Rise of the Runelords Table 1 (Closed)

Game Master ElegantlyWasted


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Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

They are goblins, puny and weak ;) If memory of running goblins serves my right they only have like 6-7 health but a decent AC like skeletons.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Do we have a count on the goblins that I missed?


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Initial count was eight, Shae hit and killed one, Merrick killed two, Desna Knight killed one, and you at least hit one given your roll was higher than Shae's (which, as GM put it, "barely hit" the goblin she killed) though I can't speak for how alive it is. So of the original eight, 4 are dead and one is at least wounded, with Eloisa still having an attack before they get to react... or Calin or I attack for that matter.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Eloisa moves into the room and is as surprised as the goblins are. "How many different places are those things going to be hiding in, and who are the dead?" She fires off a Force Missile at a Goblin in the distance but not next to an ally.

Force Missile: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

-Posted with Wayfinder


Eloisa, you needn't roll for Force Missile; it automatically connects.

Rast, the Goblin you hit and the one that Eloisa pings with the Magic Missile are looking pretty beat up. I mean, it's sad if you think on it from the poor Goblin's perspective; here they were, just minding their own business after some killing and fun, burning some chopped up bodies when some murder hobos crash in and kill half their friends! Not cool, guys, not cool :)

Anywho, it's the Gobbo's turn.

Rast, the one you smacked is going to hit you back with it's dogslicer.

Goblin Attack: 1d20 + 2 ⇒ (8) + 2 = 10

Desna Knight, one of the Goblins will brave the reach of your glaive. Take your AoO. I'll roll it's attack but we will resolve yours first;

Goblin Attack: 1d20 + 2 ⇒ (5) + 2 = 7

The other two Goblins, one of them the one injured by Eloisa, pick up bottles of glass and hurl them at the group, one targeting Eloisa, the other Merrick.

Goblin Throw (Eloisa): 1d20 - 1 ⇒ (3) - 1 = 2

Goblin Throw (Merrick): 1d20 - 1 ⇒ (17) - 1 = 16

Apparently, these are NOT the most competent Goblins you've ever come across...they're actually Gerblins. They're a bit less evolved than normal Goblins >.>

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Oh I really want mine alive when it rolls back to me!! Personally I would be culturally sensitive but I doubt that Rast is as open minded.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

AoO: 1d20 + 6 + 2 - 1 ⇒ (1) + 6 + 2 - 1 = 8
damage: 1d10 + 7 ⇒ (8) + 7 = 15


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

"Goblins bleed and golbins cry, goblins burn and goblins die! Time to run, little cowards!" Asa yells at the pack in anger upon seeing the carnage they have wrought.

Intimidate: 1d20 + 6 ⇒ (1) + 6 = 7 ... well, that isn't very good... how to RP this...

The tone of her voice, however, is too jolly, and the lack of a balance breakfast - "Hah, try any breakfast," - almost makes the words inaudible above the sounds of the furnace. Face turning an ashen red, Asa slashes down at the goblin bold enough to approach the Desna Knight.

Melee Attack: 1d20 + 3 ⇒ (15) + 3 = 18 Looks like a hit, rolling damage.
Damage: 1d8 + 2 ⇒ (1) + 2 = 3 ... I hate you tonight dice....


DK, your AoO misses. Asa, you close in and hit, and it is now considered flanked.

Everyone else may take their action...I expect the Gerblins will be down before they get another chance.


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Merrick twitches his head to one side as the glass bottle goes sailing past his head.

"Hey! I'm the one that makes ranged attacks around here! Bad Goblin! Down!"

Full attack with rapid shot at the two Goblins that threw the bottles

Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 6 ⇒ (4) + 6 = 10

Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Darn, nat 1. Oh well, one hit!


Another one bites the dust! We'll say that one was NOT the one that Eloisa hit, leaving you with two injured Goblins and one that hasn't been hurt yet.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Shouldn't that be three wounded? I hit the one between DK and me, Eloisa hit one and Rast hit the last one.


Quite right, Asa, thanks.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Rast, with something that can be best described as a roar, drops his mace and attempts to grab the goblin he had just brained.

"Grahhahah"

Grapple: 1d20 + 3 ⇒ (19) + 3 = 22

I have not grappled much and my GM at the time probably hand waved a lot of it so here is what I want to do next round if that is the best way for it to work.

Rast grabs the smaller goblin by the throat and crotch and chuck him, with a laugh, into the furnace.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

The goblins were quite the suprise, and for a moment he stood there his mind trying to process everything. Arrows flew and Asa started to say something though he didnt quite hear her.... he rushed forward torwards the goblin Aloisa hit with her magic his flail whistling as he struck.

attack: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d8 + 3 ⇒ (4) + 3 = 7


Calin, you turn the Goblin into a gooey paste.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Shaedeen drops her crossbow, draws her rapier while closing with a surviving goblin, and tries to stab it in the head (flanking if possible; I won't add that +2 to her attack roll).

rapier: 1d20 + 5 ⇒ (1) + 5 = 6 for piercing damage: 1d6 ⇒ 5


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Eloisa fires another Force Missile at the creature she had hit previously. "Throw a bottle at me will you. I'll teach you."

Damage: 1d4 + 1 ⇒ (4) + 1 = 5


The missile of force impacts the same spot as before, but this time it blows apart the armor, and the flesh beneath!


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

The Knight moves to thit the goblin that so smoothly avoided his last attack to finish the job

attack: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14
damage: 1d10 + 4 + 3 ⇒ (6) + 4 + 3 = 13


Since the Goblin is flanked, you hit.

Rast, attemtptint a Grapple without relevant feats invites an Attack of Ollortunity...

AoO: 1d20 + 2 ⇒ (4) + 2 = 6

Which it badly whiffs.

You have Grappled the Goblin. There are more rules associated with it but I'm all about rule of cool so yeah, you chuck the Gerblin into the fire.

Well...that went quickly.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

"Burning goblin doesn't smell very good. Let's clear the room fast." The knight says beginning to look around for anything useful the goblins have hoarded here

Perception: 1d20 + 8 ⇒ (10) + 8 = 18

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Rast retrieves his mace from the floor and immediately look around for which direction to go next. Calming slightly he responds to Desna Knight with an air of confidence that is unusual for him.

"Burning goblin is better then the horror they were making. There must be more."

Is it bad that this is the most comfortable I have been? I pray it is Desna's hand.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Quickly flicking the goblin blood from her blade, Asa sighs.

"Decisive. I would wager these poor fellows were the folks that used to work here?" Asa gestures to the desecrated corpses that the goblins had previously been using to fuel their glassmaking. Asa examines the work, not expecting much in the way of quality.

Craft: Weapon: 1d20 + 9 ⇒ (12) + 9 = 21

"After all, only a goblin would think that making glass weaponry would be an improvement over previously owned gear compared to metal."


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Eloisa examines the bodies to make sure she doesn't know any of them. "I hope none of these people are Ameiko or the other young lady.

Perception : 1d20 + 8 ⇒ (17) + 8 = 25
I'd name the other girl, by Wayfinder doesn't make looking up stuff in previous posts very easy.

-Posted with Wayfinder


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

"Im beginning to think Master Hosk was right about the only good goblin is a dead one. "

Instead of worrying over the remains he kept focused on keeping his eyes peeled for more goblins.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Shaedeen retrieves her discarded crossbow, reloads it, and then accompanies Eloisa on her rounds to identify the dead townsfolk/glassworks employees. She lets the mage do the identifying; Shae's playing bodyguard and keeping an eye open for more threats.

Perception: 1d20 + 5 ⇒ (3) + 5 = 8


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

As the others keep watch and check the bodies, Merrick wants to check out the alcove and weird glass piece you mentioned, GM.


You all find exactly what you would expect to on the Goblins; small sized weapons and armor, most of which are of poor quality. Altogether you can salvage maybe a hundred gold worth of equipment from the Goblins.

Those of you looking about the room notice a pair of doors on the same wall as where you came in, to the left of where you are now looking (so they would have been to the right of where you came in). They are closed.

Amongst the bodies is neither Ameiko nor Agustianna. They do appear to be laborers, from their dress. Likely they were simply innocent victims in the wrong place at the wrong time.

Merrick, here you find a true horror. What is inside the glass used to be a man, but now it is macabre art. You recognize the man that was yelling at Ameiko just last night; Lonjiku Kaijutsu.

It is difficult to recognize him, however. He is bound to a chair, and the chair itself apparently had been drenched in molten glass. Upon hardening, it came to resemble a throne of shards. But what was done to the man inside....

You can see areas where his the glass burnt him to the bone, his flesh melting into the glass in a grotesquely beautiful fashion. The only thing that makes him recognizable is the fact that he bowed his head as it was happening, and his face was spared the worst of it.

Before you can relay this to the others, however, the doors that Calin and Shae noticed burst open! Streaming forth are a squad of ten Goblins, and one humanoid male, with long black hair tied in a ponytail and pointy ears.

He points to your group and utters a phrase in Goblin;

Goblin:
"I'll deal with the ones in heavy armor. You take the lesser ones!"

New Bad Guy Initiative: 1d20 + 7 ⇒ (12) + 7 = 19

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Are we rolling our own initiative this time or should we roll?


We're just going to use your initiative from last time. This is technically the same fight. So the Initiative order will now be;

    Initiative
  • Shae
  • Rast
  • New Bad Guy
  • Merrick
  • Eloisa
  • Desna Knight
  • New Goblins
  • Calin
  • Asa

So you and Shae are up, Rast.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Seeing the larger group enter the room Rast contains his mounting anger at what has been done to gently rest his hand on Asa.

"Use Desna to guide your hand and strike true."

Rast grants Bit of luck on Asa.

For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

"He says that he'll take care of those in armor, and the gremlins can take care of us lesser ones."

-Posted with Wayfinder


I might be gone the rest of the day, so I'm going to post Merrick's action. If anything happens to change it, we'll figure that out later.

Merrick barely has time to process the gruesome sight in front of him. Thankfully, a host of enemies has appeared to provide an outlet for his wrath.

"MURDERERS! Find mercy with your god, for you'll find none from me!"

Merrick is young, but he's not stupid. Goblins delight in cruelty, but it's simple cruelty. This man that's with them...he is more than likely behind them, and behind the terribly thing in the alcove.

Merrick doesn't even have to think about it. He draws and looses, quick as thought.

Full Attack, Rapid Shot, both at the guy.

Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Crit Confrim: 1d20 + 6 ⇒ (18) + 6 = 24
Crit Damage: 1d8 + 6 ⇒ (4) + 6 = 10

Well...if all three hit that's 27 damage...not bad, makes up for that nat 1!


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Also posting my turn early to keep things flowing.

Seeing the glass throne's contents, Asa bows her head. "I suppose that answers the question on how long the goblins have been at work here." Shaking her head in frustration, she points to it with her falcata.

"Well, if the old man was the leader it would seem that he has been deposed. If not, then I imagine he got a similar letter to Ameiko's. Her brother has some serious questions to answer I think."

Before she can continue her line of thought, the next wave busts into the room.

"Well, it seems our mysterious humanoid king of goblins makes an appearance. Try not to bleed to death before we can get answers from you."

Turning to one of the goblins, she aims for misformed creature's neck in an attempt to slice the head clean off.

Using the luck from Rast to on the attack roll.

Melee Attack Roll 1: 1d20 + 3 ⇒ (8) + 3 = 11
Melee Attack Roll 2: 1d20 + 3 ⇒ (18) + 3 = 21

Second connects I think, pity it wasn't one higher to threaten critical.

Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Think that will work, assuming they all don't decided to target me and roll really well... remember though that my AC is higher than normal thanks to Eloisa's mage armor.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Shaedeen figures she's one of the 'lesser ones' as a goblin looks her way in malice. She tries to put a crossbow bolt between its beady eyes. Then she drops her crossbow, steps back, and draws her rapier.

light crossbow: 1d20 + 5 ⇒ (14) + 5 = 19 for piercing damage: 1d8 ⇒ 6 plus sneak attack precision damage: 1d6 ⇒ 6

Sorry for the delay in posting. Assuming goblin flat-footedness and sneak attack goodness, that's 12 points total damage. (Not bad for a 'lesser one.')


Shae, the Goblins are in fact flat-footed, so you put the bolt exactly where you aim it and the Goblin drops wordlessly.

The Goblins don't get to go yet, but the man (Elf? Feel free to roll Knowledge Nature to see if you can identify his race) leading them does. He rushes over to Calin, attempting to clap his palms around Calin's ears and stun him.

Stunning Fist: 1d20 + 7 ⇒ (12) + 7 = 19

That's a definite hit! Calin, he deals you Damage: 1d6 + 1 ⇒ (2) + 1 = 3 points of damage, and please make a Fortitude Save, DC 14, or be Stunned for 1 Round.

Merrick, as he strikes Calin, both your arrows veer straight for this person. However, in an impressive acrobatic maneuver, he manages to strike the first one with the flat of his palm, deflecting it and avoiding the hit. The second one, though, hits him straight on, catching him in the ribs. That one definitely hurt!

He uses Deflect Arrows. In my head, he doesn't know which one would be the crit, so since both were going to hit him, he deflected the first one.

Next up is Eloisa and the Desna Knight.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

fort save DC 14: 1d20 + 6 ⇒ (8) + 6 = 14


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Eloisa move to where she can get as many goblins in her cone as possible, and then casts Burning Hands on the stinky little creatures. "Goblins burn and goblins stink." She says in a sing song voice. I think Asa is rubbing off on me.

Fire Damage: 2d4 ⇒ (2, 3) = 5
Reflex Save 16 for half


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

"So you are to blame for these goblins, may the Lady of graves have mercy upon you." The Knight says as he charges his opponent.

Attack: 1d20 + 6 - 1 + 2 ⇒ (9) + 6 - 1 + 2 = 16
Damage: 1d10 + 4 + 3 ⇒ (6) + 4 + 3 = 13

Ac is one less due to -2 from charge and +1 from shield of blades


Okay.

Goblin Reflex Saves: 1d20 + 2 ⇒ (12) + 2 = 14

The Goblins fail their save. Since they have yet to move I'll say you can hit 5 of them. They're not thrilled about that.

Two of the Goblins approach the Desna Knight, inviting attacks of opportunity. Two attempt to grapple Calin. Two attack Rast, two attack Asa, and one goes after Eloisa. I'll allow your AoO's before rolling the Goblin's attacks; Calin, they provoke when they attempt to grapple you.

Rast Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Rast Attack: 1d20 + 2 ⇒ (2) + 2 = 4
Asa Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Asa Attack: 1d20 + 2 ⇒ (1) + 2 = 3
Eloisa Attack: 1d20 + 2 ⇒ (1) + 2 = 3

...and boy did I roll utter garbage.

I guess one of them hits Rast.
Damage: 1d4 ⇒ 3


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

AoO: 1d20 + 3 ⇒ (2) + 3 = 5 Well, guess I should be grateful that I didn't roll a one at least. If I remember correctly I only get one AoO per round vs the first thing that would trigger it, but in case I am misremembering that I will roll a second one.

AoO 2: 1d20 + 3 ⇒ (4) + 3 = 7 ... thanks dice gods for doubling my roll from last time... anyway, target one of the two that attacked me for my previously posted action, with preference of an unwounded one.


So, I'll let you roll your normal attack, Asa, but only Calin and DK got AoO's; DK for a reach weapon and Calin because they don't have Improved Unarmed Strike.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool
GM Wasted wrote:
So, I'll let you roll your normal attack, Asa, but only Calin and DK got AoO's; DK for a reach weapon and Calin because they don't have Improved Unarmed Strike.

Thanks for the clarification, at least I am not wasting my good rolls on the attempt.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Asa would also need combat reflexes to make two AoO :p

The knight tries to swing at both goblins.

AoO 1: 1d20 + 6 + 2 - 1 ⇒ (18) + 6 + 2 - 1 = 25
damage: 1d10 + 4 + 3 ⇒ (10) + 4 + 3 = 17

AoO 2: 1d20 + 6 + 2 - 1 ⇒ (6) + 6 + 2 - 1 = 13
damage: 1d10 + 4 + 3 ⇒ (7) + 4 + 3 = 14

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Rast takes a swind at the goblin that struck him.

"You got one hit, that is all."

H Mace Power Attack: 1d20 + 3 - 1 ⇒ (15) + 3 - 1 = 17
Damage: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

As the mace connects Rast smiles.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

AoO trip: 1d20 + 5 ⇒ (3) + 5 = 8


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Shaedeen moves to place herself between Eloisa and the goblins she managed to burn, stabbing at one of the crispy critters.

rapier: 1d20 + 5 ⇒ (16) + 5 = 21 for piercing damage: 1d6 ⇒ 3


Calin, your trip misses. DK, one of your AoO's is successful and you neatly separate the Goblin's head from it's shoulders. Shae, you manage to exploit an opening, doing enough damage to bring it down. Rast, bone crunches as you send the Goblin sailing to land in a heap.

Goblin Grapple: 1d20 ⇒ 17
Goblin Grapple: 1d20 ⇒ 7
Goblin Attack DK: 1d20 + 2 ⇒ (19) + 2 = 21

One of the Goblins hits the Desna Knight for Damage: 1d4 ⇒ 4 points if damage.

Calin, seeing the ineffectiveness of his stun attempt and the Goblin's attempt to harm you, the man in front of you will Leah out twice to try to hit you.

Flurry of Blows: 1d20 + 5 ⇒ (12) + 5 = 17
Flurry of Blows: 1d20 + 5 ⇒ (18) + 5 = 23

One hits for Damage: 1d6 + 1 ⇒ (5) + 1 = 6 points of damage!


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Merrick quirks an eyebrow.

Well that was new...damn it, Calin is in danger!

Observing the situation, Merrick makes a decision. He swings his bow swiftly and smoothly, targeting the surviving Goblins that are attacking the Desna Knight and Rast.

Full Attack, Rapid Shot, Deadly Aim, Point Blank Shot, Precise Shot
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 6 ⇒ (4) + 6 = 10

His arrows strike true!

That should free them up.

"Help Calin! Let's bring that bastard down!"

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