Mended Wall's PBP for beginners (Inactive)

Game Master Hoary and Wizened

BATTLE GRID

Current Initative = Illiam, Kairon, Bombardier, Chillel, Dolok, Goruck, Merlokrep


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Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Mended said "go". So I'm ready to get gone. Kairon will go with the rest of the party, whichever way that may be.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Dolok Pickering wrote:
Uuummm, Kairon, has the group decided to move to 27? I believe both Chillel and I have talked about/asked/suggested going the other direction.

Yes, definitely avoid 27 if we can.

Illiam directs the group into area 25 and THEN North from there, toward area 29, assuming that they don't run into anything there (I thought that's where Kerrdremak's body would be...)


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.
Kairon Daaltin wrote:
If the ceiling's low enough, we can handle 'em. Though I don't want to get frog-snot on me. Can you imagine trying to clean that gunk out of Gloria's fur?!

I have been dreading trying to get the stuff out of my hair. Yech!


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Following the group, the burly half orc focuses on the stone around him, looking for any surprises

Perception: 1d20 + 8 ⇒ (19) + 8 = 27


Battle Grid

Veering north after the brief curve to the south, and gingerly stepping over the bodies of Kerrdremak and his cronies, the group finds themselves at the mouth of a tunnel that descends about fifteen feet, and narrows considerably. Via Dolok's magical light it becomes readily apparent that everyone but Illiam is going to be squeezing in tight space if they take this route. Unfortunately the tunnel also jogs right and then back left leaving Goruck incapable of seeing what lies beyond the bend. His darkvision does afford him the ability to see that there are no tripwires or snares waiting for them here, so, from that perspective at least, this is a safe passageway to attempt to move further into the warrens.

As you see fit you can move your icons right up to the Y shaped fork in the tunnels near the number 29, but please stop there, as I'll need to set up the scene just as soon as you breach the northern end of this passage. :D Sometimes I feel like I'm just terrible at not breaking the 4th wall... :P

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Seeing that the others will have to squeeze, Illiam takes the lead, moving to the cusp of area 29, but not entering, and using a narrow beam from the lighted stone to find his way.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Stealth: 1d20 + 14 ⇒ (9) + 14 = 23


Okay, this may sound really asinine but I need you to be very specific about where you do, and do not, shine the light beam from your "flashlight."

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

I assume he doesn't hear movement with that perception check?

Illiam creeps closer, first letting his light hit the wall opposite the opening to area 29, then waiting and listening to see if there is any reaction. Assuming none... He then lets the light hit the floor just inside area 29, and waits for a reaction. He avoids shining light directly on the areas of the two dots on Kerrdremak's map for now, and tries to see if he can spot anything in the indirect light reflected from the floor and walls.

All the while, he has a readied action to shift back if anything reacts.

Trying not to metagame here. He was already going to be extremely cautious, I'm just trying to stretch it out and give you an opportunity to trigger an event, if in fact his use of light triggers one.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

While Illiam is busily 'spreading the light', Dolok cast Detect Magic and looks around this room and carefully inspects the bodies to make sure there is nothing of value there.

Perception = Taking 20, so 20 + 2 = 22 assuming I have enough time to do this before all h-e-double-hockey-sticks breaks loose around Illiam. :D


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Chillel and Athena's senses strain to detect anything that may be present towards room 29 and the other room that is unexplored.

Perception, Chillel: 1d20 + 2 ⇒ (14) + 2 = 16

Perception, Athena: 1d20 + 10 ⇒ (3) + 10 = 13


Battle Grid

Well, that did it.

As Illiam shines his small beam of light on the wall of the fork in the tunnels, his ears are suddenly overwhelmed by the sound of high-pitched and incredibly loud shrieking. Covering his ears and turning to look, he notices that the two mounds, that at first appeared to be nothing more than mushrooms, have begun to tremble violently and the shrieks are emitting from a strange opening on the tops of their "heads." As Illiam watches the two toadstools actually shuffle towards him, as if they mean to attack!? Regardless, these creatures were obviously put here as some kind of a warning system for Merlokrep and his bodyguards. You can be certain they know you're close.

Initiative:

Illiam Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kairon Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Dolok Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Chillel Initiative: 1d20 + 7 ⇒ (4) + 7 = 11
Goruck Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Shriekers Initiative: 1d20 ⇒ 9

Initiative = Dolok, Goruck, Kairon, Illiam, Chillel, Shriekers. Hopefully my description made it pretty clear that Merlokrep and his Truescale tribe now have ample warning of your approach... They may, or may not attempt to catch you all here in the bottle neck of the tight tunnels... :D Mwa ha ha ha ha ha. If they did, obviously I'd bring them into the initiative when they appear. Since everyone goes before the Shriekers, post at your leisure. :D

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Illiam returns to the others as fast as the narrow tunnels will allow. Well, I was right about it being a trap...


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Dolok moves over to a position where he can see down that tunnel better, and he moves the lights so he can also see down that tunnel. He prepares to use the Magic Missile wand on anything hostile coming through that tunnel.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

What is that racket??! Sweet Sarenrae's Sword, but that's annoying!

Kairon moves several steps closer to the passageway from which the shrieks are emanating, trying to keep his eyes focused on the 'middle distance' as he goes.

What've we got coming, Illiam?

Head on a Pivot (Perception): 1d20 + 4 ⇒ (13) + 4 = 17 Watching the path to the hatchery and, if possible, the northeastern fork we bypassed.

Also: Token Assist to the "5" of "25", able to cover our casters.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Didn't get a good look at what's making the sound, but I think the attention they'll draw is the bigger concern...


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

At least Kobolds shut up when they run away or die. Sssshh down there.
... Well it was worth a try."

I first encountered shriekers about 38 and a bit years ago. A real trip down memory lane.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Looks like that passage is too cramped for us to fight well in it. What's the play?

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

That bottleneck will work to our advantage. Don't let anything walk out of it.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

One eyebrow arched in disbelief and sarcasm, Kairon retorts, Easy for you t' say! You gonna beat down whatever gets past me?

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

I was thinking we could put most of them to sleep.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Sum'thin' tells me that that trick is only gonna get us so far, this time. Work it all you can, but . . . . the priest trails off before raising an index finger in a simple gesture -- Wait one. He reaches down to his belt to draw out the kobold javelin, and rather gracelessly tosses it at the halfling. There. Pointy end goes into the bad guy.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

1d4-2 damage? I think I have better options than that...

What is your obsession with long, pointy sticks?


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

I'm just cuttin' up. Bit of a joke.

Huh? Obsession? Pah! I just don't want ya runnin' out of options, is all. And sharp, pointy sticks work well when everything else falls apart.

:D


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

"If you have the strength and training to wield them effectively. Illiam and I don't have much choice but to rely on magic."


Male NG Half-orc Samurai (Shogun) 1/Kineticist (Earth) 2 | HP 35/35, NL: 0 | AC 22 (26, shield), T: 12, FF: 20 | CMB: +7, CMD: 19 | F: +9, R: +6, W: +3 | Init: +2 | Perc: +8, SM: +8 | Speed: 30' (20', armor) | Challenge: 0/1 | Resolve: 4/4 | Burn 6/6 | DR 1/adamantine | Active Conditions: --

Goruck rumbles a basso chuckle at the exchange between Kairon and Illiam, and nonchalantly strides further up the passageway, drawing out his nodachi and setting his feet for battle.

I am here so they not need that pointy stick, Kairon. We shall see whose strength is greatest, soon enough. Make sure none strike at our backs.


Battle Grid

As everyone gears up for what will surely be a bloody brutal combat confined to close quarters, they all stare at each other, in almost boredom, when nothing happens, nothing except the Shriekers each edge a little closer to the opening at the end of the corridor.

Once more into the breach dear friends. Back through the init, one more round of actions for everyone... Then Merlokrep's dog's of war, that he let slip a round ago, will show up, barking mad.


Male NG Half-orc Samurai (Shogun) 1/Kineticist (Earth) 2 | HP 35/35, NL: 0 | AC 22 (26, shield), T: 12, FF: 20 | CMB: +7, CMD: 19 | F: +9, R: +6, W: +3 | Init: +2 | Perc: +8, SM: +8 | Speed: 30' (20', armor) | Challenge: 0/1 | Resolve: 4/4 | Burn 6/6 | DR 1/adamantine | Active Conditions: --

Mended: height of the passageway ceiling is what?


Varies, rolls up and down between 15-25'.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Kairon "harrumphs" at Illiam's continued aversion to physical combat, but presses the matter no further, retrieving the stray warhead. He then takes a knee and clasps his ankh, calling out to his goddess. Κυρία του Φωτός και της Φωτιάς, να μας ευλογήσετε στην ώρα του πολέμου!

Celestial/Greek:
Lady of Light and Fire, bless us in our hour of war!

cast bless, 30-round duration


Male NG Half-orc Samurai (Shogun) 1/Kineticist (Earth) 2 | HP 35/35, NL: 0 | AC 22 (26, shield), T: 12, FF: 20 | CMB: +7, CMD: 19 | F: +9, R: +6, W: +3 | Init: +2 | Perc: +8, SM: +8 | Speed: 30' (20', armor) | Challenge: 0/1 | Resolve: 4/4 | Burn 6/6 | DR 1/adamantine | Active Conditions: --

In other words, more of the same trouble we had. NOTE TO SELF: Henceforth, in all campaigns involving kobold warren forays, DO NOT leave town without a hookshot, 20 pitons, a hammer, and one metric ton of concertina wire.

Sheez.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Dolok continues waiting to use the Magic Missile wand on the first hostile he sees.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Perhaps the kobolds, seeing what happened to those we have met, have all decided to flee.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Even I'm not that lucky. Ready action to use the sleep wand if I can see at least two slurks and/or kobolds within the blast radius.


Male NG Half-orc Samurai (Shogun) 1/Kineticist (Earth) 2 | HP 35/35, NL: 0 | AC 22 (26, shield), T: 12, FF: 20 | CMB: +7, CMD: 19 | F: +9, R: +6, W: +3 | Init: +2 | Perc: +8, SM: +8 | Speed: 30' (20', armor) | Challenge: 0/1 | Resolve: 4/4 | Burn 6/6 | DR 1/adamantine | Active Conditions: --

Mended, check that on the nodachi. Will be going with Glintaxe. I based that earlier post off incomplete information. I hope that's okay.


Battle Grid

Believe it or not, one of the reasons I wanted to give you a couple of rounds worth of stuff was so that you could make sure you had Goruck ready to go. So, yes, switch to Glintaxe, by all means.

Suddenly the shriekers go silent, and then, the tunnels all around you fill with kobolds. Illiam gestures with the wand at the first kobold that comes around the northern corner.

Darkscale Kobold Will Save: 1d20 - 1 ⇒ (4) - 1 = 3
Kobold (Green) Will Save: 1d20 - 1 ⇒ (14) - 1 = 13
Kobold (Orange) Will Save: 1d20 - 1 ⇒ (7) - 1 = 6
Kobold (Yellow) Will Save: 1d20 - 1 ⇒ (4) - 1 = 3

That's 4HD worth of enemies.

Dolok watches another slurk mounted kobold appear around the southern corner, he looks quite a bit more dangerous than those that the group has already battled, wielding a well-made handaxe, and a crossbow of excellent craftsmanship. Dolok points and fires the magic missile wand at the slurk.

Magic Missiles: 2d4 + 2 ⇒ (1, 3) + 2 = 6
The unerring missiles of magical force slam into the slurks broad chest and it croaks a gurgling bubble of pain out its tusked and mucus-ridden mouth.

Kairon is the only one with a view clear enough to see the eastern entrance as it fills up with another Darkscale fighter and his five soldiers. Six to the north though three of those are asleep thanks to Illiam's quick thinking. Seven, plus a slurk to the east. If this isn't the rest of Merlokrep's "army" it's as much as he was willing to send while still leaving himself protected. No bombardiers are in view at the moment, perhaps they all died, or they made it back to Merlokrep and are setting up a fiery battle field. Regardless the bloody work here must be done quickly, for Edgrin's elven friend, and the son of the Hollow are both waiting to die, or be freed.

Initiative = Dolok, Goruck, Kairon, Illiam, Chillel, Kapmek and Slurk (red), Solidly lined kobolds, dashed line kobolds. Have at thee foul villains!


Don't forget Kairon cast bless so all allies have a +1 to attack rolls and saves versus fear effects for the duration.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

"Kairon, south! Chillel, behind me, hex!" Yells Dolok as he moves over to a better position and prepares to cast Burning Hands when he can get as many into the marked area as he can. Trying to provide direction in 6 words. I don't remember if Mended limits our words or not, but six words is what one of my previous DM's would allow as a free action, I figure that works ... hopefully!


I don't put a limit on it. I know I can certainly say a HELL of a lot more one word per second... :D Still I think your words were clear and directive. Good job!

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
The World Around You wrote:

dice=Darkscale Kobold Will Save]1d20-1

dice=Kobold (Green) Will Save]1d20-1
dice=Kobold (Orange) Will Save]1d20-1
dice=Kobold (Yellow) Will Save]1d20-1

That's 4HD worth of enemies.

My reading is that creatures who save against the effect do not count against the HD limit, so if 6 1HD creatures are in the AoE, the first 4 to fail their saves are put to sleep, even if some of them succeed first. That would mean that since one of them succeeded, that should only count as 3HD of creatures (assuming those are, in fact, all 1HD kobolds), and the next one in line should have to roll a save...

Hearing that they are being attacked from another direction, Illiam quickly releases another blast from the Sleep wand, hoping to negate the threat on this side so that they won't have to split their focus. Goruck, get back there. I'll cover this direction.

Mind if I just roll these, in the interest of expediency? I'm assuming the ones with the same icon have the same stats...

Kobold (Green) Will Save: 1d20 - 1 ⇒ (3) - 1 = 2
Kobold (Cyan) Will Save: 1d20 - 1 ⇒ (7) - 1 = 6
Kobold (Purple) Will Save: 1d20 - 1 ⇒ (8) - 1 = 7


The Darkscale is a 2 HD baddy. Thus, 2 HD plus 2 more 1 HD's equal 4 HD. :)

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
MendedWall12 wrote:
The Darkscale is a 2 HD baddy. Thus, 2 HD plus 2 more 1 HD's equal 4 HD. :)

Ah, fair enough, then. I see now that one of them does have a different icon.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.
Dolok Pickering wrote:
"Kairon, south! Chillel, behind me, hex!" Yells Dolok

"Sex? Now?... Can we discuss that later Dolok? I know men tend to get excited in combat but even so..." replies Chillel with a smile and in a puzzled tone.

Chillel, less confused than her speech suggests, takes cover behind the corner of the corridor and readies an action to use the slumber hex on the closest kobold still standing [or riding] after Dolok's burning hands spell goes off.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Chillel wrote:
"Sex? Now?... Can we discuss that later Dolok? I know men tend to get excited in combat but even so..."

With Chillel behind Dolok? I don't what to know what she thinks he was suggesting...


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Kairon, noting Dolok's intent, sidles to the southeast and prepares to shield the smith's apprentice and Chillel from the oncoming foes.

Token Assist: 5'-step SE ("beneath" Dolok's dancing light), draw kobold dart in right hand, ready to throw at first clear enemy (priority -- slurk), spear in left hand to enable AoOs as available


Male NG Half-orc Samurai (Shogun) 1/Kineticist (Earth) 2 | HP 35/35, NL: 0 | AC 22 (26, shield), T: 12, FF: 20 | CMB: +7, CMD: 19 | F: +9, R: +6, W: +3 | Init: +2 | Perc: +8, SM: +8 | Speed: 30' (20', armor) | Challenge: 0/1 | Resolve: 4/4 | Burn 6/6 | DR 1/adamantine | Active Conditions: --

Goruck hesitates but a moment, rumbling, You are certain, Illiam? At the halfling's confirmation, the warrior moves south and begins to draw upon the strength of the stone roundabout him.

Token Assist: Looks like a double move will be needed, putting the half-orc behind Kairon or Dolok -- no preference. Would have taken Chillel's current position, but . . . .


Battle Grid

How many rounds on the sleep wand?

When Illiam says he'll take care of something, he does. The entire troupe of would-be kobold attackers from the north fall to the cold stony ground, very much asleep. Thankfully the shriekers were silenced, else they'd certainly wake up the drowsy dragon-kin. As is, there is now no perceivable northern threat, and the whole group concentrates on those coming from the east.

The veteran slurk rider spurs his mount to the ceiling of the cavern and into the room firing his bow at Dolok, clearly targeting a member of the party that appears to be unarmored.

Crossbow Attack: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

The bolt does get past Dolok's magical armor and finds flesh, but only barely, a small cut, but the envoy's resident sorcerer suddenly feels a weakness coursing through his veins.

Dolok Fort Save: 1d20 + 3 ⇒ (19) + 3 = 22

Instead of succumbing to the weakness, Dolok's entire body wreathes itself in flames, and his anger only increases.

Simultaneously Kairon fires his "dart" at the kobold's slurk.

Small Sized Javelin Ranged Attack: 1d20 + 3 ⇒ (7) + 3 = 10

The small javelin skips harmlessly off the wall of the cavern, landing on the ground near the entering band of kobold soldiers. Those soldiers all file past quickly closing the distance to engage the party face to face.

As the captain closes the distance he opens himself up to Kairon's darkwood spear.
AoO Darkwood Longspear: 1d20 + 7 ⇒ (7) + 7 = 14
But the kobold captain's reflexes prove quicker than Kairon's and he avoids the jab. Kairon is uncanny quick though, and he jabs the soldier following as he moves into position as well.
AoO Darkwood Longspear (dashed Orange): 1d20 + 7 ⇒ (16) + 7 = 23
AoO Damage: 1d8 + 4 ⇒ (3) + 4 = 7
The steel finds home deep in the kobold's torso slicing in between ribs and drawing dark crimson blood.

Dolok who'd begun casting his burning hands spell, holding the final incantations to release the fiery magic when the most enemies were in his spell's range, has to concentrate to finish the spell, since the slurk riding ranger's bolt struck him mid-casting.

Concentration Check DC 15: 1d20 + 7 ⇒ (11) + 7 = 18
The blacksmith's apprentice is used to working through pain and gets the spell off easily.
Burning Hands Damage: 3d4 ⇒ (2, 1, 4) = 7
Kobold Fighter Reflex Save DC 17: 1d20 + 1 ⇒ (3) + 1 = 4
Kobold Soldier (Green Dash) Ref. Save: 1d20 + 1 ⇒ (7) + 1 = 8
Kobold Soldier (Orange Dash) Ref. Save: 1d20 + 1 ⇒ (17) + 1 = 18
Kobold Soldier (Yellow Dash) Ref. Save: 1d20 + 1 ⇒ (7) + 1 = 8
Kobold Soldier (Cyan Dash) Ref. Save: 1d20 + 1 ⇒ (13) + 1 = 14

The first four kobolds behind the captain, and the veteran captain all take the brunt of Dolok's fiery magic, three of the lesser soldiers scream in agonizing pain, and seem one hairsbreadth away from falling down. The kobold that Kairon stabbed, even though he was able to avoid some of the flames, is unable to stand after the flames draw out his remaining strength and resolve. He falls to the ground unconscious.

The captain returns spear jab with spear jab, aiming directly at Kairon's ugly face.
Spear Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Likewise Kairon proves to slippery for the scaly foe, and neither is able to draw blood. The captain's men, put on their heels by Dolok's gout of flames are unable to make a worthwhile attack. Had to double move just to get them in position.

And we're back at the top of the order. Initiative = Dolok, Goruck, Kairon, Illiam, Chillel, Kapmek and Slurk (red), Solidly lined kobolds, dashed line kobolds.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

As soon as Dolok makes his move, I'll get Kairon and Goruck to act.

Activate the Doomthresher! :D

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
The World Around You wrote:
How many rounds on the sleep wand?

It's CL1, 1 minute/level, so 1 minute duration.

Hearing the northern passage go quiet, Illiam backs down the tunnel to where he can see what's going on in the rest of the battle, while still keeping an eye out for more threats from the north. He unleashes a third blast from the sleep wand toward the remaining attackers, then holds out the wand to Dolok and Chillel, so that they take it and use it as well, before any of the kobolds left awake can react.

Kobold (Orange) Will Save: 1d20 - 1 ⇒ (18) - 1 = 17 who I think is already unconscious?
Kobold (Blue) Will Save: 1d20 - 1 ⇒ (8) - 1 = 7
Kobold (Green) Will Save: 1d20 - 1 ⇒ (16) - 1 = 15
Kobold (Yellow) Will Save: 1d20 - 1 ⇒ (6) - 1 = 5
Kobold (Purple) Will Save: 1d20 - 1 ⇒ (13) - 1 = 12
Kobold (Cyan) Will Save: 1d20 - 1 ⇒ (2) - 1 = 1

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Btw, Sleep wand has 9 charges left after that. I doubt we'll have that many rounds of combat after this, so let's be sure to get as much use out of it as we can.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

So, your saying I should use the sleep wand instead of another Burning Hands?

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