House of Blades (Inactive)

Game Master Wrong John Silver

AD&D 2e, based in Mulmaster, in the Forgotten Realms


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Rission can start planning strategy. Could you please include your kit's benefits and hindrances in your profile? Same goes for everyone, I just want to be sure we've got everything everyone's capable of up front where it's visible.

Sydney spies the small figure, and as she leaves the campsite and cautiously approach, she watches as he steps out from behind the rock, carrying a sack, but then runs away, up the path, dropping the sack behind him.


Male Human Wizard(Mage)/1

Profile updated


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

sydney will head over and pick up of sack carefully

DM:
She will look inside
and once she makes sure the goblin was alone she heads back to camp


GM:

1d10 ⇒ 1

Sydney heads over to the sack, and picks it up. Suddenly, from behind the outcropping the first figure appeared, two goblins jump on her!

Surprise round

Attack 1: 1d20 ⇒ 11
Attack 2: 1d20 ⇒ 9

But neither can get through her armor.

Declare actions.


Male Half Elf Gunslinger 1

Rission sighs, stands up and prepares for combat. Standing up and preparing his blade.

An I told you so will be in order after this.

Initiative: 1d10 + 5 ⇒ (1) + 5 = 6

Move, start bladesong style and gain an AC bonus, AC goes to 6, and attack.


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

Round 1

Init: 1d10 - 3 ⇒ (4) - 3 = 1

Actions: pull out second weapon and full attack the goblin's

maybe we should roll our attack in order to speed up our posting ?


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

there are only 3 goblins total correct? the other one will come back to engage me this round of next round?


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

Round 1

Segment 7 Battle Axe: 1d20 - 15 ⇒ (9) - 15 = -61d8 + 6 ⇒ (4) + 6 = 10 hit AC 6

Segment 14 Battle Axe: 1d20 - 16 ⇒ (2) - 16 = -141d8 + 6 ⇒ (4) + 6 = 10 Hit Ac 14


Male Half Elf Gunslinger 1

I'm not too sure how far away from me the goblins are, so factor that into my Initiative

Segment 6: Rissions blade begins to whirl through the air, making a disturbing sound, almost as if the blade itself is singing. His movements like a dance with his blade.
Longsword: 1d20 - 18 ⇒ (13) - 18 = -51d8 ⇒ 1 This should hit an AC of up to 5, it's only a nick, but damage is still damage.


The encounter is happening far enough from the camp (180 feet) that Rission cannot reach the battle this round.

Initiative: 1d10 + 3 ⇒ (6) + 3 = 9
Initiative: 1d10 + 3 ⇒ (2) + 3 = 5

Segment 5: The second goblin attacks Sydney 1d20 ⇒ 4 and misses.
Segment 6: Rission runs up to the battle, but doesn't get close enough to attack with his sword. He will reach the battle next round (move 120 feet)
Segment 7: Sydney's attack hits one goblin and kills it outright.
Segment 9: The first goblin, being dead, does not attack.
Segment 14: Sydney attacks the second goblin but misses.

The goblin that ran, continues to run away and does not engage. He disappears further up the path.


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

Round 2

Init: 1d10 - 2 ⇒ (2) - 2 = 0

Segment 6 Battle Axe: 1d20 - 15 ⇒ (2) - 15 = -131d8 + 6 ⇒ (2) + 6 = 8 Hit AC 13

Segment 13 Battle Axe: 1d20 - 16 ⇒ (16) - 16 = 01d8 + 5 ⇒ (7) + 5 = 12 Hit AC 0

The last Goblin killed Sydney will wipe clean her weapon

Runner ? Makes sense i wounder how big the strike group is. Lets get back to camp and wake everyone. People need to get their armor on just in case. I would have rather every one exhausted then unprepared


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

DM how far is the runner now by the end of round 2?


Male Half Elf Gunslinger 1

Round 2

His blade singing, Rission moves to slice up a goblin.

Initiative: 1d10 ⇒ 6

Segment 11 Longsword: 1d20 - 18 ⇒ (16) - 18 = -21d8 ⇒ 4 That should hit an AC of 2


Initiative: 1d10 ⇒ 4

Round 2:

Segment 4: The remaining goblin takes off in a run. Sydney's first attack happens immediately, hits AC 13 and misses.
Segment 6: Sydney calls out, "Runner!"
Segment 11: Rission reaches Sydney, but the goblin isn't there anymore. He can, however, chase after the goblin and strike it down (Elf move is 12, Goblin move is 6).

The first runner already has disappeared around the corner, into the rocky terrain of the path to the north.

The rest of the party wakes up at the sounds of attack and the calls. The goblins have filthy, skinny hides as armor, rusty short swords, and 3d6 ⇒ (2, 2, 2) = 6 3d6 ⇒ (4, 3, 5) = 12 a total of 18 sp between them.

The dropped sack is filled with rotten cloth, wrapped around the decaying head of an owl.


Male Human Wizard(Mage)/1

Lucien's eyes pop open at the sound of Sydney's call, and he scrambles to his feet as fast as he can.

Sounds like Goblin troubles, Lucien mutters to himself.


Female Human Specialty Priest 1

Dlatha starts awake at the noise. Oddly; she never thought she was going to fall asleep with the doomsaying about goblins last night. And now, it's a battle! She gets up and checks quickly that she has everything, and straps on her shield on her left arm. She tries to remember what she was taught in the battle training sessions. Slightly crouched stance, good balance, quiet to listen for anything out of the ordinary. She sees the others, and gets over there quickly.

"What's happening? Goblins?" in a soft whisper.

Initiative: 1d10 + 7 ⇒ (10) + 7 = 17 to run and attack any goblin with her mace.


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

Sydney will wipe clean her blade as she move back to the camp scanning her surroundings for any other threats that could have been creeping while she dealt with the scouts.

A trio of scouts, nothing to worry for the moment, you can relax she says to Dlatha as she pass her by heading back to the camp

She goes to gently wake up the leader of the caravan guards and report:

We have been scouted by goblins. As i left camp, after waking up Risson to guard the camp in my place, to go investigate that lone scout i got jumped by two more. The original scout left and didn't even try to fight. After i killed one of my two attackers the other one fled also. That the first scout didn't even try to land a hand in killing me is that his orders were to report ASAP while the other two were meant to delay. I think we have a raiding party not to far from us. What do you want me to do?


Female Human Specialty Priest 1

"Scouts? So they know we're here..."

Dlatha is listening all she can to see if there is anything more happening. Until she realizes, the war party could be far more than three goblins. Wouldn't it be time to move? At least a little bit?

She calms herself and decides to let those who know their way around a fight make the calls.


Male Human Wizard(Mage)/1

Walking towards to Dlatha, It would appear so, but any element of surprise they had hoped to achieve has failed.

Lucien hurries over to wake Marroar Gellantara, and once he is awake, moves among the remaining members of the caravan to awaken them as well.


Male Half Elf Gunslinger 1

Cleaning the blood off of his blade, Rission examines the foul creature.

I wonder how much goblin ears go for in Mulmaster, there might be some kind of bounty.

Wandering back to his unfinished map, Rission takes a seat on his rock and continues his drawing in the dirt.

"Well I got the runner, does anyone know if there's a bounty on the little pests? In all seriousness we should be ready for a larger group. Maybe we can get a plan together, and try to get some rest."


Female Human Specialty Priest 1

"Well, I know I am not going to be able to sleep now, anyway. We still can't move the caravan, so defending it is our only option, right?"

Dlatha sighs and finds a few rocks on the ground to use as sling ammo.

"Well, this I am at least decent with."


Kyrell wakes and joins the group. "Honestly, if there are goblins ahead, we'll be better off moving onward in the daytime anyway. The sunlight's too bright for them, they don't like it."


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

so what do you want us to do kyrell while before the sun gets up? all awake and ready, send out a scout or two or going back to sleep and i finish my watch?


"It's up to you. My advice is that everyone should stay right here. If a whole warband attacks us, it's better is happens here where there's open space than in the badlands where they'll have a tactical advantage."

Kyrell chews worriedly on the leather strap of his gauntlet.

"I can't, in all good conscience, send a scout team off to see what to find of the goblins. Buggers already ambushed you once, who knows what they have planned ahead? But I also can't deny the value of dealing with the pack before the main body of the caravan gets there."

He pulls out a map of the trails heading to Mulmaster from here and hands it to Rission.

"The way I see it, there are two options. First, we could send a team out now to scout out the goblins and see what they're up to. See if they can prevent an ambush come daylight. It's dangerous. But there are plenty of noncombatants here in the caravan, this would keep them safe. Second, everyone could stay here and head forward in the daylight. We'll probably be ambushed, but we'll have the strength of all the guards. It's safer than being a member of the scout party, but there will be casualties among the caravaners."

Swallowing, Kyrell finishes, "I can't ask you to grab some men and scout ahead. But if you're successful, it would do everyone here a great service."


Male Half Elf Fighter 1/Mage 1/Thief 1

I put on my gear and join the group.

I would prefer to fight as a group. But I'll keep silent. If the scouting group seems capable enough, I'll go with it.


Male Half Elf Gunslinger 1

Rission looks over the map he has been given, attempting to find any locations for an ambush. Maybe a scouting party could ambush the ambush.

If there are any places to set up a counter ambush along the trail could we set one up before the caravan starts moving?


Female Human Specialty Priest 1

"I never thought I would say this, but I volunteer to join the scouting party. The caravan needs to be safe. With Lathander's blessing, we can strike at these goblins and triumph."

She looks nervous and a bit surprised, but composed.


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

here is my take on all of this. if any of you go on this scouting mission and have to use torches or bright light then the goblins will see you from miles away. I can go by myself since i see perfectly in the dark but i have no skill at all for sneaking around and therefore will likely be found and killed.

she considers things for a few more seconds

I can lead a scouting team depending on who is coming and what skills they bring as i agree that it is well worth the risk to know what is coming

she looks again at all those assemble not really sizing them up but really looking at their armor (or lack off) and weaponry.

What spells do you have memorized Wizard ? she ask lucien


Male Half Elf Gunslinger 1

Vaguely paying attention to the surrounding conversation Rission responds to Sydney.

"A spell of armor."

Rission seems more concerned about the map he is looking over, making mental notes and pointing his finger at certain spots and shaking his head.


Female Human Specialty Priest 1

"I was granted two healing spells and a command this morning. I wondered about that. Now it seems more appropriate."


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

Sydney raises an eye brow when Rission answered


Male Half Elf Fighter 1/Mage 1/Thief 1

"Also a spell of armor"

Marroar thought it would be amusing to play off Rission's misunderstanding while at the same time revealing his won abilities. The light armor Marroar is wearing should indicate that he is not casting spells today though.


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

And sydney turn to the other elf raising the same eyebrow


Male Human Wizard(Mage)/1

A spell of sleep. I find it to be a very formidable enchantment.


Rission identifies several points that would work as ambushes for someone coming up the path, and a series of other points that would work as counter ambushes.

Everyone make an Intelligence check. If successful, you will gain +1 attack as you explore the trail.

Everyone gathers their belongings, and heads forth to examine the trail ahead.

The last leg of the trail to Mulmaster is rocky and steep. The city itself sits sandwiched between the shores of the Moonsea and the northern spires of the Earthspur. The path of the trail itself switches back on itself multiple times creating a number of blind corners and the occasional opening into a small cave.

You reach the first potential ambush point described by Rission.


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

Earlier

It is Lucien, but i would advise you not to come if you only have that 1 offensive spell. If we have to face more than our numbers you will have to fend for yourself and with no armor... With a diamond Combat formation we can try to shield you but there are no guaranties once the fighting start that it can be maintained. Should i have to leave it for some reason i suggest that Rission take point and you move to the back

--------

Int: 1d20 ⇒ 6 vs 9 => sucess

Sydney will make a careful hand motion asking for stealth and assigning positions in a diamond shape

She will take point with each elves taking the sides. Lucien in the middle and Dlatha in the back


Male Human Wizard(Mage)/1

I appreciate the concern, but if injury or even death should find me this day, It will be on my terms, not the Goblins. Lucien falls into the center of Sydney's diamond formation.


Male Half Elf Fighter 1/Mage 1/Thief 1

1d20 ⇒ 4


Male Half Elf Gunslinger 1

Intelligence: 1d20 ⇒ 3 against a 17, I clear that.

"We have a plan, we have a formation, let us move on. It would be best if we move both quickly and quietly. Who knows what else the wilderness has in store for us on this day aside from the goblins."


Female Human Specialty Priest 1

Intelligence: 1d20 ⇒ 9 vs 10.

"Rear guard, then? Okay, got it.


Male Half Elf Gunslinger 1

Sorry been away all weekend, looks like I didn't miss much

Rission heads to the side of Sydney watching the flank of the scouting party, longsword at the ready.


Male Half Elf Gunslinger 1

bump


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

sydney puts her finger on her lisp in a Shh motion as the party approaches a dangerous zone. Counting on her ability to see in complete darkness to detect any signs that greenskins can be found up ahead


Female Human Specialty Priest 1

Dlatha is going around in the darkness, noting that if the goblins can see body heat, this is exceedingly dangerous, going without a light. Still, she follows Sydney and says nothing, mace at the ready.


Male Half Elf Gunslinger 1

In a hushed tone Rission leans down towards the dwarf.

"You know, they can probably see you before you can see them, we should all be on our guard."


Everyone gets the +1 attack.

The party approaches the first potential ambush point carefully. You enter the diamond formation, and take the vantage point that Rission pointed out. The light from the waning moon shows that yes, there is a cave entrance by here, some 60 feet away from the main path.

Rission spies a single goblin standing guard, wielding a crude bow and arrow.


Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

Sydney once pointed out the lone goblin sentry will signal all those that have ranged weapon to aim and fire their weapon while she goes into melee combat should the goblin still be alive


Male Half Elf Fighter 1/Mage 1/Thief 1

I guess Marroar brings up the rear with his crossbow.


Male Human Wizard(Mage)/1
Marroar Gellantara wrote:
I guess Marroar brings up the rear with his crossbow.

Dlatha has the rear, you and Rission have the flanks.


Female Human Specialty Priest 1

Okay... mace to the belt, then bring up the sling and a rock.

Initiative: 1d10 + 6 ⇒ (4) + 6 = 10

Attack: 1d20 ⇒ 15

That hits AC 4 with my bonus to hit, but needs to be modified according to the surrounding darkness.

Damage: 1d4 ⇒ 4

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