Stirrings in the Deep

Game Master Zesdead

Paizo's The Emerald Spire'.

...in which our adventurers explore the Pleasure Gardens.

Party Health
Ea Zalinzel 92/92HP, 3 Hero Points, 1 Blessing of Pharasma
Yasmin al Akbar 74/74HP plus 2THP, 3 Hero Points, 1 Blessing of Nethys
Rallos Therinor 77/83HP, 3 Hero Points, 1 Blessing of Asmodeus
Titania Thrune 94/94HP, 2 Hero Points
Murassa Sonvar 66/66HP, 3 Hero Points

Maps
The Emerald Spire - Level 13
Cross Section of the Emerald Spire
Map of Fort Inevitable

Party Treasure


101 to 150 of 6,321 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Grand Lodge

Male Human(I think) Gamer 20

I'm good to go...sunrod is a good idea..for those that can't see in the dark....


M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • In my personal inventory I have 1 alch fire and 1 sunrod. More for the party is a good idea. Maybe some tindertwigs? Vial of Acid? I am ok with you (Ea, since it was your idea) spending the surplus gold on various party goods.

    I believe I have sufficient food and water.


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    With that money, we could buy an healer's kit, 2 flasks of Alchemist's fire, 5 sunrods, and maybe a flask of acid- if we manage to find this kind of thing in the Hellknights armory. But I guess these mighty warriors are ready to face nearly any opportunity. What do you think of it?

    the voice stays level, as if Sister Zalinsel was planning to get ingredients for a cake


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    I'm good....got a waterskin and 5 days food...


    The armoury / provisions store is well stocked...it would seem that the Hellknights are well prepared for travelling beyond the walls of Fort Inevitable.

    You have the equivalent of 100GP from the Hellknights armoury and can use your own funds to purchase anything else...will assume that you complete your purchases (agree what you have bought in character in the Gameplay thread or out of character in Discussion) and head out towards the Spire

    Leaving Fort Inevitable through the North Gate, the Hellknights on guard acknowledge your passing...clearly they have been made aware of your eclectic party and the job that you have been contracted to do.

    The road takes you past the vineyard just outside the city gates and, running along the border of the Echo Wood, northwards for about three miles before you come to a clearly signposted train heading north east into the forest. Stepping into the woods, the temperature drops significantly with heaps of snow drifting against the trees and icicles hang from the branches...the sun glistens on the snow and it is as much as you can do to follow the path whilst avoiding snow blindness.

    The path, even with the snowdrifts, is easy to follow and it isn't more than three hours before you arrive at the edge of what is known as the Spire Glen. The glen is almost perfectly circular and is centered on the green structure standing 500 yards from you; as if some unseen hand had long ago drawn a border around the old tower.

    The structure itself is a ruined keep guarding a broken central tower, all made of smooth, green glass. It's obvious that a grand battle took place here many years ago, and the clearing around the ruin lies barren, with sickly weeds struggling to rise from the blasted earth. Despite the damage, however, the glass of the keep itself seems to have avoided the ravages of time, with those pieces that survived the initial cataclysm unmarred by pitting or cracking, clean of moss and other clinging debris.

    At the top of a steep dirt path winding up through the rubble, a doorway opens onto darkness, its entrance seeming to steal lights into its inky depths.


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Gray nodded to the Hellknights as they left the north gate. He wondered how many other hired groups had come out of these gates never to return. Ha! That was the way of things. It was often left to Grayface to deal with.
    Damn this cold, he thought to himself. He wondered how the thieves dealt with this cold without having a proper roof and hearth. Maybe he was assuming too much.
    Gray hated thieves, and though he knew little of his new quarries, he knew that their existence was bringing him out into the cold. He would make them pay for that. Already he was fantasizing about the feel of his steel parting the flesh of his enemies. It was a warm thought. Warm thoughts helped when it was so damn cold.

    The long walk to this spire was uneventful, which he supposed was a good thing. Didn't the commander warn us of dangers in the woods? It was not wise to discount words of caution. Gray made it a point to stay vigilant and keep an eye out for trouble. Perception: 1d20 + 2 ⇒ (5) + 2 = 7

    When they arrived at the spire proper there was a steep hill path that lead to an open doorway. "Well there's a door. Do we go in? Should we have a look around the surface perimeter? The gods know there's trouble in that door, but I don't want trouble coming from behind us once we've gone in."

    Grayface hoists his shield and will take the lead either in a search or into the doorway.


    Oread Shaman 2: HP 17/17

    "I doubt we'll find another way in that generations of curious adventurers have missed, but feel free to take a look around."


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • "I was suggesting a look around to find bandits or other dangers, not so much to find another way in. But your sentiment is correct. We wouldn't likely find anything that hasn't already been found by many before."


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Let me see if there are any surprises at the door...

    Rallos approaches the door carefully..checking for traps/alarms.

    perception: 1d20 + 6 ⇒ (2) + 6 = 8


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    Meanwhile, Ea looks at the ground for any sign of recent activity and tracks

    Survival: 1d20 + 7 ⇒ (15) + 7 = 22


    Oread Shaman 2: HP 17/17

    Emerald will assist Ea, while Rallos checks for traps.
    Survival: 1d20 + 7 ⇒ (18) + 7 = 25


    Scouting around the ruins reveals that, as suspected, the ruins of the Emerald Spire are indeed inhabited. There are fresh prints in the snow leading to and from the dirt path to the northern edges of the Spire Glen. Examining the prints further, they are humanoid...but small and barefoot, as if they came from a child. There are a number of accompanying animal prints as well...probably from a dog, or several dogs...

    Grayface Perception: 1d20 + 2 ⇒ (5) + 2 = 7
    Ea Perception: 1d20 + 3 ⇒ (8) + 3 = 11
    Emerald Perception: 1d20 + 3 ⇒ (10) + 3 = 13

    Other than the main dirt path up to the ruined tower, it appears that there is actually a second entrance that would take you in through the northern wall of the ruin. The slope up to the entrance is steep and, littered with debris, treacherous.

    A DC10 climb check would be required to ascend to the northern entrance

    Examining the lower slope of the dirt path, Rallos can find no evidence of any traps.

    Note that it is an open doorway at the top of the slope...there is no door present. I have assumed that Rallos won't climb the path, at least not all the way to the doorway, alone whilst the perimeter of the Spire is being explored

    Map updated to show exploration around the perimeter of the Spire


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    "It sure is chilly out here," says Yasmin. As she accompanies the rest of the group around the perimeter, she keeps an eye out for magical auras. Detect Magic.

    "Why don't we take the easier entrance? I'm not sure I could climb up those rocks that easily."


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • "I say we take the more treacherous route, through the north entrance over there. Yasmin fear not, we'll get you up there. We can use a rope if we need to.
    I would assume it is the less used of the two entrances, thus making it the better chance to catch any hostiles unaware. Does anyone disagree?"
    Without waiting for an answer the impetuous warrior began walking through the snow to the north side of the tower.

    2 options for entrance here: main open doorway up the hill, or a DC 10 climb to the northern door. I vote for the north door. I'm just RPing by walking away to the north. Gray is used to getting his way. If the group votes for the main entrance up the hill, Gray will join everyone else of course.


    Oread Shaman 2: HP 17/17

    "Fine by me."


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    Yasmin shrugs. "I guess I'm better off following the muscle." She follows Grayface.


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • I'm not trying to jump ahead of Ea and Rallos, just not sure if I'll be able to post again before tomorrow AM

    Gray stows his shield and attempts the climb the broken side of the tower up where the north entrance is. After the climb is completed, he looks for a suitable place to tie a rope to, so that his companions can make the climb with ease.
    If there is no apparent danger, I will take a 10 on the climb check.


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    aagh..site ate my post from earlier today...

    I agree with Gray...the entrance we have to climb to is the better choice.....I shall scale it and let a rope down for the rest of you....

    climb: 1d20 + 4 ⇒ (7) + 4 = 11

    Then once up there, check for traps....

    perception: 1d20 + 6 ⇒ (17) + 6 = 23


    Oread Shaman 2: HP 17/17

    Can you take 10 on climb checks, I thought climbing pretty much always fell under dangerous situation?
    Emerald will wait for the rope, though with Quartz' aid she's quite adept at climbing.
    climb Rope: 1d20 + 5 ⇒ (1) + 5 = 6 [ooc]Evidently not adept enough, though should pass with the rope.


    GM Only:
    Goblin 1, Stealth Check: 1d20 + 10 ⇒ (20) + 10 = 30
    Goblin 2, Stealth Check: 1d20 + 10 ⇒ (20) + 10 = 30

    As Gray and Rallos make their way carefully up the slope, all is quiet...the chill air around the ruins blowing a gentle wind until...

    "Hey...Longshankses...up here"

    A surprise round as the Stealth Checks were successful

    Two arrows whistle through the air from the darkened doorway...

    Goblin, Shortbow vs Grayface: 1d20 + 4 ⇒ (12) + 4 = 16, hitting for 1d4 ⇒ 1
    Goblin, Shortbow vs Rallos: 1d20 + 4 ⇒ (6) + 4 = 10, missing

    One arrow embeds itself into the snow at Rallos' feet whilst the second clatters against Gray's armour...a small trickle of blood showing where the arrow has scratched the fighter.

    Initiative Check for Party / Enemy

    Grayface, Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
    Rallos, Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
    Emerald, Initiative: 1d20 + 0 ⇒ (19) + 0 = 19
    Ea, Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
    Yasmin, Initiative: 1d20 + 1 ⇒ (15) + 1 = 16

    Goblins, Initiative: 1d20 + 6 ⇒ (17) + 6 = 23

    Initiative Order

    Rallos then
    Goblins then
    Emerald, Yasmin, Grayface and Ea

    Rallos should post first then I will post for Goblin(s) and, after that, everyone below the goblins on the initiative count can post (without worrying about exact order)

    Important - there is a darkness within the spire that prevents light beyond 5ft from any light source - this does not affect creatures with Darkvision (who can see normally) - I will post a full map showing exploration but those of you without darkvision should take care not to metagame too much!!!!

    Grayface - could I get a climb check for you to finish your ascent? If you are successful, you can place yourself at the entrance to the spire and still take your full round of actions (I won't count it as your move action)

    Rallos made a successful climb check so he is now at the top of the slope...whilst you are under fire from the Goblins, I will want climb checks as you can't take 10 under these circumstance...it is a 30 foot escarpment and will be a full round action to climb up...also note that, the rope isn't in place unless Rallos, or maybe Grayface, use their round to secure one...


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Climb: 1d20 + 3 - 1 ⇒ (6) + 3 - 1 = 8 Grayface doesn't make any headway on his first climb attempt.
    Guess I'll wait until the goblins take their actions to try again!


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    Of course, there were guards. It's the only entrance, and being on higher ground, they spotted us a long way ago. What did they expect? Now we'll either have to wait until they get rid of whatever attacked them and throw us the rope so we can climb, or try to climb by ourselves.


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Rallos closes on the right hand goblin(the on directly in front of him) and draws his rapier...trying to run the beast through.

    To the depths of the abyss with you, wretched cur...

    attack: 1d20 + 4 ⇒ (14) + 4 = 181d6 ⇒ 5


    Moving into the ruin, Rallos lands a fierce blow on the closest goblin who spits and howls in pain...before slashing at his attacker.

    Goblin 1, Short Sword vs Rallos: 1d20 + 2 ⇒ (14) + 2 = 16, hitting for 1d4 ⇒ 1

    "Stabby Man came up our slope...
    now Stabby Man he has no hope...
    Stuck up here all on his own...
    We'll chew the flesh down to the bone"

    The second goblin moves past the trespasser into his lair and attempts a second shot at Grayface...

    Goblin 2, Short Bow vs Grayface: 1d20 + 4 ⇒ (3) + 4 = 7, missing

    Rallos can take an Attack of Opportunity against Goblin 2 as it moves past him

    As Rallos' eyes adjust to the pitch darkness...he sees a mounted goblin ride from the tower down the dirt path that he has previously investigated...and a third goblin within this room charge him...teeth exposed in a manic grin

    Goblin 3, Short Sword vs Rallos (charge): 1d20 + 4 ⇒ (14) + 4 = 18, hitting for 1d4 ⇒ 2

    GM Only:
    Goblin 1 = 1/6HP, Goblin 2 = 6/6HP, Goblin 3 = 6/6HP, Goblin Commando = 13/13HP, Goblin Dog = 9/9HP

    Everyone may take their turn now...Also, note that you can move yourselves on the map...generally that is better (and less ambiguous)than me trying to interpret description of your movement / attacks

    Important - this level of the Emerald Spire has a floor covered in debris and, unless otherwise stated, will count as difficult terrain


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Rallos calls out a warning about the extra goblins as he takes his AoO.

    attack: 1d20 + 4 ⇒ (15) + 4 = 191d6 ⇒ 5


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    It seems our companions are in trouble. Let's do our best to join them and help them!

    Sister Zalinsen positions herself at the base of the wall, ready to help either Emarald or Yasmine by giving them a starting push

    Aid to climb: 1d20 + 1 - 2 ⇒ (1) + 1 - 2 = 0 Duh.


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    Assuming Goblin 2 is within 25 feet...

    "That's enough singing from you, snotling." Yasmin calls upon magics to subdue the archer. Daze, Will DC 13 or dazed for 1 round.

    She then tries to advance up the hill, but will avoid any AOO's if the goblin seems unfazed. Climb: 1d20 - 1 ⇒ (11) - 1 = 10


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • I am a little confused on the initiative and action order right now. So far the goblins have taken a surprise action, and two rounds of combat actions.

    Was my climb attempt (the one that failed!) an action that happened prior to combat? I might argue that it should be prior to combat, since my post(the original post where I "took a 10") came before any notion of combat was up. If GM Zed sees that differently, that is of course fine, but I want to know so that I can act accordingly.

    Since the goblins have acted thrice, and Rallos has also acted twice, that means that:

    -Emerald still has 2 rounds of actions
    -Yasmin has 1 round of actions
    -Ea has 1 round of actions
    -Grayface has 1 or 2 rounds of actions, depending on whether or not my climb counted as before the combat started or not.


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • If Grayface has already acted in round 1, then his Round 2 action will be...

    The warrior heeds Rallos' warning and reiterates to the three gals with him on the ground level, "Trouble's coming from over there, we need to get up this bank and help Rallos!

    Climb check: 1d20 + 3 - 1 ⇒ (20) + 3 - 1 = 22


    Oread Shaman 2: HP 17/17

    I was sure I'd posted on here, maybe I previewed and didn't confirm or something
    Emerald makes an attempt to climb up to aid her new companions. Climb (Familiar, Armour Penalty): 1d20 + 2 + 3 - 2 ⇒ (6) + 2 + 3 - 2 = 9 Forgot Armour penalties last time, but can't manage to find a decent grip

    If I've got another round as per Gray's post above, I'll try again.
    Climb (Familiar, Armour Penalty): 1d20 + 2 + 3 - 2 ⇒ (3) + 2 + 3 - 2 = 6 Seriously?


    Clarification

    Surprise Round
    Rallos and Grayface climbing....Goblins (who both got Nat 20 on their stealth check) fire arrows at Rallos and Grayface...I then allowed a climb check to see whether Grayface managed to complete his climb in the surprise round...which he failed....Rallos had already rolled a Climb Check and made it to the top

    Everyone else was at the door of the slope waiting for a rope

    Round 1
    Rallos moved to engage with Goblin 1....and got a better view as to what was occurring in the ruins

    Goblin 1 attacked Rallos, Goblin 2 moved forward and fired at Grayface again, missing (after getting stabbed by Rallos) and Goblin 3 charged Rallos...meanwhile a mounted Goblin has started to move down the dirt path

    then Grayface and Yasmin (after Daze attempt...haven't rolled Will Save yet) climb the slope....with Emerald stuck at the foot of the slope...still!!!!

    That ends round 1 and Rallos can act to start around 2

    I hope that helps? I'm not sure where anyone got the idea that the Goblins have acted three times?


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    Zed's reckoning seems right to me.

    -Posted with Wayfinder


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Rallos tries to finish off the first goblin he stabbed.

    attack: 1d20 + 4 ⇒ (19) + 4 = 231d6 ⇒ 5
    crit confirm: 1d20 + 4 ⇒ (12) + 4 = 161d6 ⇒ 5


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Yasmin al Akbar wrote:

    Zed's reckoning seems right to me.

    -Posted with Wayfinder

    Indeed. I somehow factored in an extra move for the gobbos. Sorry GM. Didn't mean to put you on the spot. My mistake.

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

    Grayface's Round 2 Action:

    The warrior draws his sword and brings it down upon the goblin standing at the edge of the crest. Goblin #2
    Attacking Goblin #2: 1d20 + 5 ⇒ (16) + 5 = 21Damage: 1d10 + 4 ⇒ (8) + 4 = 12 I'm using it two-handed since I haven't had a chance to equip my shield yet. I will then take a 5' step and be adjacent to Rallos. Current AC is 15 until I get my shield up.

    ----------

    *edit, just noticed I went out of turn. It is the goblins' turn first. If its OK I'll keep this action unless something changes. I will move myself back to the top of the ledge instead of my position post-5' step.

    -apologies


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    Ea tries to climb too, with a grim determination.

    If someone dies up there, my services will be needed

    Climb attempt: 1d20 + 1 - 3 ⇒ (1) + 1 - 3 = -1

    But apparently, grim determination isn't enough.


    Rallos, Attack of Opportunity vs Goblin 2 hits

    Will Save for Goblin 2: 1d20 - 1 ⇒ (6) - 1 = 5, failed

    Attempting to sneak past Rallos, one of the Goblins gets a blade slashed against the back of his legs before, standing at the crest of the slope he becomes transfixed by something...

    "Ooooo, Pretty Lights..."

    While it gazes into the middle distance, Grayface swings his sword...and lops it's head clean off...

    Goblin 2 is dead

    That accounts for Gray's action in Round 2...I have also moved him on the map as per his post

    Meanwhile, Rallos' second stab at the goblin is precise...and fatal...the green terror has a surprised look on it's face as the rogue's blade impales it.

    Goblin 1 is dead

    "You killed Stinky Ears...you're not nice...I'm going to stick you...", the last remaining goblin in the entrance hall to the ruin stabs at Rallos.

    Goblin 3, Short Sword vs Rallos: 1d20 + 2 ⇒ (20) + 2 = 22, critical threat
    1d20 + 2 ⇒ (13) + 2 = 15, critical not confirmed - damage is 1d4 ⇒ 1

    Meanwhile, outside the ruin...a mounted goblin, perched on top a hairless dog like creature, appears at the bottom of the dirt path...and fires an arrow at those remaining at the foot of the slope.

    "Hey Hey!!!! Over here Longshanks..."

    Goblin Commando, Short Bow vs Ea (Favoured Enemy - Human): 1d20 + 7 ⇒ (11) + 7 = 18, hitting for 1d4 ⇒ 1

    There isn't any map for the slope / foot of the slope so let's just assume it is 50 feet between your position and the Goblin Commando...and that it can be targeted, albeit with cover, from the top of the slope

    Everyone, except Grayface, may take their turn now


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    I apologize for telling the DM this, but the goblin's favored enemy bonus probably applies to damage as well.

    Seeing the remaining members struggling with the climb, Yasmin snatches the rope from Rallos and lowers it. "Grab on to this rope!" She'll also secure the other end if there is time.


    Oread Shaman 2: HP 17/17

    Emerald isn't a sprinter, she'd likely not catch the goblin rider.
    So she draws and fires a bullet from her sling at the despicable creature.
    Sling: 1d20 + 0 ⇒ (15) + 0 = 15 Dmg: 1d4 + 2 ⇒ (2) + 2 = 4


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Rallos stabs the last nearby gobbo.

    attack: 1d20 + 4 ⇒ (14) + 4 = 181d6 ⇒ 3

    If that manages to finish him off(not likely), Rallos will move toweard the two on the left of the map...


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    I'll never be able to climb that wall quickly enough.

    Seeing a sling passing overhead to the goblin, Ea loudly say

    Aim at the wretched beast, not the rider. It will slow the goblin more.

    Then she crouches, and rises her shield, to expose herself less

    Fight defensively, +2 Ac, -4 to hit

    Pharasma, whatever happens, I'm ready.


    Securing one end of the rope, Yasmin hurls the other end down towards her companions...the mounted goblin shouts something in disappointment as it sees it's potential quarry gain an escape route.

    Emerald and Ea, you now have a +5 bonus to any climb checks up the slope...noting that it is a full round action to climb

    I won't retcon the favoured enemy bonus to the goblin commando's damage...but will apply it in future

    Rallos strikes out at the remaining goblin within the entrance lobby, a cruel blow, yet not enough to kill it...

    GM Only:
    Goblin 1 and 2 = Dead, Goblin 3 = 3/6HP, Goblin Commando = 13/13HP, Goblin Dog = 9/9HP

    Yelping in pain, the goblin strikes at Rallos...a low blow that rakes across the rogue's ankles...

    Goblin 3, Short Sword vs Rallos: 1d20 + 2 ⇒ (14) + 2 = 16, hitting for 1d4 ⇒ 3

    Snickering, it then moves backwards...away from Rallos' blade

    Goblin 3 has 5ft stepped back from Rallos - note that, due to familiarity, all of the Goblins in this level of the ruin ignore the difficult terrain...

    Having had success with it's first arrow, the mounted goblin (ducking at the precise moment to avoid the flung stone), fires another arrow towards Ea.

    Goblin Commando, Short Bow vs Ea (Favoured Enemy - Human): 1d20 + 7 ⇒ (2) + 7 = 9, missing

    The arrow falls well short of Ea and Emerald...it kicks up a little flurry of snow as it lands...

    Everyone may take their turn now


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    Sister Zalinsel's voice is cold and emotionless, her eyes coldly fixing the mounted goblin

    Climb now, Emerald. I'll go after you.You're lighter,you dont wear an armor and should be up that wall more easily than me.

    delayed climb next round: 1d20 + 6 - 3 ⇒ (18) + 6 - 3 = 21

    She tries to keep the goblin's attention on her, shouting over her shield
    Still fight defensively, +2 AC, total AC 16+2=18

    By Pharasma, can't you do better than this shot? Your dog could shoot that bow better than you, Goblin!

    Bluff, maybe? (untrained): 1d20 + 1 ⇒ (11) + 1 = 12


    Oread Shaman 2: HP 17/17

    Emerald briefly considers arguing the point, but it would serve little purpose. So she starts to climb
    Climb: 1d20 + 3 ⇒ (16) + 3 = 19


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • The warrior sees the little goblin withdrawing into the darkness, "Oh no you don't, you filthy little..."

    GM, you mentioned there is darkness that prevents light from going more than 5' from its source. Can I even see where the goblin withdrew to?
    How dark is it? If I can see him, am I to assume there will be a 20% miss chance? Or is it total darkness causing 50% miss chance?
    I will take my action based on the answer to these questions.


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Rallos moves to try and finish off the last goblin....

    attack: 1d20 + 4 ⇒ (3) + 4 = 71d6 ⇒ 4

    And Rallos curses a blue streak in Infernal about the goblin's ancestry and various dalliances his relatives had with livestock....


    Grayface / All - Light Consumption: Inside the structure, a magical effect swallows up light. Any light source, no matter how strong, illuminates only a 5-foot radius. Anything beyond the 5-foot area is darkness. Ranged combat and melee attacks with reach have a 50% miss chance unless the attacker has darkvision. Creatures without darkvision take a –4 penalty on Perception checks that rely on sight.


    Note to all / Reminder - the floor counts as difficult terrain yet, as Rallos has just observed, the Goblins seem familiar enough with the ruins to ignore the difficult terrain... Upshot being, they can five foot step away from you...any move adjacent to them will provoke - Goblin 3 could take an AoO against Rallos, but on this occasion, it won't


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Grayface moves to pursue the withdrawing goblin but loses sight of it immediately. He moves into the darkness and sees Rallos taking a swing-- Gray then arms his shield, free action while moving moves adjacent to Rallos, moving 15' thru difficult terrain, move action and swings hard in the direction he just saw Rallos attack.

    Attack Goblin numero 3: 1d20 + 5 ⇒ (5) + 5 = 10
    Miss Chance: 1d100 ⇒ 13

    Fortunately for the goblin, the attack was aimed poorly.


    Scratch the 'moving adjacent will provoke an Attack of Opportunity' ruling...I had some wires crossed, it is more relevant if you are looking to withdraw from combat....you will not be able to five foot step because if the difficult terrain

    Gray - why did you roll a miss chance? Was it because you aren't carrying a light source? If you or Rallos were carrying light, you would be able to see the goblin adjacent to you...and there would be no miss chance...having said hat, your 'to hit' roll was bad enough to make it irrelevant....


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    note..I have darkvision...no light needed

    101 to 150 of 6,321 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / Stirrings in the Deep All Messageboards

    Want to post a reply? Sign in.