DM Papa.DRB - Moru Country (Inactive)

Game Master Papa-DRB


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Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

Lets move then!


Female Human Cleric of Sarenrae 5 (HP 49/49, AC 19, T: 11, FF: 18, F+5, R +2, W+8, Init +3, Perc +7]
Spells Remaining:
1st: Command, CLW, Prot. from Evil; 2nd: CMW, Bull's Str, Lesser Restoration; 3rd:

"I'd hate to miss something important. We should be thorough." Redona responds to Rikar, ready to follow the group.


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

Perception:
Borris: 1d20 + 0 ⇒ (18) + 0 = 18
Josef: 1d20 + 0 ⇒ (17) + 0 = 17
Misha: 1d20 + 4 ⇒ (7) + 4 = 11
Redona: 1d20 + 4 ⇒ (19) + 4 = 23
Rikar: 1d20 + 5 ⇒ (8) + 5 = 13
Sezira: 1d20 + 4 ⇒ (15) + 4 = 19
DM:
1d100 ⇒ 59
Heading back in to finish searching the mines, you get all the way to where the large battle with the bugbear, orcs and goblins was. Pondering why the bodies are still there, you search the area more thoroughly. On the bugbears body, in a pouch that was cleverly hidden but Sezira found, are two keys, two small gems and a potion. Heading west into the hallway, there are two doors, one north and one south. The north door is locked but one of the found keys fits it. Checking out the two rooms, Rikar tells you that this is where the orcs stayed. In the locked room, you find a chest with three alchemist fire, 150gp in various coins and a suit of masterwork scale mail.

Going back to the chamber where the prisoners were kept, you find a small, unlocked chest buried under some rubble and it has 225 gold pieces in it.

All the goblin weapons and armor are too small, as well as extremely poorly made. There are a few suits of orc sized studded leather that would be fit to where, if you can stand the smell, as well as their falchions.

Sezira, inspects the steel doors in the south wall and notes that the other key on the ring fits it.

CURRENT LEVEL MAP (Ignore the "removed" portion of the map. It is not part of this campaign.)
Are you heading further into the complex, or back out to rest for the night?


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 admires the treasures they've found, now that they've taken some time to look around more carefully. He suggests "Why don't we take this stuff back outside and set up camp, and spend the daylight we've got left trying to figure out what we've got. I don't know much about gems, or potions for that matter, but I imagine between us we can figure out what these things might be worth, or what they do. Then we can come back in the morning and try out that door. What do you all think? And does anyone want this beautiful scale mail? It would be useful in a fight, but I don't want to be slowed down that much, so I'll pass on it."

Appraise: 1d20 ⇒ 8
Perception (to identify potions): 1d20 + 6 ⇒ (7) + 6 = 13

Updated the treasure sheet, though there are a few blanks where we don't know what stuff is yet.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

i got a breastplate so no need for a lesser piece of armor :-)If there is a pice of heavy armor I'll be game!! :-)

I think Rikar has a good point lets set up camp go to bed and go on trough the next door in the morning!

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)

"While I would like armor, I am concerned with it interfering in my spellcasting. The studded leather would prove less onerous, but the scale would provide better protection. If we're okay with some of my spells failing, I am more than willing to wear either. I will definitely take one of those falchions, though. A stout blade will prove quite lethal."


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

Rikar looks at the two gems, but has no idea what they are worth. He dips a finger in the potion, but does not understand it's properties either.

the dice gods had it in for you on those rolls!


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

DM:
night: 1d100 ⇒ 34
patrol: 1d100 ⇒ 4
Having finished scouting out this level of the mines, and the beginning of the fortress, you head back outside and find the hidden path that leads to where you cold camped just a few nights ago. Bringing some of the armor, weapons and all the gold, gems, and the potion, you setup for the night. Once again, it seems that luck is with you and after eating and deciding who takes which items, morning comes and you head back into the mountain.

You head thru the mines and down the ladder. The bodies, partially eaten now by rats are still there, however all the torches have gone out. Josef has been providing light in the form of dancing lights. You enter the last big room with the steel doors ahead.

Who is taking and/or wearing what? (camp actions) And actions in the room.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

Borris can see the puzzled Face when trying to determine what the potions are.Hey Rikar let me try! I'll compare it to the healing potion I got here!

perception: 1d20 + 1 ⇒ (4) + 1 = 5
appraise valuables: 1d20 + 0 ⇒ (12) + 0 = 12

This night Borris sits at the fire and sharpens his Klar with his whetstone. He is talking to his grand-father
I finally figured it out grandfather. There is no way to master the mighty Earthbreaker all we can do is guide it to its target! I finally understand! Now I must continue my Studies my father expects me to lead our house one day! I will sharp this Klar blade to remember you! Every night!


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

Misha smiles as the warrior and the hunter try to understand the value of the delicate objects. "Guys. Give me those. I'm the archeologist, remember?"

Now let's see me roll hilariously poorly! Y/N?

Appraise gem 1 1d20 + 6 ⇒ (18) + 6 = 24
Appraise gem 2 1d20 + 6 ⇒ (11) + 6 = 17
ID potion with detect magic and Spellcraft 1d20 + 7 ⇒ (9) + 7 = 16

Misha also uses detect magic to see if any of the other items they find are magical as well, and will take time to identify them.


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 also occurs to me if we're camping we could probably just take 20 to id the items as well

To the question of what to do next, Misha suggests, "Let's clean up what's useful, divvy it out, and camp somewhere it doesn't smell of dead orc."


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

you might as well use detect magic sooner so you dont miss out on cool magic stuff like pearl's of power and things you would otherwise miss :-) its a cantrip afterall! :-) im just a dumb fighter so i wouldnt know :-)


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

That's why I said

Quote:


Misha also uses detect magic to see if any of the other items they find are magical as well, and will take time to identify them.

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)

"Yes, let's divvy up the useful bits. Like I said, I would like to take one of the falchions, and I'm thinking the scale mail. While it will interfere with my spellcasting somewhat, its protection is more than what my spells can provide me, and lasts as long as I wear it. Besides, I can learn how to cast while in armor better wearing it than not."

I'd like the scale mail and a falchion, which would make Josef more of a melee threat, at the expense of a 25% spell failure chance. It's worth the trade, for now, I think. Should anyone want his quarterstaff, feel free to grab it!


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

Unless the Scale male has magical properties I dont need it my breastplate is fine for now but when we find a piece of heavy armor I would like that!

It is sad to see you go more into melee Josef we could use an arcane caster more :-) You are free to do so ofcourse! :-)

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, he's not losing out the magic just yet. And once I hit next level I'll have arcane armor training to negate some of the spell failure chance.


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

Misha's senses tell her that the potion is one of invisibility, and that the gems are worth 50 gold pieces each.


female elf Rogue 2 [ HP: 18/18 | AC:16 T:13 FF:13 | F: +1 R: +6 W:+0 | initiative +5, perception +5 ]

Sezira doesn't see anything of use to her but helps Josef into his new armour.


Female Human Cleric of Sarenrae 5 (HP 49/49, AC 19, T: 11, FF: 18, F+5, R +2, W+8, Init +3, Perc +7]
Spells Remaining:
1st: Command, CLW, Prot. from Evil; 2nd: CMW, Bull's Str, Lesser Restoration; 3rd:

Redona wouldn't mind the mwk scale mail, since she wears medium armor. But I won't be too upset if someone else wants it. I'd much rather have a nice mwk weapon to up my hitting chances a bit lol

Redona follows everyone outside with the loot, looking at it to see if she can see something the others miss. She especially eyes the masterwork armor, thinking it about how it looks more protective than what she currently has on.

1d20 + 4 ⇒ (3) + 4 = 7 Appraise check

She's pretty tired, however, so she doesn't notice much, even if there was more to be found.

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)

Oh the healer should totally take the scale mail. I'll take a studded leather for the moment. Less ASF too.


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

Misha squints at the bottle. "Hmmm... illusion... ah... Rikar, come here and stick out your tongue. Yep, this is an invisibility potion. Shall we give this to one of our scouts, or someone else in case they need to accompany the scouts?"

She holds up the gems. "As for these, they'd get us about 50 gold with the right buyer, nothing unusual about them. Unless Redona or Josef might have use for them for spells, but I do not."

"Well, let's all gather this up and find a place to stay. Do we want to camp here in the caves or go back out to our spot outside? I'd be inclined to the latter, even if it takes longer both out and in. This here also looks safe enough, but we'd have to clear out the dead bodies first."


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 makes a displeased face after tasting the potion Misha offers him. "Hmmmph. Tastes like...something missing. Not sure how else to describe it. It's an invisibility potion you say? Sounds like it would be useful to Sezira in scouting, though I could use it for that also if she doesn't want it. I don't think I want much else here, but I'll follow Josef's example and pick up one of the falchions - always good to practice with a new weapon."

Hefting the blade, he says "Looks like it could cut deep if you hit with it right. And I say we go back to our camp outside. I don't really want to camp right on their doorstep, in case they have some reason to step out the door."

Treasure sheet updated, I listed the invis potion as communal, just have to decide who carries it. MW scale mail went to Redona.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

Seems we are ready to head in then?


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

The found equipment is identified and distributed to those in need and want, and a nights rest is had by all.

When morning comes, you form up and head thru the mines and down the ladder. The bodies, partially eaten now by rats are still there, however all the torches have gone out. Josef has been providing light in the form of dancing lights. You enter the last big room with the steel doors ahead.

Actions?

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)

"Let's be ready for surprises. Who knows what is on the other side?"

Gripping his new sword tight, Josef stands ready for whatever happens.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

Borris listens to Josef Klar striped to his arm he takes takes out his hammer and alows it to rest on his sholder.
yes let's be prepared!


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

Misha quietly calls up to the scouts, "Can you hear anything at the door?"


female elf Rogue 2 [ HP: 18/18 | AC:16 T:13 FF:13 | F: +1 R: +6 W:+0 | initiative +5, perception +5 ]

Sezira creeps up to the door, "Give me a few minutes."
Perception for traps take 20: 20 + 6 = 26
Perception for sound on other side take 20: 20 + 5 = 25


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

Sezira searches for traps at the door, but does not find any. She does confirm that the other key on the ring taken from the bugbear will fit the lock.

As she listens at the door she does hear noise of someone / something moving around beyond the door. From the echos the space on the other side of the locked steel doors is probably a fairly large area.

Actions?


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

Comon open that door we are as ready as we are ever gooing to be!


Female Human Cleric of Sarenrae 5 (HP 49/49, AC 19, T: 11, FF: 18, F+5, R +2, W+8, Init +3, Perc +7]
Spells Remaining:
1st: Command, CLW, Prot. from Evil; 2nd: CMW, Bull's Str, Lesser Restoration; 3rd:

"Do you hear anything?" Redona asks Sezira quietly, spear in hand, which she has cast her light spell on so that she can see in the darkened cave.


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'm going to assume Sezira reports on the noise

"Okay," Misha whispers to the others. "How about Rikar and Borris stand ready at the door, and Sezira opens it. IF whatever's on the other side is hostile, be ready to rush it. Just take care NOT to rush if it's a dwarf or something else."


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

Borris is showing his impatience now more obviouseComon open that door so I can move in already I want to use my hammer on some Evil creatures!

Borris moves as close to the door as he can ready to storm in!


female elf Rogue 2 [ HP: 18/18 | AC:16 T:13 FF:13 | F: +1 R: +6 W:+0 | initiative +5, perception +5 ]

Sezira uses the key and making sure everybody is ready, opens the door.


Heart racing breath holding borris looks trough the door expecting an army!

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 am ready. Let's go."


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

Initiative:
Borris: 1d20 + 4 ⇒ (4) + 4 = 8
Josef: 1d20 + 1 ⇒ (12) + 1 = 13
Misha: 1d20 + 2 ⇒ (2) + 2 = 4
Redona: 1d20 + 3 ⇒ (16) + 3 = 19
Rikar: 1d20 + 4 ⇒ (17) + 4 = 21
Sezira: 1d20 + 5 ⇒ (20) + 5 = 25
O;1d20 ⇒ 10
G;1d20 ⇒ 6
Sezira opens the loudly creaking steel door, thinking well that just announced us, and takes a quick step back, while Borris and Rikar step up to see what is in the room beyond the steel doors.

There is a large rectangular chamber with two arched rows before the east and west walls. The high walls look like they were covered with bas-reliefs at one time. There are three sets of double doors in the room, one to the left (EF6), one to the right (EF17), and one on the other side of the room (S11-12) which is next to spiral stair case(S13) that leads up to an arched balcony that overlooks the chamber from the east, south and west walls. Something is moving on the balcony, and the two orc guards notice you and yell!

TACTICAL MAP
CURRENT LEVEL MAP
Actions! Sezira UP!
Sezira: 25 (16, 18/18)
Rikar: 21 (16, 23/23)
Redona: 19 (18, 19/19)
Josef: 13 (16, 21/21)
O: 10
Borris: 8 (19, 22/22)
G: 6
Misha: 4 (15, 18/18)


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

Charge!!
Borris charges towards the nearest orc and attacks it with his Earthbreaker

atackrols:

atk earthbreaker: 1d20 + 8 ⇒ (20) + 8 = 28
dmg earthbreaker: 2d6 + 3 ⇒ (6, 5) + 3 = 14

confirm earthbreaker: 1d20 + 8 ⇒ (12) + 8 = 20
crit dmg earthbreaker: 2d6 + 3 ⇒ (5, 4) + 3 = 12

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)

Before Borris, I believe

"Take them down quickly! Don't let them swing those blades!"

Josef moves to the opening, drawing a dart as he goes. Standing against the side of the archway, he releases it after charging it briefly with magical potency.

Move to D12, drawing Dart. Swift: Arcane Strike. Standard: Attack Orc @ J12.

1d20 + 3 ⇒ (5) + 3 = 8 to hit, 1d6 + 5 ⇒ (2) + 5 = 7 damage


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 moves into the room towards the orcs, his sword leading the way. He calls to Goma to attack, and they step up to the orc directly ahead of them and strike.

Greatsword attack: 1d20 + 5 ⇒ (10) + 5 = 15
Greatsword damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10

Goma bite attack: 1d20 + 2 ⇒ (19) + 2 = 21
Goma bite damage: 1d4 + 1 ⇒ (3) + 1 = 4

Rikar to I12, Goma to I13, both attack orc in J12


Female Human Cleric of Sarenrae 5 (HP 49/49, AC 19, T: 11, FF: 18, F+5, R +2, W+8, Init +3, Perc +7]
Spells Remaining:
1st: Command, CLW, Prot. from Evil; 2nd: CMW, Bull's Str, Lesser Restoration; 3rd:

"here!" Redona casts Bless on the party, as long as they are in range, hoping the spell will help her allies finish off the orcs quickly.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

Waiting on Seizira to make her move :-)
You been bussey with RL Seizira?


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

Did we divvy up the alchemist's fire? Misha will take some of that if no one else wants it.

Seeing the orcs engaged swiftly by her comrades, Misha moves in (to F15) trying to get a better view on the situation, including trying to identify whatever is moving on the balconies. Perception 1d20 + 6 ⇒ (10) + 6 = 16

If she also has time, she casts flare at one if the orcs, if any are still standing. (Whatever are on the balconies are out of range.) Fort DC 12.


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

DM:
S;a;d: 1d20 + 4 ⇒ (15) + 4 = 191d6 ⇒ 1
O;a;d: 1d20 + 5 ⇒ (4) + 5 = 92d4 + 4 ⇒ (1, 3) + 4 = 8
G;a;a;a;d;d;d: 1d20 + 4 ⇒ (13) + 4 = 171d20 + 4 ⇒ (5) + 4 = 91d20 + 4 ⇒ (2) + 4 = 61d4 ⇒ 31d4 ⇒ 21d4 ⇒ 4
Sezira stays where she is, and fires an arrow at the closest orc and wounding it. Rikar also moves to attack the same orc, and he and Goma finish it off. Redona steps up five feet and casts bless that encompasses the complete party. Josef moves into position, and seeing the orc that he was going to attack go down to the savage attack by his companions switches to the other orc, however, the switch ruins his aim and he misses. The remaining orc, laughing because a fool human runs up to him, swings, but the laughter is on him as he misses Rikar! Borris, seeing that the orc took a swing, charges it and with a tremendous blow, the last orc hits the floor in a bleeding heap. The goblin on the western and southern balconies, fire at Borris, with the western goblin damaging him. The goblin on the eastern wall shoots at Rikar but the arrow bounces off one of the pillars. Misha moves in and notices that the three creatures on the balconies are all the same, "goblins" she shouts!

TACTICAL MAP

Actions! Sezira UP!
Sezira: 25 (16, 18/18)
Rikar: 21 (16, 23/23)
Redona: 19 (18, 19/19); Bless: 20/20
Josef: 13 (16, 21/21)
O: 10
Borris: 8 (19, 19/22)
G: 6
Misha: 4 (15, 18/18)

We have our 10 month old granddaughter for the weekend. Not sure how much I will be able to get online with her here, so I may not post till Monday evening.

Borris:
Charge lowered your ac by 2, which was *just* enough for the goblin arrow to hit you


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

Borris screams as the litle arrow hits in his arm.Aaargh! I am moving on!! lets get up those stairs!!

Double move up to the stairs when Borris is up.


Female Human Cleric of Sarenrae 5 (HP 49/49, AC 19, T: 11, FF: 18, F+5, R +2, W+8, Init +3, Perc +7]
Spells Remaining:
1st: Command, CLW, Prot. from Evil; 2nd: CMW, Bull's Str, Lesser Restoration; 3rd:

Can Redona see the goblins well enough to shoot them with her crossbow from somewhere? I'm going to assume she can and do that, but if not, change my action to moving with Borris toward the stairs

Redona moves to G12, (if I'm calculating where she can move right on the map) lifts her crossbow, and lets a bolt fly against the goblin that is in S10.

Crossbow 1d20 + 2 ⇒ (2) + 2 = 4
damage 1d8 ⇒ 5

The crossbow bolt bounces harmlessly off the ceiling, showing that she aimed entirely too high.


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 hurries to the stairs, with Goma close behind. He calls out to Borris, "They're on both sides, I'll go right at the top, you go left!

Double move to and up the stairs, will move as far towards S11 as possible - not sure how tall the stairs are.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

Seizira gone? didnt see her post a Leave of absense or anything? her last post was a pritty short one at the 4th of june.


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

Misha moves up and points at the nearest goblin within 35 feet after she moves, and casts grease on its bow.

DC 13 Reflex or it drops it

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)

Josef moves into the room with the rest of his group, readying and launching another dart.

1d20 + 5 ⇒ (2) + 5 = 7 to hit, 1d6 + 5 ⇒ (3) + 5 = 8 damage (1 dart remaining)

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