Sheogorath's Mistrial: Oblivion (Inactive)

Game Master Sazar the Orator

Sheogorath has taken it upon himself to re-write the history of Uriel Septim and the Amulet of Kings.


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Human Adept 1 / Rogue 3 | AC-16 T-13 FF-13 | HP 24/24 | F +1 R +6 W +5 | Init +3 | Perc +10 (+11 vs. traps)

"Fine." he huffs. "Just get your papers and let us get on with this..." Fa'zakar eyes the inn but does not veer towards it.


"The rain is nice, we would not mind travelling in it. Sleep is good though, and we have been through much this day. Bends The Willows was indifferent to the conditions. Dark or light, rain or shine, it mattered not. There was much to be done, and he had a feeling that those things would take plenty of time to run their course. Whether or not they slept now meant whether or not they would catch the better parts of it.


The group begins to move along the path as a unit. The lightning cuts the sky open every five steps or so, and the rain is falling just enough to muddy the path. No guards are anywhere to be seen since they left Weye- whether they are concealed by the storm or are all somewhere else is uncertain.

Not long after Weye disappears into the rain and dark of night behind them, they reach a split in the road with a road sign. One arrow points north towards Bruma, another extends forward to Chorrol, and two point to go along the south path. Skingrad is listed, and then Kvatch.

Roll survival for me guys


Male AC-16 Touch-12 Flat-14 (+4 against incorporeal) // HP 9/9 //Saves *All +2* // Binding Darkness 7/7 --Relevant stuff--

Survival: 1d20 ⇒ 16
I'm not trained, neither I have a skill point. Just pointing it out.


That's ok Nessus for this type of check I'm not worried about it


Human Adept 1 / Rogue 3 | AC-16 T-13 FF-13 | HP 24/24 | F +1 R +6 W +5 | Init +3 | Perc +10 (+11 vs. traps)

Survive!: 1d20 + 1 ⇒ (16) + 1 = 17

The cat follows the sign towards Kvatch...


Female Breton Undead Scourge | HP 12/12 | Smite 1/1
Stats:
AC 20, Touch 12, Flat-Footed 18, CMD 17 | SR 14 | Fort +4, Ref +2, Will +1| Init +2 | Perception -1

Evelyn continues, determined, to Kvatch.

Survival: 1d20 - 1 ⇒ (10) - 1 = 9


As the group moves left down the path the feel the rain begin to lessen ever slightly and the air no longer feels as thick as a storm usually causes. They could see a fort just off in the distance beyond the sign, but no marauders or bandits in sight. It was safe to turn- the storm most likely had the occupants inside.

Then- you both hear and see it. A mud crab walking its way towards you, clicking its claws and heading right for all of you.

It was big- almost as tall as to most of your knees. You could tell its shell was rough, and the appearance of a few white scars across the top most likely showed the history of other fighters it may have killed, or, at least, scarred and escaped from.

A thunder bolt cracked through the air and the rain picked up once more, almost deafening the clicks of the mud crab's claws.

roll initiative

Initiative for MUD CRAB BABY: 1d20 - 2 ⇒ (12) - 2 = 10


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Female Breton Undead Scourge | HP 12/12 | Smite 1/1
Stats:
AC 20, Touch 12, Flat-Footed 18, CMD 17 | SR 14 | Fort +4, Ref +2, Will +1| Init +2 | Perception -1

I've fought mudcrabs more fearsome than you!

Initiative: 1d20 + 2 ⇒ (5) + 2 = 7


Male AC-16 Touch-12 Flat-14 (+4 against incorporeal) // HP 9/9 //Saves *All +2* // Binding Darkness 7/7 --Relevant stuff--

Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Even at max difficulty and by going unarmed, I defeated a mudcrub at Oblivion. It was pretty lethal.
Untrained Knowledge (Nature): 1d20 + 4 ⇒ (11) + 4 = 15


What do you want to know, Nessus?


Male AC-16 Touch-12 Flat-14 (+4 against incorporeal) // HP 9/9 //Saves *All +2* // Binding Darkness 7/7 --Relevant stuff--

I just want to know if is vulnerable to mind-affecting general spells. Does it has a mind?
But tell me whatever you want.


Human Adept 1 / Rogue 3 | AC-16 T-13 FF-13 | HP 24/24 | F +1 R +6 W +5 | Init +3 | Perc +10 (+11 vs. traps)

Init: 1d20 + 4 ⇒ (2) + 4 = 6
"That could be our dinner if not for this rain. How could we start a fire in this?!" he growls as he draws his weapon for battle.


It is! It is particularly weak to suggestion, and does have just enough intelligence in this regard for mind affecting spells. Your knowledge check is just enough for me to tell you that :P

Turns in order then will be Nessus, Mud Crab, Evelyn, Fa'zakar so far. Just waiting for Bends the Willows. Nessus go ahead and attack, I don't think anyone will beat your initiative lol


Male AC-16 Touch-12 Flat-14 (+4 against incorporeal) // HP 9/9 //Saves *All +2* // Binding Darkness 7/7 --Relevant stuff--

"Watch out! It is a... mudcrub. For a moment I thought we had a problem. Let's handle it."
Ranged touch attack, Binding Darkness: 1d20 + 2 ⇒ (17) + 2 = 19
I think it's enough to say it's entangled.
"Strike when the darkness vanishes!"
Nessus follows by moving behind Evelyn, rolling for stealth since there is concealment due to the Binding Darkness effect.
Stealth: 1d20 + 4 ⇒ (7) + 4 = 11.


Mudcrab Perception to your Stealth: 1d20 + 1 ⇒ (19) + 1 = 20

The Mud Crab cannot be seen, but its clicking is heard as it approaches.

Click click click click

You hear its legs scurry as it approaches Nessus in retaliation for the cast. It does not require a knowledge of the creature's origin or habit to know that whatever was done to make it move so slow, it does not enjoy it.

Mud Crab Attack at Nessus: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Damage If Successful: 1d3 ⇒ 2

The Mud Crab's large pincer made its way for Nessus' calf, but Nessus' knowledge of the creature allowed the attack to be anticipated.

Simply moving his leg up and around the claw, the pincers closed on nothing but air. Furious, the Mud Crab slapped the pincer to the path as another bolt of lightning streaked the sky and rain patted against its hard shell. Its googly eyes turned to Evelyn, and she could almost feel the frustration of the creature to the point that it felt as though it had dried the rain that soaked her with its hate.

Nessus your attack was more than enough to be successful. The Mud Crab will not be making stealth checks, so only the most basic mechanics of concealment apply for this round. Good move- unfortunately even at half speed the bastard is within range of you, and its perception allows it to see you to retaliate. Unfortunately for Mr. Krabs here, it sucks ass, and quite clearly did not hit you.


Human Adept 1 / Rogue 3 | AC-16 T-13 FF-13 | HP 24/24 | F +1 R +6 W +5 | Init +3 | Perc +10 (+11 vs. traps)

Fa'zakar draws his rapier and strikes for a soft spot...
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Crit confirm: 1d20 + 4 ⇒ (5) + 4 = 9

Damage: 1d6 + 2 ⇒ (6) + 2 = 8
crit damage?: 1d6 + 2 ⇒ (2) + 2 = 4


Fa'Zakar the crit did not confirm against the 12 AC, but you did definitely hit it. Since the Mud Crab is concealed under binding darkness there is a 20% chance for you to miss, still

Anything At or Under 80 Hits: 1d100 ⇒ 56

The Mud Crab recoiled as the rapier penetrated it just next to one of its scars. A sickening crunch clicked with lightning and the rain.

The Mud Crab appeared significantly weakened, but still eager to continue its assault.


Female Breton Undead Scourge | HP 12/12 | Smite 1/1
Stats:
AC 20, Touch 12, Flat-Footed 18, CMD 17 | SR 14 | Fort +4, Ref +2, Will +1| Init +2 | Perception -1

Evelyn moves to an advantageous position and lets lose on the creature.

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

Move Action: Move into flanking position and draw my longsword and shield. If I provoke for moving, refer to acrobatics.
Standard Action: Shield Bash

Acrobatics: 1d20 + 2 - 7 ⇒ (3) + 2 - 7 = -2

Well... no harm in trying? XD

Shield Attack: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Shield Damage: 1d6 + 5 ⇒ (1) + 5 = 6


Attack of Opportunity: 1d20 - 2 ⇒ (9) - 2 = 7
Damage: 1d3 ⇒ 3

As the shield smashes into the mud crab it gives one last grab after Evelyn. The claw does not even make it to her, but instead falls with dead weight against the shield.

Nessus' Binding Darkness fades from the mud crab. Its legs retract and it falls over to its side as its giant pincers thud to the muddied path. The Mud Crab is dead, and will no longer bear any more scars.

Well done gents!


As the Mud Crab gives off a slight drum-like sound with the dying rain, a man emerges from just out of sight of the group.

He is waving to all of you with wide eyes in a green tunic and brown pants. He has a cheap sack slung across his back and appears both excited and terrified

Oi! Holy cow! You guys actually killed it! That thing has been chasing me since I left Skingrad! I've dodged it here or there, but it always comes back. It seems bigger than most, but now that it's dead, well, here!

The Imperial brushes sweat from his brow and rubs an anxious hand through his brown hair. He slings his bag from his back and you can hear the clinking of glasses or bottles inside.

He pulls four Potions of Magic Fang, two in each hand, and begins handing one to each of the group members.

It isn't much, but this should at least keep you guys safe through the night. Oh, I'm Erik, by the way. I'm a guide and traveler here in the Cyrodillic Empire! You guys need help or directions going anywhere in particular? I know just about everything regarding the lay of the land! As a Path Finder member, it's kind of expected, you know?

The man is still somewhat jogging in place as he slings the pack back over his back, with sweat still pouring from his forehead from anxiety.

Alright guys- you each get one simple or so question to ask the guide. This does not have to just concern the main quest, however the answers are restricted within reason to the question. *I Robot Mode Engaged* He also will appear from time to time to give hints on where you SHOULD go, or his own advice on what should happen.


Male AC-16 Touch-12 Flat-14 (+4 against incorporeal) // HP 9/9 //Saves *All +2* // Binding Darkness 7/7 --Relevant stuff--

"Don't worry Erik, we are travelling without a bunch of guard behind our back, we are supposed to be able to take care of our self. Remember that mudcrubs are slow at changing direction; just proceed with a zigzag pattern and they'll have an hard time.
You said that you are a guide, and you also come from Skingard; aside the mudcrub, is there any problem on the road?
"
Nessus takes one of the potion, not sure on how it will be used, exception made for a good sell.
Then he turns to Fa'zakar:"You said dinner? I'm hungry! Does anyone know how to cook a mudcrub?"
If anyone wants my potion feel free to ask, because for me it's just a 25 gp coupon at the Ye'Olde Magic Shoppe.


Well... There has been a bit of a goblin problem in the Forests of Cyrodill. When I say I came from Skingrad, I mean that lightly. The city is closed. Between agents trying to assassinate the Count and goblins storming the gates... That and Oblivion together, well, Count Hassildor is a cautious creature. He took all the remaining citizens in to his keep and locked it shut. Guards don't even patrol the city anymore, they are all holed up in his massive keep as a final defense.

The guide looked up to see that the last bits of sunlight had faded, and, actually, the night had become quite dark as the rain spilled its last few drops and the storm blew over to somewhere else.

It is getting quite dark- do you have a way to make camp or an inn to attend?


Human Adept 1 / Rogue 3 | AC-16 T-13 FF-13 | HP 24/24 | F +1 R +6 W +5 | Init +3 | Perc +10 (+11 vs. traps)

"Oh, we had an inn to attend - back there in the last town. But we are in a hurry and so we pressed on. I don't mind the dark...it was the downpour that rubbed me the wrong way." If the group decides to make camp, he will attempt to find some dry firewood and get a campfire started.


Oh yeah storms can get quite bad on some days. Hopefully it doesn't get any worse than it did today. Alright, well I'm going to be on my way, good luck!

Erik took off in a flash down the path, leaving the group with their potions of magic fang.

You have approached 6 hours of movement. You can move forward for another hour or so and try to find an in, you can make camp now and rest, or you can continue moving forward past 8 hours and become fatigued.


Human Adept 1 / Rogue 3 | AC-16 T-13 FF-13 | HP 24/24 | F +1 R +6 W +5 | Init +3 | Perc +10 (+11 vs. traps)

1 vote for finding an inn, then camping if we don't...


Based on all of your perceptions and survival rolls at the beginning of the day "this evening" there are no inns within a non-fatigue causing distance you can reach. There are several dungeons you could possibly enter, clear, and sleep in, or you can make camp.


Male AC-16 Touch-12 Flat-14 (+4 against incorporeal) // HP 9/9 //Saves *All +2* // Binding Darkness 7/7 --Relevant stuff--

I have no time now, but Nessus goes with enter dungeon, clear, sleep.


You guys can hash it out in discussion, in character, or split up.


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Female Breton Undead Scourge | HP 12/12 | Smite 1/1
Stats:
AC 20, Touch 12, Flat-Footed 18, CMD 17 | SR 14 | Fort +4, Ref +2, Will +1| Init +2 | Perception -1

"Clearing the land of whatever danger lies in these caves and getting a place to rest seems like a good deal. Thoughts, new companions?"


Nessus and Evelyn, based on your survival rolls you see a large Ayleid Ruin not more than ten minutes ahead of you- it is Ceyatatar.

Fa'Zakar you know that to the east of your location is a Shrine to Clavicus Vile, and that they most likely have a fire and would welcome you under their protetction... for a price...

Bends the Willows, you can go with Fa'Zakar, Nessus, Evelyn, or your own way

Be sure to designate a spot to meet up for when you guys get up so far away from one another in the morning, guys. Though you are allowed to separate somewhat, you will need to be together before Kvatch. Nessus, gimme a local knowledge roll to have an "inspirational" idea on how that might work


Human Adept 1 / Rogue 3 | AC-16 T-13 FF-13 | HP 24/24 | F +1 R +6 W +5 | Init +3 | Perc +10 (+11 vs. traps)

"I know there is a temple close by that will offer us shelter for a small price, but I also know we should stick together. So let's go clear out ruin - maybe we'll even find something useful in there..."


The group moves together upon the Ayleid Ruin known as Ceyatatar.

It's stone white walls rise and fall as the moon's light now dances off the foreign stone. Remarkable craftsmanship was revealed in hand detailed designs on each individual stone, and each of the members of the group could only imagine what the ruin looked like before time and war destroyed them.

You all walk unassaulted up the winding dirt path and then the white Ayleid stairs- at the top another staircase spirals down into a stone door that is engraved with the insignia of Ayleid forts- A sprawling light blue and glowing tree with multiple branches on each side wrapping around the door.

Nessus carefully pushes the door open, waving in the other members of the group with Evelyn moving in first, shield raised.

Alright guys, show me how you want to clear this. Stealth? Slaughter? Tactics? I would advise stealth checks and whispers, as for now the Ayleid Ruin is considered darkness level, and you have no idea what is in here.


Female Breton Undead Scourge | HP 12/12 | Smite 1/1
Stats:
AC 20, Touch 12, Flat-Footed 18, CMD 17 | SR 14 | Fort +4, Ref +2, Will +1| Init +2 | Perception -1

Evelyn whispers very quietly to the others.

"I think we can handle anything in here in a fight. If any of you feel up to scouting ahead, though, it couldn't hurt."

Then, after just a moment's pause, she continued.

"Do any of you have a torch that you can hold in combat or perhaps a spell to make light? It's far too dark in here to fight efficiently. Or walk for that matter."


Male AC-16 Touch-12 Flat-14 (+4 against incorporeal) // HP 9/9 //Saves *All +2* // Binding Darkness 7/7 --Relevant stuff--

Nessus drops his backpack (now he is in light load) and extract a sunrod.

Sunrod:
This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.

He then follows by breaking it.
Perception: 1d20 ⇒ 14
Nessus attempts to listen to unusual sounds, and with the light from the sunrod he also try to look for something like traps.
Light here, Evelyn. I'll keep this sunrod inside my robe, just in case someone, or something, might see us. I have another if it's useful. I'll go a little ahead, wait a minute.
Assuming Nessus hasn't noticed anything, he covers the sunrod, and starting from the door, he proceed up to the point where he was able to see clearly (30 ft or right before a corner).
Otherwise he remains at the door to analyse the situation.
Stealth if moving, then perception from the other position: 1d20 + 7 ⇒ (17) + 7 = 241d20 ⇒ 1
D'oh!
I'm still low on internet, I'll try to do as much as a I can every post.


Human Adept 1 / Rogue 3 | AC-16 T-13 FF-13 | HP 24/24 | F +1 R +6 W +5 | Init +3 | Perc +10 (+11 vs. traps)

Fa'zakar was going to scout ahead, but the wizard wanted to go first, so the khajiit let him. Still, he dropped into a stealthy stance and followed quietly.
Stealth: 1d20 + 11 ⇒ (11) + 11 = 22
Perception: 1d20 + 5 ⇒ (17) + 5 = 22


Since you are moving as one unit right now, I'll be fair and assume anything Fa'zakar sees more so than Evelyn or Nessus would be shared at a whisper with the group, so though it says Fa'Zakar, please consider to see it as yourselves too.

??? Perception: 1d20 - 1 ⇒ (1) - 1 = 0
??? Perception: 1d20 - 1 ⇒ (9) - 1 = 8
??? Perception: 1d20 - 1 ⇒ (2) - 1 = 1
??? Perception: 1d20 - 1 ⇒ (18) - 1 = 17
??? Perception: 1d20 - 1 ⇒ (12) - 1 = 11
??? Perception: 1d20 - 1 ⇒ (19) - 1 = 18

As you all move quietly along the ledge, you see an opening from the old awning revealed by the dim glow of Nessus' Sunrod. It's a small opening and below surrounding a fire are six small goblins cackling to one another as they spit roast a deer most recently caught. The smell is fresh and an enticing aroma to the group who has not eaten in the past six hours.

Fa'zakar also notices that at the end of the awning is a barrel vault stairwell with a log trap and switch awaiting them should they activate it-
Or should something else activate it instead.

Well done on your rolls guys!

Below are plenty of beds and a chest smeared with blood behind what appeared to be the leader of the goblins. It had a single white streak diagonally painted across its face and a simple short sword in its hand.

Cots galore also surround the indoor spit roast, and what appears to be a dead mage is acting as the supposed leader's seat cushion atop his bed.

Let's see what your TRUE METTLE is :)


Human Adept 1 / Rogue 3 | AC-16 T-13 FF-13 | HP 24/24 | F +1 R +6 W +5 | Init +3 | Perc +10 (+11 vs. traps)

If we trigger the trap, is it positioned to fall in the goblins below, or is it aimed towards us (or nothing at all right now...)?

Fa'zakar eyes the trap, makes a quick calculation or two in his head, and if it will activate on the goblins below, he will motion towards his new colleagues and then activate it on the count of three...

If the trap would not cause any harm to the creatures below, he will draw his bow, take aim at the leader, and send it a two-foot long, iron-tipped welcome.
Ranged attack vs. FF: 1d20 + 4 ⇒ (4) + 4 = 8
Damage + sneak attack: 1d6 + 1d6 ⇒ (6) + (1) = 7
(ugghhh...let's hope the trap is a better option! That attack rolls stinks!)


The trap works in that as soon as you reach the top of the stairs it would swing down and hit you all in the back, but as soon as the goblins reach the stairs it would hit them all in the front.

You can go with the trap instead. Since your arrow missed, you can consider that to be the way they learn of your presence. You may not be able to tell from the description, but the only way for them to reach you is by coming up the stairs.

Goblin Leader Reflex Save: 1d20 + 2 ⇒ (15) + 2 = 17

The twang of the arrow echoed through the white and dimly lit halls- just loud enough for the Goblin Leader to catch Fa'Zakar's arrow in his left hand and, now seeing him under his darkvision, give a nasty snarl at the Khajiit.

Looks like we have three new meals boys!

The leader's voice was barely understandable Cyrodillic Common, but was more than loud enough for the rest of them to hear.

The other five goblins cackled louder, pounding their chests as they readied their weapons.

Alright guys, two have a bow and will be firing at you. The other four, including the leader, will be charging up the stairs. Roll Initiative!

Goblin Leader: 1d20 + 6 ⇒ (4) + 6 = 10
Archer 1: 1d20 + 6 ⇒ (2) + 6 = 8
Archer 2: 1d20 + 6 ⇒ (13) + 6 = 19
Melee 1: 1d20 + 6 ⇒ (16) + 6 = 22
Melee 2: 1d20 + 6 ⇒ (19) + 6 = 25
Melee 3: 1d20 + 6 ⇒ (5) + 6 = 11


Male AC-16 Touch-12 Flat-14 (+4 against incorporeal) // HP 9/9 //Saves *All +2* // Binding Darkness 7/7 --Relevant stuff--

Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Initiative against Melee 3: 1d20 + 6 ⇒ (14) + 6 = 20
Oh crap.
Stealth: 1d20 + 7 ⇒ (10) + 7 = 17


Archer 1 Perception: 1d20 - 1 ⇒ (3) - 1 = 2
Archer 2 Perception: 1d20 - 1 ⇒ (1) - 1 = 0

We will say you are at least before Melee 3 Nessus

Hahahahahahahahahahahahahhaha omfg. Well they sure as f!$& don't see you or anyone else who decides to sneak. Well done Goblins. Freakin' s!@*lords.

Hey boss we can't sees any enemies! Where you runnin' off too???


Female Breton Undead Scourge | HP 12/12 | Smite 1/1
Stats:
AC 20, Touch 12, Flat-Footed 18, CMD 17 | SR 14 | Fort +4, Ref +2, Will +1| Init +2 | Perception -1

"First in, last out. Let's teach these little bastards a lesson."

Initiative: 1d20 + 2 ⇒ (8) + 2 = 10


Human Adept 1 / Rogue 3 | AC-16 T-13 FF-13 | HP 24/24 | F +1 R +6 W +5 | Init +3 | Perc +10 (+11 vs. traps)

Init: 1d20 + 4 ⇒ (14) + 4 = 18
The rogue readies another arrow, but reaches over and pulls the trap release when the goblins reach the stairs up...


No need to expose yourself, Fa'Zakar, the trigger is a plate embedded in the stairs that the Goblins accidentally snuck past when they entered the ruins. Morons. LOL See; Goblin Perception

Alright, Initiative Turn List
Melee 2
Melee 1
Archer 2
Fa'Zakar
Nessus
Melee 3
Evelyn
Leader
Archer 1


As the Goblin Leader snarled at the Khajiit's arrow two of the other goblins drew swords and sprinted towards the stairwell, with a third and the Leader just behind them.

The archers, briefly seeing Evelyn and Fa'Zakar, each drew their bows in readiness to attack.

I'm going to have a second seat cushion out of that cat!
The leader's poor common echoed through the stairwell as they were seen accessing the top.

The leader's melee lackeys reached the top of the stairs first and, without having seen it upon their entry only a few hours ago looked as if they were going to activate it.

One of the archer's below from the terrace let an arrow loose at Fa'Zakar, hoping to make their Goblin Leader proud and perhaps share in the spoils.

Attack Roll: 1d20 + 1 ⇒ (13) + 1 = 14

The arrow ran past Fa'Zakar's head and slapped harmlessly against the stone wall to his left. The Goblin Archer below cursed as he drew another arrow...


Human Adept 1 / Rogue 3 | AC-16 T-13 FF-13 | HP 24/24 | F +1 R +6 W +5 | Init +3 | Perc +10 (+11 vs. traps)

Fa'zakar releases another arrow towards the leader!
Ranged attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 ⇒ 3


Male AC-16 Touch-12 Flat-14 (+4 against incorporeal) // HP 9/9 //Saves *All +2* // Binding Darkness 7/7 --Relevant stuff--

Nessus waits the best moment to surprise the goblins.
I ready an action, triggered by the activation of the trap.


Melee 3's first move was movement, Evelyn, your turn! Archer 1 is the only who remains

Fa'Zakar's arrow sweeps past and in between the first three goblins and plants itself right in the Goblin Leader's shoulder, gravely wounding him.

I'LL EAT YOU ALIVE CAT!

The Archer below sees Fa'Zakar land a shot on the Leader. Letting out a high pitched cackle at the Leader getting shot, it aims at Evelyn instead.

Archer Attack: 1d20 + 2 ⇒ (16) + 2 = 18

The arrow lands on Evelyn, but shatters against her shield as she easily flicks it away.

It takes more than a mere goblin arrow to hit a Companion, after all.


Female Breton Undead Scourge | HP 12/12 | Smite 1/1
Stats:
AC 20, Touch 12, Flat-Footed 18, CMD 17 | SR 14 | Fort +4, Ref +2, Will +1| Init +2 | Perception -1

The goblins were just a bit too far away for a direct assault from Evelyn, but the best offense was often a good defense and she knew that. She moved down the stairs to just before the goblins and raised her shield, ready to strike the first goblin to approach her.

Move action: Move my full 20 ft down the stairs, to just before the trap trigger.

Standard action: Prepare an action to shield bash the first goblin to move into my threatened area.


Just so you know, you are actually 10 feet away from the top of the stairs. The "terrace" you guys are on is 30 feet long, and it was 30 feet between where the Melee Goblins had to run from, then up the stairs, and another thirty feet to you guys. Sorry if I didn't explain that very well x_x

back from the top of the order!

Two of the three Goblins took a step forward, seeing Evelyn and Fa'Zakar Nessus gimme another stealth roll if you are keeping the stealth attack this round as they continued their cackle.

The first of the two, however, activate the trap above them. With a loud cranking sound the log whipped down at the three Goblins that were in front of the Leader-

Reflex Melee 1: 1d20 + 2 ⇒ (11) + 2 = 13
Reflex Melee 2: 1d20 + 2 ⇒ (7) + 2 = 9
Reflex Melee 3: 1d20 + 2 ⇒ (16) + 2 = 18

Damage: 1d10 ⇒ 5
Damage: 1d10 ⇒ 6
Damage: 1d10 ⇒ 4

The second goblin on the terrace died instantly, the other two gravely injured.

The Archer below let loose an arrow at Evelyn

Archer 1 Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

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