DM waz up's tale of the adventurer (Inactive)

Game Master william Nightmoon

Astril, the land of the greats. it is the year 364 in the second era. the gods have just finished the ten-thousands war, a conflict that shook the prime material plane and caused the destruction of several lesser planes.
you are a farmer, a mercenary, a student, or perhaps just an unfortunate slave. things turn to your favor, or out of it, and you are sent on a journey to discover your fate!


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Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

With a mouth full of food, Tindertwig hops down off the table. He approaches the trap door.

Yous should let uses looks. We goods at looking.

The goblin peers down into the hole.

perception: 1d20 + 10 ⇒ (12) + 10 = 22 +3 traps


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

"Ok, so you can tell us what's down that tunnel." Zimul tells Tindertwig and Dirtbag. He doesn't expect Dirtbag to answer him.


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Rippit, comes a hushed reply from the toad.

Sovereign Court

game master

The tunnel heads south, into the darkness, it is only wide enough for one person to pass at a time, and is rather cramped... the walls are held up by a strang plastic material, similar to wood in hardness, but much more flexible.

There are a set of footprints heading from the tunnel to the trapdoor.
Tindertwig spots a tripwire, the wire leads to a set of bells and a bag on the ceiling.

the trap is so simple the check to disable is 5. all one needs to do is cut the wire


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Zimul causes his armour to emit light so he can see where he's going.

Light spell


Male Elf Bard 1

Alitas joins the group in peering down the hole, "Hey, if you really want to go down there, we'll be riiight behind you. Well, maybe 30 feet or so behind you. Just in case of a cave in or something.


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Tindertwig points to the bell. Shaking his head in disgust, he cuts the string.

Learned dis un befores mees walk.

Rippit, Dirtbag agrees.

The smiling goblin winks at the sudden light.

He then begins slowly moving down the tunnel, drawing his shortbow and placing an arrow at the ready.

stealth: 1d20 + 13 ⇒ (1) + 13 = 14


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth stands out of the way, occasionally peering nervously to Alitas.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

"Good one." Zimul praises Tindertwig, then stands behind Goldoth.

Sovereign Court

game master

As the tunnel progresses south, you notice the tunnel has a slight incline, as It heads deeper down.
plz make either a survival or perception check

The walls widen as well, giving more room for one to walk


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

"Good job my little green friend, can you sniff out any other traps?"

perception: 1d20 + 7 ⇒ (11) + 7 = 18 Meg looks around the room slowly. I also have low light vision so I can see further down the tunnel past the light.

Sovereign Court

game master

Meg hears voices ahead, the voices are harsh, but you can't make out what is being said...
you also notice tracks on the floor, they are small like a goblin's, but they are more beastly in shape. there are scones in the walls where torches can hang, and the supports are made of hard wood in this area.


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

I will relay all I hear/know quietly to the others.

Walking slowly down the hall behind Tindertwig stealth: 1d20 + 2 ⇒ (18) + 2 = 20

Sovereign Court

game master

mystery rolls, using Tindertwig's earlier roll
1d20 + 10 ⇒ (8) + 10 = 18
1d20 + 3 ⇒ (12) + 3 = 15

tindertwig's keen senses are just enough to spot the kobold guard hiding in a small cabby, unfortunately the kobold is just keen enough to spot him back!

the kobold barks loudly "What? Intruders! Goblin theif!"
Roll inititive, no suprise.

down the hall more kobolds gather to defend the tunnel, in total there are about 6 of them.
1d20 + 1 ⇒ (10) + 1 = 11
tunnel is 10 feet wide, kobolds are 20 feet down the tunnel, and are gathering with their spears. the guard is in a small cubby 5 feet up and in the side of the tunnel, only 5 feet to tindertwig's left, meg's left forword, but the guard has half cover from Meg.
the kobolds have yet to spot any of the group but Tindertwig, everyone but Tintertwig and meg have cover around a corner.

I apologize, I have nothing to show the layout... my combat grid is WIP.


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

initiative: 1d20 + 7 ⇒ (16) + 7 = 23

Tindertwig scrunches up his face at the sight of the kobolds.
Dirtbag sticks his tongue out at them.

Shh...wees being sneaks sneaks.

The goblin then promptly takes aim and fires.
At ones down tunnel.

Ranged shortbow: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d4 + 2 ⇒ (2) + 2 = 4 40/39

The goblin smiles and back up 10' to make room for the orc.

Goldoth, der bees ones right there., says the goblin pointing at the guard in the small cubby.


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

initiative: 1d20 + 3 ⇒ (1) + 3 = 4

Meg pulls out a rather round looking glass bottle in one hand. Waiting for the other to catch up.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Initiative: 1d20 - 2 ⇒ (1) - 2 = -1

Looks like I'm last...

Sovereign Court

game master

Gyro: 1d20 + 1 ⇒ (4) + 1 = 5
Gyro readies himself...

@Goldoth: bummer


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

back. Yes. Gyro will try to block the path so that less attackers can get to the rest

-Posted with Wayfinder


Male Elf Bard 1

perception: 1d20 + 5 ⇒ (6) + 5 = 11

Accidentally said perception instead of initiative. It's early for me.

Sovereign Court

game master

the kobolds advance 5 feet down the tunnel, their spears pointed at the party... the guard in the cubby draws a crossbow and fires at tindertwig.
Atk: 1d20 + 1 ⇒ (19) + 1 = 20
dmg: 1d6 ⇒ 2

tintertwig is stuck in the side with a bolt, however it doesn't seem to do much damage.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

init: 1d20 + 2 ⇒ (2) + 2 = 4

Sovereign Court

game master

all players up!


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Ouch! Yous be in troubles!

Rippiet!


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

Meg will whip up a quick concoction in the round vial he took out, a knowing smile comes to his face, he then whispers the word BOOM!

He will throw the vial at the back line of advancing Kobolds not wanting to hit any of these people he is just getting to know.

bombs away: 1d20 + 5 ⇒ (18) + 5 = 231d5 + 6 ⇒ (2) + 6 = 8 point blank shot, if they are within 30', the bomb is fire dmg

"I assume they are past diplomacy since they attacked us first?"

This will all be done upon his turn, also the bomb does splash dmg to of 6 points to those in 5' with a DC 15 save for half


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

"In Ra's name you will bring his wrath upon these heretics and show them the error of their ways." Zimul chants out loud, his focus being Goldoth, while staying behind the corner.

Using Leadership domain ability:

Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.

+2 attack and AC to Goldoth. Last time I looked, orcs started knowing common and orc, so sermons in common are good. The attack bonus will stack with bard song.

Sovereign Court

game master

All of the kobolds in the group are dead, save for one near the back. Its flesh seems to churn beneath its scales. The burns on its flesh seem to be healing for the master, for him, bringer of destruction! ALL HAIL THOON!!

know dungonering DC=15:
Thoon sounds familiar... something to do with aberrations

Every 5 you beat the DC will earn more information.


Male Elf Bard 1

Alitas smirks at the cleric's chanting, and begins a speech of his own, "On a lark to fight the dark, the heroes forge ahead. When all is done and the fight is won, the heroes sleep abed."

Knowledge Dungeoneering: 1d20 + 3 ⇒ (16) + 3 = 19

Starting Inspire Courage: Everyone gets a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Sovereign Court

game master

The kobold in the cubby shouts something in draconic.

Draconic:
Oh, that bad! THOON bad!


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth steps around the corner, drawing the long-hafted felling axe from his hip as he does. His face is a mixture anxiety and discomfort as he spots the burning bodies of the kobolds further in, but he tightens his grip on the axe and steps up to block the kobold into the cubby, which would provoke an AoO, except he's wielding a crossbow.

Turning the axe so as to strike with the flat of the blade and shutting his eyes, he brings the axe down on the poor kobold's head.

Attack (Nonlethal)
roll + ability + base + insight + morale + circumstance
Attack: 1d20 + 6 + 1 + 2 + 1 - 4 ⇒ (11) + 6 + 1 + 2 + 1 - 4 = 17

roll + ability + morale
Damage (Nonlethal): 1d12 + 9 + 1 ⇒ (8) + 9 + 1 = 18

Oh jeez, assuming these guys have 5HP, 13 of that is going through as lethal damage. :(

Summary:
Move Action: Move 20' to cubby
Free Action: Draw weapon (greataxe) as part of regular move
Standard Action: Attack kobold in cubby with greataxe

Sovereign Court

game master

Unfortunately for that kobold, Goldoth underestimates his own strength and crushes the poor thing, it falls out of the cubby, unconscious and bleeding out, you can tell it is nearly gone for good.1d20 - 1 ⇒ (20) - 1 = 19

Fortunately for goldoth, it stops bleeding almost immediately.
waiting on tindertwig and alitas... the last kobold doesn't seem phased by his fallen allies. Its mussle bulges and it seems to nearly double in girth.


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Apologies. I didn't realize that i could go again already.

Tindertwig stares hard at the scarey-looking mutant kobold.

Yous bee a weirdo!

Ranged shortbow: 1d20 + 6 ⇒ (1) + 6 = 7
damage: 1d4 + 2 ⇒ (4) + 2 = 6 40/38

Sighing, the frustrated goblin hides in the cubby hole.

stealth: 1d20 + 13 ⇒ (12) + 13 = 25

Sovereign Court

game master

To tindertwigs dissamay, the arrow he intends to fire breaks before it even leaves the bow, going nowhere fast.


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

Gyro begin to move forward. His sword and shield ready, lumbering up to the the contorting creature, he raises his sword
"You shall not hurt my companions. Face me" and swings at it

Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage : 1d10 + 7 ⇒ (4) + 7 = 11

-Posted with Wayfinder


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

heh. Lots of 4s... anywho. Miss. But now what ever it is is face to face with a wall =^^= luckely im not here to hit things like our orc friend. I here to absorb hits =^^=

-Posted with Wayfinder

Sovereign Court

game master

yes but now your standing next to an enemy you have no idea how to fight, or even if you'd do any good fighting it =^^= *evil GM* "so... you absorb damage eh?..."

Sovereign Court

game master

Asumeing alitas continues to sing!

The kobold seems almost fully healed from the firebomb. It swings first as gyro approaches. AOO: 1d20 + 4 ⇒ (4) + 4 = 8 deflecting off the hard armor.

It then screams and tries to attack in full. atk: 1d20 + 4 ⇒ (9) + 4 = 13

And once again it is harmless,

players up, @gyro, you can tell the blows have much strength behind them, nearly double that of a normal kobold.


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

not a lot. But i do =^^=

-Posted with Wayfinder


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Zimul says something to the mutated kobold in sibilant syllables.

Draconic:
The god you worship is a false one and we have you outnumbered. Surrender now and we won't have to kill you.

knowledge religion - what is a Thoon?: 1d20 + 7 ⇒ (18) + 7 = 25

if he surrenders:

"Stop it, people, he's surrendered. Lets tie him up and bring him back to town for interrogation."

If he does not surrender:

"Show him no mercy, for he knows not the error of his ways, worshipping a false god." Zimul continues chanting, focusing on Goldoth.

Inspiring command on Goldoth


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Everyone, don't forget your +1 to attack and damage from Alitas.

Goldoth stares down at the broken kobold in dismay, then at the flat of his axeblade, stained with bits of blood and pink goopy stuff. He loosens his grip on the axe, letting the head fall to the ground as he loosely holds the haft in one hand.

But the kobold is still breathing, and blood isn't pooling around it. Just sleep? Goldoth's takes the axe once more in both hands. Just sleep. He turns to look at the big scary kobold that is hurting new metal friend. Sleep. Rushing forward, which I guess would provoke an AoO if he's got reach now, but unless he's also got Combat Reflexes, he's fresh out, Goldoth lets the haft slip in his hands as he swings it back, catching his grip near the bottom of the haft, and then brings the flat of the blade up, in a wide arc, clearing Gyro's head to connect with the new threat. Go sleep.

Charge (Nonlethal)
roll + ability + base + insight + morale + charge + nonlethal
Attack: 1d20 + 6 + 1 + 2 + 1 + 2 - 4 ⇒ (18) + 6 + 1 + 2 + 1 + 2 - 4 = 26

roll + ability + morale
Damage (Nonlethal): 1d12 + 9 + 1 ⇒ (3) + 9 + 1 = 13

Summary:
Full-Round Action: charge (15') scary kobold

Sovereign Court

game master

The kobold growls at zimul. Thoon not god! Thoon is thoon! Thoon is all! The kobold is unphased by goldoth's mighty swing...

@Zimul: you've never heard of a god named thoon before...


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

Intelligence check: 1d20 + 5 ⇒ (16) + 5 = 21 Did i see that my bomb did nothing to this special Kobold? If so I want to know why and won't use it again.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Did the swing do anything to the kobold at all? Or does he take the hit, but still remains standing.

Sovereign Court

game master

@Meg, you bomb did in fact hurt the kobold, but the kobold seems to be healing at a rapid pace, you discern this isn't a form of regeneration, but fast healing.

@Zimul, the hit affected the kobold, but it is still standing... in other words he has more HP than that ;P exact information on health will come with a successful heal check DC 10 to tell general health, every 5 over gets you more exact. free action to just look and make a guess.


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Peeking out from the cubby hole, you see (if anyone is noticing) Dirtbag.
He seems to be looking down the hall at the melee.
The toad then disappears back into the cubby.
You hear a Rippit rippit rippit. come from the cubby.

A second later, you see a brave little goblin with bow in hand.
Taking aim down the tunnel, Tindertwig lets fly another arrow.

Ranged shortbow inspired into melee: 1d20 + 6 + 1 - 4 ⇒ (8) + 6 + 1 - 4 = 11
damage: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5 40/37

Are yous sure wees no hit friends?

Rippit, comes the reply.

Sovereign Court

game master

assuming alitas continues singing

the kobold's body seems to contort, fully healed now, but it sees to be growing now, sores appear on its flesh as the body over compensates for its wounds. the non-lethal damage seems to disappear It hurts! all shall fall to thoon!
the kobold swings again at gyro, angry that it can't place a hit.
atk: 1d20 + 4 ⇒ (12) + 4 = 16

its large arms bounce off the hard metal of gyro's body, dealing no damage whatsoever.
@gyro: doing its job well... for now


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

so it would seem

Gyro retaliates with another steady swing of his sword
Attack: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23flank?
Damage: 1d10 + 7 ⇒ (2) + 7 = 9

-Posted with Wayfinder

Sovereign Court

game master

the sword splits the kobold's flesh Remove the pain! take the pain! it says.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Just an aside, but bards maintain their Bardic Performance as a free action, so continuing to sing wouldn't really take up Alitas' whole turn.

I don't think we're flanking right now, but if the kobold isn't large, Gyro could probably move around him to flank. It'd draw an AoO, but seems like he's struggling to hit you anyway. If the kobold is large (which I assume he is; otherwise, he wouldn't have gotten an AoO against Gyro when he approached), then he's blocking the tunnel and we can't flank without Acrobaticsing through his space.

GM Only:
Discern Health
roll + ability + hangover
Heal: 1d20 - 3 - 2 ⇒ (15) - 3 - 2 = 10
Ayyy!


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

well. No flank + bard. Still puts the roll on 22 =^^=

-Posted with Wayfinder

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