| Kelsin Illstar |
Pardon my absence. RL was kickin' my a$$ for a bit, there.
Kelsin calls out. "Look Charlie. One wood-elf to another. Sort of. These guys are okay, all of them. We need a guide, someone who knows the local territory better than I do, and I can help keep 'em in line and hold 'em from damaging the woods or gettin' out of hand." Kelsin looks about with obvious distaste, still smarting from the 'half-tame drunk' comments back in town, but with the forces afoot, both boxed and un- he was willing to go along with things for now if everyone felt it was for the best.
| Kirth Gersen |
Charlie yells out something in the Wood Elf dialect, and, having strung his bow, points it directly at Kelsin.
Kelsin can understand him; anyone who speaks High Elvish can attempt a DC 20 Linguistics check to catch the gist of his remarks:
| Jaegr "Knock Knock" |
Charlie yells out something in the Wood Elf dialect, and, having strung his bow, points it directly at Kelsin.
"What did he say?
| Kelsin Illstar |
"Well, uh, this is a bit awkward see his tribe and mine...we don't typically get along the best. Ah, is putting it mildly. He's just saying he don't know us, and is a bit upset -- understandably! -- that we've brought so many here. Um. Lemme speak with him. I can defuse this."
Spending a hero point on Intimidate, if'n I can do that: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16 Y'know, is it just me, or is this one of the lowest-rolling threads in existence? Sheesh.
"There, I think that went quite well!"
| Kirth Gersen |
Charlie's will saves:
1d20 + 1 ⇒ (20) + 1 = 21, 1d20 + 1 ⇒ (12) + 1 = 13
Belatedly, Caspian remembers how resistant the elf-folk seem to be to mind-altering enchantments -- their thought processes are so bizarre, it's hard to make them see reason!
Kelsin's comments cut right through the tribal animosity and to the meat of the matter. Nice use of a hero point, btw -- even if the mechanics look a bit off. No skill in Bluff, 6 Cha = 1d20-2, you rolled a 9, 9-2 = 7 is your final score. Hero point normally either allows a total reroll (1d20-2), or else adds +1d6 to your existing results: your choice.
However, pretend the hero point represents an automatic "aid another" from each of your allies -- it hadn't been called, but could have been, and that's a reasonable occurrance. Then, if we add +2 (Snort), +2 (Jaegr), +2 (Wyvern), +2 (Vanya) = +8, that's what you had in what you posted (Caspian's too small and cute to add much more!) Results of 16 beat Charlie's 13. QED.
Charlie lowers his bow and puts his arrow away, nodding sharply to you.
| Jaegr "Knock Knock" |
Charlie's will saves:
1d20+1, 1d20+1Kelsin's comments cut right through the tribal animosity and to the meat of the matter.
Charlie lowers his bow and puts his arrow away, nodding sharply to you.
"Now that's more like it!" Jaegr lowers his pick axe.
| Kirth Gersen |
Charlie calms down fairly quickly, and it's not too long before you realize that, while he's probably very knowledgable about goblins, he's otherwise not much in the personality or brains department. He obviously retains some sort of instinctive mistrust of Jaegr; he's very skittish around Wyvurn, as if he expects the hobgoblin to attack him at any moment; and he's overly-nervous around Kelsin. Mostly, he looks to Vanya to tell him what to do, and to Caspian as his "buddy." Still, he leads you without any trouble to the goblin sinkhole, and as the sun begins to set you find yourselves on a hilltop overlooking the site, out of sight from any within.
In the red just before the sun falls completely below the horizon, a long, loping shape emerges from the brambles -- something that looks like a wolf.
BTW, I'm assuming that you rested the night in town before looking for Charlie the next morning.
You've all been reflecting on your travels and adventures thus far: the fight with the bandits, the slaying of the Marshal, the duel in the tavern with the Chancellor's Guards, and the near-fatal altercation in the basement, against the half-goblin mongrelman. You're all beginning to adjust to being on the road rather than in one place, and learning to trust each other and your own skills.
This would not be an inappropriate time to advance to 2nd level; let me know if anyone needs help with that. For hp, you can either take half the maximum (round down, so a person with d8+2 HD would get 6 hp), or else you can roll the die and accept whatever you get -- your choice, but pick before you roll.
| Jaegr "Knock Knock" |
Charlie calms down fairly quickly, and it's not too long before you realize that, while he's probably very knowledgable about goblins, he's otherwise not much in the personality or brains department. He obviously retains some sort of instinctive mistrust of Jaegr; he's very skittish around Wyvurn, as if he expects the hobgoblin to attack him at any moment; and he's overly-nervous around Kelsin. Mostly, he looks to Vanya to tell him what to do, and to Caspian as his "buddy." Still, he leads you without any trouble to the goblin sinkhole, and as the sun begins to set you find yourselves on a hilltop overlooking the site, out of sight from any within.
In the red just before the sun falls completely below the horizon, a long, loping shape emerges from the brambles -- something that looks like a wolf.
BTW, I'm assuming that you rested the night in town before looking for Charlie the next morning.
You've all been reflecting on your travels and adventures thus far: the fight with the bandits, the slaying of the Marshal, the duel in the tavern with the Chancellor's Guards, and the near-fatal altercation in the basement, against the half-goblin mongrelman. You're all beginning to adjust to being on the road rather than in one place, and learning to trust each other and your own skills.
This would not be an inappropriate time to advance to 2nd level; let me know if anyone needs help with that. For hp, you can either take half the maximum (round down, so a person with d8+2 HD would get 6 hp), or else you can roll the die and accept whatever you get -- your choice, but pick before you roll.
I'll take Average HPs. I leveled up and hopefully didn't forget anything. I took Power Attack for my fighter bonus feat and will normally use that unless I specify otherwise.
| Wyvurn |
Going to take two weapon fighting as bonus feat. The way these boards have been rolling, I'll take average HP as well. A bonus feat is all I am seeing for 2nd in the version of monk I have, is that correct Kirth? I know there was a lot of discussion about it, but I'm not sure what the final version looks like
| Kirth Gersen |
A bonus feat is all I am seeing for 2nd in the version of monk I have, is that correct Kirth? I know there was a lot of discussion about it, but I'm not sure what the final version looks like
I notice you remembered your +1/2 level with weapon damage -- good deal. IIRC, monks get a 1st level ki power at 2nd level now and the ki attack ability to go with it (additional +1 enhancement to weapons and unarmed attacks as long as you retain an unused 1st level slot), but no bonus feat until 4th. If I can find your email address, I'll send you the current document. Then again, if you'd rather have the feat now and the ki power and attack later, I see no great harm in it.
| Kirth Gersen |
If I can find your email address, I'll send you the current document.
Can't find that email address. The long and short of it is
As long as you haven't used that 1st level power, your unarmed attacks and weapon attacks all gain a +1 enhancement bonus (this stacks with your +1/2 level damage bonus with manufactured weapons).
Bonus feats are now gained at 1st, 4th, 8th, 12th, etc. You'll get a new "spell level" of ki powers (and a corresponding boost to your ki attack enhancement) at 6th, 10th, 14th, and 18th levels.
| Kirth Gersen |
P.S. I never thought of setting aside a section for dice to cut & paste to save time -- that's a handy idea.
| Jaegr "Knock Knock" |
Caspian ** spoiler omitted **
Wyvurn ** spoiler omitted **
Jaegr ** spoiler omitted **
Vanya -- reminder to level up.
Kelsin -- reminder to level up.
Added to my profile!
| Kirth Gersen |
Profile updated.
| Kirth Gersen |
Is everyone updated?
No.
---
Deadline: 10 days should be more than long enough to level up a 1st level character. Starting Thursday, June 23, everyone plays as they are until 3rd level -- which might mean some PCs are lacking class features, and/or are a level behind everyone else. No retroactive leveling mid-dungeon will be permitted!
| Kirth Gersen |
I think I got it!
1st Disappearing Act Those affected lose track of one ally
For your 1st level Bardic Inspiration, you've already been using Inspire Courage -- let's stick with that for the sake of continuity. You now get 9 rounds per day of use of this ability (2 + 2 x (2nd level) + 3 Cha).
Bardic lore are kind of like rogue talents; they're different from inspiration in that there's not a limited number of rounds per day of use, and you usually don't need to perform to use them. Choices start on page 17.
| Kirth Gersen |
To keep things moving along:
Watching the opening to the thick brambles, with the setting sun behind your backs (Charlie says it'll keep any goblins from looking in this direction), you watch a wolflike creature emerge, sniff the air, and lope off to the north. As full dark descends, two more wolves emerge, one of them with a goblin riding on its back.
Jaegr, versed in mining, whispers, "Those brambles are growing out of a sinkhole, where a cave roof has collapsed. That means there are probably more caves underground, off the collapsed one -- maybe a whole maze of them."
| Jaegr "Knock Knock" |
Watching the opening to the thick brambles, with the setting sun behind your backs (Charlie says it'll keep any goblins from looking in this direction), you watch a wolflike creature emerge, sniff the air, and lope off to the north. As full dark descends, two more wolves emerge, one of them with a goblin riding on its back.Jaegr, versed in mining, whispers, "Those brambles are growing out of a sinkhole, where a cave roof has collapsed. That means there are probably more caves underground, off the collapsed one -- maybe a whole maze of them."
I want to do a knowledge check to see what I know about goblins to determine when we should infiltrate their base (like maybe daytime they rest vs night). I am assuming they are uncivilized humanoids and I get my favored enemy bonus for that (+2 to rolls and can do a knowledge check untrained). I'll throw in a warfare check too on strategy to get in and be undetected(Patrols, timing of them, etc)
Knowledge1d20 + 3 ⇒ (8) + 3 = 11
Warfare1d20 + 6 ⇒ (13) + 6 = 19
| Kirth Gersen |
I am assuming they are uncivilized humanoids and I get my favored enemy bonus for that (+2 to rolls and can do a knowledge check untrained).
These ones are certainly uncivilized. In addition, since they live underground, Profession (Mining) is the relevant "knowledge" check.
Profession (mining): 1d20 + 5 + 2 = 8+5+2 = 15
Knowledge (warfare): 1d20 + 6 +2 = 13+6+2 = 21 vs. goblins.
Jaegr knows well that goblins suffer penalties in light. The ones that live deep underground have no set schedule, living in total darkness all the time, but the ones living near the surface adopt a nocturnal schedule, allowing them to venture out during their waking hours. Therefore, infiltrating dutring the day will mean encountering most of the goblins, but they'll be asleep. Inflitrating at night means they'll be awake and alert, but hopefully some will be out.
Jaegr's experience in fighting goblins is also telling. He knows that, once they depart their lair on a foray or raid, they often push their luck returning (close to dawn) unless they encounter resistance earlier, in which case they often break and flee back to their lair in a panic. Therefore, attacking the lair at midnight -- after as many as will leave have gone -- means that the fewest number will be encountered, with the most time until they return (unless they return early, in which case they'll be demoralized and disorganized).
Jaegr also knows they prefer worgs -- intelligent wolves -- as mounts. A worg is a match for four fighters or six unexperienced warriors, making them many times more feared than the goblins themselves. Invading the lair when as many worgs as possible are gone will maximize the chances of success.
| Jaegr "Knock Knock" |
"If you wish to fight goblins, it's best to listen to the dwarf as to how. Let's see what our friend here has to say."
"As soon as that patrol is gone, we need to hit them hard and fast. The goblins will give us no mercy, and so they will get none from us. We go in and find this shaman of theirs or whomever is leading this tribe and make sure to take them out. Once their leaders are gone they will demoralize and flee. We may wish to question their leader if we have the chance, but only if it presents itself, otherwise we kill first and let none flee to warn others."
Jaegr looks back at the entrance looking for the right time to strike into the brambles.
| Caspian Barefoot |
"Seems prudent tah get tha ones in tha cave an get far away afor those others return an prepare a trap fer them as well o maybe deal with those tha left taken them close tah dawn, but far nuff away tah keep tha ones from tha caves from helpin."
Sorry Kirth, Caspian is my first bard ever! Of course no one played a 1st edition bard......
| Kirth Gersen |
Most of the group have some experience climbing, and Kelsin and Charlie are of course expert in the woodlands. It appears that the descent into the sinkhole is very steep, requiring you to rappel down, with probably a single path that winds up the sides (so that the worgs can easily come and go). The brambles would make the climb horrific -- you'd be bleeding from a hundred pricker stabs by the time you reached bottom -- except that the path, again, is probably bramble-free. Then again, a single path bypassing the brambles and the climb is probably trapped and/or guarded as well.
N.B. Kelsin has favored terrain (forest) and can ignore the brambles. Charlie doesn't seem willing to enter the goblins' lair without a MUCH stronger incentive than you've given him.
| Jaegr "Knock Knock" |
Most of the group have some experience climbing, and Kelsin and Charlie are of course expert in the woodlands. It appears that the descent into the sinkhole is very steep, requiring you to rappel down, with probably a single path that winds up the sides (so that the worgs can easily come and go). The brambles would make the climb horrific -- you'd be bleeding from a hundred pricker stabs by the time you reached bottom -- except that the path, again, is probably bramble-free. Then again, a single path bypassing the brambles and the climb is probably trapped and/or guarded as well.
N.B. Kelsin has favored terrain (forest) and can ignore the brambles. Charlie doesn't seem willing to enter the goblins' lair without a MUCH stronger incentive than you've given him.
As much as avoiding the main path would be nice, I am not sure what state we would be in by the time we reached the bottom. Of course if we are fighting the whole way down it could be the same or worse."
| Jaegr "Knock Knock" |
Charlie puts his hand on Jaegr's shoulder, and motions with his head to the lead-lined box. "Hard to fight while toting that thing around," he whispers. "You want me to hold onto it for you? Or get rid of it?"
"Head back to your house and take this. I warn you though not to open the box, there is something really bad inside and unless we are successful here, it could mean your death. Keep it closed and you will be safe."
| Kirth Gersen |
"Head back to your house and take this. I warn you though not to open the box, there is something really bad inside and unless we are successful here, it could mean your death. Keep it closed and you will be safe."
Charlie nods and, without another word, accepts the box from Jaegr. Soundlessly, he gets up from your vantage point and disappears into the shadows; you notice that he takes care to step on bare rock when he goes.
| Wyvurn |
"I can climb a lot faster than most and I am very skilled at moving without being detected. Perhaps I can go scout ahead."
My ki power allows me to climb and use stealth at full speed. I also have skill focus in stealth
| Wyvurn |
Wyvurn smirks at Vanya's remark, "Caspian, can you see in the dark though? Perhaps it may be best that I scout ahead and periodically make myself seen by Jaegr's nightvision to let you know to proceed forward."
| Jaegr "Knock Knock" |
Wyvurn smirks at Vanya's remark, "Caspian, can you see in the dark though? Perhaps it may be best that I scout ahead and periodically make myself seen by Jaegr's nightvision to let you know to proceed forward."
"I like that plan, let's do it"
| Kirth Gersen |
Yay! Computer temporarily back on line.
Wyvurn's climbing skill is not exceptional, but the thorn vines provide ample handholds, and his descent is rapid and soundless. Once among the brambles, he is nearly impossible to see as well, as he descends into the darkness.
Wyvurn: 1 point of damage from brambles. You're also entitled to a Perception check as you reach the landing.