Mazra’s Rise of the Runelords Campaign (Inactive)

Game Master Mazra

Sandpoint
Kaijitsu Estate
Map of Varisia

Party Treasure.
XPs Tally Link with Treasure Found
Map Archive Folder


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Disable device: 1d20 + 13 ⇒ (8) + 13 = 21 for when it becomes necessary to unbar the door

Backing up and signalling the others, Kelvin whispers, "they are arguing about feeding a horse. Now we all know that goblins hate horses, so something funny is going on. The gate is barred, and I might be able to open it from out here but that would possibly create some noise, so we need to be ready."


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

forgot about that x3 running distance

As quiet as Brandark can be, he lumbers up towards the gate.
How about we go up and over instead of through indicating the area where the two goblins were

He then passes the grapple hook and rope over to Garrath to anchor up at the top.


It looks like the party has two choices, either through the barred doubles doors, or climb up the right tower. I will wait for the rest of the party's input before moving forward.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

I am not a vary good climber but I do think going over the top would be better. I can hold this spot and cover more apt climbers. He detaches the weapon cords and sheaths his weapons and begins to pull out his cross bow


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Feeding a horse ?? Brandark sounds confused, They normally eat them, not keep them alive.
That puts more of a rush on things. I think going up, will give us a vantage that the goblins will not expect.
Besides, we are still going to have to deal with the two that disappeared from the top of that tower.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"I think Kevin can get us up I should be able to climb it and garrath can help you up with the heavy armor. And, as you said, it would give us an unique way to assault this stronghold."


GMPC Garrath

Garrath takes the rope and grappling hook.

Garrath's Range Touch: 1d20 + 5 ⇒ (4) + 5 = 9

Needs a 10 to catch.

But the grappling hook failed to grab and fell back to the ground.

Round Five

Garrath tries again.

Garrath's Range Touch: 1d20 + 5 ⇒ (17) + 5 = 22

The hook catches firmly.

Standard Action.

Garrath climbs to the top of the tower, standing at the edge of the pit, looking down on two Goblins struggling to climb out.

Move action.

Remaining initiatives in order, Kelvin, Stone, Elektra then Brandark.


Climb: 1d20 + 7 ⇒ (5) + 7 = 12
Where is the rope?

Kelvin quickly climbs up the rope after Garrath, and looks out over the fort.


It is at the corner. I added a little triangle symbol to denote its location. (P19)

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone covers the gate till his turn to climb the rope


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark looks at the other two still on the ground with him.
Up you go, I will come up when you are on the roof


The stockade is made of thick wood. Closer inspection reveals that most of the wood seems to have been scavenged from ships; a few name plates remain affixed to some of the beams, while other timbers look like they might have once been masts. From the vantage of the tower there appears to be an open yard. A pack of Goblin Dogs roam the yard.

There is a trap door that did not get caught up in the pit on the floor of the tower..

To the northwest beyond the fort you see several Goblins. It looks like one of them is holding a flying seagull by some twine. The others look to be trying to pelt it with rocks.


To move things forward, I will assume everyone used Round Five to climb the tower. The Create Pit will end with two very confused Goblins that will have the last initiative.

Round Six

Initiative order is currently Garrath, Kelvin, Stone, Elektra, Brandark then the Goblins. I will also be rolling Perception checks from the Goblins to the Northwest, however they are a bit preoccupied. I will wait for everyone's actions before I post again.


Longbow;attack;damage;sneak: 1d20 + 7 ⇒ (14) + 7 = 211d8 + 1 ⇒ (6) + 1 = 72d6 ⇒ (5, 1) = 6-total 13

As the pit ends, and dumps the goblins back into the tower, Kelvin shots an arrow at the flat footed goblin.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Round 6

if goblins are still alive:

Brandark grimaces with the effort of having crawled up a wall, and now attempts to hammer a goblin flat with his axe.
attack: 1d20 + 3 + 3 + 1 + 1 - 1 ⇒ (5) + 3 + 3 + 1 + 1 - 1 = 12
damage: 1d10 + 3 + 2 ⇒ (7) + 3 + 2 = 12

if gobo's are dead:

Brandark moves over to the trap door, and tries to open it.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

once at the top pull sword and shield and attacks the goblin attack : 1d20 + 3 ⇒ (9) + 3 = 121d6 + 3 ⇒ (5) + 3 = 8


Garrath steps up and attacks a startled Goblin. Goblin 1

Falchion: 1d20 + 5 ⇒ (17) + 5 = 222d4 + 4 ⇒ (2, 4) + 4 = 10

He hurts the little fellow, but does not drop him. Just missed a Crit for Garrath. I forgot these are a little stronger Goblins. They are a little stronger, but not necessarily smarter.


Kelvin does drop Goblin 2. Stone missed Goblin 1, its flat-footed AC is a 14. We will wait to see if Elektra can finish off Goblin 1.

NW Goblin 1 Perception: 1d20 - 5 ⇒ (16) - 5 = 11

NW Goblin 2 Perception: 1d20 - 5 ⇒ (9) - 5 = 4

NW Goblin 3 Perception: 1d20 - 5 ⇒ (1) - 5 = -4

The Northwest Goblins are paying no attention to you.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Attack: 1d20 + 4 ⇒ (20) + 4 = 241d8 ⇒ 3
Confirm: 1d20 + 4 ⇒ (6) + 4 = 102d8 ⇒ (2, 6) = 8


Elektra's arrow finds its mark through the melee. The Goblin falls to the ground unconscious. Playing cards cobbled together from several different set scatter on the tower platform, the sea breeze gently blowing them about.

Brandark checks the trap door. It opens with ease. There is a rickety ladder down to a landing with flights of stairs downward below that. At the bottom of the tower are two doors.

Pulling out of round action as there are no enemies immediately below. I will assume you will finish off these Goblins.


Are the two doors @N21 & @O19 to outside the tower?
Assuming yes....

Perception (listen) @N21: 1d20 + 8 ⇒ (15) + 8 = 23
Perception (trap finding) @N21: 1d20 + 9 ⇒ (11) + 9 = 20
Perception (listen) @O19: 1d20 + 8 ⇒ (12) + 8 = 20
Perception (trap finding) @O19: 1d20 + 9 ⇒ (1) + 9 = 10

Kelvin moves to each door in turn, first listening for sounds on the other side, then inspecting them for traps.


They are actually at the ground level and would lead to the rest of the stockade. I did not distinguish from the top of the tower to the bottom of the tower. The two Goblins were the only thing in this area.

Kelvin does not hear anything, nor finds a trap on the North door. @N21

Kelvin does hear Goblins arguing, though fainter and unintelligible at the West door. It is likely that is the way to the double doors and may be the same argument he heard previously. He also does not find a trap there. @O19


Pointing to the western door, Kelvin quietly tells the others, "they are still arguing about who will feed the horse. Once we clear this, I think Brandark will have the best chance of working with any horse we find."


Which way do you go, North or West?


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Do you have an idea on how many there are arguing about feeding the horse ?

Kelvin, did you get an answer on those unidentified vials ?


This is a detail Kelvin would know. There were at least four Goblins arguing on the other side of the front doors. But what Kelvin doesn't know is how many Goblins may not have been participating in the discussion. If you could call it that. ;)


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Well lets get this over with, I don't want a horse in the hands of those foul little creatures any longer than neccessary.
Kelvin, did you get any of their names? If so, could you call it over ?
Garrath stand there
Pointing just south of the door I will stand here Just north of the door.
Stone just back behind Garrath, Lady Elektra, find a spot where you can support, and Kelvin, you choose the spot where you can fire when they come over.
Brandark then opens the door to the west just enough to look out.


Thanks GM

"Lady Elektra, could you stand to the side so I have a clear shot beyond the door" and he moves to where he can shoot straight thru the open door. Looking around, "ready when the rest of you are" he says grimly.


When Brandark opens the West door he sees a long hallway with many other doors. The first door to the right is ajar. At the end of the hallway it opens up. He sees at least two Goblins down towards the end.

The white area is the yard with the Goblin Dogs seen from the tower. This area is now not visible to the party, but you know it is there. The party has surprise.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone casts Bull's Strength (+4 Str Dur 3min) on Garrath. Go and kill all those that may try to fort Sarenrea's will.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

With a quick bow Elektra moves to the side.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath grins as he feels the strength of Sarenrae course through him and charges down the hall, attempting slam into the flat footed goblin to clear the way so his fellows can follow into the room.

bull rush the goblin: 1d20 + 7 ⇒ (17) + 7 = 24 Base + Str + Bull's Str vs flat footed CMD


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark follows along just behind Garrath, with his axe in hand.


Longbow;att;dmg;sneak: 1d20 + 7 ⇒ (20) + 7 = 271d8 + 1 ⇒ (4) + 1 = 52d6 ⇒ (2, 5) = 7
Longbow-confirm;att;dmg: 1d20 + 7 ⇒ (15) + 7 = 222d8 + 1 ⇒ (1, 5) + 1 = 7
19 damage total. Thanks Elektra, I forgot the x3

Seeing a goblin, Kelvin sends an arrow down the hallway and critically wounds the beast.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Do not forget Bows have a x3 crit multiplier Keeping her ranseur ready to guard the back Elektra follows her teammates.


It looks like Kelvin will drop the Goblin. I am away from PCs for most of the day. You are free to roll initiatives, and take your first round actions. You can remove the black zones in the area around the front double doors leading into the stockade. But just around the double doors. ;) The remaining Goblins are there, though they may not be positioned. Have a great day!

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

inti: 1d20 + 4 ⇒ (1) + 4 = 5 Stone follows ready to attack any goblin that get to close


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Fully expecting Garrath to make mince meat of the remaining Goblin, Brandark turns the corner to the left.

init: 1d20 + 2 ⇒ (7) + 2 = 9

Ah yes, the RNG strikes again.


Initiative: 1d20 + 6 ⇒ (18) + 6 = 24 Woot!

So Kelvin gets his shot off as above.


Initiative Garrath: 1d20 + 9 ⇒ (3) + 9 = 12
Initiative Elektra: 1d20 + 7 ⇒ (10) + 7 = 17
Initiative Gobins: 1d20 + 6 ⇒ (4) + 6 = 10

Initiative order with be Kelvin, Elektra, Garrath, Goblins, Brandark then Stone.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Look at all the miserable little misbegotten sons of orks. Brandark growls.
He then hefts his shield better, and gets a better grip on his axe.
This will get messy


Surprise Round

Stone infuses the strength of a Bull upon Garrath. This could have occurred just prior to Brandark opening the door.

Garrath rushes down the hall knocking back one of the Goblins Gobo 1 back 5 feet.

Kelvin takes careful aim around the rushing Barbarian and sends an arrow that strikes a Goblin Gobo 2 right between the eyes. The Goblin falls dead.

Brandark follows the big barbarian, and Elektra follows her comrades while readying her Ranseur.

I let the surprise round operate in a free-wheeling fashion taking some liberties based on the actions posted.

Round One

Moving forward in initiative order.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Sounds good
Readying herself Elektra tries to hide behind her polearm and waits for a chance to engage or use an attack of opportunity. As long as no goblin looks particually capable she will let her martial friends handle the situation.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath swings his Greatsword down on the hapless goblin.

Mash the goblin: 1d20 + 9 ⇒ (18) + 9 = 27 BAB+str+furious focus-power attack+Reckless Abandon

damage: 2d6 + 10 ⇒ (3, 4) + 10 = 17


Part of C14 was showing, so I assumed someone opened the door.

As the first door down the hallway was opened, Kelvin looks inside to ensure that their are none of the little runts in there, nor doors to another part of the fort. "This room is clear and no other exits" he says after taking a look, and he then moves up to behind Stone.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stonewill move to the nearest goblin and attacks.
Attack : 1d20 + 5 ⇒ (7) + 5 = 121d6 + 2 ⇒ (3) + 2 = 5
However I do move last in the round so if this is not possible I will move to block any escaping goblins.


When Brandark first opened the door, it was noted that the first door to the right was ajar.

Kelvin looks in the door that was ajar. It looks like a Goblin barracks with six beds. The beds look almost like hammocks stretched between raw wooden limbs as a frame. There is no other way into the room.

The party will curiously observe that there are six beds and you are now fighting six Goblins at the front door. I am traveling on business for the next couple of days. My ability to move token will be limited. I may seek some help with this. Thanks.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

a lady walks around a ring with a big 1 on a sign.

Brandark finishes stepping around the corner. By Serenrae's blesssed buttock, there are more of them

attack: 1d20 + 3 + 3 + 1 + 1 - 1 ⇒ (11) + 3 + 3 + 1 + 1 - 1 = 18
Mods, STR, BAB, MSK axe, Hate, Power
damage: 1d10 + 3 + 2 ⇒ (5) + 3 + 2 = 10


Kelvin looks into the Goblin barracks room and follows up behind Stone.

Elektra enjoys the fine specimens of martial warriors within her party, but stands ready should new enemies approach from the other doors.

Garrath, after pushing back the Goblin (Gobo 1) cuts it down. It twitches momentarily before its soul is exhausted from its body.

As Brandark approaches one of the Goblins (Gobo 3) , the pint sized cur of an Orc swing its odd little holey blade at the smallest of the Longshanks. It screams out,

Goblin:
"Longshanks!"
The little cur then misses its mark.

Gob 3 Dogslicer: 1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 1

Another Goblin (Gobo 4) steps upon one of its fallen barracks mates (P13) and swings it's little blade screaming the same refrain as the Goblin on Brandark. And equally missing the mark.

Gob 4 Dogslicer: 1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 1

Yet another Goblin (Gobo 5) takes a side step (To Q13) and waves its little blade at the Dwarf, joining in the chorus. It manages to create a little greater breeze than the other Goblins.

And finally the last Goblin (Gobo 6) weaves around to attack the really big Longshanks (to P14), matching the bitter harmonies of its fellow diminutive Orcs. And equaling all the others in their ineptitude.

Gob 5 Dogslicer: 1d20 + 2 ⇒ (10) + 2 = 121d4 ⇒ 2

Gob 6 Dogslicer: 1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 4

Brandark thinks of Sarenrae's derriere, and sends a Goblin (Goblin 3) to a region where derrieres are not necessary. He blow silences the director of the chorus.

Stone advances swishing his Scimitar, but misses the wretched waste of a breather of clean fresh sea air.

Round Two


Longbow: 1d20 + 7 ⇒ (13) + 7 = 201d8 + 1 ⇒ (8) + 1 = 9

Kelvin moves up to behind Brandark and Garrath and shoots at Goblin #4, since it is not in combat with anyone.

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