Swordthrust--Memories of an Elder Ice Titan (Inactive)

Game Master Chainmail

Sometimes, your fate hangs upon a spell.
Other times it's determined by a riddle.
Occasionally, it depends upon sheer luck.
And often fate rests on a well delivered
SWORDTHRUST
Adventure by Sam Shirley and Daniel Greenburg
Artwork by Boris Vallejo
current map
King of Mountain Picture and Cover


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HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2

In keeping with the original theme of "real world teenagers in a fantasy land",

Strang trudges through cold mountain winds, lost in his own thoughts and straggling along at the back of the party as they make their way up the pass.

Things were different now. Despite his growing expertise, the means by which he'd come about it were far from what he'd imagine when he'd first picked up the rulebook. Rolling dice and narrating actions were nothing when he experienced the reality "behind" them: screams of rage - or pain - combat, the hot splash of blood, and the violence inflicted upon both friend and foe. The naga witch had been terrifying, and he couldn't shake his mind from it - until the speaker amongst a pack of goblins caught his attention.

Initiative: 1d20 + 3 ⇒ (2) + 3 = 5

Due his inner turmoil, Strang is slow to react - at last drawing his light crossbow and firing a bolt into the nearest goblin.

Attack (light crossbow, bard): 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Status hp 28, AC 17


Sparing the talk and the worry, Ama just looked at the goblins in front of them and sighed, lifting her voice to weave the notes of a spell onto the goblins in front of them. It was a dark melody, giving the sense of an oncoming doom, coupled with a certain sense of the inevitable.
Bane cast on the goblins. -1atk/-1vs Fear.


The priest speaks with a hiss and asks for the bracelet. Merrie and Durahl act quickly and as Tavar casts a spell, they quickly take out two goblins with a javelin and crossbow.

glitterdust rolls:

save priest: 1d20 + 7 ⇒ (18) + 7 = 25
save goblins @ -1: 6d20 ⇒ (14, 3, 8, 3, 11, 1) = 40
[spoiler=spellcraft]1d20+5[/dice]

The priest is unaffected, but the six goblins in the area of effect seem to be blinded. The priest yells in a guttural language.
goblin:
"Kill the mage, or you are blinded for life. Kill the mages or you all will lose sight forever."

The goblins rush in wild wave, many of them sprinting to rush through the gaps in the line. Noticing only two gaps, two lines of goblins rush through them with wild abandon. Two charging goblins take a swing, one vs Terion and one vs Fornitado, both missing badly. The goblins are armed with crude, but nasty, blades.
Charge vs Terion/Fornitado: 2d20 ⇒ (3, 2) = 5

Cole and Gnasher get AoOs vs sprinting goblins. Durahl and Tavar if they have a weapon in hand.

Entire Party Up!
Ama completes the bane spell. The magic seems to be confounding enemies.

The priest seems to be awaiting events.

DM:
Priest is casting to disrupt vs Tavar or Bizzlemont


Male Halfling Paladin 4

Stay back you little pieces of stink! Cole lashes out quickly with the sword, even as he commands Gnasher to bite the nearest goblins.

Cole AoO @Goblin in AB12: 1d20 + 6 ⇒ (5) + 6 = 11
Cole Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Gnasher AoO @ Goblin in Z12: 1d20 + 3 ⇒ (14) + 3 = 17
Gnasher damage: 1d6 + 3 ⇒ (5) + 3 = 8

Lashing out at another Goblin, he realises just how swarmed they have become, and a look of concern crosses his face.

Round actions:

Cole attacks Z10 goblin
Gnasher attacks Z11

Cole: 1d20 + 6 ⇒ (18) + 6 = 24
Cole Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Gnasher: 1d20 + 3 ⇒ (10) + 3 = 13
Gnasher damage: 1d6 + 3 ⇒ (2) + 3 = 5


Male Human Fighter 1 | HP: 15/15 | AC: 20 FF: 18 T: 13 | F: +4 R: +3 W: +2 | Perc: +1 Init: +2 | Speed: 30 ft

I do not have a sword in hand (nor my shield, I would think that Durahl doesn't carry his shield on his arm while walking). However, I should be able to make an unarmed attack on a goblin who provoked the AoO, correct?

If I am able to make the unarmed AoO (I will take -4 to attack roll to make it a lethal attack)

"Where do you think you're going, you little guttersnipe?!?

AoO vs. Goblin in AB8: 1d20 + 2 ⇒ (20) + 2 = 22

Unarmed attack damage-lethal: 1d3 + 3 ⇒ (3) + 3 = 6

Wow! Nice way to waste a natural 20. With a punch

Threat confirmation: 1d20 + 2 ⇒ (9) + 2 = 11

Crit damage if confirmed: 1d3 + 3 ⇒ (3) + 3 = 6


Male Human Fighter 1 | HP: 15/15 | AC: 20 FF: 18 T: 13 | F: +4 R: +3 W: +2 | Perc: +1 Init: +2 | Speed: 30 ft

Whenever his next turn comes up in the initiative round, Durahl will use his round to make two move equivalent actions: ready shield and draw longsword.

"Come on you little b*stards! Come get a taste of Fortune's Favorite!!!"


Male Human Per +3

GM Tribute, Terion's wielding a Bardiche, and has Combat Reflexes = 3 AoO's per round - before proceeding I would like to know if I am entitled to attack the goblins rushing forward, and which ones?


M Elf Bard 3 | HP:8/21 | AC:18 Tch:13 FF:15 | Fort +2 Ref +6 Will +3 | Init +3 | Perc +8 |

If Lamriel fires his bow at the priest with goblins in the way the priest will get a total of +4 AC for soft cover, right? Is there any other penalty I'm forgetting? I have Precise Shot.


Missed that. Terion gets three AoOs, the ones that rushed him were the first eligible. Nice feat to have. Will have to adjust after the AoOs. I assume the goblins charging to attack would be the first targeted.


Male Human Fighter 1 | HP: 15/15 | AC: 20 FF: 18 T: 13 | F: +4 R: +3 W: +2 | Perc: +1 Init: +2 | Speed: 30 ft

Yeah, Combat Reflexes. I initially took that for Durahl, then thought "Nah, how many times am I really going to get to use that feat." Derp. I never thought we would be fight 40 goblins. ;p


Male Human Per +3

Yeah... Combat Reflexes always leaves me in doubt. But since I am trying to go mainly reach weapon with Terion, and being a fighter I am hoping I can "waste" a feat, even if I realize it wasn't a good choice, I went for it :D

"You really shouldn't do that" - Terion growls as the goblins wade in to try and surround them.

I'm gonna assume Terion would attack the first goblins trying to get through - those would be AF:8, AE:8 and AD:8 - looks correct?

AoO AF:8: 1d20 + 6 ⇒ (17) + 6 = 23Damage: 1d10 + 10 ⇒ (10) + 10 = 20
AoO AE:8: 1d20 + 6 ⇒ (5) + 6 = 11Damage: 1d10 + 10 ⇒ (6) + 10 = 16
AoO AD:8: 1d20 + 6 ⇒ (13) + 6 = 19Damage: 1d10 + 10 ⇒ (9) + 10 = 19

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

Now... IF the ones in AD:8 and AF:8 were cut down by Terion:

After his initial swath, Terion ponders the situation - "BACK boys!" - he roars at his companions - "Don't let them surround us! Keep the casters and ranged safe" - he continues barking orders - "Bows and Magic on that serpent leader thing! Take it down!"

Since AE:8 should still be up, Terion moves to AC:9 - he has Mobility, meaning his AC goes to 27 while he moves - and attacks that one -> AE:8

Bardiche Attack on AE:8: 1d20 + 6 ⇒ (19) + 6 = 25Damage: 1d10 + 10 ⇒ (4) + 10 = 14
Crit Confirm on AE:8: 1d20 + 6 ⇒ (14) + 6 = 20Damage if it Crits: 1d10 + 10 ⇒ (8) + 10 = 18

Status:
HP: 30/30
AC: 23 (+7 Armor | +2 Dex | +2 Ring of Protection | +1 Dodge | +1 Combat Expertise) // 27 with Mobility


Male, Darkvision 60'; Sell Slots: (1) 4/3, (2) 3/2; (3) 2/2; Sorcery Points 5/5 (Careful Spell/Quickened spell) Half-Elf Sorcerer (Wild Magic) / 5: AC 12(15); HP 22/18; S-1,D+2,C+3,I+2, W+0, C+6; Init +2; PP-10; PI-15

Fornitado takes aim at the leader as suggested.

1d20 + 4 ⇒ (14) + 4 = 18 Composite Longbow

1d8 + 1 ⇒ (6) + 1 = 7 Arrow from above.

I'm starting a two week business trip Monday, and should be able to post most days, but feel free to DMPC my character as required.


M Elf Bard 3 | HP:8/21 | AC:18 Tch:13 FF:15 | Fort +2 Ref +6 Will +3 | Init +3 | Perc +8 |

Everyone acting after Lamriel (init 23) don't forget +1 from inspire courage.


Male Human Per +3

Ack Lamriel, forgot that... GM Tribute, that is one more to hit and damage for all Terion rolls above. So sweeeeet :D


Male Elf Occultist

Tavar will delay until either Merrie, Alma or Bizzle move out of his way and then try to block off y11, y12, z11, z12 with a square of grease. Dc 17 reflex.

Tavar will also draw his dagger and stand ready to protect himself with it.


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

Bizzlemont finishes his spell and Terion begins to grow. The gnome suddenly realizes the threat of the goblins around him and he casts another spell. Suddenly there appear to be nine gnomes standing im the area.

Finish casting Enlarge Person on Terion. Then cast mirror image.

-Posted with Wayfinder


Terion manages to hit two of the rushing goblins, but two more from the back ranks fill in their spots.
Cole and Gnasher take out one goblin as he tries to sprint past them on the other side.
Fornitado steps back to avoid a goblin and fires an arrow at the priest but with the goblins in the way his arrow has to adjust up and is deflected by his armor.
As Bizzlemont begin to cast, the priest casts at the same time. "Dark powers bind the weak of mind." Bizzlemont finds an incredible urge to stay in place. Will DC 17 or held and lose the enlarge (before the mirror image is cast)--priest has soft cover +4AC due to mass of bodies in the way
Merrie moves in front of Bizzlemont drawing a dagger from a wrist sheath and strikes at one of the sprinting goblins. After his sprint she aims at his vitals. He goes down with a stab to the neck.
hit/damage/confirm/xtra: 1d20 ⇒ 191d4 + 2d6 ⇒ (2) + (2, 6) = 101d20 ⇒ 131d4 ⇒ 4
With ten of their number quickly dispatched the goblins renew their efforts.
Map updated--I moved Fornitado back a square to avoid an AoO--sprinting causes you to lose your DEX bonus, probably why it is considered a dangerous combat maneuver around rogues.


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

Will save: 1d20 + 4 ⇒ (5) + 4 = 9

Not good for the gnome.

-Posted with Wayfinder


Male Human Per +3

Also not 100% sure what squares Terion will occupy after he is enlarged - don't worry Bizzle, after your Enlarge Person, and depending on positioning, Terion has at least a 5' range increase from what he has now - that means if my AoOs are not spent, I can actually keep you safe from any goblin that tries to close in on your side ;)

GM Tribute, I have increased Terion's size, and adapted his positioning - added a shaded area with his reach also - is that ok?

Since there are a couple of Goblins along the "8" line, I am assuming they got past me. Am I entitled Attacks of Opportunity? Or are we still in the same round? I am a bit confused about the Initiative order..

EDITED the above with more stuff.


Three goblins died of AoOs. This happened on their turn. There were plenty extras to take their place. After acting Terion resets his allowable AoO counter to 3. again[. Roll for them in a spoiler, I have a feeling you will need them.


Male Human Per +3

But now is not my turn to act yet, correct?


You hit one in your action--just need 3 AoOs. Ten down 32 to go!


Male Human Per +3

AoO:

Priority given to any goblins trying to gang on Bizzle.

AoO 1: 1d20 + 7 ⇒ (14) + 7 = 21Damage: 2d8 + 12 ⇒ (7, 6) + 12 = 25
AoO 2: 1d20 + 7 ⇒ (9) + 7 = 16Damage: 2d8 + 12 ⇒ (5, 8) + 12 = 25
AoO 3: 1d20 + 7 ⇒ (1) + 7 = 8Damage: 2d8 + 12 ⇒ (3, 4) + 12 = 19


Male Human Fighter 1 | HP: 15/15 | AC: 20 FF: 18 T: 13 | F: +4 R: +3 W: +2 | Perc: +1 Init: +2 | Speed: 30 ft

@ Terion: Didn't GM Tribute say that the priest was casting Hold Person on Bizzlemont while Bizz was casting the Enlarge Person and that, if he failed his save...which he did, the Enlarge Person wouldn't take place?

I am pretty confused about what is going on right now...which round are we in?


Your round is up. It was interrupted by a spell as a readied action. Their round, which was interrupted by three fatalities of AoOs was mostly moving. For those under 13 init, it is their first action. Goblins with * are blinded.

As the gnome tries to complete the enlarge spell, he freezes in place. The magic of the images not started.


Male Human Per +3

I thought the prepared interrupt had targeted the mirror image spell, and not the enlarge. My bad in that case. I'll undo my map edit once I get home.


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

"Mmmmph!" The gnome's body goes stiff and it's all he can do to make a pathetic sound.

Aww man, sorry Terion. I really wanted to see enlarged Terion's zone of death.


Male Human Per +3

Hehe Bizzle - I was expecting to see it too, after we got stuck that last time in the cramped quarters of the tunnels, but... No dice :/

Guys, I have reverted the map changes - hope everything is correct.


Male Human Fighter 1 | HP: 15/15 | AC: 20 FF: 18 T: 13 | F: +4 R: +3 W: +2 | Perc: +1 Init: +2 | Speed: 30 ft

How does an enlarged reach weapon work in terms of what you can attack and what you can't attack? Normally (when not enlarged) a reach weapon allows you to attack enemies 10 feet away but you CANT attack enemies 5 ft away (i.e. in an adjacent square).


Male Human Per +3

I think it works pretty much in the same way - you can hit foes 15' away but not closer - not 100% sure though.


Male Elf Occultist

You can hit 15-20 but not 5-10 with an enlarged reach weapon.


HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2

Observing the tide of goblins, and the obvious spell-caster in the middle, Strang lines up his crossbow on the magic user and waits for a sign they were about to cast again.

Ready Attack (light crossbow, bardsong, target soft cover: 1d20 + 5 + 1 - 4 ⇒ (14) + 5 + 1 - 4 = 16
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

"Where's a damn Fireball when you need it?" he mutters to himself, even as goblins begin to close in around him.

Status hp 28, AC 17


recap thanks to help :-):

Durahl 27 Draw and throw javelin attack: 18 dmg: 9 to goblin
Merrie 25 Load crossbow and fire attack: 18 dmg: 8 to goblin
Lamriel 23 Inspire courage +1 to hit/damage for all PC's after this point
Fornitado 17 Draw bow and fire attack: 18 dmg: 7 to priest (GM said this missed due to cover)
Bizzlemont 16 Cast Enlarge Person Spell takes 1 round to cast, was interrupted by priest with Hold Person.
Tavar 16 Cast Glitterdust Casts spell on goblins/priest
affected 6 goblins, priest averted eyes at last moment
Init ties go to highest init bonus, PCs always win over bad guys if this is tied again in my book
Cole 12 Attack with sword attack: 24 dmg: 4 to goblin
Gnasher 12 Attack with bite attack: 13 dmg: 5 to goblin
Priest 12 Cast Hold Person Casts spell on Bizzlemont
Goblins 12 Run en masse to engage Run like the wind! Face many attacks of opportunity!
---Interrupt normal initiative count to resolve multiple attacks of opportunity against goblins---
Durahl AoO/27 Drawing and throwing left Durahl without a weapon. Quickdraw feat Quick Draw (Combat)
You can draw weapons faster than most.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Non Core Rulebook characters would have armored spikes or a cestus to provide an "always on AoO"
Merrie had a light crossbow unloaded in her hand no AoO.
Cole AoO/12 Attack with sword attack: 11 dmg: 4 to goblin
Gnasher AoO/12 Attack with bite attack: 17 dmg: 8 to goblin
Terion AoO#1/11 Attack with bardiche attack: 23 dmg: 20 to goblin
Terion AoO#2/11 Attack with bardiche attack: 11 dmg: 16 to goblin
Terion AoO#3/11 Attack with bardiche attack: 19 dmg: 19 to goblin

---End of Attacks of Opportunity for round 1/ resume standard initative count at 11---

Terion 11 Attack with bardiche attack: 25 dmg: 32 to goblin

Strang 5 Attack with crossbow attack: 11 dmg: 9 to goblin

Ama 3 Cast Bane spell Cast spell

Start Round 2

Merrie 25 Attack with dagger attack: 19 dmg: 10 (or 14 if crit confirmed)

Cinematic Recap
Escorting the fair Merrie to reclaim the 500gp reward from Morlean, the enigmatic wizard that nothing is know of (answered that question), the party is ambushed late on the sixth day of a seven day journey to Ferraburg through Snake Pass. An evil priest and horde of goblins are suddenly blocking the way forward. With extreme confidence in his numbers, the priest demands the bracelet not knowing who he is up against rather than attack. 43 to 10 seems like good odds.
Cole makes a plea to avoid conflict and seems to imply cooperation is in order, but in the heat of the moment, a javelin, crossbow bolt, and spell quickly leaves two goblins dead and six blinded.
The goblins rush the group with reckless abandon and rush through the ranks, but at a great cost. Terion and the mounted hobbit hit hard as they rush by. They strike again. The inspiring words of the gleeman and words of Doom from Ama hang in the air to aid the heroes as ten small goblin corpses litter the ground.
Evil magic from the priest have frozen the small gnome in place as he casts his magic. The priest is screened from direct view by the press of goblins with nasty cutting weapons.

Order of Action
ACTIVE EFFECTS ON PARTY=Inspire courage +1 to hit and damage
ACTIVE EFFECTS ON ENEMIES=Bane (Will Save or -1 to hit and fear save)
ROUND 2
Durahl 27 <<<<<<
Merrie 23 Dagger attack
Lamriel 23 <<<<<<<<
Fornitado 17 <<<<<<<<<
Bizzlemont 16 held (0 DEX) - save next round
Tavar 16 <<<<<<< Tavar declared Grease spell y11, y12, z11, z12
Cole Gnasher 12
Goblins/Priest
Terion 11
Strang 5
Ama 3

Let me know if this looks good


Male Halfling Paladin 4

Cole attacks AB12
Gnasher attacks AA10

Cole: 1d20 + 7 ⇒ (12) + 7 = 19
Cole Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Gnasher: 1d20 + 4 ⇒ (5) + 4 = 9
Gnasher damage: 1d6 + 4 ⇒ (2) + 4 = 6

The first round of battle had gone in their favour, but that didn't mean that further rounds would. Cole focuses on making sure that the left flank is covered, ensuring he isn't flanked, and that nothing is going to get past him easily.


Male Human Fighter 1 | HP: 15/15 | AC: 20 FF: 18 T: 13 | F: +4 R: +3 W: +2 | Perc: +1 Init: +2 | Speed: 30 ft

Okay, thanks for the clarification Tribute. That makes using javelins a REALLY bad idea when you can use a bow and just shoot arrows every round as opposed to having to use a move action to draw a javelin for every throw. Probably have to change out my missile weapon at first available opportunity.

Round 2, Initiative count 27

So...on his second round action, Durahl will ready his shield (move action #1) and draw his sword (move action #2).

Bleh...very heroic. ;)


Male Human Fighter 1 | HP: 15/15 | AC: 20 FF: 18 T: 13 | F: +4 R: +3 W: +2 | Perc: +1 Init: +2 | Speed: 30 ft

Btw, I really enjoyed your "cinematic recap" of the battle thus far. Pretty cool.


M Elf Bard 3 | HP:8/21 | AC:18 Tch:13 FF:15 | Fort +2 Ref +6 Will +3 | Init +3 | Perc +8 |

Round 2 Initiative Count 23

Lamriel 5' steps to AH9 and stands back to back with Strang.

Maintain Bardic Performance as Move Action.

Begins casting Hypnotism (1 Round casting time).

If the spell goes off uninterupted:

Duration: 2d4 ⇒ (3, 3) = 6

# of Hitdice effected: 2d4 ⇒ (3, 2) = 5

Save DC=14. Goblins have +2 to save since the spell is being used in combat.

Lamriel will target as many goblins as he can, favoring the 5 closest to him in the 8 row.

Lamriel requests of any hypnotised goblins to move to AG9, AG8, AH8, AI8, and AI9 and stand in rapt attention enjoying his musical performance.


HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2
Durahl of Highhaven wrote:
Okay, thanks for the clarification Tribute. That makes using javelins a REALLY bad idea when you can use a bow and just shoot arrows every round as opposed to having to use a move action to draw a javelin for every throw. Probably have to change out my missile weapon at first available opportunity.

Unless you take the Quick Draw feat! Historically speaking, the javelin and was used as much to hamper an enemy's shield as it was to directly wound, but so far as I know there is no mechanic for that in Pathfinder.


M Elf Bard 3 | HP:8/21 | AC:18 Tch:13 FF:15 | Fort +2 Ref +6 Will +3 | Init +3 | Perc +8 |

"Strang, how many of these creatures can you fend off? I will draw those I can entrance to huddle around us so we can't be surrounded.."

I yellow highlighted the goblins I would like to target although a lot may change before my spell goes off. I can probably re-declare the targets on my next round, right?


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

Will Save: 1d20 + 4 ⇒ (20) + 4 = 24

"Mmmmmph!" The gnome's frozen body quivers with effort as he fights off the mental command. Suddenly, he blinks and his whole body shudders with the force of will, as if that simple act took his entire being. Slowly the gnome begins to move again.

Full-Round action


Male Human Per +3
Durahl of Highhaven wrote:

Okay, thanks for the clarification Tribute. That makes using javelins a REALLY bad idea when you can use a bow and just shoot arrows every round as opposed to having to use a move action to draw a javelin for every throw. Probably have to change out my missile weapon at first available opportunity.

Round 2, Initiative count 27

So...on his second round action, Durahl will ready his shield (move action #1) and draw his sword (move action #2).

Bleh...very heroic. ;)

Javelins are an inexpensive way to add your STR to damage when you don't have a comp long bow ;) And in a pinch, they are an acceptable melee weapon. You can walk around with javelin+shield, throw it if needed, then draw your main weapon as part of or as your move action. If you are caught in melee by surprise, you can fight with it, or simply drop it.


Male, Darkvision 60'; Sell Slots: (1) 4/3, (2) 3/2; (3) 2/2; Sorcery Points 5/5 (Careful Spell/Quickened spell) Half-Elf Sorcerer (Wild Magic) / 5: AC 12(15); HP 22/18; S-1,D+2,C+3,I+2, W+0, C+6; Init +2; PP-10; PI-15

Seeing that the bow is not the best weapon for this type of milling fight, Fornitado steps forward, drawing his longsword, and swipes at one of the grinning goblins.

1d20 + 4 ⇒ (10) + 4 = 14 Longsword

1d8 + 1 ⇒ (3) + 1 = 4 Damage


Male Human Fighter 1 | HP: 15/15 | AC: 20 FF: 18 T: 13 | F: +4 R: +3 W: +2 | Perc: +1 Init: +2 | Speed: 30 ft
Terion Stoutheart wrote:
Durahl of Highhaven wrote:

Okay, thanks for the clarification Tribute. That makes using javelins a REALLY bad idea when you can use a bow and just shoot arrows every round as opposed to having to use a move action to draw a javelin for every throw. Probably have to change out my missile weapon at first available opportunity.

Round 2, Initiative count 27

So...on his second round action, Durahl will ready his shield (move action #1) and draw his sword (move action #2).

Bleh...very heroic. ;)

Javelins are an inexpensive way to add your STR to damage when you don't have a comp long bow ;) And in a pinch, they are an acceptable melee weapon. You can walk around with javelin+shield, throw it if needed, then draw your main weapon as part of or as your move action. If you are caught in melee by surprise, you can fight with it, or simply drop it.

I didn't think it would make sense for Durahl to be walking along a normal road with his shield on his arm ready for action but if we are going to get ambushed on an open road by goblins only 40 feet away (how did we NOT see them earlier than that?), I may have to forgo "realism" for practicality


Hypno+grease saves:

@+1 starting with AB8: 5d20 ⇒ (15, 2, 12, 19, 11) = 59
+2ref: 4d20 ⇒ (13, 15, 16, 7) = 51acrobatics: 4d20 ⇒ (5, 6, 19, 10) = 40

Cole takes out a goblin, his loyal mount and Fornitado combine to bring down another.
Three goblins succumb to the hypnotic effect of the bard.
Durahl draws his weapons, ready to go.
Bizzlemont successfully shakes off the effects with a strong force of will.
Tavar unloads a grease spell spilling two more goblins to the ground.
Map updated--grease added

The evil priest says: "We will do this the hard way."
He casts and Strang fires a bolt which glances off his armor. After completion this time 1 Durahl, 2 Terion: 1d2 ⇒ 1 find their bodies trying to freeze up on them. Durahl tries to resist the powerful evil magic.
Will DC 17
spellcraft: 3d20 ⇒ (3, 1, 5) = 9
Fornitado recognizes it as the divine Hold Person spell.

Priest casts

Terion strikes down two rushing goblins pushed ahead of their peers.
Need AoOs from Cole Gnasher and Fornitado on rushing goblins and Durahl if he saves


Male Human Fighter 1 | HP: 15/15 | AC: 20 FF: 18 T: 13 | F: +4 R: +3 W: +2 | Perc: +1 Init: +2 | Speed: 30 ft

Will Save attempt: 1d20 + 2 ⇒ (18) + 2 = 20

Remarkably, Durahl, not known for his strength of mind, grits his teeth and shrugs off the cleric's attempt to subdue him with his foul powers.

"Not today, hellpriest! I'll see you writhing on the end of my sword before I give in to your dark enchantments!"


Male Human Fighter 1 | HP: 15/15 | AC: 20 FF: 18 T: 13 | F: +4 R: +3 W: +2 | Perc: +1 Init: +2 | Speed: 30 ft

@GM Tribute: Are goblins in the "small" size category? I think I am going to use Dazzling Display on my next action in round 3 to demoralize all within 30 feet who can see me and I would get a +4 bonus to my Intimidate check if they are a size category smaller than I am.


yes. +4 vs small


Male Halfling Paladin 4

Cole AA12: 1d20 + 7 ⇒ (16) + 7 = 23
Cole Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Gnasher AA10: 1d20 + 4 ⇒ (5) + 4 = 9
Gnasher damage: 1d6 + 4 ⇒ (4) + 4 = 8

Cole and Gnasher continue their work, and although they can see that the rushing horde is becoming smaller and smaller, they have been free on injuries only through sheer luck thus far. Lashing out further, Cole can only hope that their strength will be enough.


Male Human Per +3

Dunno why the heck I didn't buy a Greatsword...

Completely surrounded, with no use for his reach weapon, Terion drops the bardiche, and draws his mace, its surface giving off a silvery sheen.

Will Save: 1d20 + 4 ⇒ (17) + 4 = 21

"You are right about that" - he answers the priest - "Just remember those words when you are thinking about surrendering" - he growls, while swinging at the goblin to his left.

Dropping Bardiche, drawing Light Mace, attacking the goblin in AC:10.

Mace Attack: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13Damage: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12

Status:
HP -> 30/30
AC -> 23


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

Bizzlemont slowly comes to his senses and finds himself surrounded. "Strang, Lamriel, help!" Seeing goblins though, the gnome tries to fight his way clear. He draws his dagger and stabs at the one between him and Strang.

vs. AF-10
Attack (Hatred, Bard): 1d20 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 8
Damage (Bard): 1d3 - 1 + 1 ⇒ (1) - 1 + 1 = 1

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