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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INACTIVE - GAME DIED

Since no horse can carry someone of his size, Brogg settles for lumbering toward the confrontation, drawing his sword as he goes.

Double move, which gets me a whopping 40'.


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

In the same situation as Brogg, Gaurm lopes forward, settling his sword and shield into his hands. As come nears the foe, he adopts a guarding stance that will make movement near him more difficult for any foes.

Run action: 120 feet.
Stance of the Vigilant Keeper.


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

Eldren's action mirror the smaller wizard's as he too speaks the incantation and moves his fingers in an intricate series of gestures, using a piece of cured leather from his pouch of spell components as a focus for his magic. The moment he finishes weaving the spell a translucent field of violet energy appears to surround him for a second or two, its appearance vaguely resembling armor, albeit made of arcane force. And then, as suddenly as it appears, it vanishes into thin air.

Feeling better with arcane energies now protecting him, the pale wizard spurs his horse on, looking to cover some distance, yes, but still trying to remain behind the protection of his more martial-focused comrades.

Taking 10 for a Ride result of 12 and casting mage armor (total AC 16).

Oh, and a question: This is the same day as the incident with the assassins on the inn's roof, right? So, any spells cast during that fight are still used up?


Shadow's Status

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

Yes, you can take 10 untrained, as not sure if anyone had any penalties that might prevent that.
Correct Eldren, same day and those spells spent have yet to be recovered.

Astinus ONLY:
Pilgrims 1d20 + 1 ⇒ (18) + 1 = 19
Goblin & Worg Initiative 1d20 + 5 ⇒ (10) + 5 = 15

---

Zsar, Eldren and Theo protect themselves with magic. Theo rides forward while Eddie races seemingly even faster than the horse to threaten the Goblins. Brogg and Gaurm make their way to the brewing battle as well.

---

Round 1 - Theo & Brogg - GO!
Pilgrims (3)
Goblins & Worgs (12)
Eddie, Gaurm, Zsar, Eldren
I'll get a map up this weekend.


INACTIVE - GAME DIED

Brogg continues his slow and ponderous march.

Double move for another 40'.


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

How far away after horses move last round? Theo needs to be within 30' of a grouping of goblins, if possible.


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

Waiting for the map a little. If there is none, no worries, I will make do. :-)


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 Lizard March forward, Meanwhile Zsar begins the incantation of fire, conjuring a flame in his off hand, readying it to be thrown


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

Spurring his horse onward, Eldren moves to support the gnome wizard and the rest of his comrades-in-arms.

Would you be so kind as to remove the F. Castor alias from the Current Characters list under the Characters tab? Thanks.


Shadow's Status

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

Round 1

Brogg continues to rush forward as he is more lumbering than his "cousin".

The Pilgrims appear rather calm as you close in and their demeanor does not change much with your appearance.

The Goblins and their worgs farthest away try to fire arrows at the Pilgrims, all three appear frustrated and are curing in Goblin as they seem unable to let fly!

Spellcraft DC 11:
It is likely the Pilgrims are under Sanctuary spells but for how long can they last!?

Theo. you were 30' away at the end of last round. You can move now or simply cast a spell from your current location. Proceed with your action as it may effect what the Goblins are about to do.

[ooc]Round 1 - Theo - GO! Brogg (Acted)
Pilgrims (3) (Holding)
Goblins & Worgs (12) / (1-3 Acted, 4-12 Yet to Act)
Eddie, Gaurm, Zsar (Moved Closer), Eldren (Rides Closer)


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Round 1

Theo grabs some butter from a hidden pocket. The gnome pronounces arcane words, while pointing the butter at a grouping of goblins shooting at the pilgrims.

Cast Grease Ref DC 17


Ecclesitheurge Cleric level 2 | HP 11/11 | AC10 FF10 T10 | F+3 R+1 W+9 | Init +0 Perc +5 | Channel Positive Energy 7/7

One of the pilgrims offers a prayer to the Gods, raising a hand to the heavens while holding a symbol in the other.

Lotani casts Shield


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

Theo, I think you cannot cast grease. You used that spell earlier during the assassins on the roof incident. It is still the same day. Unless you memorized two of them of course.


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 continues to struggle with his own rebelling psyche. The rumbling is almost maddening by now.

He closes his eyes tightly and tries to push the sensation away with sheer powerful. He needed to focus on the task at hand - the goblins. There were a bunch of them and they were a stone throws away. Just focus.

Can't do it

He opens his eyes at the same moment a bolt of electricity spontaneously appears to strike one of the goblins.

Move forward and Gambler's Blast (energy) targeting grey goblin Touch AC.

Gambler's Blast: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

He can use his arcane bond.


Ecclesitheurge Cleric level 2 | HP 11/11 | AC10 FF10 T10 | F+3 R+1 W+9 | Init +0 Perc +5 | Channel Positive Energy 7/7

Are we waiting on Gaurm, Zsar, and Eldren?


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

I kinda thought that the goblins are supposed to go after Theo (whose "action may affect what they are about to do" judging by the GM's last post) and before Eddie, Gaurm, Zsar and Eldren. So I am waiting on the goblins before I post my action, at least going by the initiative order if I am reading it correctly.


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

Same here.


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Goblins next, I believe. After Theo.


Shadow's Status

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

Theo casts a spell and a circle of grease appears beneath a group of the Goblins. Two of the three Worgs immediately slide onto their bellies (light blue & white) while one remains upright (purple).

The Goblins strike!

Three charge on their worgs at Gaurm and Eddie. The area around Gaurm appears to throw one of the worgs off balance, the others rider manages to slice at Gaurm cutting open his forearm with a dogslicer 4 damage. Eddie as well is struck by one of the worg riding Goblins 2 damage.

Three others move into position to keep the Pilgrims surrounded.

The last three fire their bows at the three Pilgrims. Whatever force was holding them back does so no longer! The arrows fly, though none find their mark.

Astinus' Study:
Worg 1 (Light Blue) Reflex Saves - 1d20 + 6 ⇒ (3) + 6 = 9
Worg 2 (Purple) Reflex Saves - 1d20 + 6 ⇒ (18) + 6 = 24
Worg 3 (White) Reflex Saves - 1d20 + 6 ⇒ (6) + 6 = 12
Goblin 4 (Grey) Attack - Dogslicer Gaurm 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23 - Damage 1d4 ⇒ 4
Goblin 5 (Brick Red) Attack - Dogslicer Gaurm 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Goblin 6 (Gold) Attack - Dogslicer Eddie1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22 - Damage 1d4 ⇒ 2
Goblins - 7, 8, and 9 Move to keep the Pilgrims Flanked.
Goblins 10 (Silver) - Short Bow vs. Pilgrim 1 Will Save 1d20 - 1 ⇒ (18) - 1 = 17
Goblins 11 (Silver) - Short Bow vs Pilgrim 2 Will Save 1d20 - 1 ⇒ (20) - 1 = 19
Goblins 12 (Silver) - Short Bow vs Lotani Will Save 1d20 - 1 ⇒ (17) - 1 = 16Goblin 12 Attack vs Lotani 1d20 + 4 ⇒ (4) + 4 = 8

Round 1 - Eddie, Gaurm, Zsar (Moved Closer), Eldren (Rides Closer) - GO!

Round 2 - Theo, Brogg, Pilgrims (2) & Lotani - GO!
Goblins & Worgs (12)
Eddie, Gaurm, Zsar, Eldren


Ecclesitheurge Cleric level 2 | HP 11/11 | AC10 FF10 T10 | F+3 R+1 W+9 | Init +0 Perc +5 | Channel Positive Energy 7/7

Stepping forward toward the newcomers, Lotani raises his hands to the heavens. "Blessed be Paladine who brings hope to all and looks kindly upon the faithful," he incants, and a mist rises all around him, obscuring him and the other pilgrims from the attacks of the goblins.

Move + Cast Obscuring Mist


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Theo smiles at the effectiveness of his spell. The gnome then claps in appreciation of the cleric's fast thinking of using the fog spell.

The gnome looks on at the miasma of action, deciding to ready his spell if any riderless worgs emerge in their direction.

Ready action to cast Mudball at a riderless worg.

spell:
+4 touch;DC 15
Mudball

School conjuration (creation) [earth]; Level bloodrager 1, druid 1, magus 1, sorcerer/wizard 1, witch 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Effect single fist-sized blob of sticky mud
Duration instantaneous
Saving Throw Reflex negates; see text; Spell Resistance no

DESCRIPTION

When you cast this spell, you conjure a single ball of sticky mud and launch it at an enemy’s face as a ranged touch attack. If the mudball hits, the target is blinded. Each round at the beginning of its turn, a creature blinded by this spell can attempt a Reflex saving throw to shake off the mud, ending the effect. The mudball can also be wiped off by the creature affected by it or by a creature adjacent to the creature affected by it as a standard action.


INACTIVE - GAME DIED

Brogg continues his determined lumber toward the battlefield.

Double move. It's been so long since updating that I'm not sure how far I am from the fight now.


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.

Round 2

Eddie stumbles back as the goblin sword grazes his shoulder. He grimaces, not just from the pain, but because he had no doubt that the weapon was completely filthy. Running with the sensation he was feeling earlier along with the fresh sting of the cut, he steps back and snaps his fingers at the goblin that attacked him and a blast of lightning leaps out in response.

5' step back. Swift action to activate the Elemental Roulette (Energy Ray) wager. Standard to use physical Gambler's Blast v red goblin.

Physical Blast: 1d20 + 5 ⇒ (10) + 5 = 15
Blast Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Energy Ray Damage (Fire): 1d6 + 2 ⇒ (2) + 2 = 4


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

As the fight begins in earnest Eldren speaks a few arcane syllables and moves his fingers in a rather simple pattern. A very brief orange-red glow and a mere moment later and four orbs of light come into being around the head of the goblin still on his mount within the area of Theo's grease spell.

"Powers of the Fey, I call upon you to aid us," the pale mage calls out in a clear -and somewhat loud- voice. "Send the will of the wisp to burn our foe's eyes and strike him blind where he stands!"

Casting dancing lights that look like will-o'-wisps around the purple goblin rider's head. And then going to try bluffing my butt off... :-P

Bluff: 1d20 + 1 ⇒ (17) + 1 = 18


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 snarls at the goblin, shifting his stance to a more aggressive posture. With a quick snapping motion, Gaurm tries to bash the goblin's mount with his shield.

Snapping Turtle Stance

Shield Bash: 1d20 + 6 ⇒ (5) + 6 = 11.
Damage: 2d6 + 5 + 1d6 ⇒ (3, 5) + 5 + (2) = 15.

If any foe successfully strikes Gaurm:
As the enemy strikes at Gaurm, his shield lashes out to intercept the blow.
Iron Shell: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23.
If this attack roll is higher than the attacker, the enemy attack is foiled.


Shadow's Status

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

Brogg rushes forward farther now almost in striking distance!

From Eddie issues forth a burst of energy the Goblin is blasted off of his mount and hits the ground instantly dead.

Eldren & Theo Spellcraft DC 20:
That was unlike any spell either of you have seen. It's energy signature was... unique.

Theo's spell goes off striking the worg left under the Goblin that Eddie struck down. Theo Ranged Touch - 1d20 + 4 ⇒ (2) + 4 = 6. Unfortunately, the spell is wide of its intended target.

Eldren's spell is as effective as his words can make it, the Goblin rides off on his worg in a panic from the dancing lights.

Astinus' Study:
Sense Motive 1d20 - 1 ⇒ (13) - 1 = 12

Gaurm's shield bash misses as the worg pulls back.

The Pilgrims pull closer as Lotani casts his spell.

The Goblins seeing that their quarry is no longer "easy pickings" and seeing one of their own dead while another fled, break ranks and also speed off!

Gaurm, Eddie, and Brogg may all take AoO's against the foes currently nearby them on the map!


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 tries again to slam the fleeing goblin's mount with his shield.

Large Spiked Shield: 1d20 + 6 ⇒ (11) + 6 = 17.
Damage: 2d6 + 5 + 1d6 ⇒ (3, 5) + 5 + (4) = 17.


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

Zsar chucks a ball of flame at one of the fleeing goblins, trying to make sure they where not gonna come back.Ranged touch: 1d20 + 2 ⇒ (18) + 2 = 20
Fire damage: 1d6 + 2 ⇒ (2) + 2 = 4
The flame flies true, and burns hotly.


Ecclesitheurge Cleric level 2 | HP 11/11 | AC10 FF10 T10 | F+3 R+1 W+9 | Init +0 Perc +5 | Channel Positive Energy 7/7

As soon as he sees the goblins fleeing and before even addressing his saviours, Lotani offers a prayer to Paladine and looks around to see if any are wounded...


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

The gnome watches as the goblins and worgs flee.

I nay need to practice that mudball. It's a rather tricky one.


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 lets the goblins rode off without any more fight. He was glad the whole thing was done with for now.

"Reckon these are the raiders?" he asks, partly to himself.


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

"So it would seem," Eldren offers, though he is a little skeptical. "If so, they did not appear particularly organized. Or willing to fight it out too much when they were met with resistance."


Ecclesitheurge Cleric level 2 | HP 11/11 | AC10 FF10 T10 | F+3 R+1 W+9 | Init +0 Perc +5 | Channel Positive Energy 7/7

"Thank you," Lotani addresses their rescuers with deference. "Were it not for your timely intervention, we would surely be dead."

"Some of you are hurt," he remarks, noticing Gaurm's and Eddie's wounds. "Paladine looks kindly upon those who safeguard the faithful."

He then raises his holy symbol and whispers a prayer.
Channel Positive Energy x 2: 1d6 ⇒ 11d6 ⇒ 4

"I am Lotani," the cleric introduces himself. "My companions and I are on our way to Tarsis."


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 whispers a brief thanks to Kiri-Jolith for seeing him through another battle, and for placing one of Paladine's faithful in his path to tend his wounds.

After the healing, Gaurm nods in a friendly manner to Lotani, "Greetings. Thanks be to The Horned One that we arrived in time. And my thanks for Paladine's aid as well. My name is Gaurm."


Ecclesitheurge Cleric level 2 | HP 11/11 | AC10 FF10 T10 | F+3 R+1 W+9 | Init +0 Perc +5 | Channel Positive Energy 7/7

"Well met," the cleric greets Gaurm. While the other pilgrims seem concerned by the Half-Ogre's appearance, Lotani is entirely unphased and addresses the warrior with respect and even familiarity.


Shadow's Status

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

Gaurm's strike brings the Goblin right down as the worg continues to flee and Brogg cuts down the worg with a brutal strike.

Zsar's fire singes but does not slay one of the fleeing Goblins.

Haskin comes up in the rear at a trot. "Well met travelers. Tarsis is but a half day walk to the north.

I too am glad that my companions were here to aid you. With my spyglass I see they are headed to the east. Strange that these Goblins and Worgs are here at all. Generally these lands can be patrolled by human but rarely humanoid ones...

I wonder if there presence here has something to do with our goals out here".

The other Pilgrims nod their thanks as well, "Lotani, shall we continue?"

Lotani:
One of the mounted humans looks similar to the one you are seeking. Could be a coincidence.


Ecclesitheurge Cleric level 2 | HP 11/11 | AC10 FF10 T10 | F+3 R+1 W+9 | Init +0 Perc +5 | Channel Positive Energy 7/7

"Of course," Lotani answers hesitantly. "But perhaps it would be safest to travel in good company? Tarsis may be nearby, but that did not seem to scare off the goblins."

He turns to their saviors, and to Haskin in particular. "Are you by any chance going to Tarsis? And if that was not your destination, could we impose on you and ask for an escort? I am afraid the roads are not safe."

"We have little more than our prayers to offer in exchange," he continues, "but if you tell us your goal here, perhaps we can be of some assistance?"


Shadow's Status

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

Haskin shakes his head, "I am afraid Pilgrim that we head south and with some haste to turn back now would create far too long of a delay. There are others on the road we believe to be in danger.

Behind us we encountered no troubles and the city is but a few hours away by foot, you should reach there safely by nightfall. If you wish our protection, you will have to ride south with us, we could certainly use the help".

The two monks wave off the suggestion of a trip south,, "We are late already".

One turns to Lotani, "As you did not start this journey with us Brother, feel free to follow another path should you so choose. Majere sets our course north for Tarsis".


Ecclesitheurge Cleric level 2 | HP 11/11 | AC10 FF10 T10 | F+3 R+1 W+9 | Init +0 Perc +5 | Channel Positive Energy 7/7

Lotani looks at the warriors who came to their rescue. Certain that they will be in need of a healer if their intent is to come to the aid of others on the road south, he sees in the recent encounter the will of Paladine.

"Go in peace, and may the Platinum Father guide your way," he bids the pilgrims goodbye.

After seeing the pilgrims walk away, he turns to his new companions. "You are Haskin, and you are Gaurm?" he asks to be sure, inviting the others to introduce themselves.


Shadow's Status

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

"Aye, I am Haskin. I am the organizer of this group. Leader would be a stretch, we are a combination of concerned citizens and mercenaries looking to ensure that lawlessness does not spread.

Unfortunately, the city guard of Tarsis will not address these wrongs so we must take matters into our own hands. I'll let the group introduce themselves. Hop on, we've still hard riding south if we are to arrive in a timely manner".


Ecclesitheurge Cleric level 2 | HP 11/11 | AC10 FF10 T10 | F+3 R+1 W+9 | Init +0 Perc +5 | Channel Positive Energy 7/7

Lotani mounts his horse, ready to follow...


INACTIVE - GAME DIED

Brogg pauses in mid-stride, and looks first to the pilgrims, then back to his traveling companions.

"We changing gears or...?"


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.

"That's up to Haskin"


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 by way of answering Lotani, then turns to Brogg, "No, Brogg, Lotani here is joining us."


Ecclesitheurge Cleric level 2 | HP 11/11 | AC10 FF10 T10 | F+3 R+1 W+9 | Init +0 Perc +5 | Channel Positive Energy 7/7

"Brogg," Lotani takes note when Gaurm names the other half-ogre.

"And you are?" he asks the remaining humans and the gnome, curious to know who he is traveling with.


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 Richter, at your service." responds Eddie, tipping his hat.


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

"I am Eldren," the blue-garbed pale man introduces himself. "Eldren Vacaris of Solamnia, a mage of the Orders of High Sorcery, yet untested."


Ecclesitheurge Cleric level 2 | HP 11/11 | AC10 FF10 T10 | F+3 R+1 W+9 | Init +0 Perc +5 | Channel Positive Energy 7/7

"Well met," he greets the two, bowing respectfully.

GM:

Discreetly, Lotani studies Eddie Richter to assess his state of health.
Bluff to conceal his intention: 1d20 + 4 ⇒ (18) + 4 = 22
Healing to assess his state of health: 1d20 + 10 ⇒ (15) + 10 = 25


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 15/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

The little gnome holds out his hand.

Theodore Samuel Walden Glitterfounder, at your service. Happy to share the road.

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