives, thanks Eshan, mounts a borrowed horse, and follows the group on the search.


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

"I agree with the elf. They will see us well in advance of our arrival with these lights up."

Dayana sighs tiredly, fidgetting with the reins of the horse she'd mounted; she had very little experience with riding the creatures and silently prayed it rode easily and took commands well. Time will tell.

"Ingra has a good point on the scouting. Any volunteers for riding in the front, or shall I? — as for healing... aren't we fussing about wasting time? Is that not the reason we're charging out into the night?" Dayana fidgets with the reins again. "Do you think Javos and Dinvirte are coming?"


Male Dragonborn Paladin 1 | HP: 12/13 | AC 20 (T10, FF 20) | CMB: +4 CMD: 14 | F:+4 R:+0 W:+2 | Init +0 | Darkvision 60ft, Perception +2, Sense Motive +4, Diplomacy +7, Intimidate +10 | Speed 20 ft. | Smite Evil (+3/+1) 0/1

"Even with night-vision, they will hear us before we see them. We should be ready for ambush. We should find the trail using the light. I will take the lead once we have it."

With that, the big dragonborn astride his powerful mount moves across the bridge.

I think we use what light we need to find the trail. If it's relatively straightforward to follow, we could try doing so in the dark. We don't know the whole situation yet.


Female Elf Slayer 1. Hp 11/12. AC15. F +3, R + 5. W + 1. Init + 4. Perception + 8. Portrait

Jathal sighs, used to the efficiency of a trained patrol team this constant questioning and bickering is getting on her nerves. She doesn't take a horse, she can't ride and it will only hinder her while causing too much noise.

"We will travel the banks until the light is too little. If we have found no sign by then we can use some form of lighting to aid us."
She looks at the party. "If you are going to use horses then we might as well light up, they will hear us coming for miles anyway.

Jathal has Lowlight vision and can track. Does anyone have Darkvision and tracking?

DM Kaavek. How long until dawn?


Dawn is roughly six hours away, give or take a few.


Female Elf Slayer 1. Hp 11/12. AC15. F +3, R + 5. W + 1. Init + 4. Perception + 8. Portrait

Thinking the Hobgoblins might have been clever enough to push the boat out once they landed Jathal will look for marks of a boat on the banks as well as tracks leading away.

Survival Tracking: 1d20 + 7 ⇒ (15) + 7 = 22

She makes sure she'll at least 10' in front of the others while she searches, hoping for a little quiet. :)


Battle map elf unchained monk (zen archer) 1 || hps:10/10 || AC: 15|15|14 || For:+2 | Ref:+4 | Wil:+4 || Per:+10 low-light vision, Init:+1, CMD:14 || Portrait

I guess horses are noisier than I thought? Maybe they have built-in vuvuzelas. ;P

Survival aid another: 1d20 + 9 ⇒ (11) + 9 = 20

Understanding Jathal's movement away from them to be a wish for them to keep their distance, rather than simple eagerness to get going, Aelion surveyed the bank and the ground near it from horseback, walking the animal slowly ahead, but well away from Jathal.


Jathal follows her hunch and with Aelion’s aid she easily comes across the fresh signs of a hasty landing on the banks of the Elsir. Scraped earth and churned mud shows where the hobgoblins landed their stolen vessel and disembarked.

From there, muddy footprints lead up away from the bank and send the elves backtracking past the rest of the party. The tracks head north-east from the riverbank and soon reach the main road, where they intersect and mingle with the signs of a larger force, most likely the rest of the goblins who fled north from the market square.

The direct path of the individual trail becomes unclear from here, but the size of the larger force makes their trail much easier to spot, should you assume they all lead to the same place from here.


Battle map elf unchained monk (zen archer) 1 || hps:10/10 || AC: 15|15|14 || For:+2 | Ref:+4 | Wil:+4 || Per:+10 low-light vision, Init:+1, CMD:14 || Portrait

"I don't think there's any reason to believe the goblins wouldn't just join the rest of the army and go back wherever they're going. Let's go ahead and find out where that is. We may yet have a chance to rescue Sertanian and the relics."


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

I have a bad feeling about this. As discreetly as possible, Dayana urges her horse to travel in the middle of the group where she will (hopefully) be safest in event of an ambush. Her gaze warily drifts around the group's current location.


Male Dragonborn Paladin 1 | HP: 12/13 | AC 20 (T10, FF 20) | CMB: +4 CMD: 14 | F:+4 R:+0 W:+2 | Init +0 | Darkvision 60ft, Perception +2, Sense Motive +4, Diplomacy +7, Intimidate +10 | Speed 20 ft. | Smite Evil (+3/+1) 0/1

The dragonborn takes his position at the head of the group, solemn determination on his face.

Whether we succeed or not, this is the beginning of something bigger. Nothing will be the same.


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Zalindra's horse plods along after the others while she worries about her grandfather, hoping that the fact that they kidnapped him rather than killing him immediately means that they will keep him alive long enough for her to find him.


Battle Map Female Human Bard (Sound Striker) || HP: 10/10 || AC: 18 |14 |14 || For: +1 | Ref: +6 | Wil: +1 || CMB: +6 CMD: 15 || Perception: +3 || Bardic Performance 0/7 Rounds Remaining ||

Cecilia likewise follows the trail of the goblin warband. She has her shortbow ready at her side, keeping an eye out for enemies.


The Heroes of Brindol set off north, travelling along the road through the countryside, past quiet farmhouses that sit almost too pretty compared to the terrors of the night so far. One could perhaps take solace in the fact that they appear to have passed so far untroubled.

After a little over an hour, the goblins' trail diverges from the main road, tracking northward through a small grove of trees. As the party makes its way off road to follow it, Jathal and Kra'el hear the sound of snickering voices ahead. Kra'el's horse only takes two steps more before the Dragonborn spots two goblinoid figures ahead, immediately bringing the group to a halt.

Initiative:

Aelion Kinandev: 1d20 + 2 ⇒ (9) + 2 = 11
Cecilia Hawthorne: 1d20 + 4 ⇒ (12) + 4 = 16
Dayana Elerye: 1d20 + 6 ⇒ (4) + 6 = 10
Ingra Stormstone: 1d20 + 0 ⇒ (6) + 0 = 6
Jathal Mitheralia: 1d20 + 4 ⇒ (15) + 4 = 19
Kra’el Blackscale: 1d20 + 0 ⇒ (19) + 0 = 19
Zalindra Freston: 1d20 + 3 ⇒ (8) + 3 = 11
Average = 13
~~~

Hobgoblin: 1d20 + 2 ⇒ (17) + 2 = 19
Goblins: 1d20 + 6 ⇒ (1) + 6 = 7
Average = 13

COMBAT ROUND 1
Battle Map

Vital Statistics:

Hobgoblin (green): HP 17/17; AC/T/FF 16/12/14; Fort/Ref/Will +5/+2/+1; CMD 15; vs Feint DC 12
Goblin Warrior (red): HP 6/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10
Goblin Warrior (green): HP 6/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10
Goblin Warrior (blue): HP 6/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10
Goblin Warrior (brown): HP 6/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10
Goblin Warrior (yellow): HP 6/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10
Goblin Warrior (purple): HP 6/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10

Active Effects:
The sliver of a moon leaves the countryside effectivly in darkness, only Cecilia's Dancing Lights provide normal light within 20 feet of each of them.

Behind the DM Screen:

Dice rolls and other secrets go here.

Perception
Aelion Kinandev: 1d20 + 10 ⇒ (14) + 10 = 24 Low-Light Vision.
Cecilia Hawthorne: 1d20 + 3 ⇒ (10) + 3 = 13
Dayana Elerye: 1d20 + 0 ⇒ (2) + 0 = 2 Darkvision 60 ft.
Ingra Stormstone: 1d20 + 4 ⇒ (2) + 4 = 6 Darkvision 60 ft.
Jathal Mitheralia: 1d20 + 8 ⇒ (13) + 8 = 21 Low-Light Vision.
Kra’el Blackscale: 1d20 + 2 ⇒ (2) + 2 = 4 Darkvision 60 ft.
Zalindra Freston: 1d20 + 3 ⇒ (4) + 3 = 7

Stealth
Hobgoblin: 1d20 + 4 ⇒ (10) + 4 = 14
Goblin (red): 1d20 + 4 ⇒ (15) + 4 = 19
Goblin (green): 1d20 + 4 ⇒ (11) + 4 = 15
Goblin (blue): 1d20 + 4 ⇒ (19) + 4 = 23
Goblin (brown): 1d20 + 4 ⇒ (12) + 4 = 16
Goblin (yellow): 1d20 + 4 ⇒ (6) + 4 = 10
Goblin (purple): 1d20 + 4 ⇒ (15) + 4 = 19


Female Elf Slayer 1. Hp 11/12. AC15. F +3, R + 5. W + 1. Init + 4. Perception + 8. Portrait

Jathal will dismount from her horse, dropping it's reins and move away to where she can see the enemy.

Doesn't have ride or the Mounted combat feat, so she's not staying on that four legged death trap.


Battle map elf unchained monk (zen archer) 1 || hps:10/10 || AC: 15|15|14 || For:+2 | Ref:+4 | Wil:+4 || Per:+10 low-light vision, Init:+1, CMD:14 || Portrait

Aelion followed Jathal's example, not eager to shoot from the back of a horse that wasn't war-trained. "Send the lights ahead!" he called to their caster. "Kra'el, don't let them flank us!"

Dismount (what's that grey thing beside him on the map? It's not a cliff or something, is it?) + draw his bow, and ready an attack. He'll shoot if he can see anything to shoot at.


Yep, grey things on the map near Aelion are boulders. 10 ft. high, DC 15 to climb.


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None
Vision and Light wrote:
In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.

More than 20 feet away from the torches should be as above, correct? 20% miss chance, but we're not blinded like we would be underground.

Zalindra nudges her horse forward a bit so that she can dismount right next to the boulders, so she doesn't have to climb as far.

Climb: 1d20 + 5 ⇒ (16) + 5 = 21
Stealth: 1d20 + 7 ⇒ (13) + 7 = 20

Then she moves forward from the light into the shadows as silently as possible, trying to spot the enemy and find an advantageous place to shoot from.


Male Dragonborn Paladin 1 | HP: 12/13 | AC 20 (T10, FF 20) | CMB: +4 CMD: 14 | F:+4 R:+0 W:+2 | Init +0 | Darkvision 60ft, Perception +2, Sense Motive +4, Diplomacy +7, Intimidate +10 | Speed 20 ft. | Smite Evil (+3/+1) 0/1

Despite his darkvision, the darkness is a definite advantage for the goblins. Krael reaches back to his pack and pulls out a golden-tipped rod and strikes it on his armor. The thing glows swiftly and brightly, clearly illuminating the area.

Draw and light a sunrod (30' bright light, 30' more dim light. Double that for the elves). If Krael can also move his horse forward, he will go make a target of himself by moving up 40'. I'm not sure on the rules here though.


The night is effectively moonless, the goblins don't mind fighting in darkness. But Zalindra is correct that within 20-40 ft. of the Dancing Lights, and 30-60 ft. of Kra'el's sunrod are areas of dim light. And those distances are doubled for the elves.

Kra'el, you're fine to move your horse forward (these horses are combat trained by the city guard so no ride check necessary):

Mounts in Combat wrote:

Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move.

A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount’s space during combat.

Aelion, Kra'el moving forward will illuminate new targets for you so go ahead and post an attack.


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

Ride Check - Guide with Knees (DC 5): 1d20 + 2 ⇒ (8) + 2 = 10

Narrowing her gaze against the constant bobbing and shifting of lights, Dayana reaches back to draw the longbow she'd looted earlier; dropping the reins to free up both of her hands and cautiously urging the steed forward with her knees as she pulls the bow free and reaches into her bag to produce an arrow. Either she is supremely confident in her ability to remain in the saddle if the horse spooks, or she has faith that it won't bolt or buck with her on its back.

She recalls watching people practice archery before. It didn't seem that hard. It wouldn't be that hard... right? She clumsily nocks the arrow against the bowstring and struggles to draw it back, eventually managing and sending the arrow chaotically loosing through the forest...

Longbow Attack: 1d20 - 2 ⇒ (10) - 2 = 8 • +2 Dex, -4 Non-Proficiency.

... and into a tree instead of the hobgoblin she was aiming for. Good job, Dayana.

Action Breakdown — Free Action: make ride check to Guide with Knees so both hands are free. Dayana's move action: Draw Longbow. Horse's move action: Move 50'. Dayana's standard action: Attack. Not yet close enough to hex anything, sadly.


Battle Map Female Human Bard (Sound Striker) || HP: 10/10 || AC: 18 |14 |14 || For: +1 | Ref: +6 | Wil: +1 || CMB: +6 CMD: 15 || Perception: +3 || Bardic Performance 0/7 Rounds Remaining ||

Cecilia smiled as the group entered combat. She could not yet perceive their foes, but at least a few of her allies could apparently see in the dark, so she just had to follow their lead. Giving her horse a gentle nudge, she urged the animal forward, moving her Dancing Lights spell forward at the same time. Directing the lights towards the trees, the bard could see at least two goblin warriors.

Ride Check (Guide with Knees: 1d20 + 2 ⇒ (18) + 2 = 20

That was a good sign. The presence of goblins meant they were still on the right track. If these creatures weren't holding the old caretaker themselves, then they probably at least knew his destination.

Deciding to remain on her noble steed and fight like the knights of old, Cecilia notched an arrow on her bow. Pulling back the string, she targeted the closest goblin. And while she might have expended most of spells, she still had enough leftover magic to channel some energy into her arrow, ensuring some extra force.

Attack Roll Vs Goblin Warrior (Purple): 1d20 + 4 ⇒ (20) + 4 = 24
Critical Confirmation Roll: 1d20 + 4 ⇒ (14) + 4 = 18
Concealment 20%: 1d100 ⇒ 82
Damage Roll: 3d6 + 1 ⇒ (4, 6, 6) + 1 = 17

Despite the dim light, the bard's arrow flew straight and true. Striking the goblin warrior right between the eyes, Cecilia's already incredible ego was bolstered as the monster dropped to the ground, blood spouting from its head, already dead or dying. Raising her bow in triumph, she called out to the others.

"Hurry now! There are innocents to be saved and glory to be won. You had best come along before I slay all these creatures myself!"

Free Action: Move Dancing Light Spell , Free Action: Guide Mount , Swift Action: Use Arcane Strike to add +1 to Damage Roll , Standard Action: Attack Goblin Warrior (Purple) with Shortbow

I assumed that we would consider a 1-20 to be a miss on a Concealment Check. Hope that's acceptable.


Battle map elf unchained monk (zen archer) 1 || hps:10/10 || AC: 15|15|14 || For:+2 | Ref:+4 | Wil:+4 || Per:+10 low-light vision, Init:+1, CMD:14 || Portrait

If the mounts are combat trained, Aelion wouldn't bother with dismounting. He guides the horse over beside the others and shoots at the hobgoblin.

There! Appearing from the gloom!

Another of those murdering hobgoblins.

Aelion breathed out, slow and even, and took aim.

shortbow: 1d20 + 3 ⇒ (9) + 3 = 12 Erm... maybe the hobgobby is flatfooted since they haven't acted yet?
dmg: 1d6 ⇒ 6

Keeping track:

arrows x14
arrows x20
blunt arrows x20


Cecilia Hawthorne wrote:
I assumed that we would consider a 1-20 to be a miss on a Concealment Check. Hope that's acceptable.

That's fine, although purple won't have concealment with your lights dancing over his head.

Just waiting on Ingra to post before the goblins retaliate and we move to Round 2.


Botting Ingra
Ingra eventually manages to dismount her horse, with many a dwarven curse word being uttered throughout the process.

Her impatience getting the better of her, she rushes toward the nearest foe before stopping to draw her sword.


COMBAT ROUND 2
Battle Map

Vital Statistics:

Hobgoblin (green): HP 11/17; AC/T/FF 16/12/14; Fort/Ref/Will +5/+2/+1; CMD 15; vs Feint DC 12
Goblin (red): HP 6/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10
Goblin (green): HP 6/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10
Goblin (blue): HP 6/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10
Goblin (brown): HP 6/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10
Goblin (yellow): HP 6/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10

Kra’el charges forth, striking a sunrod against his armor and illuminating the clearing, and a failed goblin ambush with it. Before the goblins really know what’s hit them, arrows are flying and one, dressed in a purple tunic, lies dead.

Their hobgoblin leader is also struck by an arrow as Cecilia and Aelion join Kra’el in the centre of the clearing and he angrily barks an order to his minions.
“Оларға жарық пен қараңғылық әкеледі!”

Goblin:
“They bring light, give them darkness!”

He pulls back his bowstring and fires at Cecilia, as does one of the goblins in the treeline. With arrows coming from two sides, Cecilia somehow escapes unscathed.

Kra’el is also faced with multiple missiles, three coming his way, and two finding their mark between the dragonborn's armour plates (4 damage).

Zalindra creeps up over the boulders on the eastern edge of the clearing, but by the time she reaches the top, Cecilia’s lights have drifted westward and the nearest goblins are plunged into shadow. Fortunately, she remains just as hidden from them as they now are from her.
Those two goblins focus their attacks on the irritable dwarf charging their way, but neither can land a hit on their fearsome target.

Active Effects:
The sliver of a moon leaves the countryside effectively in darkness, Cecilia's Dancing Lights provide normal light within 20 feet of each of them. Kra’el’s Sunrod provides bright light within 30 ft.

Behind the DM Screen:

Spot Zalindra:
Goblin (green): 1d20 - 1 ⇒ (7) - 1 = 6
Goblin (blue): 1d20 - 1 ⇒ (15) - 1 = 14

Attacks:
Hobgoblin - Cecilia: 1d20 + 3 ⇒ (1) + 3 = 4
Goblin (red) - Kra’el: 1d20 + 4 ⇒ (16) + 4 = 20 Hit!
Goblin (green) - Ingra: 1d20 + 4 ⇒ (3) + 4 = 7
Goblin (blue) - Ingra: 1d20 + 4 ⇒ (8) + 4 = 12
Goblin (brown) - Kra’el: 1d20 + 4 - 1 ⇒ (18) + 4 - 1 = 21 Hit!
Goblin (yellow) - Cecilia: 1d20 + 4 - 1 ⇒ (9) + 4 - 1 = 12

Damage:
Damage- Goblin (red) - Kra’el: 1d4 ⇒ 3
Damage- Goblin (brown) - Kra’el: 1d4 ⇒ 1


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

Dropping her free hand down to the reins to take them in one hand and urging her horse to trot forward again, Dayana moves closer to the goblin and hobgoblin. Her mismatched gaze settles on the hobgoblin and narrows dangerously as she dips into her powers to weave a hex over the creature.

Hobgoblin Will Save vs. Evil Eye: 1d20 + 1 ⇒ (12) + 1 = 13 • Hobgoblin's AC is reduced by 2, down to 14, for 7 rounds.

Action Breakdown — Horse's Move Action: Move up 20'. Dayana's Standard Action: Evil Eye hex.


Male Dragonborn Paladin 1 | HP: 12/13 | AC 20 (T10, FF 20) | CMB: +4 CMD: 14 | F:+4 R:+0 W:+2 | Init +0 | Darkvision 60ft, Perception +2, Sense Motive +4, Diplomacy +7, Intimidate +10 | Speed 20 ft. | Smite Evil (+3/+1) 0/1

Kra'el quickly drops the sunrod in the grass, where its light won't be obstructed by his battle movements and guides his horse right up to the hobgoblin, drawing his sword on the way. His swing goes wide.

1d20 + 4 ⇒ (3) + 4 = 7


Female Dwarf Warpriest 1 HP: 6/13 |AC: 16 (20) (tch 10, ff 16) | CMB: 0, CMD 12 (16) | F: +5 R: +0 W: +5 | Init +0 | Perc: +4, darkvision | Spd: 20ft. | Active Conditions: None |

Ingra turns her attention to where the two attacks against her came from. Seeing clearly in the dark, she runs towards the hiding goblins.

Full round action:Run 2x movement speed towards the two goblins in the shadows


Battle Map Female Human Bard (Sound Striker) || HP: 10/10 || AC: 18 |14 |14 || For: +1 | Ref: +6 | Wil: +1 || CMB: +6 CMD: 15 || Perception: +3 || Bardic Performance 0/7 Rounds Remaining ||

As arrows fly through the light and darkness that surround her, Cecilia once again urges her horse forward. Moving her Dancing Lights spell further into the trees, the bard targets another one of the goblins with a smile on her lips, channeling energy into the arrow.

Ride Check (Guide with Knees): 1d20 + 2 ⇒ (7) + 2 = 9
Attack Roll Vs Goblin Warrior (Yellow): 1d20 + 4 ⇒ (4) + 4 = 8

Unfortunately Cecilia's luck was not with her this time. She missed by several feet, the magic infused arrow embedding itself uselessly into the ground. Still holding her shortbow, the bard readied herself for the next attack.

Free Action: Move Dancing Lights Spell , Free Action: Guide Mount , Swift Action: Use Arcane Strike to add +1 to Damage Roll, Standard Action: Attack Roll.


Female Elf Slayer 1. Hp 11/12. AC15. F +3, R + 5. W + 1. Init + 4. Perception + 8. Portrait

On her action.

Jathal moves away from the horses and lines up the nearest Goblin.

Longbow: 1d20 + 4 ⇒ (2) + 4 = 6 Sigh...

Her arrow taking out a threatening tree branch.


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Zalindra lights a torch, and jams it into a crack in the rock nearby.


Battle map elf unchained monk (zen archer) 1 || hps:10/10 || AC: 15|15|14 || For:+2 | Ref:+4 | Wil:+4 || Per:+10 low-light vision, Init:+1, CMD:14 || Portrait

Aelion, seeing Kra'el engaged with the hobgoblin and probably able to handle it, despite the help it had from a goblin, decided to target the goblins limned by the spell of light. Spurring his horse forward, he took aim.

If he drops the first goblin with his first attack, he'll flurry at the second.

Ride check: 1d20 + 6 ⇒ (16) + 6 = 22

shortbow flurry 1: 1d20 + 3 ⇒ (15) + 3 = 18
dmg flurry 1: 1d6 ⇒ 1

shortbow flurry 2: 1d20 + 3 ⇒ (16) + 3 = 19
dmg flurry 2: 1d6 ⇒ 2

Oh, come on, dicebot!

Keeping track:

arrows x12
arrows x20
blunt arrows x20


COMBAT ROUND 3
Battle Map

Vital Statistics:

Hobgoblin (green): HP 11/17; AC/T/FF 16/12/14; Fort/Ref/Will +5/+2/+1; CMD 15; vs Feint DC 12
Goblin (red): HP 6/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10
Goblin (green): HP 6/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10
Goblin (blue): HP 6/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10
Goblin (brown): HP 6/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10
Goblin (yellow): HP 3/6; AC/T/FF 16/13/14; Fort/Ref/Will +3/+2/-1; CMD 12 vs Feint DC 10

As Kra’el swings at the hobgoblin cursed by Dayana, it drops it’s longbow and draws a finely crafted sword. The goblin beside him does the same and slashes at the legs of Kra’el’s horse.
Although the hob struggles to land his blade, the goblin beside him does draw some blood from the steed (1 Damage).

The goblin in brown draws another arrow and let’s it loose at Cecilia, the wicked black barbs tearing through the flesh of her arm (1 Damage). While the goblin in yellow, wounded by Aelion, retaliates against the elf, inflicting a cut on his cheek as the arrow flies wide (1 Damage).

As Ingra continues her charge towards the goblins to the east of the clearing, they take a step back from her and fire another volley over her head into the rocks below Zalindra.

Active Effects:
The sliver of a moon leaves the countryside effectively in darkness, Cecilia's Dancing Lights provide normal light within 20 feet of each of them. Kra’el’s Sunrod provides bright light within 30 ft.

The Hobgoblin's AC is reduced by 2, down to 14, for 7 rounds.

Behind the DM Screen:

Attacks:
Hobgoblin - Kra’el: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Goblin (red) - Kra’el Horse: 1d20 + 2 ⇒ (12) + 2 = 14 Hit!
Goblin (green) - Ingra: 1d20 + 4 ⇒ (1) + 4 = 5
Goblin (blue) - Ingra: 1d20 + 4 ⇒ (8) + 4 = 12
Goblin (brown) - Cecilia: 1d20 + 4 - 1 ⇒ (18) + 4 - 1 = 21 Hit!
Goblin (yellow) - Aelion: 1d20 + 4 - 1 ⇒ (17) + 4 - 1 = 20 Hit!

Damage:
Damage- Goblin (red) - Kra’el’s Horse: 1d4 ⇒ 1
Damage- Goblin (brown) - Cecilia: 1d4 ⇒ 1
Damage- Goblin (brown) - Aelion: 1d4 ⇒ 1


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Zalindra shoots at the blue goblin.

20% miss chance: 1d100 ⇒ 56
Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 ⇒ 5


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

Dayana focuses her intense gaze on the goblin with the red bandana hassling Kra'el and his horse, weaving a curse over the creature and sowing within it a seed of doubt regarding its own combat prowess before urging her steed to turn and move down closer to Aelion. "There's quite a few of them!"

Goblin (Red) Will Save vs. Evil Eye: 1d20 - 1 ⇒ (10) - 1 = 9 • Goblin (Red) takes a -2 penalty on attack rolls for the next 7 rounds!

Action Breakdown — Dayana's standard: Evil Eye. Horse's move: move 40'


Female Elf Slayer 1. Hp 11/12. AC15. F +3, R + 5. W + 1. Init + 4. Perception + 8. Portrait

Jathal moves up and snipes at the Red Goblin.

Attack: 1d20 + 4 ⇒ (4) + 4 = 8

Jathal has precise shot so no one else gets hit.


Female Dwarf Warpriest 1 HP: 6/13 |AC: 16 (20) (tch 10, ff 16) | CMB: 0, CMD 12 (16) | F: +5 R: +0 W: +5 | Init +0 | Perc: +4, darkvision | Spd: 20ft. | Active Conditions: None |

Ingra takes a step towards the (green) Goblin, uninhibited by the darkness and swings at it with her greatsword.

Attack Roll: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 2d6 + 3 ⇒ (2, 5) + 3 = 10


Male Dragonborn Paladin 1 | HP: 12/13 | AC 20 (T10, FF 20) | CMB: +4 CMD: 14 | F:+4 R:+0 W:+2 | Init +0 | Darkvision 60ft, Perception +2, Sense Motive +4, Diplomacy +7, Intimidate +10 | Speed 20 ft. | Smite Evil (+3/+1) 0/1

Krael scowls at the goblin attacking his horse and takes a swing, missing again.

Longsword Attack: 1d20 + 5 ⇒ (3) + 5 = 8

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