GM Mawgrim's Rise of the Runelords

Game Master GM Shady

Campaign date: Moonday, 23 Rova 4712 A.R.

Roll20 link :: Treasure Log

XP per character: 874 Exp (level 1)


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Male Human Unchained Monk 1 | HP 12/12 | AC 16, Touch 15, FF 13 | Fort + 3 Ref +4 Will +3 | Init +4 Perc +8

Also I'd like to check the goblins for any loot or information about this attack.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased
Zhu the Lotus wrote:
Also I'd like to check the goblins for any loot or information about this attack.

Shaedeen would help with this once she's finished her other business (see above).


Human (varisian) Witch (cartomancer) 1 / HP 7 of 7 / F+0 R+2 W+4 / AC 16.16.14 / Init. +2 / Perc +6

Right after the fight, Ratimir approaches one of the fallen goblins and provides first aid to prevent him from hemorrhaging. The wound is tricky, and he insists on the task while calling out to Shaedeen. "Shaedeen, do you have the rope? Maybe we can get this one to speak."

Round 1 - Standard action - Heal check to stabilize Warrior 4: 1d20 + 6 ⇒ (6) + 6 = 12
Round 2 - Standard action - Heal check to stabilize Warrior 4: 1d20 + 6 ⇒ (1) + 6 = 7
Round 3 - Standard action - Heal check to stabilize Warrior 4: 1d20 + 6 ⇒ (10) + 6 = 16

If Ratimir can stabilizze the goblin before he dies, he will wait for Shaedeen and tie him up.


Zhu searches quickly over the body of the war chanter, finding a small pouch that appears to have been pilfered from somewhere a long time ago, and is now dirty and frayed, and inside is a mixture of rotten fruit and gold coins, twenty in all, and a small glass phial with a shimmery liquid in it. The remaining goblins do not appear to have anything of value on them - the weapons they carry on them are crudely fashioned and small to wield, and unlike the warchanter these goblins do not have pouches on them.

Ratimir kneels by the dying goblin and attempts to stabilise the creature. The cartomancer manages to staunch the bleeding from the wounds and he is no longer dying.

Father Zantus chuckles at the girl as she buzzes around him and helping him put the breastplate on properly. "Thank you for your help, lass. It was all I could do to throw this old thing on and get back out here to help." Once she is finished, the old Desnan priest smiles at Shaedeen before making his way over to the monk. "If you'll kindly hold still a moment, lad." Father Zantus requests, before hovering his hands over the wound and intoning a prayer to Desna for the swift mending of the wound. The priests palms glow for a moment, and the wound knits over completely, leaving only a slight itch where the wound once was.

CLW: 1d8 + 4 ⇒ (8) + 4 = 12

Loot:
Lootables
Pouch with 20gp
Unidentified potion

Equipment (all Small, no masterwork)
Studded leather armour
Leather armour x5
Light wooden shield x5
Dogslicer x6
Whip
Shortbow x6
Arrow x60


With the goblins equipment, you won't have time to collect it all up if you want any of it, but you can collect the potion and the gold to divvy amongst yourselves.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

I doubt we could get much for the equipment anyway, all flea-bitten goblin gear - and from the sound of it, there's lots of goblins around - so a flood of gear as well. But I noted the other loot on the treasure sheet.

Serolt helps, in his own way, by casting Detect Magic and examining the potion vial in Zhu's hands.

Spellcraft: 1d20 + 4 ⇒ (5) + 4 = 9

"Well I never was very good at this. I'm not sure what it is, can anyone ID it quickly? I suspect there will be more goblins about, and I intend to seek them out if I can. Anyone want to join me in the hunt?"

He'll head toward the loudest screams, but if there is no central point, he'll start to the north by the gates and work his way southeast along the perimeter.

He's happy to go along with another's suggestions too if anyone has any good ideas.


Half-Elf Oracle (ancient lorekeeper) 1 | HP 10/10 | F+1 R+0 W+1 (+2 vs. enchantments) | AC 15/10/15 | Init. +2 | Perc +1 [low-light vision]

Haelvor takes a look at the potion.

Spellcraft: 1d20 + 7 ⇒ (11) + 7 = 18


Haelvor looks the potion over with his sight enhanced by a detect magic spell, and notes that it is a potion of cure light wounds.


Half-Elf Oracle (ancient lorekeeper) 1 | HP 10/10 | F+1 R+0 W+1 (+2 vs. enchantments) | AC 15/10/15 | Init. +2 | Perc +1 [low-light vision]

"It's a healing potion. It should be of some use, I think."

He gives the potion back to Serolt. "And I, for one, shall come with you. I have a bone to pick with these creatures."


Male Human Unchained Monk 1 | HP 12/12 | AC 16, Touch 15, FF 13 | Fort + 3 Ref +4 Will +3 | Init +4 Perc +8

"Indeed, friend Serolt. Let us make the city safe!"


female Half Elf Bard (1); Ini +1; HP 10/10; AC 14 T 11 FF13; Fort+1 Ref +3 Will+4; Perc +7; Bardic Performance 7/7 left

and my ears safe! They wouldn't survive the goblins high pitched "voice" for long...


As the group of adventurers begin to get themselves ready to continue the hunt, it is clear that the fight has moved on. One or two goblins remain to scavenge fallen food, but most who attacked the festival in the square are dead. About ready to make a decision, the sound of a terrified scream followed by the frantic, high-pitched barking echo nearby from the north.

"I will stay and see who can be saved," Father Zantus says, nodding at the bodies of unfortunate citizens and visitors scattered through the square. "Desna be with you and grant you swift feet."


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Perhaps surprisingly, Shaedeen immediately and wordlessly obeys Ratimir's order, retrieving the silk rope from Serolt and then binding the goblin's wrists behind its back before tying its ankles as well.

The girl impulsively grabs the gobbo's weird little sword and hides it underneath the stage--a souvenir from her first real battle. Seeing Ratimir grabbing his own souvenir she smirks...until she sees what the ex-Sczarni's up to. Shae watches in awe as Ratimir manipulates the magic of the mystical Harrow deck.

When a scream sounds from the north, Shae's broken from her reverie and runs toward it, crossbow loaded and at the ready.

Edited a bit so Shae could witness some of Ratimir's magic.


Human (varisian) Witch (cartomancer) 1 / HP 7 of 7 / F+0 R+2 W+4 / AC 16.16.14 / Init. +2 / Perc +6

While Shae ties up the goblin, Ratimir picks up one of the dogslicers. He approaches the immobilized, unconscious creature and closes his eyes, pulling out a random card from his harrow deck and touching it over the goblin's chest.

HarrowDraw: 1d54 ⇒ 30 The Joke; an enemy that can only be truly defeated through trickery.
Healing Hex to revive the golbin: 1d8 + 4 ⇒ (7) + 4 = 11
Is it enough to revive the golbin?

He invokes the powers of his patron and unweaves the goblin's unfortunate fate. "The harrow has other plans for you," he whispers mercifully. While waiting for the goblin to wake up, Ratimir places the edge of the dogslicer against the creature's neck, pressed slightly against his flesh.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Serolt watches the interrogation begin when the screams rise anew.

"Come Ratimir, we'll have to leave this one to the priest for now. Let's fly!"

He whistles for Regin and gestures with his hand as he runs after Shaedeen, bow out and ready - scanning the town for targets.


Human (varisian) Witch (cartomancer) 1 / HP 7 of 7 / F+0 R+2 W+4 / AC 16.16.14 / Init. +2 / Perc +6

"Don't worry, I'll be quick," Ratimir replies without letting go of the goblin. The cartomancer is fully aware that his calm is somewhat ennerving, given the circumstances.


GM Rolls:
W4EA: 1d20 + 2 ⇒ (5) + 2 = 7

The goblin awakes with the cartomancer's face inches from his own. He struggles against the rope used by Shaedeen to bind him, but cannot slip free.


Human (varisian) Witch (cartomancer) 1 / HP 7 of 7 / F+0 R+2 W+4 / AC 16.16.14 / Init. +2 / Perc +6

Staring into the goblin's eyes, Ratimir presses the dogslicer a bit further and threatens the creature. "Your friends are all dead, but you don't need the join them in the afterlife. Just answer me a few questions, and if I think you're telling the truth, you can live. Your fate is in your hands." He makes a small pause to let the words sink in. Grinding his teeth, he goes on. "Now, tell me this: what tribe are you from, how many are attacking, and what's your goal? Do you have specific target here?"

Intimidation: 1d20 + 4 ⇒ (15) + 4 = 19


Human (varisian) Witch (cartomancer) 1 / HP 7 of 7 / F+0 R+2 W+4 / AC 16.16.14 / Init. +2 / Perc +6

Forgot to add: Ratimir utters his threat in goblin language.


Ratimir:
The goblins eyes widen at the threat of death, as well as the possibility of living to kill things another day. "Birdcruncher. Bodeg from Birdcruncher tribe. Many other goblins from other tribes. Told to kill longshanks and burn town down."

As Ratimir interrogates the goblin, the barking in the distance becomes even more frantic and pained. Father Zantus looks at Ratimir and crouches by the Varisian. "I can look after this one if you want to go."

Trying to not go into the next encounter until everyone is ready one way or another.


female Half Elf Bard (1); Ini +1; HP 10/10; AC 14 T 11 FF13; Fort+1 Ref +3 Will+4; Perc +7; Bardic Performance 7/7 left

There will be time for questions, Ratimir. There are people to avenge, right now.


Half-Elf Oracle (ancient lorekeeper) 1 | HP 10/10 | F+1 R+0 W+1 (+2 vs. enchantments) | AC 15/10/15 | Init. +2 | Perc +1 [low-light vision]

Ready.


Human (varisian) Witch (cartomancer) 1 / HP 7 of 7 / F+0 R+2 W+4 / AC 16.16.14 / Init. +2 / Perc +6

Ratimir throws the goblin at Father Zantus' feet. "This is not a simple raid. It's an organized attack. The tribes have united." He throws the dogslicer up in the air and catches it again by the blade, mid-air, as it makes a half turn. Ratimir hands the weapon to Zantus and says "Here, Father. See if you can find who gave them the order. This one's called Bodeg." He turns back to the goblin.

Goblin:

"You keep answering our questions, and you'll live, Bodeg. Who knows, I might even set you free again. Now, you cooperate with the good priest here, and tell him what he wants to know."

He then turns around and starts running after Serolt and the rest of the group. "On we go."


After handing Bodeg over to Father Zantus' care, Ratimir joins his companions in a sprint towards the White Deer, a sizeable new tavern and inn situated across from the North Gate of Sandpoint that has recently been rebuilt from the fires that destroyed the previous cathedral and surrounding area of the town.

As they arrive, they see a nobleman cowering behind some barrels while his hunting dog fearfully attempts to defend his master. A goblin wielding a long-handled halberd with holes drilled into the blade sits astride a mangy canine-like mount with beady eyes and protruding rat-like teeth. The hunting dog, presumably the source of the frantic barking, has put up a good fight thus far, but a swift sweep of the horsechopper in the goblin's hands and the hunting dog gives one last painful yelp before crashing to the ground, bleeding into the dirt.

A pack of goblins near the wall give a cheer as the dreaded hunting dog is dropped, and the leader on the canine turns his attention towards the cowering nobleman. The goblins do not appear to have noticed the group's approach.

Initiative Rolls:

ComInit: 1d20 + 3 ⇒ (1) + 3 = 4
WarInit: 1d20 + 6 ⇒ (9) + 6 = 15
WchInit: 1d20 + 4 ⇒ (7) + 4 = 11
HInit: 1d20 + 2 ⇒ (14) + 2 = 16
RaInit: 1d20 + 1 ⇒ (13) + 1 = 14
SeInit: 1d20 + 4 ⇒ (16) + 4 = 20
ShInit: 1d20 + 8 ⇒ (5) + 8 = 13
VInit: 1d20 + 1 ⇒ (12) + 1 = 13
Zinit: 1d20 + 4 ⇒ (6) + 4 = 10

Initiative - Surprise Round
20 - Serolt
20 - Regin
16 - Haelvor
14 - Ratimir
13 - Shaedeen
13 - Vanea
10 - Zhu

The goblins are not in the initiative order as they do not get to act in this round. You all have a standard action as per surprise rules.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Round: surprise, Initiative: 20

Serolt Status:
HP: 9/9, AC: 16 (f12/t14) (+1 from Dexterity not applied)
Weapon Equipped = Longbow
Cold Iron Arrows = 30/40
Conditions = None
ranged: Attack: BAB +0, Dex +4 (rapid shot -2) Damage: +0
melee: Attack: BAB +0, Str +2 Damage: Str +2
Animal Focus (Su/Swift) (0/1m)
Spells (Caster Level 1, Concentration +3)
Zero (12): Create Water, Detect Magic, Light, Mending
First (13): (2/2) Cure Light Wounds, Entangle, Summon Nature’s Ally

Regin Status:
HP: 11/11, AC: 17 (f12/t16), Move 50’
Conditions = None
Animal Focus: Bull (+2 Str - applied)
melee: Attack: BAB +1, Dex +5, Size +1Damage: Str +2
Tricks: Attack x2, Come, Down, Flank, Heel, Sneak

Serolt takes his shot, after 5’ stepping to see more clearly. He shoots at the mounted goblin.
Bow (cold iron): 1d20 + 4 ⇒ (4) + 4 = 8 damage: 1d8 ⇒ 2

He commands Regin with a barked order, ”Attack!”

Regin does a partial charge and attack also attacking the goblin.
Regin Bite: 1d20 + 7 ⇒ (16) + 7 = 23 damage: 1d4 + 2 ⇒ (1) + 2 = 3 Free Trip: 1d20 + 2 ⇒ (10) + 2 = 12


Half-Elf Oracle (ancient lorekeeper) 1 | HP 10/10 | F+1 R+0 W+1 (+2 vs. enchantments) | AC 15/10/15 | Init. +2 | Perc +1 [low-light vision]

"More of them!

Haelvor sprints in the direction of the mounted goblin.

Single move.


Human (varisian) Witch (cartomancer) 1 / HP 7 of 7 / F+0 R+2 W+4 / AC 16.16.14 / Init. +2 / Perc +6

Ratimir follows Haelvor.

Single move


Male Human Unchained Monk 1 | HP 12/12 | AC 16, Touch 15, FF 13 | Fort + 3 Ref +4 Will +3 | Init +4 Perc +8

Zhu moves closer.
Single Move


I will update tomorrow AM, my time. Am just waiting on Vanea and if Shaedeen hasn't returned to the world of Internet accessability I will bot her move at the same time as per instructions.


female Half Elf Bard (1); Ini +1; HP 10/10; AC 14 T 11 FF13; Fort+1 Ref +3 Will+4; Perc +7; Bardic Performance 7/7 left

Couldn't get on Roll20 at work, sorry..^^

Vanea moves closer to the frightened noble

Hey, come here, while the goblin is busy! We'll protect you!

Not sure what kind of roll might be needed to shake the noble out of his fear, will do Diplomacy. Bluff got the same bonus anyway, and it surely isn't Intimidate

Diplo: 1d20 + 7 ⇒ (8) + 7 = 15


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Cursing that she doesn't have a clean shot at the mounted goblin, Shaedeen repositions herself, hoping to get a clean shot on one of the goblins to the northeast before they can react (move action).


@Vanea: no worries at all - my post was more to reassure everyone that I hadn't dropped off of the earth just yet, rather than to call you out on non-posting specifically. Apologies if it seemed like that was the intent. As for your action, according to the rules for Diplomacy, a request takes 1 or more rounds to complete. Since what you are doing would be a simple request (come over here, away from the goblins), I will go with this needing only 1 round to complete and consider your surprise action to be Starting a full round action. You will need to use your 1st round standard action to complete the request (much like Ratimir and his sleep spell last encounter), at which point the nobleman will act, if that works? :)

Serolt's arrow flies wide, clattering harmlessly against the wall behind the goblins, while Regin leaps up and catches the rider on his leg. As the firepelt lowers down to the ground, still with the goblin's ankle firmly in his mouth, Regin manages to half pull the goblin out of the saddle. The goblin howls and clings to the mangy dog he is using for a mount, desperately kicking the cat off of his leg.

As the rest of the group make their way towards the goblin leader, the remaining goblins who had been cowering at the wall ready themselves to enter the fray.

Serolt's arrow misses. Regin's bite hits, dealing 2 damage to Goblin Commando, and trip attempt succeeds. Goblin Commando is prone in his saddle, and will require a DC 20 Ride check to remount as a swift action, otherwise it will be a move action to remount.

Initiative - Round 1
20 - Serolt
20 - Regin
16 - Haelvor

15 - Goblin Warriors
15 - Goblin Warchanter
15 - Goblin Commando & Mount
14 - Ratimir
13 - Shaedeen
13 - Vanea
10 - Zhu


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Round: 1, Initiative: 20

Serolt Status:
HP: 9/9, AC: 16 (f12/t14) (+1 from Dexterity not applied)
Weapon Equipped = Longbow
Cold Iron Arrows = 28/40
Conditions = None
ranged: Attack: BAB +0, Dex +4 (rapid shot -2) Damage: +0
melee: Attack: BAB +0, Str +2 Damage: Str +2
Animal Focus (Su/Swift) (0/1m)
Spells (Caster Level 1, Concentration +3)
Zero (12): Create Water, Detect Magic, Light, Mending
First (13): (2/2) Cure Light Wounds, Entangle, Summon Nature’s Ally

Regin Status:
HP: 11/11, AC: 17 (f12/t16), Move 50’
Conditions = None
Animal Focus: Bull (+2 Str - applied)
melee: Attack: BAB +1, Dex +5, Size +1Damage: Str +2
Tricks: Attack x2, Come, Down, Flank, Heel, Sneak

Serolt grins as Regin bits the goblin. He tries to keep the others off their backs a little while longer while stepping closer. (targeting warchanter)
Bow (cold iron): 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3 (cover) damage: 1d8 ⇒ 8
Bow (cold iron): 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10 (cover) damage: 1d8 ⇒ 5

His arrows clatter wide of the mark as all the cover gets in the way.

Regin circles a bit and tries to bring the mounted goblin down!
Regin Bite: 1d20 + 7 ⇒ (2) + 7 = 9 damage: 1d4 + 2 ⇒ (4) + 2 = 6
Regin Claw: 1d20 + 7 ⇒ (20) + 7 = 27 damage: 1d2 + 2 ⇒ (2) + 2 = 4
Regin Claw: 1d20 + 7 ⇒ (12) + 7 = 19 damage: 1d2 + 2 ⇒ (2) + 2 = 4

crit confirm Regin Claw: 1d20 + 7 ⇒ (6) + 7 = 13 damage: 1d2 + 2 ⇒ (1) + 2 = 3


female Half Elf Bard (1); Ini +1; HP 10/10; AC 14 T 11 FF13; Fort+1 Ref +3 Will+4; Perc +7; Bardic Performance 7/7 left

No problem with ending my action this round. Use my second action to start Inspire

Vanea enters a battle of songs with the goblin warchanter, willing to out-sing him

Singing: 1d20 + 13 ⇒ (10) + 13 = 23


Half-Elf Oracle (ancient lorekeeper) 1 | HP 10/10 | F+1 R+0 W+1 (+2 vs. enchantments) | AC 15/10/15 | Init. +2 | Perc +1 [low-light vision]

GM:
I'm not entirely sure how Haelvor is suddenly carrying a spear, a morningstar and full gear, when he started out basically visiting the fair. Are we assuming everyone is fully geared up?

I think it's worth resolving the outcome of Serolt/Regin's turns before I post. My assumption is that if there is something left there standing I will move to melee it (I already moved on Roll20, to be clear, since I think it will be the same move come what may).


Haelvor:
Some of the characters had their weapons on them, such as Vanea, Serolt, and Zhu. Shaedeen and Ratimir spent time within the posts getting into armours/weapons and the like. If Haelvor was basically wandering through the fair, then its up to you as to whether he would have any armour/weapons on him or not :) I'm running under the assumption that people had armour/weapons of some sort on them, as best fits your character. At this point I'm not overly fussed as this is a chance for you all to work together in a combat/town being raided situation.

I'll post the results of Serolt & Regin, and allow for Haelvor to post before I update with the goblins moves.

GM Roll:
Stay in saddle, 50%: 1d100 ⇒ 89 fail
Fall damage: 1d6 ⇒ 3

Serolt's arrows both miss their mark, clattering harmlessly against the wall again behind her.

Regin, on the other hand, continues to leap and maul at the goblin commando, who is desperately hanging with one foot in the saddle and the other dangling free. Unable to bite the goblin again, Regin instead rakes down the side and leg of the goblin, carving the green-skinned creature. The deep scratches well up with blood and the goblin passes out, sending him unceremoniously crashing to the ground.

Serolt's attacks miss the warchanter. Regin's bite misses the commando. Regin's first claw hits and his second claw confirms a critical hit, dealing a total of 11 damage to the commando. Commando fails to stay in the saddle while unconscious, and takes a further 3 damage from the fall.

Initiative - Round 1
20 - Serolt
20 - Regin

16 - Haelvor
15 - Goblin Warriors
15 - Goblin Warchanter
15 - Goblin Commando & Mount
14 - Ratimir
13 - Shaedeen
13 - Vanea
10 - Zhu

Haelvor is up before the goblins can act.

@Vanea: It will take your standard action this round to finish convincing the frightened nobleman to come towards you, so you won't be able to start singing for Inspire Courage just yet. Either that or you can forego finishing the Diplomacy request and use your standard action to start singing for Inspire.


female Half Elf Bard (1); Ini +1; HP 10/10; AC 14 T 11 FF13; Fort+1 Ref +3 Will+4; Perc +7; Bardic Performance 7/7 left

Will go with the first option, protecting the nobleman.


Half-Elf Oracle (ancient lorekeeper) 1 | HP 10/10 | F+1 R+0 W+1 (+2 vs. enchantments) | AC 15/10/15 | Init. +2 | Perc +1 [low-light vision]

I can only reach the goblin dog

Haelvor grabs a nearby spear* as he rushes towards the goblins, and thrusts it in the direction of the now riderless goblin dog ...

Attack: 1d20 + 4 ⇒ (2) + 4 = 6

... missing completely.

* - trying to figure out why he would have a spear with him to visit the fair, it was in his gear but let's he's just managed to acquire it.


As Haelvor attempts to attack the goblin dog, the goblins at the wall surge forwards, shrieking and raising their dogslicers into the air menacingly.

GM Rolls:
War1, atk H: 1d20 + 2 ⇒ (18) + 2 = 20 Hit
War1, dmg: 1d4 ⇒ 1
War2, atk H: 1d20 + 2 ⇒ (4) + 2 = 6 Miss
War2, dmg: 1d4 ⇒ 2
War3, atk Re: 1d20 + 4 ⇒ (14) + 4 = 18 Hit
War3, dmg: 1d4 ⇒ 4
War4, atk Re: 1d20 + 2 ⇒ (1) + 2 = 3 Miss
War4, dmg: 1d4 ⇒ 4
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
GDog, atk: 1d20 + 2 ⇒ (18) + 2 = 20 Hit
GDog, dmg: 1d6 + 3 ⇒ (2) + 3 = 5

The goblins pair off and race towards the spear-wielding Haelvor as well as Regin, and each of them attempt to dodge as best they can. Haelvor is nicked by the first goblin to come at him, the blade nicking him on the side of the leg. Regin, on the other hand, yowls as the goblin's blade runs a thin wound up the firepelt's flank.

Warrior 1 hits Haelvor, dealing 1 damage. Warrior 2 misses Haelvor. Warrior 3 hits Regin, dealing 4 damage. Warrior 4 misses Regin.

The warchanter stalks towards the melee and crouches by the fallen commando, laying a hand over the deep scratches and snarling the words of a goblin verse. Her hand glows a sickly green as the deeper scratches begin to knit over, but not enough to restore consciousness. The warchanter snarls and slaps the goblin in the face before looking up and seeking out the Shoanti archer.

Spellcraft, DC 16:
Warchanter cast cure light wounds on Commando.

The goblin dog snarls at the half-elf whom had tried to attack it and it, but Haelvor is too quick and deftly steps out of the way from the beast's gnarled teeth.

Goblin dog hits Haelvor, dealing 5 damage. Haelvor, please make a DC 12 Fortitude save, and if you fail please read the spoiler.

Haelvor, failed save:
Haelvor breaks out in an itchy red rash, taking a -2 to Dexterity and Charisma for 24 hours.

Vanea continues to urge the terrified noble to break from his fear and run away from the approaching goblins. He turns towards the Calistrian and nods shakily, inching his way to his feet before breaking out into a quick-step run around the corner of the building. He continues to look out at the skirmish, his terrified eyes drawn sadly towards the hunting dog bleeding in the grass.

Initiative - Round 1
20 - Serolt
20 - Regin
16 - Haelvor
15 - Goblin Warriors
15 - Goblin Warchanter
15 - Goblin Commando & Mount

14 - Ratimir
13 - Shaedeen
13 - Vanea
10 - Zhu

Ratimir, Shaedeen, and Zhu are up, and Vanea still has a move action to play with if she wants to use it :)


female Half Elf Bard (1); Ini +1; HP 10/10; AC 14 T 11 FF13; Fort+1 Ref +3 Will+4; Perc +7; Bardic Performance 7/7 left

Can't open Roll20 at work, so I'll ask : can I move toward Haelvor without getting AoOed by the goblins?^^


Very easily - all of the goblins have swarmed he and Regin from the north and the east, and since you'll be moving in from the south west, there will be no AoE opportinuties at all for the goblins.


female Half Elf Bard (1); Ini +1; HP 10/10; AC 14 T 11 FF13; Fort+1 Ref +3 Will+4; Perc +7; Bardic Performance 7/7 left

Could you please move me?*puppy eyes*


Half-Elf Oracle (ancient lorekeeper) 1 | HP 10/10 | F+1 R+0 W+1 (+2 vs. enchantments) | AC 15/10/15 | Init. +2 | Perc +1 [low-light vision]

Fort Save: 1d20 + 1 ⇒ (15) + 1 = 16


Vanea Lothmatis wrote:
Could you please move me?*puppy eyes*

Done and done. Moved Vanea to be as far away from the goblins while still being adjacent to Haelvor.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Shaedeen curses in Varisian as again she finds herself with her loaded crossbow in hand and no clean targets to snipe at. She seems to be zigging when she should be zagging. Hearing the elf-blooded bard starting an inspirational song, Shaedeen goes against her impetuous nature. She waits until she feels the song's magic affecting her (delay; Shae now comes after Vanea in Initiative order) and then calmly takes a shot into the sudden scrum (standard action).

First choice of targets is the goblin dog; if Ratimir manages to kill that first, choice #2 is Warrior #4.

Shaedeen's Crossbow Shot:

light crossbow (-4 into melee, +1 inspire courage): 1d20 + 4 - 4 + 1 ⇒ (4) + 4 - 4 + 1 = 5 for piercing damage: 1d8 + 1 ⇒ (2) + 1 = 3

The gypsy girl then drops her crossbow (free action) and draws her rapier (move action).


Male Human Unchained Monk 1 | HP 12/12 | AC 16, Touch 15, FF 13 | Fort + 3 Ref +4 Will +3 | Init +4 Perc +8

Sorry, guys, work has been crazy! I'll be able to check/post my action in a couple of hours!


Human (varisian) Witch (cartomancer) 1 / HP 7 of 7 / F+0 R+2 W+4 / AC 16.16.14 / Init. +2 / Perc +6

Spellcraft: 1d20 + 8 ⇒ (16) + 8 = 24

The warchanter's attempt at restoring the goblin commando to the battlefield inspires Ratimir to try a similar approach. He runs up to the fallen hunting dog and hovers his hands over the animal, invoking the powers of his mysterious patrons.

Using healing hex on the hunting dog. Hopefully that's another combatant on our side.
Healing hex: 1d8 + 4 ⇒ (2) + 4 = 6


Male Human Unchained Monk 1 | HP 12/12 | AC 16, Touch 15, FF 13 | Fort + 3 Ref +4 Will +3 | Init +4 Perc +8

Zhu will move north, to Warrior 4, and attempt to attack;
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
And miss badly...


@Shaedeen: Since Vanea chose to complete her full round action of convincing the nobleman to retreat, there is no Inspire song going at this point.

As Vanea strides into the melee with her longsword drawn, Shaedeen's crossbow bolt flies high over the goblin dog, whistling through the air before hitting the wall, while Ratimir kneels by the dying dog and invokes the power of the harrow spirits, stalling death for now. The dog's eyes open groggily, and he whimpers quietly, pawing at the cartomancer's hand. Zhu approaches the nearest goblin and swings wildly at it to gain its attentions.

Shaedeen misses goblin dog. Ratimir heals 6 points of health to hunting dog, bringing it to 0hp. Zhu misses goblin 4.

Initiative - Round 2
20 - Serolt
20 - Regin
16 - Haelvor

15 - Goblin Warriors
15 - Goblin Warchanter
15 - Goblin Commando (unconscious)
15 - Goblin Dog
14 - Ratimir
13 - Shaedeen
13 - Vanea
10 - Zhu


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Round: 2, Initiative: 20

Serolt Status:
HP: 9/9, AC: 16 (f12/t14)
Weapon Equipped = Longbow
Cold Iron Arrows = 26/40
Conditions = None
ranged: Attack: BAB +0, Dex +4 (rapid shot -2) Damage: +0
melee: Attack: BAB +0, Str +2 Damage: Str +2
Animal Focus (Su/Swift) (0/1m)
Spells (Caster Level 1, Concentration +3)
Zero (12): Create Water, Detect Magic, Light, Mending
First (13): (2/2) Cure Light Wounds, Entangle, Summon Nature’s Ally

Regin Status:
HP: 7/11, AC: 17 (f12/t16), Move 50’
Conditions = None
Animal Focus: Bull (+2 Str - applied)
melee: Attack: BAB +1, Dex +5, Size +1Damage: Str +2
Tricks: Attack x2, Come, Down, Flank, Heel, Sneak

”Damn that warchanter!” Serolt swears and spits into the dirt.

He steps up to get a clear shot at the goblin dog (no cover) and shoots a pair at him hoping for the best. Haelvor’s presence throws off his aim however as he tries to not hit his newfound friend - or Regin!
Bow (cold iron): 1d20 + 2 + 1 - 4 ⇒ (4) + 2 + 1 - 4 = 3 (point blank, in melee) damage: 1d8 + 1 ⇒ (1) + 1 = 2 (point blank)
Bow (cold iron): 1d20 + 2 + 1 - 4 ⇒ (12) + 2 + 1 - 4 = 11 (point blank, in melee) damage: 1d8 + 1 ⇒ (6) + 1 = 7 (point blank)

Sorry about the weakness of my archery - Serolt is truly a hunter and unskilled in the art of close combat... for now.

Regin wheels on his attacker (Warrior 3) and rakes him!
Regin Bite: 1d20 + 7 ⇒ (3) + 7 = 10 damage: 1d4 + 2 ⇒ (1) + 2 = 3 Free Trip: 1d20 + 2 ⇒ (4) + 2 = 6
Regin Claw: 1d20 + 7 ⇒ (12) + 7 = 19 damage: 1d2 + 2 ⇒ (1) + 2 = 3
Regin Claw: 1d20 + 7 ⇒ (16) + 7 = 23 damage: 1d2 + 2 ⇒ (1) + 2 = 3


Half-Elf Oracle (ancient lorekeeper) 1 | HP 10/10 | F+1 R+0 W+1 (+2 vs. enchantments) | AC 15/10/15 | Init. +2 | Perc +1 [low-light vision]

Haelvor, still smarting from the blows, jabs his spear hopefully in the direction of one of the goblins.

Attack warrior 1
Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Then 5' step back (adjusted Roll20).

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