Pixie Rogue's Shadowed Keep

Game Master Pixie Rogue

Shadowed Keep on the Borderlands

Map of the keep


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In the Keep

As the siblings listen, it sounds like the goblins have moved away, crunching through the dried leaves of the entryway and outside.


Slayer 1 [ HP 11/11 | AC 18 Tch 13 FF 15 | Fort +2* Ref +5* Will +1* | CMD 18 | Init +7 | Perc +7, darkvision | Effects: ]

"I don't know where they came from, but I know wherever they are headed, it's up to no good." He opens the door slightly and peeks into the hallway. "I don't see or hear anything. Be ready to pull the door shut behind me if I come back in a hurry, would you?"

Stealth: 1d20 + 4 ⇒ (2) + 4 = 6

Unfortunately, the door scrapes the floor quite loudly as it opens and all of you freeze, listening intently. Cautiously proceeding, Tyhal disappears from sight for a minute, maybe two, before returning.

"I think they went directly out the gate. It's getting on toward dark - if they are the reason those travelers disappeared on the trail, they might be a hunting party."


Arcanist 1 [ HP 8/8 | AC 13 Tch 13 FF 10 | Fort +2* Ref +3* Will +4* | CMD 14 | Init +3 | Perc +4 | Effects: ]

His sister takes a long, deep breath. "If we can do something to prevent them from ambushing another merchant, we should do it. Mother would not approve if we just sat back and hoped no one was hurt."


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]
Pixie Rogue wrote:

Yes, sorry, I figured they were in the profile, but I was posting quickly before we left the cabin and didn't take the time to look. Sorry.

The singing is not terribly close or at least not very loud.

** spoiler omitted **

Do you want to continue with the plan to set up camp here since you don't know who the singer is? Or would you want to investigate the neighbors first?

Looking at their poorly hidden camp, Ashia whispers to Elwin, "You think We should go check it out?"

Sense Motive: 1d20 + 1 ⇒ (9) + 1 = 10
Stealth: 1d20 + 7 ⇒ (10) + 7 = 17
Perception: 1d20 + 7 ⇒ (9) + 7 = 16


Male Elf Rogue (1) [HP 9/9 | Fort +0, Ref +4, Will +1 | AC 15/12/13 | Perc +7 | Stealth +5 | Init +4]
Ashia Autumn wrote:
Looking at their poorly hidden camp, Ashia whispers to Elwin, "You think We should go check it out?"

Seeing the leaves falling off of the top of Ashia's bedroll, exposing the colors below, he could only imagine the poorly laid branches along his back showing just as much if not more.

"I think you are right. If we are to be caught, I would rather be caught on my feet, then laying down here." he whispered back. He then slowly moved the branches off of himself as to not make a sound, and then helped Ashia with her bedroll.

When finished the two slowly shuffled from tree to tree along the edge of the forest to investigate the voices.

Sense Motive: 1d20 + 1 ⇒ (7) + 1 = 8
Stealth: 1d20 + 5 ⇒ (1) + 5 = 6
Perception: 1d20 + 7 ⇒ (4) + 7 = 11


It's like the woman is in her element as she seems to notice things a split second before the elf and she actually is doing a good job of keeping out of sight. In fact, at one point, he's not sure where she's gotten herself to!

Assuming you don't just walk into the campsite of a stranger...

DM:
First: 4d20 ⇒ (1, 10, 6, 12) = 29
Second: 4d20 ⇒ (11, 7, 12, 2) = 32
Third: 4d20 ⇒ (11, 17, 12, 11) = 51

YD, DO, ER GR

As you approach the camp, the trees themselves seem to be preventing Elwin's quiet progress and as they get almost close enough to see a shielded and smokeless fire, the singing mercifully falters, then starts again.

Two more steps, and you both see a small camp, seemingly well-laid-out, with four bedrolls and the aforementioned tiny fire. A dwarf with thick black hair and an elaborately plaited beard of thick black hair sings as he sharpens a battleaxe. Across from him sits an elf with long golden hair and a quite bored expression. A shortbow and a rapier lie beside him and his hand rests on the pommel of the rapier, absently stroking the weapon.

You can try a single Sense Motive check.

If you beat DC 9:
The dwarf is trying to appear relaxed, but you can tell he's very tense.

If you also beat DC 14:
The elf is trying very hard not to look in the trees toward your location. He knows you are there.

Ashia Autumn:
You quickly take in the fact that there are more bedrolls than campers and it takes you just a moment to make out the movement in the trees of two individuals, circling in opposite directions toward you and your traveling companion. Imagine Ashia and Elwin at 12 on a clockface with the campfire in the middle of the clock. One can be seen sneaking at 4 on the clockface, the other sneaking at 7.

I won't assume combat is imminent, but for the sake of managing actions, let's proceed in that manner - one standard action, one move action, that sort of thing. You are up first.


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]

Ashia stops and turns to Elwin raising an open palm. Waiting for him to stop, she glances from side to side seeming to check out their escape route.

In what seems to be ages, Elwin finally stops moving as he see her single. Seeing this, Ashia holds up 2 fingers and points to behind her, motioning in the direction of the dwarf and elf. She then holds up two fingers, one in each hand. Pointing both fingers at the camp site now in front of them, she then divides her figures and sweeps one counter clockwise, and the other clockwise, finishing at 4 and 7 o'clock.

Ashia
Sense Motive: 1d20 + 1 ⇒ (8) + 1 = 9


Male Elf Rogue (1) [HP 9/9 | Fort +0, Ref +4, Will +1 | AC 15/12/13 | Perc +7 | Stealth +5 | Init +4]

Following Ashia's fingers pointing ahead, he see a dwarf sitting with an elf, starts to think, we can handle this. It is only two of them and we have the surprise on them.

Sense Motive: 1d20 + 5 ⇒ (18) + 5 = 23

But then he sees the dwarf slip while sharpening his blade, and relizes the dwarf is on edge. A feeling a dread quickly floods through his vains has his eye dart over to the elf. The quick flash of the elf's eye gives it away, as he relizes they know they are there.

Questions fill his mind, "Why are they just sitting there?", "Why are they on edge?" What is going on here?"

He looks back at Ashia as she swings her fingers appart and stops at 4 and 7 o'clock. It then hits him. They are trying to trap them!

Looking at Ashia with big eyes, he quickly points at her followed by pointing at him, and then pointing back the way they came. He then reaches down and pulls his rapier.

Standard Action
Moves 15 feet at 6 o'clock using the trees to hide.
Stealth: 1d20 + 5 ⇒ (8) + 5 = 13

Move Action
Pulls Rapier


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]

As if seeing the party trying to encircle them wasn't enough, Ashia's heart starts pounding in her ears as see see Elwin draw his blade and take off back the way the came.

Quickly taking stock of their situation, she realizes her best chance is to go slightly off from where Elwin disappeared into the underbrush. "Hold on." she said in a quick whisper to Timber who had climbed into her backpack.

Move action
Move 15 feet in the direction just to the right of the creature at 7 o'clock while using the trees to hide
Stealth Check: 1d20 + 7 ⇒ (19) + 7 = 26 (Timber in pack)

Standard Action
Ready an action to cast the spell "Command" if a creature other then a party member is at 10 feet and going move to within 5 feet of her.


Elwin: I'm not clear on your move. You are at 12, 'top of the clock' - are you wanting to retreat directly from the campsite, as in your personal 6 o'clock? 6 o'clock on the hypothetical clockface would put you on the far side of the camp, much more than a 15' movement. I'm going to assume you retreated. Let me know if that's not right.

Ashia: I'm picturing your movement to be directly to your right so the creature circles between you and the campsite? Proceeding with that assumption, let me know if that's incorrect.

Ashia Autumn:
The sneaky fellow appears to have elven blood. He has a readied bow and moves smoothly, but he's not terribly good at sneaking. You easily can follow his progress as he moves - he's just past 9 o'clock now, still a good 30' from you. Unfortunately, your movement has made it more difficult to follow the other sneak, so you've lost track of him.

DM:

First: 4d20 ⇒ (3, 1, 16, 8) = 28
Second: 4d20 ⇒ (5, 12, 4, 18) = 39
Third: 2d20 ⇒ (11, 18) = 29


In the keep

Here's that railroad I warned you about... The two pair of siblings wait to see if any more goblins follow the first few out as well as to let the first group get far enough out that they don't immediately give themselves away trying to follow them.

Please provide three stealth checks and three perception checks as well as survival checks if you are a tracker-minded character.


Slayer 1 [ HP 11/11 | AC 18 Tch 13 FF 15 | Fort +2* Ref +5* Will +1* | CMD 18 | Init +7 | Perc +7, darkvision | Effects: ]

Stealth: 1d20 + 4 ⇒ (8) + 4 = 12
Stealth: 1d20 + 4 ⇒ (8) + 4 = 12
Stealth: 1d20 + 4 ⇒ (13) + 4 = 17

Perception: 1d20 + 7 ⇒ (12) + 7 = 19 Darkvision
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Survival (forest terrain): 1d20 + 7 ⇒ (8) + 7 = 15
Survival (forest terrain): 1d20 + 7 ⇒ (2) + 7 = 9
Survival (forest terrain): 1d20 + 7 ⇒ (12) + 7 = 19


Arcanist 1 [ HP 8/8 | AC 13 Tch 13 FF 10 | Fort +2* Ref +3* Will +4* | CMD 14 | Init +3 | Perc +4 | Effects: ]

Stealth: 1d20 + 3 ⇒ (6) + 3 = 9
Stealth: 1d20 + 3 ⇒ (2) + 3 = 5
Stealth: 1d20 + 3 ⇒ (11) + 3 = 14

Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Perception: 1d20 + 4 ⇒ (2) + 4 = 6

Survival (aid): 1d20 + 2 ⇒ (12) + 2 = 14
Survival (aid): 1d20 + 2 ⇒ (11) + 2 = 13
Survival (aid): 1d20 + 2 ⇒ (5) + 2 = 7


Male Elf Rogue (1) [HP 9/9 | Fort +0, Ref +4, Will +1 | AC 15/12/13 | Perc +7 | Stealth +5 | Init +4]

Re reading the location of the creatures, I realized I had it wrong in my head. I was treating Ashia and Elwin as the center of the clock. I thought they were surrounded. With that in mind, I will correct the movement for Elwin to be along with Ashia. They will move together to the right, looking to put the guy on the right between them and the campsite. All actions and checks made by Elwin will still apply with this new direction. So Ashia and Elwin are side by side, with Elwin closets to the campfire and Ashia farthest away.

Elwin turns to Ashia, putting one finger up to his mouth.

Survival: 1d20 + 1 ⇒ (3) + 1 = 4 - To see if outside the path of the circling elf.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13 - To see if noticed by the elf

If not noticed and outside the cicling path
He motions to Ashia to squat down and not move. He will do so trying to hide and not move any more. He will ready an action to attack the elf if he or she gets within 5 feet.

Stealth: 1d20 + 5 ⇒ (4) + 5 = 9 - Hiding while not moving.

If noticed or inside the cicling path
he motions to Ashia to move farther to the right to get outside of the path and uses cover to stealth during movement.

Stealth: 1d20 + 5 ⇒ (6) + 5 = 11 - 1st 15' of movement
Stealth: 1d20 + 5 ⇒ (12) + 5 = 17 - 2nd 15' of movement


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]

Ashia follows Elwin's lead.

Survival: 1d20 + 1 ⇒ (6) + 1 = 7 - To see if outside the path of the circling elf.
Perception: 1d20 + 1 ⇒ (6) + 1 = 7 - To see if noticed by the elf

If not noticed and outside the circling path
She squats down try to hide. She will ready an action to cast "Command on the elf if he comes at them and is going to get within 5' of them.

Stealth: 1d20 + 7 ⇒ (4) + 7 = 11 - Hiding while not moving.

If noticed or inside the cicling path
She moves farther out to try to get outside of the circled radius.

Stealth: 1d20 + 7 ⇒ (10) + 7 = 17 - 1st 15' of movement
Stealth: 1d20 + 7 ⇒ (4) + 7 = 11 - 2nd 15' of movement


The one sneaking on your side pauses, listening and peering into the darkness, but he doesn't appear to be looking in your direction. His focus appears to be roughly the area you left - in fact, it's pretty obvious he didn't actually know where you were, exactly.

The other missing camper remains undetected.

Things might get interesting, so let's roll initiatives.


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]

Ashia pauses waiting to see they have been found.

Initiative: 1d20 + 5 ⇒ (20) + 5 = 25


Male Elf Rogue (1) [HP 9/9 | Fort +0, Ref +4, Will +1 | AC 15/12/13 | Perc +7 | Stealth +5 | Init +4]

Elwin holds his breath waiting to see if they have been detected or have lost their pursuers.

Initiative: 1d20 + 4 ⇒ (3) + 4 = 7


DM:
Initiatives: 6d20 ⇒ (1, 18, 10, 7, 14, 6) = 56

The team at the campsite is a bit ahead of the team at the keep, so we will need to push pause here until the siblings are caught up. Never fear, I think you will appreciate what's coming...

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Initiative Chart so far

07 Elwin
25 Ashia

Other actors will appear in the chart on their first action.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Sorry for the delay. Still haven't played with the rss feed yet

I agree, we have to stop them if they are up to no good. He follows the siblings out.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Perception: 1d20 + 3 ⇒ (4) + 3 = 7

stealth: 1d20 + 3 ⇒ (17) + 3 = 20
stealth: 1d20 + 3 ⇒ (8) + 3 = 11
stealth: 1d20 + 3 ⇒ (16) + 3 = 19

I don't see Lalandar having any Survival check. I don't know the bonus for it so I'll just leave it and do the survival roll with Talaledar. I looked it up, should be WIS right? Let me know if I did this wrong.

Survival: 1d20 + 1 ⇒ (15) + 1 = 16
Survival: 1d20 + 1 ⇒ (19) + 1 = 20
Survival: 1d20 + 1 ⇒ (9) + 1 = 10


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

I agree brother. I don't know their goals but Goblins are very rarely up to good. I will come last so as to help us keep up. She proceeds to follow her brother, trying very hard to be quite this time around. We both know that I am not the greatest at stealth. I will keep an eye on our back with my low-light vision.

Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Stealth: 1d20 + 1 ⇒ (7) + 1 = 8
Stealth: 1d20 + 1 ⇒ (13) + 1 = 14
Stealth: 1d20 + 1 ⇒ (7) + 1 = 8

Survival: 1d20 + 6 ⇒ (20) + 6 = 26
Survival: 1d20 + 6 ⇒ (11) + 6 = 17
Survival: 1d20 + 6 ⇒ (15) + 6 = 21


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

Too bad I can't just make Survival rolls with this character. I think I rolled 2 perfect 20s now out of like 6 rolls. I'll take that 1/3 chance in every.


Excellent! Yes, untrained Survival rolls are simply Wisdom checks, so you did it right.

I'm going to take the best check in each Survival set and use the other checks in the set as aid checks, so they don't all have to be great checks for overall success. Stealth penalties can be mitigated by letting them get more of a lead, but with those tracking checks, you should not have a problem.

I will bring this all together when I can make a post not using my phone.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

So where do you think they are headed? And remember to stay on the side through the gate. We were wary of a possible trap

Perception: 1d20 + 3 ⇒ (17) + 3 = 20 Trying to watch for the goblins ahead


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

Brother, be quiet. We must be wary of any Goblins following. Or possibly sitting back to watch their back trail, even if that's unlikely

Perception: 1d20 + 5 ⇒ (11) + 5 = 16 Watching for any goblins along the back trail.

she wouldn't get a bonus for her low-light vision would she?


No, just greater range than a human in the same situation.


The siblings have no trouble following the goblins through the darkening woods between their enhanced vision and the goblins' sheer disregard for their backtrail.

However, after following them for over a mile through the thick woods - they were savvy enough to avoid the road to the keep - you notice a few things all at once: a low campfire in the middle distance, a rather bad rendition of a dwarven drinking song you have heard, and the goblins have gone completely silent.

To prevent your blundering from alerting them to your presence, you had to let them go on ahead, but now they have effectively disappeared, other than their tracks, and you can't be sure if they are still moving or not.

Roll for initiative. The fun begins shortly.


Arcanist 1 [ HP 8/8 | AC 13 Tch 13 FF 10 | Fort +2* Ref +3* Will +4* | CMD 14 | Init +3 | Perc +4 | Effects: ]

Initiative: 1d20 + 3 ⇒ (6) + 3 = 9


Slayer 1 [ HP 11/11 | AC 18 Tch 13 FF 15 | Fort +2* Ref +5* Will +1* | CMD 18 | Init +7 | Perc +7, darkvision | Effects: ]

Initiative: 1d20 + 7 ⇒ (3) + 7 = 10


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Initiative Chart so far

25 Ashia
10 Tyhal No sooner than round two
09 Rhasadinar No sooner than round two
07 Elwin

Other actors will appear in the chart on their first action.


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

Initiative: 1d20 + 1 ⇒ (12) + 1 = 13


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

Obviously Lalandar is too busy trying to track the Goblins rather than pay attention


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Perception: 1d20 + 3 ⇒ (3) + 3 = 6 Trying to discern the location of where the Goblins stopped


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

Perception: 1d20 + 5 ⇒ (8) + 5 = 13 Trying to discern the location where the Goblins stopped


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

Is there anyway to prep the wood armor ability? I don't believe she's used it yet and I have a feeling with all the goblins, she might need it now. If you won't let me prep it, can I "cast" it as the feeling of war is starting? Or will you make me wait until my first turn? If you disagree that I've used it or won't let me then I guess I know what my first move will be when the battle starts.


I don't believe you have used your Wood Armor yet today, so you may use it now. As a supernatural ability that doesn't specify otherwise, I'm going to rule that it requires a standard action and does not have verbal or somatic components. If you find something that contradicts that general ruling, I will be happy to correct it for future cases. That means that, on your turn, you will be able to conjure the wood armor. If you did so while following the goblins, you would lag behind as you would have to stop for a moment to concentrate, but that is not necessarily a concern.

Short form: I assume you have the Wood Armor on at this time.

None of the siblings are successful in locating the goblins. They are not close enough to the camp to see much more than the glow of a small fire and they only hear the single voice.

Sense Motive DC 11:
The voice seems strained a bit as you listen, as though the singer were under some sort of stress.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Sense Motive untrained: 1d20 + 1 ⇒ (13) + 1 = 14


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

Sense Motive untrained: 1d20 + 2 ⇒ (10) + 2 = 12


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Initiative Chart so far

25 Ashia
21 Goblin archer
20 Dolral
13 Talaledar No sooner than round two
13 Eildrim
10 Tyhal No sooner than round two
10 Gaelreth
09 Goblin archers
09 Rhasadinar No sooner than round two
07 Elwin
06 Lalandar No sooner than round two
02 Yurbin

I decided to include the new actors for this round even though they have not acted.

Surprise Round
As the two travelers and the four siblings wait for some sign of what is to come, a shout comes up from the underbrush and arrows pierce the darkness around the campsite!

DM:
Init 21 attack: 1d20 ⇒ 111d6 ⇒ 3
Init 9 attacks: 1d2 ⇒ 22d20 ⇒ (1, 3) = 42d4 ⇒ (3, 3) = 61d2 ⇒ 12d20 ⇒ (18, 14) = 322d4 ⇒ (3, 2) = 51d2 ⇒ 22d20 ⇒ (10, 3) = 132d4 ⇒ (2, 3) = 5

The dwarf, unarmored in preparation for a night's rest, is hit by three arrows, surely wounding him badly, but seemingly only anger him as he yells out in pain.

The elf, who was actually facing the direction of the attack, is hit by three arrows, but two of them strike him at odd angles and fail to penetrate while the third draws blood. His hiss of pain is audible, but his reaction is to shout out, "Eildrim!"

At least one additional arrow can be heard as it completely misses the campsite and sails into the darkness well over both dwarf and elf.

End of surprise round, top of round one. Ashia's turn


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]

The arrows coming out of no where surprised Ashia. The sound of the quick intake of air as she gasped was hidden by the yell of the elf. Quickly gaining hold of herself, looks to Elwin not know if the arrows are from friends or foes.

Seeing that Elwin's gaze was not meeting her's she starts to look around for this new threat.


Standard Action
Ashia readies an action to cast "Command" on anyone other then Elwin who starts to enter 5 feet of space from her.
Move Action
Perception: 1d20 + 1 ⇒ (5) + 1 = 6 -> Looking for other creatures


The sound of a crossbow being worked can be heard from the trees and another arrow flies forth striking the dwarf again before he can react.

DM:
Init 21 Goblin: 1d20 ⇒ 131d6 ⇒ 4

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The twang of a bow can be heard in the trees. You don't see the resulting arrow, but you hear cries of surprise from where you think the archers are hiding and you see a goblin jump from the underbrush, only to hit the ground limply with a 3' yew shaft sticking out of his back. He's not moving.

DM:
Dolral: 1d20 ⇒ 121d6 + 2 + 1d6 ⇒ (4) + 2 + (2) = 8

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The elven archer that was sneaking in your general direction jumps and runs into the campsite to the other elf. Taking a knee between the other elf and the source of the arrows, he draws back confidently and sights down the arrow, waiting for a target to present itself.

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The stricken elf's hands fly through the weaving of a spell as he speaks words of power and his clothes seem to take on a momentary glow. In Common, "Goblins. We let ourselves be ambushed by bottom-feeders of the lowest order?"

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The sound of more bows twanging comes from the trees. Two target the archer protecting the other elf, striking him solidly. Two more appear to target the one he protects, but both are stymied by the presence of the elf protector. A last arrow digs into the ground right behind the dwarf that has still not reacted in the mere seconds since the attack began. The elven archer responds almost immediately, letting fly with his own missile, which disappears into the trees, passing just over the dwarf's head, and leading to a meaty thud and a scream of pain.

DM:
1d4 ⇒ 31d20 ⇒ 161d4 ⇒ 1
1d4 ⇒ 11d20 ⇒ 71d4 ⇒ 2
1d4 ⇒ 31d20 ⇒ 191d4 ⇒ 4
1d4 ⇒ 41d20 ⇒ 21d4 ⇒ 3
1d4 ⇒ 41d20 ⇒ 191d4 ⇒ 4

Perception v Stealth: 1d20 ⇒ 121d20 ⇒ 19
1d5 ⇒ 51d20 ⇒ 191d8 ⇒ 6


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Initiative Chart so far

25 Ashia => Readied action to cast spell
21 Goblin archer => Fire again
20 Dolral => Shoots goblin, down
13 Talaledar (No sooner than round two)
13 Eildrim => Moves and readies shot
10 Tyhal (No sooner than round two)
10 Gaelreth => Casts, offers snark
09 Goblin archers => Fire again, trigger readied action, Eildrim's new init is here, he drops a goblin
09 Rhasadinar (No sooner than round two)
07 Elwin =>
06 Lalandar No sooner than round two
02 Yurbin

First Round

Elwin is up!

Note: The siblings only action available this round is to move close enough to see/get involved next round, so feel free to state intentions to approach or prepare to attack for round two.


Male Elf Rogue (1) [HP 9/9 | Fort +0, Ref +4, Will +1 | AC 15/12/13 | Perc +7 | Stealth +5 | Init +4]

Elwin's eyes follow the arrows into the trees. "Goblins!" he thinks to himself. He starts moving off in the direction the elves are shooting turning only quickly to catch Ashia's eyes as he motions with an open hand with his palm pushing to the ground, the puts one finger to his mouth as if to quiet her by himself.

He turns back in the direction of the goblins, and tries to sneak around the side of them as to not get between the volleys of arrows being exchanged between the two parties.

"I hate goblins, and any elf trying to kill them, is a friend of mine. At least until the goblins are killed that is." he thinks to himself.

Skill Rolls:

Perception: 1d20 + 7 ⇒ (11) + 7 = 18 -> Locating the Goblins

Stealth: 1d20 + 5 ⇒ (18) + 5 = 23 -> (Move) Move 15' around Goblins
Stealth: 1d20 + 5 ⇒ (4) + 5 = 9 -> (Standard) Move 15' around Goblins

Perception: 1d20 + 7 ⇒ (2) + 7 = 9 -> Listening for the Goblins responding to him

He will move to within 10' of the goblins if possible while maintaining stealth. If he can't get that far, let me know how far he has to go.

Also I have been trying to put out more rolls just in case you need them. If they are too much, just use them in the order you need them.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

They will approach with about 10 ft between them. Assuming the siblings want to stay close to each other, my pair will take the right side of the approach. We will move as stealthily as we can trying to get within action distance.

Skill rolls if necessary:
Perception: 1d20 + 3 ⇒ (17) + 3 = 20 trying to locate goblins hiding spot

Stealth: 1d20 + 3 ⇒ (4) + 3 = 7 Trying to move as far and as quietly as possible


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

Skill Rolls if necessary:
Perception: 1d20 + 5 ⇒ (5) + 5 = 10

Stealth: 1d20 + 1 ⇒ (7) + 1 = 8

Survival: 1d20 + 6 ⇒ (20) + 6 = 26 Trying to track goblins still in case we missed seeing them.


Elwin:
The goblins are making quite a bit of noise now that their ambush has been sprung, so you can locate their general position fairly easily even though you can't really see them. On our imaginary clockface, you are starting around 10 or 11 and a couple squares back from the clearing. They are on the edge of the clearing spanning from 3 - 6 on the clockface. From your position, moving stealthily, you can get across the top of the clockface to around 1 - 2. From Elwin's new position, he can see a burly figure crouched down in the foliage peering toward the goblins. He has a battleaxe at his belt and a shortbow, arrow nocked, in his hands. Even in the shadows with only the firelight, you are pretty sure this is a second dwarf.He's about 10' in front of you; you estimate the nearest goblin to be about the same distance in front of this new actor.

Lalandar and Talaledar:
The goblins are making quite a bit of noise now that they are attacking, giggling and taunting the victims. Those being attacked must be giving out some pain, too, because you hear one of the goblin's taunts cut off with a gurgle, which gives you hope that you're not too late.

You start about 60' out, moving through fairly thick woods in the dark. If you are trying to move with stealth, your speed is halved, putting you about 30' from the goblins. You can easily get to a position where they are between you and the fire. Tyhal leads on the left with Rhasadinar following.

Stealth for Tyhal: 1d20 + 6 ⇒ (17) + 6 = 23
Stealth for Rhasa: 1d20 + 3 ⇒ (11) + 3 = 14

Goblin perception rolls: 5d20 ⇒ (9, 16, 13, 7, 3) = 48

As the four of you approach, one of the goblins jumps up yelling and points back at you - specifically Lalandar.

The oft-perforated dwarf can finally react, jumping to his feet with a scream of anger, "Y' little rats! Sneak around my campsite like the vermin you are and shoot me in the back! I'm gonna take the head off of your shoulders, each and every one of you!"

Brandishing his (newly-sharpened) waraxe, he charges toward the shooters, leaving a fairly significant amount of blood in a pool where he had been sitting.

DM:
Attack: 1d20 ⇒ 71d10 ⇒ 2

His attack barely passes over the head of his target, who giggles maniacally.


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Initiative Chart

25 Ashia => Readied action to cast spell
21 Goblin archer => Fire again
20 Dolral => Shoots goblin, down
13 Talaledar
13 Eildrim => Moves and readies shot
10 Tyhal
10 Gaelreth => Casts, offers snark
09 Goblin archers => Fire again, trigger readied action, Eildrim's new init is here, he drops a goblin
09 Rhasadinar
07 Elwin => Moves stealthily toward the goblins
06 Lalandar
02 Yurbin => Charges and misses a goblin

Second Round

Ashia is up! You are aware of no actors in your vicinity since both Eildrim and Elwin have moved in the last round. You can easily tell that both of the original targets are injured pretty badly, but it would take more time to determine how badly.


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]

"This is more than I thought would be here. I am scared we stumbled into something more than we can handle." she thinks to herself. "Where did Elwin go? I can't believe he would leave me here."

She then moves slowly in the direct Elwin disappeared, trying to not make a sound.

Actions with Checks:

Move Action
Perception: 1d20 + 1 ⇒ (4) + 1 = 5 -> Looking for sneaky people
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18 -> Moving 15' in direction Elwin disappeared

Standard Action
Ready action to cast "Command" on anyone other than Elwin that starts to enter within 5' (I keep saying that distance as to casting it just before the get in AoO range)


The sneaky people all chuckle as the oblivious witch walks right by them.

Ashia is able to roughly follow the elf's path to her left, but can't quite make him out in the darkness when she stops, a spell on her lips.

Ashia:
She can see into the clearing better - the injured dwarf stands on the far side of the clearing, slightly left of center (from her perspective; right of center on the map) and winding up for another swing. The two elves are still at the fire, one shielding the other, who appears to be a spellcaster. As she watches, a goblin stands and fires his crossbow at the dwarf at point-blank range, but the dwarf's axe moves faster. The question is who's aim is better...

-------------------------------

DM:

Yurbin AoO: 1d20 ⇒ 121d10 + 2 ⇒ (2) + 2 = 4
Goblin Attack: 1d20 ⇒ 171d6 ⇒ 4

The dwarf's axe strikes true, but doesn't fell the goblin. Badly wounded, the little humanoid still manages to put a bolt in the dwarf's right leg, eliciting another torrent of what might be very inventive dwarven curses, but no one speaks Dwarven to know for sure. ;-)

-------------------------------

Elwin:
You see the dwarf in front of you creep forward a little farther before popping up and firing his bow into the mass of goblins. Unfortunately, his foot slips and throws his aim off and the arrow is firmly embedded in a tree about 15' too high.

DM:
Dolral attack: 1d20 ⇒ 11d6 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9

The twang of another arrow being fired among the trees can be heard, but no accompanying scream of pain.

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