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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Goblin 4 is in combat with Garrath (P13). I am unable to move the tokens but he is standing on the dead Goblin. And with that in mind, Garrath should be able to get AoO on that Goblin. EDIT: Goblin 6 is right next to Kelvin now (P14), so you may want to stop one square back. All Goblins are in melee.

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

If all the current position are correct then instead of attacking Stone will hold his action till an opening appears to attack a goblin or his healing powers are needed.


Just for clarification, Kelvin would actually be one square East at O16. As first in Round Two' intiatives, he will drop Goblin 6, even firing into melee. With Garrath and Brandark still with actions in the round, these Goblins will likely not last long. Should any Goblins be left standing, Stone will be able to move in too during his initiative. The Goblin's AC is 16. They have a wopping 6 HPs. Go ahead and let me know where you go after this fight. I will be home sometime late tonight to be able to catch up.


If Goblins 4 and/or 5 are still up after Garrath's initiative, then Goblin 4 attacks Garrath and Goblin 5 attacks Brandark.

Goblin 4 dogslicer: 1d20 + 2 ⇒ (20) + 2 = 221d4 ⇒ 1
Goblin 4 Confirm Crit: 1d20 + 2 ⇒ (1) + 2 = 31d4 ⇒ 2

Goblin 5 dogslicer: 1d20 + 2 ⇒ (6) + 2 = 81d4 ⇒ 3

Should Goblin 4 survive Garrath's initiative, then Garrath will take a big ugly 1 point of damage. The other Goblin just creates more wind.

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

Assuming all the goblins are down Stone will check the bodies for anything useful and finish off any that are just unconscious.
Perception : 1d20 + 3 ⇒ (13) + 3 = 16
If some how one is still up Stone moves and attacks
Attack : 1d20 + 5 ⇒ (17) + 5 = 221d6 + 2 ⇒ (5) + 2 = 7


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

Seeing the extra goblins, Garrath growls and his face fills with Rage. As the goblin clambers over the body of his friend, Garrath notices the slight stumble and takes advantage to attack.
attack of opportunity: 1d20 + 13 ⇒ (6) + 13 = 19BAB+Str+rage+Reckless Abandon+ Masterwork+Furious Focus-Power Attack
Damage: 2d6 + 10 ⇒ (5, 6) + 10 = 21

Using the momentum of the swing, he turns the Greatsword onto the other poor goblin standing nearby (#6)

attack goblin 6: 1d20 + 12 ⇒ (19) + 12 = 31BAB+Str+rage+Reckless Abandon+ Masterwork-Power Attack Furious Focus goes down since it's the second attack of the round
confirm crit: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 2d6 + 10 + 2d6 + 10 ⇒ (1, 3) + 10 + (1, 2) + 10 = 27


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 grins at the goblins that happen to be creating a breeze, and then attempts to drop number 6

attack: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d10 + 5 ⇒ (7) + 5 = 12

I see splattered goblin in Garraths future. :)

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
Quote:
Just for clarification, Kelvin would actually be one square East at O16. As first in Round Two' intiatives, he will drop Goblin 6, even firing into melee.

guys i think goblin 6 is already dead.


Garrath reacts to a Goblin (4) negotiating another fallen Goblin, sending the little green meanie to the same fate as the Goblin it is stepping on.

Kelvin puts an arrow in a Goblin (6), and as it begins to fall, Garrath cleaves off its head splattering Goblin goo all over the room.

Brandark buries his ax into another Goblin, it falls unconscious, bleeding heavily from its wound.

Stone sticks his scimitar in the Goblin to make sure it's dead.

Yeah! Goblin 6 got pretty well beat up on. So Brandark's attack was on Goblin 5. They are all dead now. Where do you go?


"We know there are goblins behind the last door(O13). Do we go there next, or take this door by door?" whispers Kelvin.

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

Check the door closest to you quietly Stone says in a whisper


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 clumps over to where Kelvin is checking the door.

a sneak roll, even taking 10 would be pointless for me, as that will still leave me at a -2


Moving forward.

Kelvin will not hear anything, nor find a trap or lock on the door he is standing next to. When Brandark opens it, he finds a stairwell heading down.


Perception-listen: 1d20 + 8 ⇒ (5) + 8 = 13
Perception-locks: 1d20 + 9 ⇒ (20) + 9 = 29 if needed

"On to the next door" and Kelvin moves to the double door, listens and checks for traps.


Kelvin doesn't hear a thing behind the double doors, even the Goblin Dogs behind the next door have quieted down a little by his perspective. He likewise will not find a trap or lock.

When Brandark or Garrath opens the double doors they lead to another set of double doors.

Boring!!! :)

I took the liberty to move Kelvin to the set of double doors.


Looking around at the rest of the group. "Thru the double doors ahead, or out into the courtyard where we saw goblin dogs before?"

Edit: c/goblins/goblin dogs/*


Just for clarity, there are Goblin Dogs behind the next door. It is an open courtyard within the stockade. This courtyard was observed from the Tower.


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)

How about those other doors q11&r11 that were in the room with the door to the courtyard. I do not want anything behind us when we go down.

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 ponders We could head down stairs and maybe find out why this goblins are here


Perception-listen: 1d20 + 8 ⇒ (19) + 8 = 27
Perception-traps: 1d20 + 9 ⇒ (19) + 9 = 28

Kelvin moves over to the double doors on the western wall, listens and checks for traps.


Kelvin listens and hears a very faint sound of what could be described as snoring. Kelvin finds no trap or lock upon the door.

When Brandark opens the door he sees yet another set of doors further to the west. There is also a single door to the north.

More boring stuff. :)

Brandark is likely the best candidate for door opening. Let me know if you prefer another for this task. Since this door does not have an encounter on the other side, it is a good opportunity to determine this process going forward. There are many doors in this place.


Perception-listen: 1d20 + 8 ⇒ (11) + 8 = 19 Q10
Perception-traps: 1d20 + 9 ⇒ (9) + 9 = 18
Perception-listen: 1d20 + 8 ⇒ (15) + 8 = 23 double door
Perception-traps: 1d20 + 9 ⇒ (5) + 9 = 14

2nd verse, same as the 1st

With Brandark watching his back, Kelvin moves to the first door on the right, listens and then checks for traps. Regardless of the outcome, he moves to the double doors and repeats the process.


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

Brandark is excellent!


Kelvin doesn't hear anything through the door to the north. It appears this door is nailed shut. It does not appear to be trapped.

Kelvin can more clearly hear the snoring sound through the western most double doors. These double doors are neither locked nor trapped.

Where do you go next?


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)

I don't mind opening the doors

Once Kelvin checks the door out and steps back, Brandark opens it up
Missed the fact that the one to the north was nailed shut. wont open the one to the north, will open the ones to the west


Brandark sees two Goblins sacked out at the bottom of the West Tower.

I will give everyone a full round to murder the little devils in their sleep, beginning with Brandark. Afterwards, someone provide a Perception check. They have 6HPs each.


Rapier;att;dmg;sneak: 1d20 + 6 ⇒ (5) + 6 = 111d6 + 1 ⇒ (6) + 1 = 72d6 ⇒ (2, 1) = 3
Perception: 1d20 + 8 ⇒ (13) + 8 = 21

When Brandark opens the door and Kelvin sees two sleeping goblins, he very quietly switches to his rapier, and tries to murder the little beast in his sleep.


With the Goblins asleep, they have the Helpless condition; giving the attacker a +4 on the attack.

Kelvin drives his Rapier into a sleeping Goblin. The Goblin goes from sleep to unconsciousness.

Kelvin then notices a sack under the stairs.

I am certain the party wouldn't be spread out as is currently on the map. After Kelvin checks doors, I would assume a Brandark, Garrath, Stone, Elektra, with Kelvin moving to the back order. Let me know if this is OK to position the party this way. I don't think the party would want a couple of Goblin Commandos to wander up on Elektra through the door at N21.


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 clumps over to the other sleeping goblin.
attack: 1d20 + 11 ⇒ (19) + 11 = 30
Mods=str, bab, hate, power, masterwork, helpless
damage: 1d10 + 5 ⇒ (5) + 5 = 10
mods=str, power

perception: 1d20 + 7 ⇒ (7) + 7 = 14add 2 for strange stonework

I think that works, but I would put Garrath at the back, as he can run faster up to the front when there is a problem.

Edit, for doors I think Mazra's order works well.


Good point about Garrath's speed. I will wait for other feedback before implementing this.

Brandark sends his Goblin to unconsciousness. You can finish them off now at your leisure.

There is another set of double doors to the north.


Taking the sack "we can look at this later. Up the stairs Brandark?"


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)

Aye, we should look up, though I feel it will go to the roof. You are quieter than me, so if you don't mind to look. If there is a problem, give a holler, or come back down.

Brandark then Coup de Gras's his goblin, and moves to the one Kelvin stabbed.

damage: 1d10 + 1d10 + 1d10 + 5 + 5 + 5 ⇒ (1) + (1) + (7) + 5 + 5 + 5 = 24


Kelvin will notice that the sack has a vinegary aroma.

This tower is similar to the east tower. It has a flight of stairs up to a landing; then a ladder to a trap door.

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

The order sound goodStone is ready to support or attack as needed


Moving along.

The party will discover that the Tower above is empty. Its watchmen now dead on the ground floor.

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

Are we clearing the whole top floor out before moving down and if so which door is next. If not I think we can move to the lower level and find out more about what's going on here. Then finish off the goblins on the way back out.


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)

My thoughts are that we clear the top, and then go down. This way there will not be anything to follow us down, nor harrass us if we have to retreat fast.

Once Kelvin comes down, and looks over the door to the north, Brandark will open it up.


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

Elektra will make a quick sketch of the fort so far.


Perception-listen: 1d20 + 8 ⇒ (11) + 8 = 19 Q7-8
Perception-traps: 1d20 + 9 ⇒ (14) + 9 = 23

After coming down from upstairs, "all clear up there. North to the goblin dogs?" and Kelvin checks the double door to the north.

Expecting 24+ inches of snow here (80 miles north of NYC) so depending on how much we do get, and how much snow blowing / shoveling we need to do, I may be off-line till Wednesday or so. Bot me if necessary.


Kelvin doesn't hear anything directly beyond the doors, though the Goblin Dog's strange baying can be heard from the courtyard.

Kelvin does not find a trap or lock on this door.

When Brandark opens it, he discovers that it leads to yet another set of double doors.

More boring stuff.

My sister-in-law in West Connecticut is also bracing for a blizzard. She is about an hour drive north of NYC. From the weather reports, it should be interesting. Be safe David!


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)

Should we force that door? Brandark questions, while indicating the boarded up door.
I think the goblins nailed it shut to keep something in, and I think it might be the horse that they were talking about.

Edit, also from me stay safe David


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 is good with taking up the rear spot, and with covering Brandark when he opens doors. Little bit of a delay here, we got my son home yesterday, so it's been quite an adjustment and BUSY :D


Good to hear that you have your son home. That is truly a good thing.

Opening the nailed shut door requires either a Strength Check to break it down or a Disable Device check and 1d4 minutes of work.

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

Wouldn't that be noisy and let everybody know we are here.And if it is the horse are we really in a position to be calming it down while also fighting whatever heard us not to mention who or what ever those snots might warn and bring with them. How about we kill all the little green headaches first. If it is the horse and it has held out this long a few more minutes should not make a difference. Plus what if it is not the horse and we have to fight it and the rest of the fort all at once. Stone will interject . I think that could be a unwise action but if we feel that is the animal in question and it needs immediate help then we do what we need to do.


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)

It might be noisy, but there are some risks that we have to take.
Looking at the exits, there is two sets of doors to the outside, and I think that the amount of noise will not be unusual in this place.
If it is the horse in there, you can be assured that there will be no goblins in there.
If it is not the horse, then I would rather it not at our backs.


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 agree Brandark. But we should be carefull, just to be on the safe side!"


Disable Device: 1d20 + 13 ⇒ (1) + 13 = 14 Really!
d4 minutes: 1d4 ⇒ 3

"Let me get to work on this door". Kelvin pulls out his tools and starts fiddling around with the locked door.

Well Snow'pocalypse was a bust. Maybe a couple of inches and with the winds, the driveway area between my house and my neighbors house is clear.


After 3 minutes Kelvin manages to free the nails from the door.

It is a good thing that rolling a "1" can still result in a success with Skill checks.

When Brandark opens the door he finds a storeroom half-filled with crates, barrels, and large sacks of grain. A small hole has been chopped into the lower side of one of the barrels, allowing pickles and brine to drain out and giving the room a singular stink of vinegar.

The smell is very reminiscent to Kelvin of the smell of the sack he found under the stairs. A brief look inside the sack will discover that it is about one third filled with pickles.

Glad to hear that the storm was not nearly as bad as predicted.


Smelling the pickles from the barrel, Kelvin takes a look into the sack.

Expecting pickles, and if so, he puts down the sack and leaves it.


What! You don't like pickles? :)

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