IronDesk's Book of Terniel (Inactive)

Game Master IronDesk


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Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;

coup de grace does auto hit and crit. Target makes a fort save dc 15+damage dealt or dies.

-Posted with Wayfinder


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Inside Crowflight Tower...

Kee-rik steps outside the room as Dolpho drives his dagger into the sick hobgoblin's chest...
Fort vs DC21: 1d20 + 5 ⇒ (7) + 5 = 12
... who lets out a rattling gasp as he dies.

Outside Crowflight Tower...

Kennen sticks close to the underbrush and sneaks within about fifty feet of the guard house at the base of the hill. He counts 3 dead hobgoblins and five dead goblins strewn about the area, most in close proximity to the guard house. There are many arrows littering the ground, as if the tower defenders fired several volleys from the palisade to chase off some sort of attack. From here he can see two hobgoblins vigilantly manning the scorpion on the tower roof, and four or five goblins less vigilantly manning the palisade gate.


Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;

The warden advances slowly, raising his bow and training it on one of the hobgoblins on the tower roof. Once within range (about 100 feet) he drops to a knee and pulls back the arrow. Before firing, he watches the hobgoblins, waiting for an opening to start picking them off.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20 (+2/+4 depending on terrain)


Halfing Warlord 3 | AC 20[22]/16/15[17] | HP 25/25[22/22] | CMB +2 CMD 16 | Fort +5 [+4], Ref +6, Will +4 [+6 vs Fear] | Init.+4, Perc.+7 | Hero Points 2/3

Kennen sneaks back to the others along a different path. Couldn't be too careful. He breaks through the brush already talking. "Either we got warring clans or those goes took over. Doubt we can...what are you doing?" He asks, noticing the Warden drawing his bow. He follows the arc of the shot to the scorpion at the top of the tower. "Boy that's a long shot. You miss and they'll know we're here. The other might even get a shot off with that thing. If he hits, well, there is no patching a hole that big. It will make traveling a lot harder with goblins and hobgoblins dogging our steps too. Hit and they'll know we're here too but it would look a lot cooler. Didn't you vote following the mission?"


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Dolph gulps as he cleans off his dagger. He wasn't used to killing something that close up. He didn't like it. While in the room, he quickly tried to Detect Magic before rejoining Keerik. "Its done," he announced to his friend.


Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;

The Warden will turn to Kennen, loosening the tension on his bow. He looks down at the ground, then back at the halfling.

"Trail ends here." he finally says, his voice gravelly and deep. It seems he's come to some sort of conclusion.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Nothing for your friendly neighborhood GM to post here.... both plots are entirely dependant on player actions to move things forward at this point.

@ Warden: range to tower top = 40' of open terrain+ 100' hillside+60' across yard +2 stories of elevation + partial cover.

Range to goblins behind palisade = 40' open terrain + 100' hillside + full cover.

So, both doable, but very difficult shots.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

"Up tower, then? Kee-rik heads up the stairs, again all quiet-like.

Stealth: 1d20 + 12 ⇒ (6) + 12 = 18


Halfing Warlord 3 | AC 20[22]/16/15[17] | HP 25/25[22/22] | CMB +2 CMD 16 | Fort +5 [+4], Ref +6, Will +4 [+6 vs Fear] | Init.+4, Perc.+7 | Hero Points 2/3

So -4 for third increment and +2 AC for the scorpion crew. -2 and +4 for the gobo's. Effectively a -6 either way. Yeah, doable but difficult.

"He finally speaks. How long was that? That's some patience." He looks over the group and back at the tower. 140ft run to the wall and they'd be sitting ducks for the scorpion the whole way. Plus if they got through the wall, its another 60 after that. More ducks. It'd make a great story if it were worth it but it didn't feel like it would be. "Let's make sure the trail ends here before attempting a heroic assault."

Let's circle the tower once for another set of tracks. If we find nothing then we can consider the tower. I am not too keen on taking on a siege weapon.


Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;

The warden nods, returning the arrow to his quiver before starting a circuitous route around the perimeter. He looks out for tracks and any other signs that the party moved on past this fortress.

Survival: 1d20 + 10 ⇒ (1) + 10 = 11
Wow... glad I hadn't taken that shot now. Jeez.

Perception: 1d20 + 8 ⇒ (3) + 8 = 11
... Sigh.


Halfing Warlord 3 | AC 20[22]/16/15[17] | HP 25/25[22/22] | CMB +2 CMD 16 | Fort +5 [+4], Ref +6, Will +4 [+6 vs Fear] | Init.+4, Perc.+7 | Hero Points 2/3

Survival: 1d20 + 4 ⇒ (11) + 4 = 15
Perception: 1d20 + 7 ⇒ (13) + 7 = 20 Oh the dice are a fickle bunch.

"You mean that trail?"


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Dolph stealthily attempts to follow Keerik.

Stealth 1d20 + 2 ⇒ (5) + 2 = 7

Maybe his attempt wasn't that stealthy, after all.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Inside Crowflight Tower...

Kee-rik sneaks quietly up the stairs. Morgtii puts a hand on Dolph's shoulder as he attempts to follow. Friend Dolph and friend Raidh should maybe stay here until you here sounds of fighting. Humans move...loudly. The entobian tries to put delicately, before following the grilpli up. The door to the rooftop is open - the guards stationed there clearly not expecting to be attacked from within.

Hobgoblin perception: 1d20 + 2 ⇒ (6) + 2 = 8
Morgtii Stealth: 1d20 + 13 ⇒ (16) + 13 = 29

The rooftop commands an impressive view of the surrounding bog. Even the great caps of the mushroom forests to the north are visible. A dozen or more crows perch on the top of the tower. Numerous crude pots, filled with birdseed, have been placed in the crenellations. A siege weapon, attached to a track, points down at the campsites. The two hobgoblins manning it are dutifully scanning the treeline and do not see the two smaller humanoids sneak up behind them. Potters tools (potter’s wheel, kiln, wood, etc.) are arranged at a workstation. Stacks of crude pottery are piled around, some complete and others shattered and broken.The two hobgoblins there are dutifully scanning the treeline and do not notice the two smaller humanoids creep up behind them.

Rooftop struggle - Surprise round

Initiative rolls:

Kee-rik: 1d20 + 3 ⇒ (10) + 3 = 13
Morgtii: 1d20 + 3 ⇒ (16) + 3 = 19
hobgoblins: 1d20 + 2 ⇒ (1) + 2 = 3

Initiative Order, Status, and Effects:
Morgtii (20/20HP)
Kee-Rik (17/17HP)
2 Hobgoblins - flat footed
Dolph (16/16HP) - no actions this round
Raidh (19/19hp) - no actions this round

Morgtii puts arrow to string and fires point blank into the back of the nearest sentry...
Long bow: 1d20 + 7 ⇒ (3) + 7 = 10
... and though his aim is good, the arrow gets snagged in the hoboblin's armor and does little else but elicit a cry of alarm.

Kee-rik, its 30' open between you and the hobgoblins. You get one std or move action against the surprised, flat footed hobgoblins before rnd 1 starts, then your full round 1 action before the hobgoblins can retaiiate. Please post both your surprise action and your round 1 ation now. Dolph, you and Raidh cannot post actions until the end of round 1 - just sit tight for now

In the courtyard and outside the gate...

Hrungir's ears prick up as a startled cry goes up from the tower rooftop....

As Kennen and the Warden prepare to scout the rest of the tower, something catches their attention - there seems to be some sort of disturbance on the tower roof near the scorpion...


Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;

Guys, my first 110 feet of distance is without penalty, so we're only counting the next 110 feet, so I only take a -2 for distance!

The warden turns towards the tower and grunts, drawing his arrow again. The hobgoblins are battling something up there, and that's the distraction that would cover his sniping.

"See." he says simply. He crouches behind cover, draws his arrow back and lets fly.

Stealth-sniping: 1d20 + 10 - 20 ⇒ (10) + 10 - 20 = 0 +20 to DC for 200 feet of distance.
C.Longbow: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Halfing Warlord 3 | AC 20[22]/16/15[17] | HP 25/25[22/22] | CMB +2 CMD 16 | Fort +5 [+4], Ref +6, Will +4 [+6 vs Fear] | Init.+4, Perc.+7 | Hero Points 2/3

It's 200ft plus whatever two stories of elevation adds. I assume that meant more than 20ft considering the hill and the tower. More than 220ft would be -4.

The Stone Warden wrote:
"See." he says simply. He crouches behind cover, draws his arrow back and lets fly.

"No. Not really," Kennen says. He squints at the tower as if that was going to help him see what was going on up there. But all he could tell was that there was some commotion. Was it an internal dispute? As he stares at the tower he here's a twang to his side and sees an arrow arch over the wall. "Hey. Hold on," he says to the Warden. "We don't need to get involved if its an internal dispute."


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Surpisingly, according to the range finder on d20pfsrd, 200' horizontal by 70' vertical only adds another 10' to the range, so the total distance is 210'. Having said that, I have to hold off resolving the bowshot until the first rnd of actual combat, which may further affect the modifiers. So we're just waiting on Kee-rik now.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Sorry for the delay.

Kee-rik will do a standard action charge at the nearest hobgoblin, blocking a direct path to the archer and making room for those coming up from below in the process.

Charge attack bite!: 1d20 + 7 ⇒ (1) + 7 = 81d6 + 1 ⇒ (2) + 1 = 3

And, since he has the initiative, he'll do his best to eliminate whatever hobgoblins he can get his claws on.

Full attack bite!: 1d20 + 5 ⇒ (17) + 5 = 221d6 + 1 ⇒ (5) + 1 = 6
Full attack claw 1!: 1d20 + 5 ⇒ (14) + 5 = 191d3 + 1 ⇒ (3) + 1 = 4
Full attack claw 2!: 1d20 + 5 ⇒ (7) + 5 = 121d3 + 1 ⇒ (1) + 1 = 2


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Kee-rik bounds forward and attacks one of the hobgoblins, wounding his target with tooth and claw.

Morgtii looses another arrow at the second sentry as he fumbles for his weapons....
Move action: Activate steel rain drill
longbow: 1d20 + 7 ⇒ (13) + 7 = 20; Dmg: 1d6 + 3 ⇒ (2) + 3 = 5
....which strikes its target in the thigh.

The hobgoblins retaliate. While the first struggles to strike at Kee-rik with his broadsword, the other snarls, snaps off the arrow in his leg, and charges at Morgtii...
Long sword vs Kee-rik: 1d20 + 4 ⇒ (14) + 4 = 18
Charge vs Morgtii: 1d20 + 6 ⇒ (12) + 6 = 18
...Both little humanoids narrowly avoid the chopping swings of their attackers.

At the sound of combat Raidh comes bounding up the stairs, and she starts to circle around Morgtii's foe. (20' move rate means she cannot reach a target this round - double moved instead)

Dolph, you're up! it takes 20' of movement to reach the top of the stairs, which leaves you 10' more onto the roof on a std move action.

Once Dolph is done, I'll resolve the Warden's bow shot and expand the action to the rest of the map to start rnd 2.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Dolph will move to the top of the stairs, and get a look at the scene. He sees both targets in melee so he knows his blast power might not work here. He uses his Alter Time ability to speed up Morgtii, hoping the increased speed would allow him to slip past the hobgoblins defenses.

Grants Morgtii an extra attack at his highest BAB next round.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

As Dolph is reaching the top of the stairs, an arrow streaks over top of the court yard and strikes the hobgoblin kee-rik is fighting squarely In the back.

Rooftop struggle - Rnd 2

Initiative Order, Status, and Effects:
Morgtii (20/20HP)
Kee-Rik (17/17HP)
2 Tower Hobgoblins 1 badly wounded, 1 lightly wounded
Dolph (16/16HP)
Raidh (19/19hp)
Kennen (22/(25)22HP)
The Warden (31/31 HP)
Hrungir (??/??HP) - fatigued, nauseated
The mercs
The goblin horde

Sped along by Dolph's manipulation of time, Morgtii flies into a flurry of slashing midleg claws...
Midleg 1: 1d20 + 4 ⇒ (3) + 4 = 7
Midleg 2: 1d20 + 4 ⇒ (19) + 4 = 23; Dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Haste Midleg : 1d20 + 4 ⇒ (20) + 4 = 24; Crit confirm?: 1d20 + 4 ⇒ (20) + 4 = 24; Crit Hit DMG!: 2d4 + 2 ⇒ (4, 3) + 2 = 9
...ending with a grisly finish that slices open its opponent's torso and leaves him dying on the floor.

perception checks for goblins at the palisade to notice the Warden's sniper shot vs DC 14: 4d20 - 1 ⇒ (1, 19, 14, 11) - 1 = 44

One of the goblins manning the palisade notices the Warden's bowshot and starts pointing and screaming at his fellows...

All players may take actions for round 2. Kee-rik's action resolves first, so you may want to include an if /then statement ( if kee klls the hobgoblin, then...)Kennen, and he Warden, you guys are operating in the "theatre of the mind" until you get closer to the tower. Remember, you are 40' from the base of the hill, and then 100' uphill to the gate and palisade.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Kee-rik will again attempt to take down the hobgoblin he's next to.

bite attack; damage: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 1 ⇒ (6) + 1 = 7
claw attack 1; damage: 1d20 + 5 ⇒ (4) + 5 = 91d3 + 1 ⇒ (2) + 1 = 3
claw attack 2; damage: 1d20 + 5 ⇒ (16) + 5 = 211d3 + 1 ⇒ (1) + 1 = 2


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

The badly wounded hobgoblin blocks first one, then another of Kee-riks attacks, but finally his strength fades and the little grilppli slips under his guard and cuts him down.

No hobgoblins left standing on the roof. Kenne and the Warden can now clearly see Ke-rik atop the tower...so can all the goblins gathered below. All other players are up for round 2.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

"Keerik, what's the plan? You think you could use that turret weapon to make mincemeat out of the rest of those goblins?"


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

"Don't know turret. Might hit dogs. Back down, they come to us?"


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Dolph shrugs. "If you think that's the best option. I've always heard you shouldn't give up higher ground. But we are too far away for my magic to be effective, though, so lead on," he replies.


Halfing Warlord 3 | AC 20[22]/16/15[17] | HP 25/25[22/22] | CMB +2 CMD 16 | Fort +5 [+4], Ref +6, Will +4 [+6 vs Fear] | Init.+4, Perc.+7 | Hero Points 2/3

"Is that a frog? Fighting Hobgoblins?" Well this was getting weirder by the second. An alarm from the palisade draws Kennen's attention down though. He moves away from the Warden and hides deeper in the foliage. This did not seem like something they needed to get involved in.

Stealth: 1d20 + 13 ⇒ (1) + 13 = 14

Were we informed of who and what Dolph's companions were? Still not seeing a reason to charge forward. Are the guard's still at the gate after the alarm? Moving up the tower or towards us?


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

"Rare I on higher ground. Choke point better than open. Inside at top of stairs?"


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|
Kennen Heartwell wrote:


Were we informed of who and what Dolph's companions were? Still not seeing a reason to charge forward.

Yes, you received descriptions of every member of the first expedition.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

"That's fine, Keerik. We will try to set up a choke point downstairs then."


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Morgtii clicks its mandibles in disagreement and unslings his bow. This one likes this location - can reach entire yard with one's bow. He pats the stone crenellations. Lots of cover. With that he runs over the edge of the roof and crouches down behind one of the battlements, laying out arrows ready for firing. If friends can hold stairs, this one will cause much unrest for the goblins from here.

Morgtii double moves behind a battlement for cover (+4 AC)

Kee-rik sprints back into the stairwell and takes op a position just outside of sight from the bottom of the stirs. Raidh follows him, longspear ready to stab over his head.

Note to Dolph: The tower is only 20' high, which means you can reach targets on the ground 25' away from the tower edge. Do you want to join the defenders on the covered stair or help Morgtii snipe at goblins from the roof?

The hobgoblins inside the yard start barking order in response to the simultaneous threats from the tower top and the sniper in the brush outside. One of them leads a group of goblins down into the cave entrance, presumably to breach the tower from below in the same manner the intruders now on the roof did. The second hobgoblin cuffs some of his underlings on the ears and focusses their attention on the invaders outside the palisade. Arrows start to streak towards the Warden's position, while the second expedition sits waiting for Kennen's orders

-4 for range, +4 AC cover for being behind a tree
Shortbow 1: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3
Shortbow 2: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12
Shortbow 3: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18
Shortbow 4: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
...none of the arrows find their mark.

The remaining goblins in the yard scatter, taking cover behind the various barrels and crates stacked there. One even ducks behind the blink dog enclosure, using the dogs themselves as living shields.
4 goblins, move action to get to cover, move action to draw bows.

Rooftop struggle - Rnd 3

Initiative Order, Status, and Effects:
Morgtii (20/20HP)
Kee-Rik (17/17HP)
Dolph (16/16HP)
Raidh (19/19hp)
Kennen (22/(25)22HP)
The Warden (25/(25)31 HP)
Hrungir (??/??HP) - fatigued, nauseated
The mercs
The goblin horde

All players up!


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Ah, somehow I thought the tower was 40'. I'll stay up top then. I'll get a real post this evening


Halfing Warlord 3 | AC 20[22]/16/15[17] | HP 25/25[22/22] | CMB +2 CMD 16 | Fort +5 [+4], Ref +6, Will +4 [+6 vs Fear] | Init.+4, Perc.+7 | Hero Points 2/3

"Oh right. That's one of Dolpho's friends. He's friends with a frog? Never mind. Got to get in there some..." Kennen trails off as he scans the palisade wall. Several goblins manned the walls and, by the sound of it, were lead by a bigger foe, probably a hobgoblin. They weren't the most accurate but they'd be sitting ducks for 140ft. "I'll draw fire. Get within range and start shooting," Kennen orders. He leaps out of the bushes and starts up the long road to the tower.

Double move 60. Switch to Iron Hand's Stance. AC 22.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Harrol looks rather shocked when Kennen bolts from cover and stats his headlong dash for the tower, but quickly snaps out o it and barks at his comrades. Well, you heard the little man - Lets do this!

Harrol and Dee jog forward, firing back at the goblins behind the palisade as they go...
Harrol light crossbow: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13
Dee Longbow: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
...but their shots do little but to force the goblins to keep their heads down for a moment. Wood and D'son keep pace with their companions, weapons drawn.

Atop the tower, Morgtii calmly puts arrow to string, pops up from behind the battlement, fires at the closest goblin in the yard, then kneels back down....
Std action to fire, free action to kneel down into improved cover ( +8 AC)
Longbow: 1d20 + 6 ⇒ (10) + 6 = 16
...but the shot fails to find its mark, instead striking a crate near where one of the goblins is hiding.

Hrungir, Warden and Dolph to finish the turn. Kee-rik, I assume you are holding your action for a target? Dolph, also note that if you hit a goblin with a ranged attack this turn, Morgtii gets to take another shot as an AoO thanks to his steel rain drill. This also applies to you if he manages to hit his target next round.

Notes:

Kennen - range to palisade gate = 80ft
Mercs - Range to palisade gate = 110ft
Warden - range to gate = 140 ft, currently in cover
Goblins manning palisade - improved cover to Kennen's crew, no cover to tower snipers
Goblins in yard - cover from tower snipers


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Dolph uses another of his spell points and enhances his ability to fire his destructive blast. He attacks the closest goblin.

RTA 1d20 + 3 + 20 ⇒ (8) + 3 + 20 = 31
Damage 2d6 + 1 ⇒ (6, 3) + 1 = 10


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Rodolpho blasts dead one of the goblins below with arcane guided energy. Morgtii, inspired by the examples, fires another shot...
Longbow: 1d20 + 6 ⇒ (11) + 6 = 17
...but again hits only the crates.


Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;

The Warden moves to put himself up front of the archers, drawing and firing at the goblins on the walls as they advance.

1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18
1d8 + 2 ⇒ (7) + 2 = 9


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3
GM IronDesk wrote:
Kee-rik, I assume you are holding your action for a target?

That would be correct.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

The Warden moves forward, keeping pace with the mercs, and like the mercs, failing to hit one of the goblins entrenched safely behind their palisade. The Goblins, for their part, return fire, trying to bring down the fearless Halfling leading the charge...
shortbow 1: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
shortbow 2: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13
shortbow 3: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12
shortbow 4: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
...Amazingly, Kennen manages to zigzag through the torrent of arrows unscathed.

In the yard, the three remaining goblins all fire up at Morgtii and Dolph...

Random target generator ( 1=Dolph, 2=Morgtii): 3d2 ⇒ (2, 2, 1) = 5
shortbow 1 vs Morgtii: 1d20 + 4 ⇒ (20) + 4 = 24; Dmg: 1d4 ⇒ 3
shortbow 2 vs Morgtii: 1d20 + 4 ⇒ (18) + 4 = 22
shortbow 3 vs Dolph: 1d20 + 4 ⇒ (14) + 4 = 18
shortbow 1 confirm crit?: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8 = no
...One lucky shot caromes over the battlement and grazes Morgtii's antennae as it whizzes by.

Inside the tower, Kee-rik and Raidh can hear the trapdoor leading into the basement be flung open and voices shouting at each other from below in goblinoid.

Battle for Crowflight Tower - Rnd 4

Initiative Order, Status, and Effects:
Morgtii (17/20HP)
Kee-Rik (17/17HP)
Dolph (16/16HP)
Raidh (19/19hp)
Kennen (22/(25)22HP) -80'from palisade
The Warden (25/(25)31 HP) -110' from palisade
Hrungir (??/??HP) - fatigued, nauseated
The mercs - 110' from palisade
The goblin horde (10 goblins, 2 hobgoblins, 1 goblin dog)

Morgtii see that the goblins at the palisade are not firing at itself and Dolph but instead focusing their attention on something outside the wall. At first he assumes it must be Thoa providing another distraction, but then sees a band of (mostly) humans charging the hill. It decides to give them some relief and fire at the palisade goblins, wose backs are exposed to him....
longbow: 1d20 + 6 ⇒ (13) + 6 = 19; Dmg: 1d6 + 2 ⇒ (4) + 2 = 6
...killing one and sending it tumbling to the muddy yard floor.
Dolph, this does not trigger the steel rain drill because the goblin is more than 30' away and well, dead.

Harrol and Dee come to a skidding stop at the abandoned guard house at the base of the hill and hunker down, firing up at the palisade from their closer vantage point...
Harrol's crossbow: 1d20 + 3 ⇒ (2) + 3 = 5
Dee's longbow: 1d20 + 5 ⇒ (19) + 5 = 24; Dmg: 1d8 ⇒ 5
... and this time Dee finds her mark and another goblin falls dead.

Wood and D'son continue racing up the hill, their longer strides slowly starting to outpace Kennen's. Now 50' from the gate.

All players up!


Halfing Warlord 3 | AC 20[22]/16/15[17] | HP 25/25[22/22] | CMB +2 CMD 16 | Fort +5 [+4], Ref +6, Will +4 [+6 vs Fear] | Init.+4, Perc.+7 | Hero Points 2/3

I'll take the chance.

Kennen keeps charging forward. Now that he was within range, the arrows were going to come faster. He kept his hands up to deflect and moved erratically to make himself an harder target. "Is that the best you got? You couldn't a horse with aim like that." Kennen plays on goblins' hate of horses to aggro their shots to him while the others continued to approach.

Move 60 more.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Hmm ... Goblins are normal-sized, right?

Kee-rik will ready a net to throw at the first goblin that comes within range.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

If by normal you mean the same size as Kee-Rik, then yes. (That is, they are size Small creature). Hobgoblins on the other hand are Medium size.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3
GM IronDesk wrote:
If by normal you mean the same size as Kee-Rik, then yes. (That is, they are size Small creature). Hobgoblins on the other hand are Medium size.

To Kee-rik, that's normal sized. :-)


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Waiting on Warden, Dolph, Hrungir to finish the turn. Will bot if no posts by Fri EoD


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Im struggling a bit on the distance the enemies are from me, so please take any penalties into account for me, DM.

Dolph lines up another blast at the closest goblin, surprised to see others fighting the same enemies.

RTA 1d20 + 3 ⇒ (17) + 3 = 20

Damage 2d6 + 1 ⇒ (2, 6) + 1 = 9


Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;

The warden draws another arrow and shoots, targeting one of the goblins on the wall.
Attack: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d8 + 2 ⇒ (7) + 2 = 9

The fight was getting better...

-Posted with Wayfinder


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Dolph pastes another goblin in the yard from his position atop the tower. The Warden keeps jogging forward, past where Dee and Harrol are crouched, and takes another shot at the palisade, his arrow sinking harmlessly into the wooden barricade.

The goblins that entered the tower through the basement split into two groups. This first rushes forward and throws open the tower doors, shouting for their fellows to come in. The two remaining goblins huddled in the yard jump up and run inside. The other two goblins rush the stairs. Kee-rik is waiting for them and throws his net at the first goblin to come at him...
Net RTA: 1d20 + 5 ⇒ (10) + 5 = 15
...the goblin squeals in surprise and falls to his knees.

Along the palisade, the two remaining goblins keep firing at Kennen ( these guys don't speak common, so the dog insults fall on unreceptive ears.), while their hobgoblin sergeant leans over and tries to bring the halfling down with a hurled javelin...
short bow 1: 1d20 + 4 ⇒ (13) + 4 = 17
short bow 1: 1d20 + 4 ⇒ (16) + 4 = 20; Dmg: 1d4 ⇒ 3
Javelin: 1d20 + 3 ⇒ (4) + 3 = 7
...This time one of the arrows lances Kennen.

A lone goblin dog runs into the yard, barking and yipping, ineffectually circling the blink dog pen.

Battle for Crowflight Tower - Rnd 5
Initiative Order, Status, and Effects:

Morgtii (17/20HP)
Kee-Rik (17/17HP)
Dolph (16/16HP)
Raidh (19/19hp)
Kennen (19/(25)22HP) -20'from palisade
The Warden (25/(25)31 HP) -80' from palisade
Hrungir (??/??HP) - fatigued, nauseated
The mercs - Wood and D'Son 50' from palisade; Harrol and Dee 100' and in cover
The goblin horde (7 goblins, 2 hobgoblins, 1 goblin dog)

Morgtii fires another shot at the backs of the palisade defenders...
Long bow: 1d20 + 6 ⇒ (6) + 6 = 12
... but hits nothing.

Harrol and Dee fire at the palisade defenders from their position at the base of the hill...
Light crossbow: 1d20 + 3 ⇒ (8) + 3 = 11
Long bow: 1d20 + 5 ⇒ (13) + 5 = 18
... but the goblins duck down again.

On the tower stairwell Raidh holds fast, ready to stab the first goblin that threatens Kee-rik.

All players up. Dolph, please note there are now no enemies within 30' of your position. The only thing in your range is the blink dog enclosure and the pulsating heart suspended above it that is spraying the dogs with a constant gory mist.


Agility: d8, Smarts: d12, Spirit: d8, Strength: d4, Vigor: d8 Pace: 6; Parry: 2; Toughness: 12 (6) Bennies 4/3

Somehow I clicked the wrong thing and it looked like there were 0 posts in this thread...I think it has to do with a Chrome Extension I installed. So sorry guys!

Hrungir watches the fight and thinks Time to fight! Time to fight!

The noble blink dog begins growling and hurling itself against the gate

STR: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5


Init +3; Senses darkvision 60 ft.; Perception +8*; AC 21, touch 13, flat-footed 18; hp 31/31; Fort +5, Ref +6, Will +3;

Growling, the warden puts away his bow and draws his greatsword as he runs towards the walls.

-Posted with Wayfinder


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Not sure this is quite right, tactically, but ...

Kee-rik will step forward (5-foot step) and attack the entangled goblin. [Kee-rik is guessing this will give further cover from the goblins and hobgoblins that have entered the room.]

Bite!: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 1 ⇒ (5) + 1 = 6
Claw 1!: 1d20 + 5 ⇒ (16) + 5 = 211d3 + 1 ⇒ (2) + 1 = 3
Claw 2!: 1d20 + 5 ⇒ (12) + 5 = 171d3 + 1 ⇒ (2) + 1 = 3


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

As his targets dwindled, Adolph figures he might be able to help Keerik and the others more on the lower level. He moves toward the stairs planning to move down them. Once he gets within shouting range, he yells to Keerik. "If they start to. Real through, fall back toward me and I'll start blasting them as they advance!"

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