DM Papa.DRB - Moru Country (Inactive)

Game Master Papa-DRB


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Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Dunno why this thread wasn't showing new posts for me...d'oh.

Seeing the battle so well in hand already, Josef flies over to the closest drow warrior and attacks him with his greatsword.

1d20 + 18 ⇒ (9) + 18 = 27 to hit for 2d6 + 17 ⇒ (1, 2) + 17 = 20 slashing damage.

"Not sure why the spell failed, but this works just as well I guess."


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Kreig dashes towards the left most in the row where Telman’s spell had blinded the drow...

¤¤ Actions ¤¤
Forgot add in my off-hand attack but I did add in my improved 2 weapon at the -5. Man, at a higher levels it's hard to keep track!

Attack 1 (main): 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 1d4 + 2 + 6d6 ⇒ (2) + 2 + (4, 2, 3, 3, 2, 6) = 24

Attack 1 (off): 1d20 + 15 ⇒ (8) + 15 = 23
Confirm: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 2d4 + 2 + 6d6 ⇒ (3, 4) + 2 + (1, 4, 3, 3, 5, 4) = 29
One down...

Attack (haste main): 1d20 + 15 ⇒ (13) + 15 = 28
Damage: 1d4 + 2 + 6d6 ⇒ (3) + 2 + (6, 3, 2, 6, 1, 4) = 27

Attack (haste off): 1d20 + 15 ⇒ (8) + 15 = 23
Damage: 1d4 + 2 + 6d6 ⇒ (2) + 2 + (5, 4, 4, 1, 2, 2) = 22
...two down along the top row.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 41d4 ⇒ 3
Apologies, had a rough couple of days between hospital shift, on call duty and the dang heat. Back to my regular posting schedule

Josef flies over to the drow nearest the exit from the room and smashes it with his greatsword. Telman wounds the next two drow in line, one with an arrow and both with the blinding light that his arrows gives off. Kreig, with Misha providing backstop takes out two more of the drow. Between Rikar, Latys and Therena, the remaining four drow, all but one wounded are destroyed as the ranger and his cat take them out with Therena help.

The four svirfneblin prisoners, that were being used as target and torture practice, remain slumped against the posts that they are tied to.

Next?
Level Map Updated

Rikar scratched, 143/149. No one else hurt.
Bot Rikar, Latys and Therena, but with the damage they have been putting out, the drow would crumble under there onslaught.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"I apologize for my spell's failure. I should have checked to see if the area was warded against teleportation before suggesting the plan. Better to learn on the way in than if we tried to run away, I suppose."

Josef sheathes his greatsword after cleaning it on the clothing of a drow corpse.

Casting detect magic, he scans the fallen, as well as the area itself.

"I wouldn't expect future fights to be quite so one-sided, unfortunately. We caught this group unawares, and capitalized on the surprise. No guarantee that luck will last, sadly."

1d20 + 20 ⇒ (20) + 20 = 40 spellcraft


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

"It was a good plan, Josef. These things happen, and we'll know better next time."

Misha leans by one of the svirfneblin, checking to see if they are breathing. If they seem alive, she begins to work to unshackle then, slowly and carefully.

Perception: 1d20 + 23 ⇒ (20) + 23 = 43
Disable Device: 1d20 + 12 ⇒ (16) + 12 = 28


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

"Such a dark view you take of things, Jo!" Rikar says, exulting just a bit in how swiftly they've defeated the dark elves. "We popped in and took them out, and rescued these, um, little guys. Well, I think we rescued them. Therena, are they still alive?"

He slips his scythe over his shoulder and approaches the nearest of the prisoners, taking a look at the poor thing's condition and patching up the worst of his injuries.

Take 10 on Heal for a 22 to Treat Deadly Wounds. Restores 1 hp per level that the Svirfneblin has, plus 1d6 + 4 ⇒ (5) + 4 = 9 points. Always forget to use that Spell-less Ranger ability.

Would like to take a moment to say: 5000 posts, you guys! That's pretty damn impressive for a PbP.

Edit: Misha the Ninja strikes again!

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"You're right, Rikar. I am just irritated when my spells fail to work. But the invisibility worked like a charm!"

Josef smiles a bit, trying to cheer up after their victory.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 131d4 ⇒ 3
Rikar and Misha go to each of the svirfneblin prisoners and look them over carefully. Three of the four are still alive, as one has bled out beyond your help. Misha, with Kreig help, works to unshackle them carefully as Rikar uses his abilities as a Ranger to heal some of the worst of the wounds, and they set them down on floor, the gnomes still unconscious from the pain of being tortured.

Josef casts detect magic and discovers that drow commander has a magical rapier and a magical mithral chain shirt.

Searching the rest of the room, you find that each drow warrior has a spell book, a masterwork hand crossbow, masterwork rapier, masterwork chain shirt, and a masterwork light shield. The commander, besides the two magical items also has a masterwork hand crossbow, a masterwork heavy steel shield, and 2 potions of cure moderate wounds.

Next?

Warrior spell books, all identical. All 0 level spells, 1st: magic missile, obscuring mist, ray of enfeeblement, sleep.
Commander spell book. All 0 level spells, 1st: cause fear, magic missile, obscuring mist, ray of enfeeblement, shield, sleep; 2nd: alter self, summon swarm. +2 rapier, +2 mithral chain shirt

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"Well, they were certainly well equipped. Spellbooks and high quality weapons all around, this is interesting to say the least."

Josef takes a few swings with the rapier to test its balance.

"I don't know, I think I prefer a heavier blade here."

Sheathing the drow's blade, he pats the longsword on his hip and stacks the remainder of the gear in a pile.

"Anyone need an upgrade to their light armor? Or some silly little crossbows? Kreig, maybe you can use these things?"


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Therena, once she finally gets down the stairs, comes over and channels healing for the prisoners.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

"I could use the magic armor if no one else needs it. But what about you, Josef? Would it be easier for you to cast spells in this? I might carry the lighter shield as backup if no one else wants it as well. The sword's a beauty, but I'm better versed in slashy-slashy than pokey-pokey. If no one wants it, it might have great value to a collector of things from the Darklands. And I'm no good with the fussy mechanisms on the little crossbows." She looks over the other material. "Anyone use up their healing potions? I can always toss them in the haversack, or someone who can't cast their own healing spells--I think that's Josef, Krieg, and Telman--should carry one."

She looks up at the group. "What about the deep gnomes? Do we wait for them to come to, or just make sure they're comfortable and go on? They probably have useful information about the area... if they haven't been tortured past sanity."

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"I'll take a potion, sure."

Shaking out the shimmering chain shirt, Josef appraises its weight and obvious quality against his own.

"It'd be an upgrade to my own armor, but I'm hardly in the fight up close anyways. As to it messing around with my spells, that's not a worry. I learned how to deal with slightly inhibited somatic components a while back. This old thing isn't a bother, not in the least."

He taps his chain shirt, which jingles and jangle slightly.

"It seems wrong to just leave them here, right? They could very well give us a lot of intelligence about this place. Of course, they may be mad and incredibly hostile, after their mistreatment. I'd say wake them up if we can."


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

"This armor is very pretty but it WOULD mess with my spells so I'd better not. And Kreig has more trouble not getting hit than I do, so maybe he should take the potion?" the archer quips.

"As for the gnomes? Seems wrong to leave them here but where will they go? Pretty long walk back the way we came, especially in their condition. Can't have them coming with us either.....although I'd bet if they were healthy enough they'd want some payback."

Telman crosses the room to take up a sentry position by the exit. He grabs a handcrossbow and bolts along the way, testing the draw before tucking the weapon into his belt with a shrug. "Never know..."

Are there enough uniforms/cloaks etc that we can leverage that tired fantasy trope of disguising ourselves to walk around the enemy fortress? We're obviously not all drow-shaped so its never going to survive a close inspection but it might get us through a hallway or two without having to fight for every inch of ground??


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 131d4 ⇒ 1
No uniforms, but the chain / mithral chain have emblems on them.
Knowledge (nobility) DC 20:
The symbols are of House Unh Aneghr. A drow house that until recently was a very minor house in the Darklands. The latest rumors have it rising in ascendancy.

After Rikar and Misha ministrations, and Therena channeling her deity energy into the gnomes, and Rikar, the three gnomes wake up, and realizing that they are not shackled, they look around and see the dead drow, and a dwarf, a human female and a large human male standing next to them, as well as others, including a large cat in the room.

One of them, speaks to you in what seems to be two different languages:

"Ki vagy te? Maga ölte meg a drow? Mit akarsz?"

Gnome:
Who are you? Did you kill the drow? What do you want?

"Cò th 'annad? Robh sibh a mharbhadh drow? Dè tha thu ag iarraidh?"

Undercommon:
Who are you? Did you kill the drow? What do you want?

Next?

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Undercommon:

Spoiler:
"We have slain the drow, indeed. We are adventurers and investigating this place. Do you require food, water, or other aid?"

Common: "I don't know if they speak common, but they are asking about us and what we want. If you don't speak Undercommon, I can translate for more talented speakers and diplomats" Josef looks towards Misha as he says that last bit.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

"Thanks, but I'll just cast the translation spell. As skilled a scholar you are, the spell will save time and help avoid misunderstandings."

Misha casts tongues on herself and replies to the svirfneblin. "Yes, we killed them--we saw them torturing you. We are members of the Pathfinder Society, my name is Misha Keroun. We are trying to go deeper into the mountain. Do you know the area?"


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 61d4 ⇒ 1
Figuring that Misha or Josef will translate as necessary....

Looking at each other for a moment, two of them nod there heads towards the one that had spoken, as they see no drow left alive. He replies to Josef and Misha, "I am Jorner. Your healers have repaired all the damage, however we could use some help getting back to our city, Ogginnogg. It is to the southeast of here, but we have to travel thru the drow in order to reach it. We have been captured and tortured by these infernal creatures. All we wish is to be left alone and conduct business in the Darklands. The drow have left a force in our city, but have not quite taken it over yet. If we get there, I am sure that our leaders will help you in your quest. And if you can take out the drow high priestess K’lbana, they will surely reward you. But we must go quickly. Drow patrol these halls at all times. You must be prepared for anything." He and his two men stand and looking at the group walk over to the pile of armor and arms. "We can defend ourselves, and would rather die than be captured again, so we will take an armor shield and a rapier to help, if you have no objections."

Next?

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"I find that acceptable. There is no sense in you being defenseless, especially in this dangerous place. What can you tell us about these drow? Do they have any weaknesses or traits we might exploit?"

Josef keeps an eye on the gnomes as they gear up, translating for the group as necessary.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Rikar nods in agreement as Josef accepts the gnomes' proposal, commenting, "I guess the enemy of our enemy is our friend, and those drow sure are not our friends. Let's help these guys get home, maybe tip the balance against the drow a bit."


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Forgot to make a check earlier

Knowledge nobility: 1d20 + 8 ⇒ (15) + 8 = 23

"Indeed. I'd also like to see their city anyway." If the party is in agreement, Misha will indeed indicate they will accompany them. She also has no issue with them equipping themselves from the drow's spare equipment.

"What can you tell us about this K'lbana?"

Did we decide who gets the chain shirt? If Misha can have it, she can give her +1 mithral chain short to Josef--it'd be same AC he has, but lighter with lower ASF.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

I'm fine with the chain shirt going to Misha.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Sure, sounds good Misha. It's less weight, too, which is nice.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

"Reckon it can't hurt ta give 'em a hand." Kreig nods as the group gears up to move on. "These here fellers got a nice accent to their gnomish. I ain't heard that language done proper since Fergen Brassenflap swindled me outta 250 gold in Cassomir."

Kreig shoulders his pack and scoots to the south passage. "Wait'll I tell Uncle Jasper n' my Pappy I been offin' spider-humpin' drow." He checks the entryway and if it's clear he looks back to get instructions on which way to go.

Perception: 1d20 + 21 ⇒ (18) + 21 = 39 +2 Traps
Stealth: 1d20 + 31 ⇒ (10) + 31 = 41


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 31d4 ⇒ 2
Misha:
Knowledge (nobility) for the gnomes in front of you, gnome city, or the drow priestess. I am not clear on what you are looking for.

Misha rummages in the pile and with the groups ok, puts on the chain shirt that the leader wore, and gives the chain shirt she was wearing to Josef.

Jorner responds to Misha, "all we really know is the name, and that she is the high priestess of these drow. Our leaders may know more. She must be some kinda big wig though." And then to Josef, "other than a sword in the guts, the only thing that really upsets them is light. Blinds them somewhat."

With Kreig in the lead, he and Rikar head down the stairs, and seeing an opening to the right(northwest) he quickly sneaks into the room, finding it a dead end. This areas looks to be where most dark elves live and pass the time. It is well furnished, with several extravagant yet uncomfortable beds, a very small armoire, some dark stone chairs, a table and a separate sanitary section. In all, this room seems to be a mix of recreation area, living quarters and guard barracks. As it is empty, the guards must be somewhere else.

Next?
Level Map Updated


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Papa, the roll was for the check about the drow house upthread. I forgot to roll earlier. I read the result.

On an entirely different note, Misha plucks some drow hair for her component pouch so she can transform into a drow with alter self

"Maybe your daylight will come in handy, Therena. I doubt a typical drow could deal with the light of pure joy."

Misha follows along.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Telman makes note of the gnome's words, remembering how effective his spell had been during his opening volley. "But they seem to resist magic more than most."

The archer takes up his normal guard position as the group checks the barracks.

How many guards would the barracks hold? Any clues as to whether we just took out many of the room's residents (extra weapons like the ones they were carrying, maybe one wasnt wearing a cloak and theres a single cloak hanging over a chair, etc etc)?


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Six guards. No clues. All the guards in L3 had all cloaks, armor, and weapons that you would expect. Darn good thought though.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Anything further in this room, or move on to the southeast and the L4 area?


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Therena looks for lock boxes, papers, or anything of value. She also checks out the armoire, looking for something that could make good disguises.

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"I believe speed is our ally here. Like the earlier fight, if we capitalize on a rapid strike and eliminate the drow's ability to strike back, we stand the best chance of reaching the gnomes' city. I'd suggest we grab what we can while on the hoof, the longer we delay, the more likely another patrol or three will walk straight into us."

Josef keeps his dancing lights close by and tries to avoid casting light out of the current room if possible.

He stands at the ready with bow in hand.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

"Right, a blade in the gut it is, " Rikar says in reply to the gnome's observation, giving Josef a nod as well. Rikar gestures to Kreig to move with him along the curved hallway ahead.

Heading to L4, can't manipulate map.

Stealth (favored terrain): 1d20 + 22 ⇒ (8) + 22 = 30
Perception (favored terrain, uncanny senses): 1d20 + 33 ⇒ (14) + 33 = 47

Latys Stealth (favored terrain): 1d20 + 21 ⇒ (12) + 21 = 33
Latys Perception (favored terrain): 1d20 + 13 ⇒ (4) + 13 = 17


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Kreig shrugs and spits to the side, a glob of phlegm landing square upon one of the bed's pillows. "Knife in the dark. Yeah, I reckon that'll do."

He slips into the passage along with Rikar and Latys. As the big Ranger keeps an eye out for drow, Kreig focuses on potential traps in their path.

Stealth: 1d20 + 31 ⇒ (3) + 31 = 34
Perception: 1d20 + 23 ⇒ (14) + 23 = 37 traps


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 131d4 ⇒ 3
The campground is almost empty of people, and the wifi is freed up, so back to our regularly scheduled posting.
@Rikar - that is odd. "Anyone with a link can edit" according to Google

Checking the room, you do not find anything useful. The armoire is empty, apparently these drow only had limited clothing and armor. There is nothing worth salvaging in the room.

Moving on, down the hall way, you come to a set of stairs that leads down into what looks like another barracks room(L2) and further along the hallway, you see another set of stairs, and a continuation of the circular hallway.

At the intersection, there are non magical designs on the walls, similar to the designs in the spider statue room. Rikar hears noises coming from both down the stairs, and further along the hallway. He thinks there are several of the dark elves moving in this direction. The svirfneblin whisper to you "we was barely conscious when they brought us through the hallways. The only thing I remember is there is a heavily fortified guard post near here."

Next?
Level Map Updated


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker
DM Papa.DRB wrote:
@Rikar - that is odd. "Anyone with a link can edit" according to Google

Sorry, I wasn't clear. I just meant I was on my phone, so I couldn't edit the map at that moment. Map settings are fine.

Rikar whispers to the others that someone is coming, adding, "This is a decent spot for an ambush, we wait on either side of the hall and wait for them to get between us." He gestures for Latys to join Kreig on his side of the hallway, then stands quietly, waiting to see who or what appears.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"Sounds like a plan. Watch the crossfire, and we should be able to cut them down quickly."

Josef casts extended cat's grace and takes up position.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Kreig draws his daggers a day nods readiness.


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Therena casts message, including all the party and some of their friends.

"If there are more than four of them, I'll open up a pit in the middle of them," she whispers along the spell.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

sorry, trying to get into the right position....i see the stairwell north of us, but where is the 'further along the hallway' the other sound is coming from?

Telman also nocks a bow and gets into position to set up the pincer maneuver.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]
Telman Raoul wrote:
sorry, trying to get into the right position....i see the stairwell north of us, but where is the 'further along the hallway' the other sound is coming from?

I opened up the map a bit more. The hallway continues past the steps north of you "further along the hallway"


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Thanks! so melee folks in the short hallway between L4 and L2, the ranged and casters kind of where the gnomes are now?


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Hmm, looks like I missed a detail - that they're coming from both directions. I'm not sure what our best ambush position is to deal with both of them, so I say we stay where we are, try to take out any coming L2 and then deal with the others. Sound okay?


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Kreig, Misha and Latys can hold the north passage, yeah?


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

I don't think they're coming from both directions. One way is the fortified guard position.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker
Therena wrote:
I don't think they're coming from both directions. One way is the fortified guard position.
DM Papa.DRB wrote:
Rikar hears noises coming from both down the stairs, and further along the hallway.

I read that to mean it was coming from two directions, we'll see if I've got that right.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]
Rikar Sarakin wrote:
Therena wrote:
I don't think they're coming from both directions. One way is the fortified guard position.
DM Papa.DRB wrote:
Rikar hears noises coming from both down the stairs, and further along the hallway.
I read that to mean it was coming from two directions, we'll see if I've got that right.

Correct. You hear noises from down the stairs at L4. You also hear noises from down the hallway to the north, now whether they come from the stairs to the north or further down the corridor, you do not know.


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

I only meant that there might not be drow approaching from both directions. If the guard post is close, we might be hearing noise from the drow on duty there, and the other sounds could be drow coming to relieve them. Irrelevant, really, because if I'm right, the drow on duty will rush to the noise of battle, unless...

Are any of the sounds getting louder (I.e., closer) and others not?


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

"Don't want to get pinned. Charge the one group and hope we drop them fast 'n quiet before the other group gets here?" The archer knows its not a great plan, but neither is getting caught between the groups. Especially if the party is not able to contain the drow; all it takes is a single one escaping the melee to run off and sound an alarm.........


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Sounds are not getting louder, in fact other than the original noise that bionic ears Rikar heard, it is almost too quiet.
.
Who will be standing where? What do you plan to do? Wait? Move forward, and if move, which direction?

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"If they're not coming out, can we push forward? Keep moving, and there's less chance we get ambushed from a guard station."


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Rikar nods at Josef (who presumably spoke using message?), then gestures that he's going to head down the hallway they're standing next to. As Kreig and Latys move into position next to him, he keeps all senses attuned to the threat of ambush. What little he knows of the drow suggests they'd like nothing better than to sneak up on his friends in the darkness - so Rikar's intent on sneaking up on the drow first.

Heading towards L2, taking 10 on skills, for a 32 on Stealth and 43 on Perception for Rikar, a 31 on Stealth and 23 on Perception for Latys.

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