"Kirthfinder" Aviona PBP

Game Master Kirth Gersen

Playtest for the "Kirthfinder" rules.


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Male Lizardfolk Lizardfolk 2 / Sorcerer 2
Stats:
HP: 25/25 || AC: 14, touch: 12, flat-footed: 12 || CMD: 13 || Fort: +0, Intu: +4, Ref: +6, Will: +8 || Init: +2 || Perception: +3, darkvision 60 ft.

Tsarok partakes of one of the ales, deciding he could appreciate the more hearty and light taste of the weaker liquid (it certainly wasn't the god-knows-what that Master Distiller Burl had served him earlier!) although deigns not to drink further on Wyvurn's suggestion.

The lizardman seems to be rather silent and stoic on the whole, although it's clear he's paying close attention to everything that's said, even though most of it is going way over his head. He's still a little mind-boggled at present.

So many races in the one place... the tribes of men are so strange! He eyes up Wyvurn sidelong. And this one... is this not half an elf, half a goblin?! How is that even possible?

"I appreciate the advice," he offers finally.


Male Goblin Druid 5

Cricket slams his tankard on the bar and wipes his mouth.

As Old Mother Tree teaches us, "The road of excess leads to the palace of wisdom."

Cricket belches.


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M Goblin Beer Snob 1/Freethinker 3

The others suspect that Cricket is maybe not quoting that adage 100% correctly -- but since he's a druid and they're not, probably no one sees fit to contradict him. Burl, for example, just shakes his head bemusedly and goes back to polishing glassware.


M Goblin Beer Snob 1/Freethinker 3

Caspian, your perusal of maps has indicated the following:

  • The most direct route to Chateau de Corbel (in Thornmere) is to book boat transport down the Eblis River from Kaisersburg to Skiffton (where the Eblis and Corundum Rivers converge), then follow the Marsh Road across southern Cortland (the marshes).

  • The manse of Remy the Magician is said to be further north, along the SE shore of Cavalier Lake in Balvora. There's a lousy road there from Thornmere, or one could go there directly from Kaisersburg by disembarking in Riverton (cutting the river travel in half) and then cutting across Tellaria overland.


  • M Goblin Beer Snob 1/Freethinker 3

    You're variously reporting library research, drinking, and milling about when Caspian asks, "is it getting dark in here?" You quickly realize that what's obscuring your vision is smoke. When you hear the sound of alembics exploding in the back room, it becomes clear that the distillery is on fire.

    Burl is quick to react, grabbing a couple of bottles and throwing them in a sack before racing out the front door!


    Male Halfling Bard 5 (Minstrel)

    "Not again!" yells Caspian as he places his valuables under his arm and runs for the door.....


    Male Lizardfolk Lizardfolk 2 / Sorcerer 2
    Stats:
    HP: 25/25 || AC: 14, touch: 12, flat-footed: 12 || CMD: 13 || Fort: +0, Intu: +4, Ref: +6, Will: +8 || Init: +2 || Perception: +3, darkvision 60 ft.

    Having assumed the gathering smoke was part of a campfire or some such in another part of the Distillery, Tsarok is quite alarmed at the realisation that their dwellings are on fire. "Again?!" he repeats, staring in shock at Caspian. "This is a regular occurrence...?!"

    The lizardman briefly reconsiders his decision to join up with these strange "civilised" folk...

    ... and decides instead to try and rush towards where he heard the explosions coming from and gauge the size of the fire. If he acted quickly, he may be able to stop the place from burning down...

    i.e., do I think that I might have a decent chance to put it out with my magic - or book it out of here with the rest?


    M Goblin Beer Snob 1/Freethinker 3

    Tsarok -- the smoke is thicker there, making it hard to see even for one whose eyes are used to pierce the mists of the moors. You assume from their coughing that the humans and dwarves are more susceptable to being sickened by smoke inhalation than you are, and you use this resistance to have a chance to look around despite the acrid fumes. The exploding sounds are glass vessels, containing more of Burl's horrid liquor, which are popping due to the heat -- showering broken glass everywhere, but fortunately your tough, scaled hide protects you from serious laceration.

    Spoiler:
    The fire is widespread at this point; you are no expert on arson or masonry construction, but it seems likely that the building itself will not burn, only everything flammable within it. Unfortunately, that includes papers, blankets, wooden racks, vats of liquor, and pretty much everything else in the place. Following an eddy in the billows of smoke, you spot an open window in the back, which is mercifully providing some small amount of ventilation -- but also providing air to feed the fire. Putting it out at this point may be a lost cause.


    M Goblin Beer Snob 1/Freethinker 3

    Cricket, Jaegr, Kelgan, Wyvurn -- you guys still out there somewhere?


    Male Goblin Druid 5

    Cricket looks for flames, looking to cast create water. If he sees none, he runs outside, yelling and screaming

    FFFFFIIIIIIIRRRRRRREEEEEEEEE!!!!!!!!!!!!

    and gets Wolvie.


    Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

    Jaegr helps burl by randomly grabbing a couple more bottles and follows him out the door. "Burl what is going on? Is anyone back there that could be trapped?"


    Male Hill Dwarf Fighter 5

    Kelgan shoulders his own satchel and barrels out the door after Burl.

    He squares himself outside the building and looks around to see where the fire is burning.


    M Goblin Beer Snob 1/Freethinker 3

    As you come out the front door, you can see that the smoke is billowing out the back window, and from the roof of the building now, in a great sooty plume.

    Standing in front of the building, grinning as they point heavy crossbows at the door, are three skeevy-looking guys in black cloaks and black floppy hats.

    Initiative! Bad guys: 1d20 + 1 ⇒ (10) + 1 = 11

    Cricket: You can immediately see that create water won't do enough fast enough, and go out the front with the others. Wolvie drops a dead squirrel from his mouth that he'd been playing with and comes running up to greet you.


    Male Halfling Bard 5 (Minstrel)

    "Skeevy flops!" warns Caspian as he makes it to the doorway....

    Initiative 1d20 + 3 ⇒ (20) + 3 = 23
    +2 in urban terrain


    Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

    "Now what did you do Caspian!"

    Initiative: 1d20 + 3 ⇒ (4) + 3 = 7


    male Hobgoblin (Elven lineage) 5th (2nd level monk, 2nd level goblin paragon, 1st level worghest)

    Wyvurn rolls his shoulders and cracks his knuckles before following the lead of his companions.

    "Too long...much too long.."

    Initiative: 1d20 + 4 ⇒ (8) + 4 = 12


    M Hill Dwarf Rogue 1/Expert 4

    "Wha...?"

    Burl initiative: 1d20 + 1 ⇒ (15) + 1 = 16

    Burl quickly steps to the side to get out of the way, but is still left in awe at Caspian's lightning-quick reaction.


    Male Hill Dwarf Fighter 5

    Initiative: 1d20 + 2 ⇒ (5) + 2 = 7

    "Damn my eyes!" Kelgan shouts as he sees the waiting thugs.

    He tries to see the emblem, if any, emblazoned on the cloaks - expecting to see a golden cage.

    Perception: 1d20 + 9 ⇒ (6) + 9 = 15


    M Goblin Beer Snob 1/Freethinker 3

    Kelgan -- either your eyes aren't as sharp as you think they are, or the thugs are getting smarter. There's no emblem to be seen.

    Caspian -- your super-quick movement out the door, coupled with your height (they're staring over your head!) means that you totally get the drop on these guys. You go first. By a lot.

    After that, Wyvurn can react a split-second before the baddies, with the Dwarven Duo being slow on the uptake but ready to close out the inning.

    Hopefully Cricket will throw his check soon as well!


    Male Halfling Bard 5 (Minstrel)

    Caspian pulls a flask of alchemists fire from his belt and tosses it at the flops....

    "No drinks for you! Back of the line!"

    "Suck this!"

    Alchemists fire 1d20 + 4 ⇒ (5) + 4 = 9
    Ranged touch attack On a hit deals 1d6 ⇒ 2
    a miss deals 1 of splash damage


    Male Lizardfolk Lizardfolk 2 / Sorcerer 2
    Stats:
    HP: 25/25 || AC: 14, touch: 12, flat-footed: 12 || CMD: 13 || Fort: +0, Intu: +4, Ref: +6, Will: +8 || Init: +2 || Perception: +3, darkvision 60 ft.

    Init: 1d20 + 2 ⇒ (12) + 2 = 14

    Though he can hear the commotion coming from near the entrance, Tsarok feels that he should at least try and stop this fire from engulfing everything in the place. For whatever reason, these vials of awful-tasting fire-water were important to Master Distiller Burl; and if nobody else could control the magic of the sky, then it was up to him to take the initiative.

    Before braving the smoky enclosure any deeper into the smog, Tsarok ducks his head down low, cups his mouth and nose with his hands and inhales deeply - and then holds his breath. Just like swimming...

    I can hold my breath for 32 rounds, so that will help with the smoke inhalation.

    Kirth - I'd like to move towards the window and try and shut it, but obviously this depends on the amount of fire directly in my way! Can I make it there? Or will I have to put some of the fire out first? Hydraulic push can douse 1 5' square of fire (or one object or person), apparently.


    M Goblin Beer Snob 1/Freethinker 3

    Tsarok, holding his breath against the thicker, choking smoke, assesses the situation.

    Squinting against the fumes and burning ash, you make out an area of flames between you and the window, which you think a burst of rain would douse (A single hydraulic push will be enough for you to reach the window). The mass of broken glass on the floor looks particularly dangerous there, but you think your scaly feet will probably be OK unless you step on a particularly nasty shard.


    M Goblin Beer Snob 1/Freethinker 3

    Out front, Caspian's aim fails to match his enthusiasm, and the vial of fire explodes prematurely. Two of the goons end up needing to brush embers from their cloaks, but that seems to be the extent of the injury. 1 point splash damage each to 2 of the 3 guys.

    Tsarok -- you can douse the flames now with a spell, before the Wyvurn acts; however, for the sake of non-overlapping posting schedules, Wyvurn can take his turn now!

    Also, to keep the action going, I'm going to assume Cricket is casting create water from outside, where it's safer.


    Male Goblin Druid 5

    Initiative1d20 + 3 ⇒ (16) + 3 = 19

    Cricket casts create water.


    M Goblin Beer Snob 1/Freethinker 3

    Cricket, from his vantage point outside, can see that the roof in back is aflame, and liable to collapse! Despite his red-eyed, hungover, half-drunk state, he manages to drop a create water on that spot, delaying the cave-in and allowing Tsarok to reach the window without being buried in rubble. Old Mother Tree protects vagabonds and drunks, they always say -- and apparently lizardfolk, too!


    Male Goblin Druid 5

    Cricket says a prayer of thanks.

    Yay Old Mother Tree!


    M Goblin Beer Snob 1/Freethinker 3

    Tsarok's spell takes effect at this point; in addition to extinguishing the fire in front of the window, the force of the gush sweeps the broken glass (equivalent to a 5-ft. square of caltrops) out of the way. Tsarok is therefore able to reach the window safely and close it, cutting off most of the air to the rest of the fire. The few flammable wood shingles left on the roof will burn, but the building itself remains intact, and the larger tuns of spirits might also be OK.

    That's essentially a 3-in-1 trap that you guys circumvented: fire + caltrops + collapsing ceiling, all on a timer due to smoke inhalation. Very nicely done!


    male Hobgoblin (Elven lineage) 5th (2nd level monk, 2nd level goblin paragon, 1st level worghest)

    Wyvurn will leap towards the bad guys, landing just out of melee range and putting a shuriken in each.

    Two-weapon fighting and manyshot Sleight of hand and then Shuriken attack: 1d20 + 15 ⇒ (5) + 15 = 201d20 + 5 ⇒ (19) + 5 = 241d20 + 5 ⇒ (7) + 5 = 121d20 + 5 ⇒ (12) + 5 = 171d4 + 4 ⇒ (1) + 4 = 51d4 + 4 ⇒ (2) + 4 = 61d4 + 4 ⇒ (2) + 4 = 6


    M Goblin Beer Snob 1/Freethinker 3

    Sleight of Hand: Wyvurn is whipping out shuriken no problem to keep up with 3 attacks. To save future rolling, you can assume you can always Take 10 on pulling out shuriken, if you like. Unless otherwise noted, I'll also assume you have them hanging from a bandolier or something, instead of hidden somewhere.

    1st attack: Hit, 5 damage (6 total to that guy so far)
    2nd attack: Miss (1 total damage to that guy so far)
    3rd attack: Hit, 6 damage (6 total to that guy so far)


    M Goblin Beer Snob 1/Freethinker 3

    The black-cloaks smile grimly and fire their crossbows: the middle one at Wyvurn, and the other two at the two armored and competent-looking dwarves.

    Attack vs. Wyvurn: 1d20 + 5 ⇒ (16) + 5 = 211d8 + 14 ⇒ (2) + 14 = 16
    Attack vs. Jaegr: 1d20 + 5 ⇒ (1) + 5 = 61d8 + 14 ⇒ (5) + 14 = 19
    Attack vs. Kelgan: 1d20 + 5 ⇒ (12) + 5 = 171d8 + 14 ⇒ (3) + 14 = 17

    Dropping their crossbows, they jerk out short spears and wait. Something about their stances makes you wary. Knowledge: Warfare applies


    M Goblin Beer Snob 1/Freethinker 3

    Unfortunately, they're going to have to do a lot better at their target practice if they expect to injure you!


    Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

    Jaegr attempts to figure out what their weird stance is all about

    Knowledge (warfare): 1d20 + 7 ⇒ (10) + 7 = 17


    M Goblin Beer Snob 1/Freethinker 3

    Jaegr (and anyone else hitting DC 14 or better):

    Spoiler:
    They're trained in provoking people to charge. They fire, drop their crossbows, and then impale you on a short spear as you rush in, thinking you've got them. If you close slowly, most of their advantage is lost. At their distance (roughly 25 ft.), that means taking one round to move, and then taking a 5-ft. step and attacking on the next round.


    Male Halfling Bard 5 (Minstrel)

    1d20 + 1 ⇒ (10) + 1 = 11

    Caspian feeling fairly safe blows air into the bladder of his bagpipes and starts to play.....

    Begining an inspiration


    Male Goblin Druid 5

    After heroically saving the gallamesh from a fiery fate, Cricket turns around and sees the thugs.

    What the...?!?

    Cricket scans the area looking for suitable subjects for an entangle spell. If there isn't enough flora available, he casts flaming sphere.

    DC for entangle 14
    DC for flaming sphere 15


    Male Lizardfolk Lizardfolk 2 / Sorcerer 2
    Stats:
    HP: 25/25 || AC: 14, touch: 12, flat-footed: 12 || CMD: 13 || Fort: +0, Intu: +4, Ref: +6, Will: +8 || Init: +2 || Perception: +3, darkvision 60 ft.

    Tsarok nods in thanks to the goblin on the other side of the wall before booking it out of the room for fresh air. He joins the others with the fops, longspear in hand and ready for action...


    M Goblin Beer Snob 1/Freethinker 3

    Planned actions noted, but Jaegr and Kelgan still need to take their turns before Caspian, Cricket, and Tsarok start the next round.


    Male Goblin Druid 5

    Woops. I blame Caspian.


    Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

    Jaegr moves up cautiously to within 5' of the thugs and readies an attack if they approach him, trying to turn the tables on them.

    "Careful of their spears" He grins at the thugs, feeling the rush of battle wash over him, a feeling he has missed these past few months.


    Male Hill Dwarf Fighter 5

    K. warfare: 1d20 + 8 ⇒ (10) + 8 = 18

    "It's a classic Cavalry Lure. Charge in and they'll stick you."

    Kelgan draws the battered bulwark of his back and advances forward, glaive falling into hand. He stops behind Jaegr and prepares to defend him.

    Ready shield. Advance 20' and draw glaive. Enter Shield Ally stance @ Jaegr (+1 AC & saves, take half damage)


    M Goblin Beer Snob 1/Freethinker 3

    ...and with that, Caspian begins inspiring courage for the fighters. Cricket, frowning at the flagstones and mud of the courtyard, waves his hands and invokes a tumbleweed of fire, which rolls into one of the black-cloaks.

    Reflex save: 1d20 + 5 ⇒ (2) + 5 = 7
    Damage: 4d6 ⇒ (5, 5, 3, 4) = 17

    The lizardfolk emerges from the distillery at this point, holding a longspear.


    M Goblin Beer Snob 1/Freethinker 3

    The guy hit with the rolling ball of fire cowers back, wounded. All three of the black-cloaks then march forward one step in unison towards Jaegr, triggering his held attack, which in turn triggers their held attacks:

    1d20 + 5 ⇒ (10) + 5 = 151d8 + 1d6 + 12 ⇒ (6) + (3) + 12 = 21
    1d20 + 6 ⇒ (3) + 6 = 91d8 + 1d6 + 13 ⇒ (7) + (5) + 13 = 25
    1d20 + 6 ⇒ (6) + 6 = 121d8 + 1d6 + 13 ⇒ (4) + (2) + 13 = 19

    Kelgan can also attack with his glaive, due to reach.


    M Goblin Beer Snob 1/Freethinker 3

    These guys are going to have to do a whole lot better than that to get through Jaegr's unusual ceramic plate armor! Jaegr and Kelgan, don't forget the bonus to attacks and damage from Caspian's inspiration.


    Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

    Jaegr enters his stone stance as the thugs move in. Once within his reach, Jaegr swings at the hooligans

    Power Attack with Crushing Blow in Stone Stance+Inspiration: 1d20 + 10 - 2 + 1 ⇒ (9) + 10 - 2 + 1 = 18 Ignore 2 Points of Opponent's Armor Bonus
    Damage: 1d8 + 16 + 1 ⇒ (1) + 16 + 1 = 18
    Temporary Hit Points: 2d6 ⇒ (4, 3) = 7


    M Goblin Beer Snob 1/Freethinker 3

    Jaegr's swing catches the middle guy and cleaves through his ring mail; the guy reels back, gasping but not hurt enough yet to be inconvenienced.


    Male Halfling Bard 5 (Minstrel)

    Caspain continues to play the pipes and ad-libs a new song....

    "Hey diddle diddle,
    Burl's working the distiddle,
    Cricket jumped over the moon.
    The little lizard laughed,
    To see such sport,
    As Jagger hittin the middle
    And the flop felt it in his poon."


    Male Goblin Druid 5

    Did someone say 'poon'? Cricket asks while cackling with glee at the awesome damage done by his flaming sphere.


    M Goblin Beer Snob 1/Freethinker 3

    Kelgan has an AoO to make.


    male Hobgoblin (Elven lineage) 5th (2nd level monk, 2nd level goblin paragon, 1st level worghest)

    Knowledge: Warfare: 1d20 + 6 ⇒ (16) + 6 = 22

    Wyvurn senses the intent of the arsonists. When Jaegr steps up, he tumbles around to get into a flanking position, drawing his crystal sword while he does so.

    "Evidently they choose to stand here and bleed, Jaegr."

    Will use accelerated movement to tumble at full speed but also assume it's within 20' to still attack twice.

    Acrobatics: 1d20 + 9 ⇒ (3) + 9 = 12

    Slash with sword: 1d20 + 10 ⇒ (1) + 10 = 111d8 + 5 ⇒ (3) + 5 = 8

    Kidney punch: 1d20 + 10 ⇒ (3) + 10 = 131d8 + 4 ⇒ (1) + 4 = 5

    Maybe not so much, even with flanking and inspire courage.

    Roger on the sleight of hand and yes, I do have a bandolier.


    M Goblin Beer Snob 1/Freethinker 3

    The hobgoblin's acrobatics attempt would probably normally get him poked with a spear, but thankfully the goons, having just used held attacks to strike at Jaegr, are unable to seize the opportunity. Sadly, Wyvurn's attacks are even weaker than his tumbling. Maybe smoke inhalation is keeping him from peak performance?

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