DaJelly's RotRL

Game Master DajellyMan

Straight up PbP run through Rise of the Runelords

Current Map

Party Loot


1,501 to 1,550 of 2,039 << first < prev | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | next > last >>

Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

I have a few javelins if this is our plan.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

i have only melee weapon. says arthur.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Everyone having apparently given up on sign language, Thalrik whispered "I would remind you, that attacking the dogs is likely to cause alot of noise. Unless we kill them all quickly, we could bring the whole fort down upon our heads."


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Idril glares at Thalrik, hands on her hips.
OK, Mr. Smart Guy; and your alternative is?


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

"Those goblin dogs are making noise now with their 'playing', do you think it would be much more noise?'


Game Master

Considering the gobs probably havnt given much thought to an attack from the roof, it's doubtful they'd pay much attention to the dogs making more noise.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Alright lets do this. I am going to climb down and face them.

Arthur will wait for a good moment and then proceed to climb down.

Climb: 1d20 + 4 ⇒ (18) + 4 = 22


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Thalrik shot Idril a quizzical look, clearly not understanding the meaning of the look she was giving him.


Game Master

Arthur successfully is able to hop down into the courtyard.

how about some attack rolls from Fraadok and idril? Sorry thalrik, you got out voted ;p you're all trying to kill everyone in the fort anyways right?


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Staying up on the room, Thalrik started lobbing acid at the dogs the moment his allies attacked, trying his best to aim for dogs not yet engaged in melee.

Acid Splash Touch Attack: 1d20 + 3 ⇒ (6) + 3 = 9

Acid Splash Damage: 1d3 ⇒ 3


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Taking aim, Fraadok throws a javelin at one of the goblin dogs.

Javelin: 1d20 + 0 ⇒ (19) + 0 = 19
Javelin Damage: 1d6 + 2 ⇒ (3) + 2 = 5

I would say kill them all or let them flee the region. Anything to protect the people of Sandpoint.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects:


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Round 1, Flanking, Unarmored AC: 14

A well-muscled behemoth of a man bursts from the doorway across the courtyard, clad only in his traveling clothes and armed only with a dagger. He quickly assesses the fight in the courtyard with the dogs, and he moves to flanking position with the club-wielding individual to attack.

Dagger Att: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Dagger Dam: 1d4 + 4 ⇒ (1) + 4 = 5


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Round 2

Thalrik eyed the newcomer with an appraising eye, not quite knowing what to make of this new development. However when the burly man buried his dagger in one of the foul creatures, he decided further analysis could wait. "For now let him aid us, then we will see where his allegiance lies."

Still not willing to part with any of his power when faced with enemies his allies were more than capable of handling, Thalrik used his vantage point to keep a lookout for approaching trouble. Endeavouring to assist, Rikka climbed to the top of his head, standing up and swivelling like a turret.

Thalrik Perception: 1d20 + 12 ⇒ (11) + 12 = 23 +2 Sight Based

Rikka Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Thalrik will spend a Move Action each turn to actively do Perception checks. If an opportunity presents itself to fire Acid at a goblin dog outside melee, he will do so. Gonna add some extra Perception and attack rolls for you to use in future rounds Jelly.

Round 3

Thalrik Perception: 1d20 + 12 ⇒ (9) + 12 = 21 +2 Sight Based

Rikka Perception: 1d20 + 9 ⇒ (11) + 9 = 20

Acid Splash Touch Attack: 1d20 + 3 ⇒ (4) + 3 = 7

Acid Splash Damage: 1d3 ⇒ 1

Round 4

Thalrik Perception: 1d20 + 12 ⇒ (7) + 12 = 19 +2 Sight Based

Rikka Perception: 1d20 + 9 ⇒ (5) + 9 = 14

Acid Splash Touch Attack: 1d20 + 3 ⇒ (15) + 3 = 18

Acid Splash Damage: 1d3 ⇒ 1

Round 5

Thalrik Perception: 1d20 + 12 ⇒ (5) + 12 = 17 +2 Sight Based

Rikka Perception: 1d20 + 9 ⇒ (16) + 9 = 25

Acid Splash Touch Attack: 1d20 + 3 ⇒ (15) + 3 = 18

Acid Splash Damage: 1d3 ⇒ 2


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Idril stays on the roof and uses her scarf as a sling.
She is startled and almost loses her grip on her scarf as the man bursts into the courtyard and starts stabbing goblin dogs.
That is no goblin, She thought with approval. Perhaps he was a captive escaping...

Round 1_____
sling attack: 1d20 + 4 ⇒ (19) + 4 = 23 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 bludeoning damage.

Round 2_____
sling attack: 1d20 + 4 ⇒ (17) + 4 = 21 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 bludeoning damage.

Round 3_____
sling attack: 1d20 + 4 ⇒ (4) + 4 = 8 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 bludeoning damage.

Round 4_____
sling attack: 1d20 + 4 ⇒ (6) + 4 = 10 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 bludeoning damage.

Round 5_____
sling attack: 1d20 + 4 ⇒ (13) + 4 = 17 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 bludeoning damage.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Not sure where it said to post multiple rounds, but here it goes.

Round 2, Flanking

Dagger Att: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Dagger Dam: 1d4 + 4 ⇒ (1) + 4 = 5

Round 3, Flanking

Dagger Att: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Dagger Dam: 1d4 + 4 ⇒ (1) + 4 = 5

Round 4, Flanking

Dagger Att: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Dagger Dam: 1d4 + 4 ⇒ (4) + 4 = 8

Round 5, Flanking

Dagger Att: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Dagger Dam: 1d4 + 4 ⇒ (1) + 4 = 5


Game Master

lol it didn't, but it's ok! Works for me

Round 1
Fraadok and idril take out adog with their ranged attacks!

The stranger grievously wounds another!

Two dogs attack Arthur!

bite!: 1d20 + 2 ⇒ (4) + 2 = 61d6 + 3 ⇒ (3) + 3 = 6
bite!: 1d20 + 2 ⇒ (15) + 2 = 171d6 + 3 ⇒ (4) + 3 = 7

One attacks the stranger!

bite!: 1d20 + 2 ⇒ (10) + 2 = 121d6 + 3 ⇒ (1) + 3 = 4

Round 2

Idril severally pelts another dog!

The stranger finishes off the one he was attacking!

One dog attacks Arthur and one the stranger!

bite!: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 3 ⇒ (6) + 3 = 9
bite!: 1d20 + 2 ⇒ (18) + 2 = 201d6 + 3 ⇒ (6) + 3 = 9

Round 3

Idril and the burly stranger finish off the last two dogs!

Over the course of the fight Arthur manages to avoid all attacks!

Kjell, you got bite at the end and take 9 damage and must make a DC 12 fort save.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

who hold your horses down.. just one round by one round. Lots of things can go wrong...(unless the dm just wants to script some of the minor encounter..)


Game Master

in the future I'd like to refrain from doing this, but between idril and Kjell alone they kill the dogs, and the digs missed almost all attacks, and it's a very minor encounter, so I'm gonna allow it this time and we can just move forward no harm done.


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Idril climbs down.
Climb check : 1d20 + 5 ⇒ (5) + 5 = 10
She brushes herself off and approaches the new guy.
"Good afternoon sir. I am Idril Ssethan and these are my associates out of Sandport. You may have heard of my performance at the midsummer festival..." She catches the look her companions give her. "Ahem. Who might you be, and how came you to be in this nest of Goblins?" She asked formally.


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

fraadok prepares to throw another javelin and feels the ripples of time wash over him. Hmm.. It is all over.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Posting several rounds was just to fast track my part in the proceedings, since I knew what Thalrik would be doing


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Fort: 1d20 + 5 ⇒ (8) + 5 = 13

The stranger nods at those in the courtyard.

I am Kjell. Thanks for the help with the dogs. There may be more goblins inside where I was held. I also heard human voices too, and I know they have a female ranger held captive. I need to get in there and find my equipment, armor and weapons.

he starts walking back towards the door and stairs down to the map room.


Game Master

In the courtyard, there is a lot if pounding and why sounds like neighing coming from a storage shed.

@thalrik, that's fine I'm ok with you doing that in those situations. I just meant about me fast tracking whole combat like that


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Startled at the newcomers brevity, Idril shares a glance with her companions before running after him. She catches up to him at the shed.
"Wait! I meant HOW did you get here?"


Game Master

*thud thud thud!* the door of the shed rattles and shakes accompanied by a terrifying death whinny.


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Fraadok doesn't quiet know what to make of the new person, other than he seems to have frustrated Idril with his straight answers.

He thinks to himself with a smirk on his face, Obviously the 'how' is via the door he just came out of.

He grabs his javelin and walks over to the shed door where the noise is coming from.
Well it sounds like a horse, but I could swear goblins either feared or hated horses. I wonder if they really have a horse in there.

Fraadok recalls stories from his mother of her days on the steppes with the wild horses the captured there.

With a calm voice he speaks through the door in Shoanti.
"Ro Great One av Steppe, jeg er Fraadok av Skoan-Quah."

Shoanti:

Calm Great One of the Steppe, I am Fraadok of the Skoan-Quah.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects:


Game Master

The noises behind the door seem to calm down and it is quiet for a few moments. Then the thudding against the door continues once again.

yup, goblins are terrified of horses, but it's also considered one of the greatest seeds a goblin can do to kill a horse.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

We can free the Horse after we have finish with the fortress. I don't really like this but it could be a trap too.

He enters the building right after the human.


Game Master

oh... Ok I'm just gonna put this out there. Maybe, just maybe, the goblins put other stuff they found in this shed, besides a horse that may it may not be there (: maybe, there's a barrel full of stuff they took of certain prisoners...


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Arthur is just inside the structure to guard the area where the party is while the good look for what is making all that noise in the shed :)


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Fraadok was thinking about that, but he likes horses more.

"listen to the sounds of this beast, if it truly is a Horse, then it must be a sire of one of the great herds. Something like that can not be left here."

"Also do you really think goblins would use a horse as a trap?"

Once more in Shoanti, Fraadok speaks there the door.

Flott En av steppene, vi er fiender av de grønne skins som hvin under hoven. Jeg ønsker å sende deg tilbake til de store steppene. Tillat meg å gå inn i grotten du er i.

Shoanti:

Great One of the Steppes, we are enemies of the green skins that squeal beneath the hoof. I wish to send you back to the great steppes. Allow me to enter the cave you are in.

If the noise stops again, Fraadok open the shed door.


Game Master

Lo and behold, the noises stop once more upon hearing Fraadok speak.

Upon opening the gate, a brilliant steed jumps out and bolts past the party and begins running about the courtyard, looking frantically for a way out. The creature looks to be of a noble line, as he is large and majestic and well muscled. He currently looks very hungry and beat up, and as such whinnies with fear and frustration.

go ahead and make a handle animal check.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

With all the commotion going on and the newcomer still not accounted for to his liking, Thalrik remained on the roof. "That beast is making too much noise."

Thalrik Perception: 1d20 + 12 ⇒ (4) + 12 = 16 +2 Sight Based

Rikkas Perception: 1d20 + 9 ⇒ (14) + 9 = 23


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Kjell turns quickly at the noise from the shed. He immediately changes his route towards the medicine man. He arrives as the steed bursts forth.


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Fraadok makes a sign of Pharasma, channeling her power through him.

Channel Energy, Pos: 2d6 ⇒ (5, 3) = 8
I am thinking the courtyard is not that big, and that the Channel radius will get everyone.

And continues speaking in Shoanti as he approaches the horse.

Stille Great One, er nå ikke tid til å gå til Great Steppe og galoppere med dine Sires. Pharasma har andre arbeider for deg ennå.

Shoanti:

Calm Great One, Now is not the time to go to the Great Steppe and gallop with your Sires. Pharasma has other works for you yet.

Handle Animal: 1d20 + 2 ⇒ (3) + 2 = 5

Edit: Well maybe the healing will help my normal crappy rolls.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects:


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Kjell looks at the Shoanti that just sent a healing blessing upon him.

Thank you for the healing words.

Kjell peers inside the shed where the steed escaped.

Perception: 1d20 ⇒ 3


Game Master

you can take ten on the handle animal. That, combined with soeaking Shoanti and the healing, is enough to calm it down

You hear no goblins nor anything else approaching, thalrik. It seems just a little too quiet in fact...

Kjell, you don't see anything special, but you do see some barrels and crude tools in the shed. Inside one if these barrels is a large collection of items, most of which are yours! The rest look elvish in appearance and you hazard a guess they belonged to the ranger that was also captured.

all your equipment is back!


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Realizing the alarming lack of sound for a goblin compound, Thalrik quickly looked to the one point of reference he had. Peering at the watch towers, he tried to see or hear if the guard were still there, doing what they had been doing before.

Thalrik Perception: 1d20 + 12 ⇒ (14) + 12 = 26 +2 Sight Based

Rikka Perception: 1d20 + 9 ⇒ (3) + 9 = 12

If anything seems out of the "ordinary"

He quickly hissed in a low tone, to the others below. "Something is amiss. We should prepare for the worst."


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Idril can help with the horse with her Fascinate bardic performance ability if needed. Probably.

Idril pokes about in the shed looking for food for the horse.
Perception: 1d20 + 3 ⇒ (12) + 3 = 15


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Kjell carries a very large well crafted axe with ease and quickly dons a fine breastplate.

Like I said. There is a maproom at the base of the stairs where I came into the courtyard. Also, the gobbies are holdin' an elf woman too. Her stuff is in the barrel.


Game Master

Kjell, you also know that the door in front of you leads to directly downstairs. Perhaps we want to investigate the rest of this floor, since none of it has been explored?


Game Master

Idril, you find some nasty looking cured meat, and a barrel of pickles in the shed. Beyond a few crude tools here and there and old nasty muddy hay on the floor, there is not much in there. The horse probably likes rations though!

Thalrik, nothing else seems out of the ordinary. Other than the goblins sudden silence. Kjell, the stairs you come up where pretty long, indicating the lower floors are pretty far down there. They probably can't hear much of anything going on up here.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

The inhabitant of the fort might know now that something is amiss with the horse. Alright you he points at the newcomer lead us to where the elf is captive then we will clean up this place room by room


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

I have a name, and it is Kjell. What might yours be? Also, I do not know where they are holding her, but I know that I saw her earlier when I was brought in.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Seeing everyone prepare to dive below, Thalrik looked over the edge, scanning for an easy way down before calling to the others. "Might I trouble you a moment? I should like some assistance getting down from here."

If he was at all bothered by having to elicit help to get down, he did not show it. Rikka however look very much like she did not approve.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

I am Arthur,Arthur Brimstone Kjell.

taking out his grappling hook and knotted rope arthur will trough it over the roof and secure it for Thalrik

Go it, you can come down now


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Climb: 1d20 + 0 ⇒ (13) + 0 = 13

Climbing down the offered rope, Thalrik pointed at the horse. "What of him? If we walk down those stairs he cannot follow us, and if the goblins find him loose, they are certain to kill him."

Turning to the stranger, he offered a small bow, barely a tilt of his body. "I am Thalrik Korun, apprentice to Master Rindal Korun." Seemingly remembering before being scolded, he this time added. "Oh and this is Rikka, Mongoose, Familiar, Friend." The little mongoose scurried down Thalrik, running over to the Kjell and sniffing the mans boot thoroughly. After a few moments she looked him in the eye, then produced something akin to a ladily curtsey.

With the pleasantries over with, she looked around the courtyard alert, before retreating back to the safety of Thalriks coat.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Well met, Thalrik and Arthur. Shall we move along up here, or head back below? I am sure to spill goblin blood in either direction.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

For now let the horse deal with himself. We can escort him when we leave this place. We will start with this floor of course before moving downward. Its safer for everyone including the Stallion


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Idril nods in agreement with Arthur.
"Right. We start here and leave no enemies behind us."
She looks for appropriate entrances, then glances at the tower.
"What do you think, take the watchtowers first?"

1 to 50 of 2,039 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Dajelly's RotRL Gameplay Thread All Messageboards

Want to post a reply? Sign in.