DRAGONLANCE - LEGENDS OF THE THIRD DRAGON WAR (Inactive)

Game Master Dennis Harry

Against the Goblins

Perception Checks:

Eddie [dice]1d20+6[/dice]
Gaurm [dice]1d20+6[/dice]
Zsar [dice]1d20+4[/dice]
Brogg [dice]1d20+2[/dice]
Eldren [dice]1d20+9[/dice]
Theo [dice]1d20+1[/dice]

---

Initiative Checks:

Eddie [dice]1d20+3[/dice]
Gaurm [dice]1d20+2[/dice]
Zsar [dice]1d20+1[/dice]
Brogg [dice]1d20+1[/dice]
Eldren [dice]1d20+4[/dice]
Theo [dice]1d20+2[/dice]

Maps:

Pre Cataclysm Map - Little Detail

Pre Cataclysm Map - Detail

Post Cataclysm Map - For Perspective ONLY

Map of Tarsis. Imagine the crater next to the city being filled with water. That entire stretch of land is all port. In addition, the wall running out into the water is also a man made port and the wall is a combination of wall and dock. The elven ship is at the very end.

Another Tarsis Map The Cathedral to Branchala is just to the northeast of the Central Plaza. It is not represented on the map but I wanted to give the group a sense for the city.

House Rules for Hero Points:

Hero Point Mechanics:

1) One permanent Hero Point may be used to avoid a final death scenario allowing a narrow cinematic escape,

2) One temporary Hero Point may be used if you are between -1 and -9 hit points to stabilize yourself to prevent further blood loss,

3) Temporary Hero Points may be expended to power Feats. These grant a lasting bonus for a one scene or one round duration depending on the feat description,

4) One temporary Hero Point grants a character a chance to supplement their d20 roll by 1d6 and add the result (whatever it was - no re-roll) to the d20 result,

Progression system:
Level 1-10 1d6,
Level 11-20 2d6,
Level 21-?? 3d6. and

5) No more than one Hero Point may be expended per round.

Optional rules mostly in the form of New Feats for Hero Points:

Arcane Surge (Prerequisites - Arcane Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),

Attune Item (Prerequisites - A Weapon of Legacy) (Allows wielder to expend one hero point to add +3 to attack and damage for the scene with chosen item),

Defensive Ward (Prerequisites - Dodge) (Allows wielder to expend one hero point to give yourself a +3 Luck bonus to AC for the scene),

Divine Surge (Prerequisites - Divine Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),

Heroic Feat (Prerequisites - None) (Any saving throw successfully made 10 points above an effects DC automatically allows the character to regain 1 used Hero Point),

Heroic Grace (Prerequisite - None) (Allows wielder to expend one hero point to add +1 to all saving throws or +3 to one saving throw for one scene),

Heroic Quickness (Prerequisites - Improved Initiative) (Allows wielder to expend one hero point to add +3 to Initiative checks),

Manifesting Surge (Prerequisites - Psionic Class) (Allows wielder to increase a powers save DC by 3 for 1 round by expending a Hero Point).

Dragonlance Pathfinder Conversion


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Male CN Human Kineticist (Gambler) 2 | HP: 23/25 | AC: 16 (13 Tch, 13 Fl) | CMB: +1, CMD: 14 | F: +8, R: +6, W: +1 | Init: +3 | Perc: +6, SM: +6 | Speed 30ft | Power Points: 3/4, Burn 1/8, Active conditions: None.

"Maybe just focus on collecting yerselves for now" says Eddie, scratching his head. "I suppose, if ya'll are ok, that I'll just... head back outside."

He heads back out to check on the rest of the group and deliver the news that Huru was ok. He doesn't understand how the elves could be keeping such a cool head in this situation...


Shadow's Status

9th Day of Autumn Twilight - 1030 PC - Tarsis the Beautiful - The Winged Victory Inn - Outside

Caleb listens to Eldren's and Theo's explanations and Gaurm's question and grunts, "We have no policy as such occurrences are exceedingly rare. For now, keep them as a token of the good faith of the city for your quick action.

If we have need to inspect these items further I will leave word with you at your temporary residence.

For now, we will take the assassin into custody and question him".

Zsar:
The potion is unlike anything you have ever smelled before. However, a heavy whiff of brimstone is prominent...

Haskin grins, "Good, we could use such weapon against what we'll be facing. Once Eddie exits the building I'd like to get going".

---

9th Day of Autumn Twilight - 1030 PC - Tarsis the Beautiful - The Winged Victory Inn - Inside

Draven nods to Huru, "I shall certainly do so, I wonder who the target was and why so we can start there".

Aristal peers out the window and turns to Huru and Draven, "We'd best follow Eddie. The city guard has the assassin and if we wish to question him we should be there to exert our influence, what little we have".

---

Unless anyone wishes to delay the reunion further, I am going to say you are all outside as the guard begins to lead the assassin away. Another contingent of guards is hovering in the area where the other died to keep people away. Still a third set of city guards are now posted on the stairs of the Cathedral. All told, there are 20+ present, not counting further guards who accompanied the emissaries from other lands. This was a bold assassination attempt indeed!


Hurudithya Griffontamer Female elf cleric (divine paragon) of Quenesti Pah 1 ( Pathfinder Player Companion: Divine Anthology 15) NG Medium humanoid (elf) Init +3; Senses darkvision 60 ft., low-light vision; Perception +4

I am all for not delaying


Male Bakali Druid(Dragon Shawman) 2
Vitals:
HP:19/19 AC:17 Init:+1 F:6 R:0 W:6 CMD:14

Zsar snorts, recoiling from the smell. He Huffs. It appears to be made of Brimstone... he corks it again and hands it back... Following where he is needed.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Good to go.


Male Half-Ogre Vangaurd Commander (Warlord) 2 [HP 21/25 | AC 17/10/17 | Fort +6, Ref +0, Will +0 | Init +2; Perception +6]

Gaurm nods to Caleb, "Gratitude," and tucks the weaponry and potions away, speaking to his companions, "We can deal with these later."


INACTIVE - GAME DIED

"Yeah, if the assassins were in this much of a hurry, we should probably move quick too," says Brogg.


Hurudithya Griffontamer Female elf cleric (divine paragon) of Quenesti Pah 1 ( Pathfinder Player Companion: Divine Anthology 15) NG Medium humanoid (elf) Init +3; Senses darkvision 60 ft., low-light vision; Perception +4

The Daughter of Mishakel nods.


Male CN Human Kineticist (Gambler) 2 | HP: 23/25 | AC: 16 (13 Tch, 13 Fl) | CMB: +1, CMD: 14 | F: +8, R: +6, W: +1 | Init: +3 | Perc: +6, SM: +6 | Speed 30ft | Power Points: 3/4, Burn 1/8, Active conditions: None.

Eddie will lead everybody back outside.

"Looks like everyone made it through with all their various bits and pieces intact" he says with a smile.


Shadow's Status

9th Day of Autumn Twilight - 1030 PC - Tarsis the Beautiful - The Winged Victory Inn - Outside

As Caleb and his men begin to lead the surviving assassin away, Huru, Draven, and another female cleric exit the Inn now teeming with guards, and approach.

The female cleric states, "Captain, I and my companions were the targets of this man and we would have involvement with his questioning".

Caleb sighs, "Revered Daughter Aristal, it is a criminal matter for the Guard to handle. If we need a Cleric we shall request one through the proper channels".

She shakes her head, "No, I insist!"

Haskin turns to the rest of you, "We are loisng daylight my friends, it's nearly 10 am as is. If your Cleric is not coming are the rest of you?"

Now you are all near enough each other and the NPCs to decide what to do next. Stya and interrogate, if the Guard let's you OR head out of the city to follow whatever lead Haskin claims he has regarding these "bandits".


Male CN Human Kineticist (Gambler) 2 | HP: 23/25 | AC: 16 (13 Tch, 13 Fl) | CMB: +1, CMD: 14 | F: +8, R: +6, W: +1 | Init: +3 | Perc: +6, SM: +6 | Speed 30ft | Power Points: 3/4, Burn 1/8, Active conditions: None.

"Let the guard handle it" says Eddie with a shrug "I've got no further business here."


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theo just stands there simply in amazement at all these goings-ons!


Hurudithya Griffontamer Female elf cleric (divine paragon) of Quenesti Pah 1 ( Pathfinder Player Companion: Divine Anthology 15) NG Medium humanoid (elf) Init +3; Senses darkvision 60 ft., low-light vision; Perception +4

She doesnt know anything about the bandits


Shadow's Status

9th Day of Autumn Twilight - 1030 PC - Tarsis the Beautiful - The Winged Victory Inn - Outside

The female cleric turns to Eddie, "The last time I let the guard handle it, two of my friends were murdered and it was declared that the case was closed.

Now two assassins, with a very similar set of strange magics, have attempted to slay myself or there elven dignitaries or both! This must be addressed by the clergy as well as the guard".

Red who is still lingering chimes in with his massive minotaur frame and voice, "If the Captain will allow me, I will attend to the assassin's questioning while the rest of you leave the city. Thereafter, as I wish to meet with the clerics anyway, I can report what I have heard back to all of you".

---

Hurudithya Griffontamer wrote:
She doesnt know anything about the bandits

See OOC.


Hurudithya Griffontamer Female elf cleric (divine paragon) of Quenesti Pah 1 ( Pathfinder Player Companion: Divine Anthology 15) NG Medium humanoid (elf) Init +3; Senses darkvision 60 ft., low-light vision; Perception +4

Perhaps we should allow the guards to handle this issue as we see to it about these brigands? she states


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Why, I have never met an actual brigand before. How fascinating. NowtherewasthisonetimewhilemygreatuncleNeedles wasoncewaylaidbyalostkenderbutnowthatithinkonitthatkenderkindahaditcoming.. .


Male Human (Solamnic) Wizard (Exploiter Wizard) 2; AC 12, touch 12, flat-footed 10, CMD 13; HP 14/14; AR 4/5; Fort +2, Ref +2, Will +6; Initiative +4; Perception +9, Sense Motive +7

"Had what coming? There was a kender," Eldren asks, something between curiosity and maybe just a little effort evident in his expression as he tries to decipher the gnome's words, or rather disentangle them from one another. "And in any rate, actual brigands are quite different from kender. They do not so much... borrow or find, they steal. At least." Despite the little smile on his face, his voice is serious enough.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

I just meant that I have never met a real brigand, that's all.


Male Bakali Druid(Dragon Shawman) 2
Vitals:
HP:19/19 AC:17 Init:+1 F:6 R:0 W:6 CMD:14

thieves exist in every society... whether driven by greed, or simple hunger, they are bound to appear. Zsar says, his tone flat, like he was just stating fact


Male Half-Ogre Vangaurd Commander (Warlord) 2 [HP 21/25 | AC 17/10/17 | Fort +6, Ref +0, Will +0 | Init +2; Perception +6]

Gaurm re-settles his equipment and waits patiently for the others to be ready.


Shadow's Status

9th Day of Autumn Twilight - 1030 PC - Tarsis the Beautiful - The Eastern Road

Red accompanies Aristal who refuses to let the would be assassin out of her sight despite Caleb's protests. A situation your group leaves behind as Haskin leads you all to the stables near the eastern gate.

The stable hand, Toby, greets him. His eyes are wide as he takes in the sight of Brogg and Gaurm. Even the appearance of the elves does not catch his eyes with the two larger than life warriors so near.

Haskin drops silver into the teen-aged boys' hand, mounts and motions to all of you to follow to the gate. A pony holds both Theo and Rin who of course, will not stop talking. The guards at the gate seem quite happy to see your group go. The eastern road runs for a half mile due east where it splits south, east and north.

Haskin turns to you all, "Now that we are outside of the city proper and away from potential spies we can speak freely. I have been employed by a select segment of merchants whose shipments have been targeted both by land and sea. However, the nature of what they sell is... sensitive. They are weapon manufacturers. Outside of the standing army and guards of the cities of the Kingdom of Kharolis, such goods are not supposed to be sold.

However, nobles with their own private armies and less savory characters seek to acquire such items and so the black market is rich with them. Or it was until their shipments began to be raided by sea and land by these Bandits.

As there is no discernible pattern to what shipments are attacked, it appears that such attacks are "random". Thus, the city guards of Tarsis believe that this is nothing more than "normal" banditry which while a problem, is not specific enough to assign a special force to pursue and stamp out. However, it is not random, all weapon shipments being sent to Tarsis are attacked and the weapons stolen.

The guards slain are those who are aware of the contraband. Those who survive the attacks are put to sleep and so long as they are not those with knowledge of the goods are simply robbed as is any currency being transported. So it appears that theft of the currency and nothing else is the goal.

I think you can see the problems here yes?"


INACTIVE - GAME DIED

Brogg thinks hard, then says, "I guess. Someone else gets the swords and you want 'em stopped."


Hurudithya Griffontamer Female elf cleric (divine paragon) of Quenesti Pah 1 ( Pathfinder Player Companion: Divine Anthology 15) NG Medium humanoid (elf) Init +3; Senses darkvision 60 ft., low-light vision; Perception +4

The light and healing of Quenesti Pah are needed so desperately in this world of Krynn she remarks.


Male CN Human Kineticist (Gambler) 2 | HP: 23/25 | AC: 16 (13 Tch, 13 Fl) | CMB: +1, CMD: 14 | F: +8, R: +6, W: +1 | Init: +3 | Perc: +6, SM: +6 | Speed 30ft | Power Points: 3/4, Burn 1/8, Active conditions: None.

"Seems like quite the operation" remarks Eddie. He was surprised that the bandits were able to track down these sort of shipments consistently.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Looking awkward on the pony, the gnome's constant chatter causes a humorous sight.

Ihadagreatuncle--WalterWilliamTheodoreGlitterfounder--whooncewentintoafores t.Henrverreturned.


Shadow's Status

9th Day of Autumn Twilight - 1030 PC - Tarsis the Beautiful - The Eastern Road

"At first Brogg, yes that was my goal, now I worry less about my employers gold and more about where those weapons are going to!"

He looks slightly uncomfortable at the Revered Daughter's statement but makes no comment.

Haskin nods to Eddie, "Yes quite... hmmm. Damn. They must know somehow but how. Now that you mention it, they've never hit a shipment that did not contain contraband.

We don't need to find the bandits, we need to get to the next shipment!

It's on the trade road now, far south of here. At least four days ride away now".

Draven frowns, "Are you saying we need to ride to meet this shipment?"

Rin grins at Theo then looks at Eldren, "Uh what did he say Eldren? Did you know that sometimes Forests can just get up and move all on their own? I saw it once, I swear I did".


Male CN Human Kineticist (Gambler) 2 | HP: 23/25 | AC: 16 (13 Tch, 13 Fl) | CMB: +1, CMD: 14 | F: +8, R: +6, W: +1 | Init: +3 | Perc: +6, SM: +6 | Speed 30ft | Power Points: 3/4, Burn 1/8, Active conditions: None.

"Well where are the attacks happening?" asks Eddie.

"What I mean is: riding four days to escort a caravan may not be necessary if we know that these guys aren't hitting the shipment until they get closer to the city. If we assume they know the route already, that'll narrow down where we need to look."


Male Human (Solamnic) Wizard (Exploiter Wizard) 2; AC 12, touch 12, flat-footed 10, CMD 13; HP 14/14; AR 4/5; Fort +2, Ref +2, Will +6; Initiative +4; Perception +9, Sense Motive +7

"Do they? And where did you see that?" Admittedly, this could simply be a kender's flight of fancy, as the little folk do seem a little predisposed to an overactive imagination. Still, one never knows what one might learn even from the most unlikely of sources.

"Theo talked about how a great uncle of his went once into a forest and never returned..." And then Eldren abruptly stops, as he seems to recall something about kender also having some sort of uncle, the same one. And he hopes that he has not just opened the proverbial flood gates of stories upon stories about him.

"It would certainly save some time and may even help us make a plan on how to better deal with it," the mage agrees with Eddie with a nod.


Male Bakali Druid(Dragon Shawman) 2
Vitals:
HP:19/19 AC:17 Init:+1 F:6 R:0 W:6 CMD:14

Zsar pokes his way into the conversation. Forests themselves can't move. However, with enough magics, or Ents, one could possibly move a forest. If one did see such a thing it is likely that it was only a few trees at most...


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

The gnome's face lights up.

A forest that moves! How wonderful!

The wizard then looks to Eddie.

But how do we find that out?


INACTIVE - GAME DIED

"We go there and see for ourselves," says Brogg.


Shadow's Status

9th Day of Autumn Twilight - 1030 PC - Tarsis the Beautiful - The Eastern Road

Haskin shakes his head, "That's the confounding thing. It's never in the same place twice. For some time I thought the bandits were in yon woods" He points to the woods where Zsar initially arrived, "but there's no evidence of that. The survivors claim that they appear from nowhere! When they leave, there are no tracks. Yet they attack on horseback! I've tried to track them myself a time or two but there's nothing left to track. Mind you, the road leadig borth to south has no forests. A few rises to hide behind but no true impediments to vision as a guard while on the road".

Eldren & Theo Knowledge Arcana checks. DC Variable.

Indeed, Eldren does opne the floodgates to several stories from Rin about magical forests moving. Despite Zsar's protests that these are indeed Ents, the Kender won't hear of it as Uncle Trapspringer would never lie!


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

knowledge arcana: 1d20 + 9 ⇒ (14) + 9 = 23


Male Human (Solamnic) Wizard (Exploiter Wizard) 2; AC 12, touch 12, flat-footed 10, CMD 13; HP 14/14; AR 4/5; Fort +2, Ref +2, Will +6; Initiative +4; Perception +9, Sense Motive +7

Knowledge (Arcana): 1d20 + 9 ⇒ (3) + 9 = 12


Male CN Human Kineticist (Gambler) 2 | HP: 23/25 | AC: 16 (13 Tch, 13 Fl) | CMB: +1, CMD: 14 | F: +8, R: +6, W: +1 | Init: +3 | Perc: +6, SM: +6 | Speed 30ft | Power Points: 3/4, Burn 1/8, Active conditions: None.

"So you're saying we've got no other choice then hope we get lucky?"


Shadow's Status

9th Day of Autumn Twilight - 1030 PC - Tarsis the Beautiful - The Eastern Road

Haskin shakes his head at Eddie, "I am saying we should either ride hard south to join the caravan or ride hard south and tail the caravan from afar.

I mean, it's kind of your idea my friend as it had not occurred to me before this... of course, you are also a much more potent band than the previous ones I hired out so I feel better about this trek. I've wasted good coin and found nothing but dirt and grass for months before this".

Eldren:
You'd bet that these Bandits have a Wizard with them, using magic to keep the group invisible.

Theo:
Hmmmm, magical horseshoes! That's how they leave no tracks!


INACTIVE - GAME DIED

"I guess join the caravan. Might as well be in the middle when things go funny."


Male Human (Solamnic) Wizard (Exploiter Wizard) 2; AC 12, touch 12, flat-footed 10, CMD 13; HP 14/14; AR 4/5; Fort +2, Ref +2, Will +6; Initiative +4; Perception +9, Sense Motive +7

"Magic could be the answer as to how they appear out of nowhere," Eldren speaks up after thinking on Haskin's words for a moment, offering a possibility. "If they have a wizard among them, which would hardly be too much of a stretch, he could turn them invisible and keep them that way until they attack and break the enchantment."


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Another wizard!Iwonderifhewearsblackrobes.Orifevenhehashisrobes.Iwouldntmindhavinga chancemyself...


Male Bakali Druid(Dragon Shawman) 2
Vitals:
HP:19/19 AC:17 Init:+1 F:6 R:0 W:6 CMD:14

Zsar sighs.... Obviously unable to tell anyone anything with relative sense...


Shadow's Status

9th Day of Autumn Twilight - 1030 PC - Tarsis the Beautiful - The Eastern Road

Haskin looks around, "Are we all in agreement then to ride south hard? Elves? Gaurm? Eddie?"

Draven looks to Huru, "Revered Daughter? I shall follow your lead".


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

The little gnome raises his hand.

And don't forget me too!


Male CN Human Kineticist (Gambler) 2 | HP: 23/25 | AC: 16 (13 Tch, 13 Fl) | CMB: +1, CMD: 14 | F: +8, R: +6, W: +1 | Init: +3 | Perc: +6, SM: +6 | Speed 30ft | Power Points: 3/4, Burn 1/8, Active conditions: None.

Eddie shrugs "Sounds like the best bet to me."


Male Bakali Druid(Dragon Shawman) 2
Vitals:
HP:19/19 AC:17 Init:+1 F:6 R:0 W:6 CMD:14

Zsar nods, If we are to leave, then we best do it in haste.


Male Half-Ogre Vangaurd Commander (Warlord) 2 [HP 21/25 | AC 17/10/17 | Fort +6, Ref +0, Will +0 | Init +2; Perception +6]

Gaurm nods in agreement, "If we can't say where the attack will come, we must be there when the attack does come."

Sorry for the absence, I didn't notice that I somehow got logged out so it did not show me any updates.


Male Human (Solamnic) Wizard (Exploiter Wizard) 2; AC 12, touch 12, flat-footed 10, CMD 13; HP 14/14; AR 4/5; Fort +2, Ref +2, Will +6; Initiative +4; Perception +9, Sense Motive +7

"Smart words, my friend," Eldren agrees with a smile, nodding in agreement to both Gaurm's statement and the option to ride south.


Shadow's Status

9th Day of Autumn Twilight - 1030 PC - Tarsis the Beautiful - The Eastern Road

While the Revered Daughter does not answer one way or another, as the rest of the group departs south so too does Draven follow them with her hesitantly behind.

The group though presses forward hard with Haskin in the lead driving the mounts down the road at lightning quick pace!

Everyone make a Ride check DC 10 to push your mount and keep up the pace Haskin is setting. You may take 10 so long as you don't have negative modifiers.

Astinus' Sanctum - No Admittance!:
Random Encounter? 25% or lower - 1d100 ⇒ 10 - Encounter 1d100 ⇒ 10 - 1d100 ⇒ 36

Perception Checks
Eddie 1d20 + 6 ⇒ (9) + 6 = 15
Gaurm 1d20 + 6 ⇒ (16) + 6 = 22
Zsar 1d20 + 4 ⇒ (4) + 4 = 8
Brogg 1d20 + 2 ⇒ (1) + 2 = 3
Eldren 1d20 + 9 ⇒ (6) + 9 = 15
Theo 1d20 + 1 ⇒ (1) + 1 = 2

---
Initiative Checks
Eddie 1d20 + 3 ⇒ (1) + 3 = 4
Gaurm 1d20 + 2 ⇒ (2) + 2 = 4
Zsar 1d20 + 1 ⇒ (4) + 1 = 5
Brogg 1d20 + 1 ⇒ (19) + 1 = 20
Eldren 1d20 + 4 ⇒ (5) + 4 = 9
Theo 1d20 + 2 ⇒ (20) + 2 = 22

As the group thunders down the road, Gaurm is the first to spot trouble after several miles ride, Goblins, and a lot of them in the road ahead attacking a small group of pilgrims all wearing hoods. The pilgrims are outnumbered 4 to 1.

12 Goblins and 3 Pilgrims. The Goblins are all riding Worgs while the Pilgrims are on foot.

Focused as they are on surrounding the Pilgrims they have yet to notice your group riding towards them.

You are all just coming over a rise in the road and are 140' away. Your group has surprise.


Male Bakali Druid(Dragon Shawman) 2
Vitals:
HP:19/19 AC:17 Init:+1 F:6 R:0 W:6 CMD:14

Zsar and his companion think for a moment, before he casts a spell, pouring water over himself, which grows and molds into a sheet of ice armor Casting Ice Armor he then draws his spear and waits for the others to act.


Male CN Human Kineticist (Gambler) 2 | HP: 23/25 | AC: 16 (13 Tch, 13 Fl) | CMB: +1, CMD: 14 | F: +8, R: +6, W: +1 | Init: +3 | Perc: +6, SM: +6 | Speed 30ft | Power Points: 3/4, Burn 1/8, Active conditions: None.

Can we take 10 if untrained? If not, here's my roll: Ride: 1d20 + 3 ⇒ (6) + 3 = 9

During the ride over Eddie zones out. He didn't like horses much, that was true, but something else was troubling him. There was a sort of...humming going on in his brain. He only noticed it when they left the city. Humming, right in the center of his brain.

Seeing the pilgrims under attack draws his attention. He wipes the sweat from his brow and shakes off his stupor before dismounting his horse. Without having any sort of plan in mind he starts heading towards the skirmish.

Run 90 ft


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theo casts Mage Armor. He then spurs his horse forward to within 30' of the goblins.

taking 10 Ride 13.

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