Fuskee's Rise of the Goblin Guild (Inactive)

Game Master Maar the Volcano Monk


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Korvosan Sewers | | Abandoned Vault

You have been sent to the Varisia Pathfinder Lodge at Heidmarch Manor in the city of Magnimar by your various contacts to the Pathfinder Society and arrive together at the gate which opens up and standing on the other side is a tall woman with a half-elf standing behind her.

“Welcome to Varisia, welcome to the city of Magnimar, welcome to the Pathfinder Lodge of Heidmarch Manor, but most importantly, welcome to my home.” Venture-Captain Sheila Heidmarch greets you in her low, breathy voice, finishing with a warm smile. “Varisia is a land of ancient wonders and exciting possibilities,” she continues, “and I’ve found it most helpful to keep a team of Pathfinders on call at the lodge at all times, should anything of interest to the Society come up unexpectedly. This assignment is only temporary. We’ll rotate in a new team to take your places in a few weeks, but rest assured, there’s plenty of potential for you to make a name for yourselves as Pathfinders here. I’ve arranged for you to stay in Bakrakhan House, one of our guest cottages, for the duration of your stay here. It’s currently unoccupied, so you’ll have the place to yourselves. You’re on duty starting tomorrow morning, so take some time to settle in, wrap up any unfinished business you have in the city today, and should the Society have need of you, I’ll contact you directly. Ebrylis, if you could show them the way, please,” Sheila says as she turns and departs.

The half-elf guardsman steps forward. “This way, please,” Ebrylis says. “Bakrakhan House is the last house on the end. I’m sure you’ll want to unpack, set up your bunks, and so on. Dinner’s at sunset in the manor’s dining room. Look for me at the gate if you need anything else. I’ll leave you to it.” With that, Ebrylis strolls back down the path.


Korvosan Sewers | | Abandoned Vault

Go ahead and do your introductions as you head to Bakrakhan House and drop off any excess gear you don't want to carry while you're exploring the town. I know this is confusing but Bakrakhan House is the middle house of the three in the back, and the map on the right for the huge house in the center is Heidmarch Manor which you don't actually go into. Here's a description of Bakrakhan House:

Bakrakhan House is a cozy stone cottage with a slateshingled roof and stained glass windows depicting colorful Varisian designs. The ground floor consists of a den centered around a wide stone hearth, a small kitchen with a side dining area, and an exterior sun porch. The second-story loft contains private sleeping quarters for up to eight people.

Optional: This part of the scenario is just for the old faction missions which don't do anything for you anymore, since they used to award 1 prestige each but now it's just 2 prestige for completing the scenario. If you want I can copy and paste the faction missions for you guys in the Google Docs and you can do some random skill rolls to see if you completed them but it's pretty much pointless except for a little bit of roleplaying in town. Example: Qadira Faction has to ask a guy about a drug he might have and then do a Sense Motive roll with a DC. That's it. Doesn't matter to the story of the scenario and it doesn't reward you anything. If you'd rather move on to the important stuff just let me know and we can skip all that.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Once the introductions are done Cork turns to the others. "Well now. This seems like a rather nice little place. So am I to understand that we are just sitting around here waiting for something to do?" Cork flips a hand through his thinning hair and adjust the cutlass hanging at his belt. A perpetual half grin is on his face and he scans the room's accommodations.

Dark Archive

Male Damphir Skald (Urban Skald) 3 - HP: 21/21 - AC: 16, T: 11, FF: 15 (+1 dodge bonus when adjacent to 2 or more allies) - Fort/Ref/Will: +5/+3/+4 (+2 vs disease and mind-affecting effects, +4 vs bardic performance and sonic or language-dependent effects) - Perception: +0 - Initiative: +3 - Raging Song: 9/16 - Spell-Like Abilities: Charm Person: 0/1, Command: 0/1 - Spells: 1st: 3/4

A frightfully pale man with a noble demeanor, Davorin nods dutifully at the Venture-Captain's briefing. As the party walks towards Bakrakhan House, he introduces himself.

"Davorin Tallon, of the no longer extant Karcau Tallons."

His speech is heavily accented, and he clearly hails from mist-shrouded Ustalav.

"It would seem so, Mr. Dornbirk. A lot less exiting than usual..."

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

"Nice to meet you Davorin. And you can just call me 'Cork'." He offers his hand to greet the pale man. "You sound like you're not from around here. I've sailed around quite a bit and if I don't mistake it, I'd say you're from the north. Ustalav?"

The Exchange

Male Halfling Cavalier (beast rider, gendarme) 1 (HP: 11/11) (AC:19 FF:15 T:15) (Fort: +4 Ref: +5 Will: +1) (Init: +4) (Perc: +6)

A short halfling, his hair unkempt and his clothes mismatched, stands and restlessly pets a half-naked wolf while he listens to Venture-Captain Heidmarch.

"Welcome to Magnimar? Joof live in Magnimar much time. But Joof happy to do what Venture-Captain says to stay and help at Pathfinder Lodge."

At House Bakrakhan, Joof takes a few moments to unpack his few belongings, finding a nice spot to sleep in and tying his wolf clumsily at the sun porch.

"Everyone not worry. Jerd not barking too loudly all the time, just some. Now all of you tell Joof who you are because Joof is bored."


Korvosan Sewers | | Abandoned Vault

For the rest of the afternoon you travel into the town and get to know each other while going your separate ways to appease your factions.

You can use this time to buy extra gear or make further preparations.

After your trip to the town you all reconvene back at Heidmarch Manor and head to Bakrakhan House.

Each of you tell me what you plan to do once you get back to Heidmarch Manor/Bakrakhan House, just like, one general action. Even though the map on the right is Heidmarch Manor we're going to use it as Bakrakhan House because I think that's what it was meant to be used as,
so go ahead and put your character icons wherever you plan to do your action.

Dark Archive

Male Damphir Skald (Urban Skald) 3 - HP: 21/21 - AC: 16, T: 11, FF: 15 (+1 dodge bonus when adjacent to 2 or more allies) - Fort/Ref/Will: +5/+3/+4 (+2 vs disease and mind-affecting effects, +4 vs bardic performance and sonic or language-dependent effects) - Perception: +0 - Initiative: +3 - Raging Song: 9/16 - Spell-Like Abilities: Charm Person: 0/1, Command: 0/1 - Spells: 1st: 3/4

Upon realizing that the building has a stage, Davorin puts on a show to pass the time.

Perform (sing): 1d20 + 11 ⇒ (11) + 11 = 22


Korvosan Sewers | | Abandoned Vault

Sorry if I feel like I'm rushing some of you guys, totally not, I just post a lot and I wanted to kinda skip that first section which leads into the pointless faction missions, so feel free to still do introductions and stuff as you wander the town and come back to the manor, for those that haven't posted yet. Basically treat this as an extension of the intro. :P

Grand Lodge

Male Aasimar| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 14 | F: +1, R: +4, W: +1 | Init: +2 | Perc: +5, SM: +5 Swashbuckler/1st| Speed 30ft (30ft) | Active conditions: None.

The man standing with you at Venture-Captain Sheila Heidmarch's introduction is a very tall man with Chelish features, purple eyes, and bright metallic silver hair. This man introduces himself as Rourke Silvermane.
-----
When the swashbuckler enters Bakrakhan House, he's impressed by it's stately decor. Rourke soon finds his room, and stows much of gear, with the exception of his rapier and his little mace.
-----
Intrigued by Davorin's singing, the aasimar sits in the audience, politely enjoying the performance.

Dark Archive

A bookish looking halfling bustles in an looks around.

"Well yes this will do nicely!"

He marches up to each of his fellow pathfinders and offers his hand. "Mycroft! Mycroft Anselm. Call me Mycroft! Pleased to meet you."

At meeting a fellow halfling he smiles. "Ah yes, um, Joof! I'm new here. I'd be pleased to hear whatever you have to say about Maginmar."

In his downtime after any introductions are complete Mycroft sits down with a notebook and begins recording his observations for the day, in tiny neat handwriting.


Korvosan Sewers | | Abandoned Vault

Mycroft go ahead and move yourself into the map on the right side, the only thing you can't see is that the stairs in the middle lead upstairs to the bedrooms so if you want to go up there just put yourself on the stairs. Just waiting on Joof, Cork and the Thundering Spirit.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork chuckles at Joof's rambling introduction but he keeps his distance from the wolf.

----

After the group gets back from town Cork continues to hang out with Davorin. He settles into a seat in the theater room and listens to Davorin's performance. "Hey Davorin, I've seen a lot of different singers in my travels and I'd have to say that you are quite good. If this particular performance was any indicator, that is."

Can I use 2 PP to get a CLW wand?

Dark Archive

Male Damphir Skald (Urban Skald) 3 - HP: 21/21 - AC: 16, T: 11, FF: 15 (+1 dodge bonus when adjacent to 2 or more allies) - Fort/Ref/Will: +5/+3/+4 (+2 vs disease and mind-affecting effects, +4 vs bardic performance and sonic or language-dependent effects) - Perception: +0 - Initiative: +3 - Raging Song: 9/16 - Spell-Like Abilities: Charm Person: 0/1, Command: 0/1 - Spells: 1st: 3/4

In between songs, Davorin chats amicably with Cork.

"Thank you Mr. Dor.., Cork. I spent much of my youth, such as it was, in concert halls and operas. Unfortunately, our current line line of work doesn't present many opportunities to be in the lime light..."

The Exchange

Male Halfling Cavalier (beast rider, gendarme) 1 (HP: 11/11) (AC:19 FF:15 T:15) (Fort: +4 Ref: +5 Will: +1) (Init: +4) (Perc: +6)

Joof shakes Mycroft's hand vigorously with a smile full of sharpened, poorly maintained teeth, leaning against the glass wall and constantly checking on his pet wolf.

"What Joof can say about Magnimar? Magnimar biggest city Joof ever seen, and also stinkiest and evilest. This not mean much though. Magnimar only city Joof ever seen. Davorin sing very nice songs," he screams at the dhampir, trying to seem cultured.


Korvosan Sewers | | Abandoned Vault

Going to give until this afternoon for Thundering Spirit to post, sent him a message, if he doesn't I'll play for him for a little bit to see if he'll come back soon.

And yes you can Cork, I'm not going to bother seeing if the town is big enough to supply something of that cost, we can just say you got it before the adventure.

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Kaminari Raijan saunters in late, without any explanation. Unless you count the ale stains and the breath...

He still looks a little glassy eyed, even for a Tengu, but his eyes widen in alarm and then harden when he sees which Venture Captain is giving today's briefing.

Of course. You know it really makes me reconsider the way I present myself if you're the only Captain who seems to come calling. What's today's briefing, "It may snow come this winter, potentially causing the deaths of thousands, see what you can do to stop that with this teakettle?"


Korvosan Sewers | | Abandoned Vault

VC Heidmarch has briefed you and you guys went to the town for the day to do random stuff (filler cause we're not doing the faction missions) and now you've returned to the Bakrakhan House which is the map under my name called Heidmarch Manor, go ahead and move yourself into the building and let me know what you're planning on doing when you got back to the house.

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

On the map

Raijan is mainly occupying himself by strolling through the garden.

Grand Lodge

Male Aasimar| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 14 | F: +1, R: +4, W: +1 | Init: +2 | Perc: +5, SM: +5 Swashbuckler/1st| Speed 30ft (30ft) | Active conditions: None.

After a nice long day of seeing the sights of Magnimar, Rourke walks into the larder and finds a small wheel of some kind of cheese. Putting it on a cutting board with a knife and some cracker, the swashbuckler makes his way to the dinning room and sets himself up there. Pulling out his deck of playing cards, the aasimar barks out the dinning room door, "Anyone feel like a game of cards?!"


Korvosan Sewers | | Abandoned Vault

Stuff: 1d20 + 5 ⇒ (18) + 5 = 23
Stuff: 1d20 + 6 ⇒ (20) + 6 = 26
Stuff: 1d20 + 6 ⇒ (1) + 6 = 7

As you're all enjoying your evening back from the town, keeping an eye out for any activity at Heidmarch Manor, Rourke and Mycroft hear something upstairs in the rooms.

Everyone gets another action.

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Absolutely! Do you know how to play Raven's Nest? It's easy I'll teach you, pass the cards.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork's ears prick up at the mention of cards. He wanders out of the theater to find Rourke. "So, what sort of game?"

Dark Archive

"Um, yes I agree Joof! Very nice."

Mycroft perks up a little at the sound of a game. "That sounds very ni..." The he tilts his head and looks toward the stairs. "Say did you all hear something from upstairs? Is anyone else supposed to be here?"

Mycroft starts moving towards the stairs.

Grand Lodge

Male Aasimar| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 14 | F: +1, R: +4, W: +1 | Init: +2 | Perc: +5, SM: +5 Swashbuckler/1st| Speed 30ft (30ft) | Active conditions: None.

Happy to get some takers on the card game, Rourke was ready to decide on what games to play, until he too heard something upstairs.
Looking to Mycroft, the aasimar agreed, "Yeah. I heard it too".
Leaving the table, Rourke followed the halfing bard upstair, hand on his rapier.
Something's not right.

Dark Archive

Male Damphir Skald (Urban Skald) 3 - HP: 21/21 - AC: 16, T: 11, FF: 15 (+1 dodge bonus when adjacent to 2 or more allies) - Fort/Ref/Will: +5/+3/+4 (+2 vs disease and mind-affecting effects, +4 vs bardic performance and sonic or language-dependent effects) - Perception: +0 - Initiative: +3 - Raging Song: 9/16 - Spell-Like Abilities: Charm Person: 0/1, Command: 0/1 - Spells: 1st: 3/4

Not feeling like performing for an empty hall, Davorin follows Cork out of the theater. Mycroft and Rourke's vigilance puts him on edge, and he follows them towards the stairs.

"Are we expecting trouble?"

Grand Lodge

Male Aasimar| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 14 | F: +1, R: +4, W: +1 | Init: +2 | Perc: +5, SM: +5 Swashbuckler/1st| Speed 30ft (30ft) | Active conditions: None.

"Don't know. A feeling", spoke Rourke.
Putting his finger to his lips, the swashbuckler steps lightly.
Stealth: 1d20 + 2 ⇒ (6) + 2 = 8

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Raijan whips a pair of swords out as he follows after the others.

The Exchange

Male Halfling Cavalier (beast rider, gendarme) 1 (HP: 11/11) (AC:19 FF:15 T:15) (Fort: +4 Ref: +5 Will: +1) (Init: +4) (Perc: +6)

"What so strange about noises? Joof make noises all the time."

Nevertheless, the deranged halfling follows his teammates upstairs, hands clutching the rough wide-bladed shortsword loosely hanging from his belt and trying to be as quiet as possible.

Knowledge (Local) DC 10:
The sword is a dogslicer, a weapon manufactured and used by goblins.

GM, please inform me if you're not okay with using skill checks like that to enhance roleplay.

Stealth: 1d20 + 8 ⇒ (11) + 8 = 19 Not including ACP because it's unlikely Joof is in armour right now.


Korvosan Sewers | | Abandoned Vault

Upstairs:

Joof DC 16: 1d20 + 6 ⇒ (7) + 6 = 13
Kaminari DC 16: 1d20 + 8 ⇒ (7) + 8 = 15
Rourke DC 16: 1d20 + 5 ⇒ (18) + 5 = 23
Davorin DC 16: 1d20 + 0 ⇒ (11) + 0 = 11
Mycroft DC 16: 1d20 + 6 ⇒ (6) + 6 = 12

Downstairs:

Cork DC 19: 1d20 + 1 ⇒ (18) + 1 = 19

While some of you are going up the stairs, the talking between group members and the unstealthy few are enough to warn the goblin rummaging through your drawers and bags. Rourke is ready and is able to catch the glimpse of a young female goblin with bluish-gray skin and bits of bone jewelry at the same time she looks up and sees him. Downstairs, Cork hears a thump that is particularly suspicious and is ready for action as well while the others are delayed during the surprise round.

Initiative:

Goblin: 1d20 + 3 ⇒ (5) + 3 = 8
Rourke: 1d20 + 2 ⇒ (6) + 2 = 8
Cork: 1d20 + 7 ⇒ (10) + 7 = 17
Davorin: 1d20 + 3 ⇒ (4) + 3 = 7
Kaminari: 1d20 + 4 ⇒ (2) + 4 = 6
Joof: 1d20 + 4 ⇒ (13) + 4 = 17
Mycroft: 1d20 + 5 ⇒ (8) + 5 = 13

Surprise Round:
Cork
Rourke

Goblin

Ok bear with me during this part cause it's going to get complicated, there are Chase rules for this section and I'll put up a new map and instructions in the next post.


Korvosan Sewers | | Abandoned Vault

CHASE RULES

At the start of the chase, have all participants roll initiative to determine the order in which they move. It takes a move action to move through a single square. When a character exits from a square, he must choose one of that square’s two obstacles to face as a standard action before moving to the next square. Instead of exiting a square, a character can choose to take another action not directly related to navigating the chase’s course, such as casting a spell or drawing a weapon.

A character may attempt to move three squares during his turn by taking a full-round action, effectively bypassing the second square and moving straight into the third from his starting position. That character must overcome both obstacles on the square he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one square forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square. A mired character must spend another full-round action becoming unmired, effectively losing his next turn.

A character can also choose to make a ranged attack or cast a spell during his turn in a chase. If the action is a full-round action, he can’t move at all. Use the number of squares and their established distances (in this case, 30 feet) to determine ranges as necessary. The terrain where the chase takes place might provide the target partial or even full cover or concealment. A character can only choose to make melee attacks against targets that are in the same square.

Any character involved in the chase gains a +2 cumulative bonus on all chase checks for each 10 feet by which her speed exceeds 30 feet, or takes a –2 cumulative penalty for each 10 feet by which it is slower than 30 feet.


Korvosan Sewers | | Abandoned Vault

During the surprise round the goblin is already in the window and doesn't have to use a move action to go through the square so she's going to use her standard action to do the Drop Tumble and Roll option at the same moment that Rourke has the ability to do something ranged to her. If you can stop her from leaving with a ranged ability I'll alter what she does.

Drop Tumble and Roll DC 15: 1d20 + 10 ⇒ (6) + 10 = 16

She drops out the window and moves out to the Manor Outer Wall.

Keeping the options hidden for now so you can't do any sort of planning with 3 square hops. Once someone gets into the square I'll remove them.

Rourke and Cork, you guys get a standard or move option. A move option will put you to the end of the square about to go to the next one.


Korvosan Sewers | | Abandoned Vault

And from what I can see, only Mycroft and Joof have the -2 chase check penalty because of being halflings. Is anyone above 30 ft movement for any reason?

The Exchange

Male Halfling Cavalier (beast rider, gendarme) 1 (HP: 11/11) (AC:19 FF:15 T:15) (Fort: +4 Ref: +5 Will: +1) (Init: +4) (Perc: +6)

Would I be able to go downstairs on my turn? There's no arrow from upstairs to downstairs, and I want to mount Barking Jerd before chasing the goblin.


Korvosan Sewers | | Abandoned Vault

I think the arrow is meant to be both ways, so yeah. And to answer your question earlier go ahead and add whatever flavor rolls you wish.

Grand Lodge

Male Aasimar| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 14 | F: +1, R: +4, W: +1 | Init: +2 | Perc: +5, SM: +5 Swashbuckler/1st| Speed 30ft (30ft) | Active conditions: None.

Rourke makes his way to the top of the stair only to see a female goblin jump out the window, and running toward the manor's outer wall.
"Oh no, you don't", the swashbuckler mutters as he drops, trumbles, and rolls down the manor wall, giving chase to the goblin intruder.
Acrobatics: 1d20 + 6 ⇒ (11) + 6 = 17
During the chase, Rourke draw his rapier, ready to attack.


Korvosan Sewers | | Abandoned Vault

Rourke you can only do a single action since it's the surprise round so you'll move to the window this turn and then I'll allow your acrobatics roll for next turn to tumble and roll and then you'll get another move action to move to the end of the square or be used doing something else.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

If I understand correctly, I get one action (surprise) and that means I can move from House Downstairs to Outside the House with that one move.

Cork's ear perk up with the suspicious sounds and he hears someone outside. Quickly he races out the front door.


Korvosan Sewers | | Abandoned Vault

Cork heads outside and spots the goblin jumping out of the window to the manor's outer wall.

Round 1:

Joof
Cork
Mycroft

Goblin/Rourke

Davorin
Kaminari

Joof Cork and Mycroft, you're up! If you're confused about any rules just ask away and I'll do my best to respond to them quickly.

Dark Archive

A goblin!

"Ah miss... wait!

Mycroft pulls his shortbow out and rushes to the edge of the window shouting in goblin.

"Please wait, or I will be forced to shoot you down."

Intimidate: 1d20 + 4 ⇒ (15) + 4 = 19
Knowledge (local) identify: 1d20 + 7 ⇒ (14) + 7 = 21


Korvosan Sewers | | Abandoned Vault

Mycroft identifies the target as just a simple goblin expert. Mycroft's threats definitely intimidate her as she looks back panicked and now suffers from the Shaken condition for 2 rounds but still tries to run away.

She is now shaken so she suffers from a -2 penalty on all her skill checks for 2 rounds, good job Mycroft!

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork spots the thief jumping onto the wall and chases after her.

I think that I can move the one square into the Manor Outer Wall without any checks since there were no obstacles in my starting square. Is that right? Do I have another action?


Korvosan Sewers | | Abandoned Vault

Yep you can use a move action to go to the next square and then you have a standard action left, you'll actually catch her right before she moves to leave this square so you're in melee right now.

Grand Lodge

Male Aasimar| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 14 | F: +1, R: +4, W: +1 | Init: +2 | Perc: +5, SM: +5 Swashbuckler/1st| Speed 30ft (30ft) | Active conditions: None.

Go for it, Cork!

The Exchange

Male Halfling Cavalier (beast rider, gendarme) 1 (HP: 11/11) (AC:19 FF:15 T:15) (Fort: +4 Ref: +5 Will: +1) (Init: +4) (Perc: +6)

Joof speaking in Goblin:
"Milady, please wait! I want to speak with you!"

Knowing that his short legs won't take him far, Joof dashes downstairs and mounts his trusty Barking Jerd.

"Come Jerd, we going on Goblin Chase!"


Korvosan Sewers | | Abandoned Vault

Now that Joof is on his mount which goes 50 ft, he'll get a +4 on his checks as long as the mount is what is doing the action. Would it be fair to say, for example, in the manor outer wall if you choose the squeeze through a break option your mount would have to do it instead?

The Exchange

Male Halfling Cavalier (beast rider, gendarme) 1 (HP: 11/11) (AC:19 FF:15 T:15) (Fort: +4 Ref: +5 Will: +1) (Init: +4) (Perc: +6)

I guess so.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork finds himself right next to the thief struggling to get over the wall. He reaches out to grab her in hopes that he can hold onto her until the others catch up.

grapple: 1d20 + 2 ⇒ (16) + 2 = 18


Korvosan Sewers | | Abandoned Vault

Cork manages to wrap his arms around her legs to try and hold her until the others catch up and she is grappled!

Rourke will go at the same time as her while she tries to use a standard action to get out.

Escape Artist DC 13 with Grappled Condition: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9

And it won't matter much since the little goblin female tries to wiggle herself away from Cork who adamantly holds on to her legs and prevents her from doing so. She squeals out things in Goblin as she continues to try and escape.

It's not quite over yet, Rourke Davorin and Kaminari can go now with Rourke's action happening before the other two.

Dark Archive

Male Damphir Skald (Urban Skald) 3 - HP: 21/21 - AC: 16, T: 11, FF: 15 (+1 dodge bonus when adjacent to 2 or more allies) - Fort/Ref/Will: +5/+3/+4 (+2 vs disease and mind-affecting effects, +4 vs bardic performance and sonic or language-dependent effects) - Perception: +0 - Initiative: +3 - Raging Song: 9/16 - Spell-Like Abilities: Charm Person: 0/1, Command: 0/1 - Spells: 1st: 3/4

Davorin rushes to the open window, and upon seeing Cork wrestling with the goblin, he starts to sing, this time a hauntingly beautiful song that bolsters the bodies of his allies.

Move action to croos through the square, standard action to start a Controlled Inspired Rage for +2 Strength (giving Cork a +1 bonus to CMB and CMD, among other things).

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