The Past Returns (Inactive)

Game Master sunshadow21

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F Dwarf Cleric of Abadar 2

Round 1
Morstralla readies the spear she's wielding.
Moving behind Krojun preparing to strike a goblin from reach next round.
Looking at the leader, Stralla narrows her gaze, focuses and yells "Flee!"
Cast Command (Will Negates DC 13)
I hope he understands Taldan.


Male Aasimar (Angelkin) Monk 1

Wyran moves into position such that he can 5 foot step and flurry the leader next round.


The group rushes forward as the Shoanti once more begins to mimic the roar of thunder. Magnhlidr swings at the goblin dog, but it's rider knocks the attack aside as Talon's blade digs into one of the melee support, who screams in pain. A celestial eagle appears over the leader, but is unable to pierce the goblin's studded leather armor. The rider wavers a bit at Morstralla's command, but continues to fight on, apparently more afraid of something else than Morstralla. Now that you are near the gate, you can see a couple of hobgoblins trying to dismantle them, and they have almost succeeded in taking one half off of it's hinges.

North Gate Round 1:
map
The red outlined goblin is the mounted leader. The non outlined goblins are regular melee goblins. The green outlined goblins are archers.

Combat Order (bold still to go)
Krojun, Rohan, Talon, Wyren in posting order
Bad Guys (not able to act this round)
Magnhlidr, Morstralla

Inspire Courage up
Krojun (K7) 19/19
Magnhlidr (E7) 14/14
Morstralla (K9) 10/10
Rohan (K8) 14/14
Talon (E9) 9/9
Wyran (F7) 9/9

Celestial Eagle (D-7, flying)

Goblin Commando (D7, riding)
Goblin Dog (D7)
Melee Goblins (D8 - 6 damage, C7, C8)
Archer Goblins (C9, B8)
Hobgoblins (C11, D11)

First full round is up. I will post an updated map tomorrow, hopefully along with some general information on Sandpoint.


Top of Round 2

The big Shoanti thunders across the distance between himself and the front rank of battle but then rather then bring his club to bear he stops his chant long enough to mutter an arcane verse and grab Talon's shoulder.

Vanish on Talon making him invisible for a turn (or until he attacks).

He quickly whispers directions to the rogue.

"The spell will only hold for a handful of seconds. Get to the back rank and cut down their archers."

The massive warrior quickly resumes his chant and beats his chest, daring the little greenskins to test themselves against him.

Inspire Courage 5/6


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

Rohan moves up to F8 and draws his longspear hoping to distract the rider. The holy bird attempts to lay into said rider.

Bite: 1d20 + 3 ⇒ (17) + 3 = 20

1d4 + 1 ⇒ (4) + 1 = 5

Talon: 1d20 + 3 ⇒ (17) + 3 = 20

1d4 + 1 ⇒ (4) + 1 = 5

Talon: 1d20 + 3 ⇒ (11) + 3 = 14

1d4 + 1 ⇒ (2) + 1 = 3


2 hits from the bird for 10 damage to the leader, who is still up, if not looking very well off.


Half-Elven Rogue Lvl 3 HP 19/19 INIT+6 AC 16 CMB+4 CMD+16 MW Rapier/MW S. Sword (+6,+4/+2) 1d6+2/18-20x2/19-20x2 S. Bow (+5) 1d6+2/x3 (F:1 R:9 W:1)

ROUND 2 – Talon 9/9 AC 16 starting at E9

Talon's mouth momentarily widens as his watches his outstretched arms fade away from view. His eyes flicker with excitement - every rogue's dream has come true … he is invisible. If only Krojun could see the ear to ear grin on his face.

Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26

He heeds the warrior’s direction and adeptly skirts between the goblins in his way to B9 and sneak attacks the archer at B8.

Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Sneak Attack: 1d6 ⇒ 2

He also looks to see what the goblins are doing trying to disassemble the gate – who or what might be behind it.

I assume that since I am invisible that I would be able to gain the benefits of sneak attack through surprise?


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

Round 2: Still Raging, Attack Goblin on the Goblin Dog.

Magnhildr sees blood fall from the rider and quickly switches targets of her next strike. Her sword cleaves into the rider, rending flesh and bone as a feral smile shows up on Magnhildr's face.

"I'd start running if I were you."

Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d10 + 5 ⇒ (5) + 5 = 10 Boom baby!
Just for Giggles:
Intimidate: 1d20 + 6 ⇒ (20) + 6 = 26


Male Aasimar (Angelkin) Monk 1

Round 2!
5 foot step and flurry! If the rider is dead/dies switch attacks to the goblin dog.

Wyran quietly steps up and strikes the creature with a flurry of open-palm strikes.

1d20 + 2 ⇒ (5) + 2 = 7 1d6 + 4 ⇒ (3) + 4 = 7
1d20 + 2 ⇒ (10) + 2 = 12 1d6 + 4 ⇒ (3) + 4 = 7

The goblins are still flat footed, don't forget :) Might be able to land a single blow haha


F Dwarf Cleric of Abadar 2

Round 2 - not sure if I'm supposed to wait for Voice

"Goblins suck and Goblins muck, but now you goblins are outta luck!", Stralla sings awkwardly as she moves forward (to F6) and attempts to skewer the commando.
Skewer 1d20 + 2 ⇒ (5) + 2 = 7 (+1 courage, +1 dwarf racial)
Threat (if applicable) 1d20 + 2 ⇒ (20) + 2 = 22
Damage (if applicable) 1d8 + 1 ⇒ (4) + 1 = 5
Critical Damage (if applicable) 1d8 + 1 ⇒ (7) + 1 = 8


Working on maps right now. Should be posted shortly.


Round 1 summary

As Krojun steps up and makes the rogue disappear from view, Rohan's summoned eagle tears into the rider but is unable to completely drop it. Meanwhile, Talon takes advantage of his invisibility to move behind the archers, and drops one of them with a nasty sneak attack. Wyran continues to focus on the minions, seeing the eagle being so effective, and drops one of them. The commando is able to drop the eagle before the northern barbarian drops him to the ground and the goblin dogs takes off running, having had enough of the scent of blood in the air. The remaining goblins fight bravely, but only the hobgoblins, who have now joined the fray land their blows. Both Wyran and Krojun feel the pain of their longswords. Morstralla ties to take a parting shot at the goblin dog, but misses as it zooms past her. As far as the party can tell, there is no more goblins in the immediate area.

North Gate Round 2:
Top of Round 2

The non outlined goblins are regular melee goblins. The green outlined goblins are archers.

Combat Order (bold still to go)
Krojun, Rohan, Talon, Wyren in posting order
Bad Guys (not able to act this round)
Magnhlidr, Morstralla

Inspire Courage up
Krojun (F9) 12/19
Magnhlidr (E7) 14/14
Morstralla (F6) 10/10
Rohan (F8) 14/14
Talon (B9) 9/9
Wyran (E8) 5/9

Melee Goblins (D8, C8)
Archer Goblins (C9)
Hobgoblins (E9, D9)

Top of the round is up. Pardon the lack of seeing the hobgoblins; it's been a while since I've worked with Maptools.


Top of Round 2

Inspire 6/6

Krojun's thunder-chant is interrupted as a hobgoblin's longsword finds its way in between his ribs.

The big Shoanti quickly recovers, resuming his chant and with a bellowing roar slams his club, gripped by both his meaty fists, into the hobgoblin soldier that had blooded him.

Attack: 1d20 + 4 ⇒ (20) + 4 = 24

Confirming: 1d20 + 4 ⇒ (14) + 4 = 18

Crit Damage: 2d6 + 14 ⇒ (2, 1) + 14 = 17

Krojun is two-handing this turn so his AC is down by 1.


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

Round 2: 5 foot step to D7 and introduce D8 or C8 if D8 is dropped before then to Mag's sword, Move to drop shield. Still Raging.

Magnhildr steps as she once again drops her shield. The full force of her strength is brought to bear as her sword arcs down to cut flesh and crush bone. She looks to the hobgoblins, her anger burning brightly in her eyes.

"Flee or die."

Attack 2H 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Damage 2H 1d10 + 7 + 1 ⇒ (9) + 7 + 1 = 17 Splat!


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

Rohan jabs at the commando with his weapon.

1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17

Arcane Strike: 1d8 + 6 + 1 + 1 ⇒ (7) + 6 + 1 + 1 = 15


Half-Elven Rogue Lvl 3 HP 19/19 INIT+6 AC 16 CMB+4 CMD+16 MW Rapier/MW S. Sword (+6,+4/+2) 1d6+2/18-20x2/19-20x2 S. Bow (+5) 1d6+2/x3 (F:1 R:9 W:1)

Talon focuses on the remaining archer, squating slightly with his left arm arched up in the air for balance and his right arm slicing in front of him with his rapier.

Attack: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 Including the bonus from Krojun's chant
Damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4


Waiting for Wyren to act before the surviving goblins flee since both their leader and the hobgoblins are quite dead, but so far, Krojun has killed one of the hobgoblins, Rohan took out the other hobgoblin (as the commando was already dead, and the remaining hobgoblin was both within reach and the biggest remaining target), and Talon has severely injured the remaining archer.


Go Team: Good Guys!

That's what they get for hitting me for 7.


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

Phew, I was about to run out of ragey goodness. :D


What makes you think it's over? You still don't know what the state of things elsewhere around town are.


Mags will have to get by with the strength of a mere mortal. =P


Male Aasimar (Angelkin) Monk 1

Flurry! Prioritizing closest.
1d20 + 2 ⇒ (3) + 2 = 5 1d6 + 4 ⇒ (3) + 4 = 7
1d20 + 2 ⇒ (9) + 2 = 11 1d6 + 4 ⇒ (4) + 4 = 8


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14
The Voice of Wisdom wrote:
What makes you think it's over? You still don't know what the state of things elsewhere around town are.

Even if the fighting is not over, the fatigue should be gone before we get into the thick of it again. And I do have the AP, although I've noticed several changes that you've made already. Personal, I like them.

Krojun-Speaks-With-Thunder wrote:
Mags will have to get by with the strength of a mere mortal. =P

Ah, but that's what Power attack and extra rage rounds are for. I could be playing Gkirkhan who was strong enough at level one to roll all 2's on a crit with a greatsword and still did 26 points of damage. Now he has rage. :P


Magnhlidr Whitescale wrote:
Even if the fighting is not over, the fatigue should be gone before we get into the thick of it again. And I do have the AP, although I've noticed several changes that you've made already. Personal, I like them.

All of the pieces are still there, they just got rearranged a bit.


The hobgoblins drop hard, and with the last of the counter persuasion gone keeping the regular goblins around to fight, they flee. You have time to quickly search the bodies (the rider had a potion of cure moderate wounds, and the hobgoblins had some decent longswords; nothing else looks overly interesting). The nobleman is just sitting there bug eyed as he stares at the lady barbarian with a look of awe and amazement on his face. Eventually he comes around to his senses enough to speak, "My thanks, good gentles. I was afraid that I was about to meet my end to those brutes, which would have been a most ungentlemanly way to die. I am Aldern Foxglove; I was on my way back to the Rusty Dragon when I found myself in the wrong place at the wrong time. If you had not come along, I fear I would now be goblin chow."


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

"Thanks are not needed, but appreciated. It was the right thing to do. Ideas on why this happened?"


Krojun lets his booming song die as the goblins break and flee. As it does, his weapon arm sags and he clutches the gaping wound in his side.

"You can buy us all a round at the Dragon when this is over. Get yourself to safety. We must focus our efforts on holding the gate in case more of the big ones try to enter the city."

The big Shoanti lets his blood-caked club slip to the ground and helps himself to one of the fallen hobgoblin's longswords. He tests the weapon's weight in his large hand.

"This will do..."

Just a standard longsword? Not masterwork by any chance?

How hard would it be to repair the gates?


F Dwarf Cleric of Abadar 2

would I know or have heard of Lord Foxglove?

"Is anyone hurt?"


You could try either knowledge (local) or knowlege (nobility).
These are hobgoblin grunts, so no masterwork.
The gates can still close; it will just require someone to be constantly standing guard there until the full repairs can be made.


Morstralla Fullvault wrote:
"Is anyone hurt?"
Krojun wrote:
Krojun lets his booming song die as the goblins break and flee. As it does, his weapon arm sags and he clutches the gaping wound in his side.

Yes.


Male Aasimar (Angelkin) Monk 1

Knowl: Nobility 1d20 + 6 ⇒ (10) + 6 = 16
How much do I know?

"I'm glad we were able to help, and we will mourn the loss of your companions when the town is not besieged. I am Wyran, devout of Irori. If there is anything more we can do to aid you please let us know.


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

"Magnhildr Whitescale, storyteller and follower of the Starsong."

Mags gives the young noble a nod before retrieving her shield and catching her breath. Her smile fades when she sees the dead dog.

"I'm sorry we couldn't save your hound. There are several rangers and druids back home that take wolves as companions, or have hounds to help them hunt, and I always loved playing with them when I could."


Wyran:
Aldern is a noble of the region, and has been trying to restore his family's position, which has suffered in the last few generations.

"Yes, the dog is a loss, to be sure. True loyalty is hard to find. Still, I suppose it's better him than I. As for the round of drinks, I will certainly have to do so, and possibly more, when the dust has settled."


F Dwarf Cleric of Abadar 2

"Well big fellow, let me have a look at that.." looking at Krojun's gaping side wound.

"May Abadar's will preserve you." cast Cure Light Wounds (converting Divine Favour) healing 1d8 + 2 ⇒ (7) + 2 = 9 hit points


Krojun breathes easier as the dwarf's gentle touch and healing magic seal the wound leaving nothing but a discolored scar.

"You have my gratitude Morstralla."


Sorry about the delay; had a bit of a hiccup in real life that took a few day to sufficiently absorb the impact of.

At this point, Sheriff Hemlock and several of this men come up the road, and as they look at the scene, the sheriff starts barking orders. A couple of men move to secure the gate while a few others moves move off to the north doing a perimeter sweep. Aldern Foxglove moves off toward the Rusty Dragon after reminding the party of the drink offer. Once the guards have been given their orders, he comes over to you, and you can tell he's looking a bit tired. "I apologize that we must once more ask for your help, but if you could check out the cemetary and report to me at the garrison, I would appreciate it. I will see that you are properly compensated for that and all of your other efforts." He waits for a positive response before turning back down the road to the garrison.

As you make you way to the northern gate of the boneyard, you get a firm reminder that its still just a bit after midnight. There are no torches lit back here, and while the stars provide enough light that you can see just enough to not bump into each other, the shadows are still too thick for making out details, especially once you leave the road, and get in amongst the back buildings of the cathedral, and the structures of the cemetery itself. This also triggers a response from your bodies that force you to remember that you have been up and active pretty much all day.

Everyone is at a -1 to all their d20 rolls due to the initial onset of fatigue. Folks with normal sight will need a light source to see clearly. Those with low-light vision can see 15' feet comfortably, but everything beyond that is shadows. Those with darkvision can utilize darkvision normally.

I need to know what order you going in, what light sources you have, and survival and perception checks from everyone.


I'd suggest Mags, Rohan, Krojun, Talon, Wyren, Morstralla.

Krojun cranes his neck in an attempt to peer through the darkness.

Survival: 1d20 - 1 ⇒ (10) - 1 = 9
Perception: 1d20 - 2 ⇒ (14) - 2 = 12


F Dwarf Cleric of Abadar 2

Survival: 1d20 + 2 - 1 ⇒ (8) + 2 - 1 = 9
Perception: 1d20 + 2 - 1 ⇒ (11) + 2 - 1 = 12
No light source - just darkvision 60'
"Those little baggers better not have disturbed these resting souls!"


Male Aasimar (Angelkin) Monk 1

Wyran notices the humans straining to see through the darkness, and suggests that Rohan and Morstralla cast some Light spells for group.

Presuming light sources have been cast, I'd actually put Rohan and Morstralla in the back since they don't need to be in melee. I'm okay going middle spot at worst, since I don't move as quickly as the barbarians yet :P

Surv: 1d20 + 2 ⇒ (16) + 2 = 18
Perc: 1d20 + 2 ⇒ (12) + 2 = 14


Sounds good to me. Rohan can switch spots with Wyren.

Mags, Wyren, Krojun, Talon, Rohan, Morstralla

Krojun whispers an incantation and lays a hand on Magnhlidr's shield. Instantly, it begins to emit a soft light.

"That should help."


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

Perception: 1d20 - 2 ⇒ (9) - 2 = 7

Survival: 1d20 - 2 ⇒ (18) - 2 = 16

"Thanks. What would goblins be doing out here though?"


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

You guys do know that Mags can manifest a halo that casts light as a torch right?

Magnhildr nods after Krojun makes her shield glow and keeps her sword at the ready as they approach the graveyard. The fatigue, though, is taking its toll on her concentration and she zones out more than once.

"Nothing good, they probably thought it'd be funny to *yawn* make the remains of those past into puppets or sumthin'"

Perception: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13
Survival: 1d20 + 1 - 1 ⇒ (7) + 1 - 1 = 7


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

Not in character, unless I missed something.

"Maybe. Something doesn't feel right about all this though."


Krojun is aware but thus far it's something that comes up in combat, not necessarily when we're creeping around in the dark. If Mags wants to bust it out he'll put light on his sword instead.


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

It's cool, I was just making sure y'all as players were aware.

"The graveyard, or the whole attack?" Magnhildr asks Rohan as she turns her head.


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

"The whole attack. From what I read on goblins, this is a bigger scale than is typical for their kind."


Half-Elven Rogue Lvl 3 HP 19/19 INIT+6 AC 16 CMB+4 CMD+16 MW Rapier/MW S. Sword (+6,+4/+2) 1d6+2/18-20x2/19-20x2 S. Bow (+5) 1d6+2/x3 (F:1 R:9 W:1)

"This is not how I imagined this evening going. I had conquests of another sort on my mind. I agree that every step form the first encounter has seemed like a setup, like we're walking into some type of trap - but how, they're goblins ... unless someone or something else is behind all of this."

Talon utilizing low-light vision, his rapier at the ready as he cautiously advances keeping an eye out for traps or trip wires on the ground.

Perception: 1d20 + 8 - 1 ⇒ (8) + 8 - 1 = 15
Survival: 1d20 - 1 ⇒ (19) - 1 = 18


"There may be time for that yet. The night is not done and what woman can deny a man covered in the blood of his foes?"

Krojun laughs briefly and then levels his weapon again sharply at the surrounding darkness. He casts a glance at the radiant Ulfen as he does.


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

"Is that really true?" Rohan asks honestly of the Shoanti.


You proceed into the cemetery carefully, and, much to your relief, find no more goblins. It takes a while for anything much to be seen, as your tired minds can't quite process what they are seeing, but an interesting tale emerges from the ground; there are plenty of tracks on the ground and some of them tell a tale that is more than a bit concerning. While many of them are along the expected paths as people typically visit the notable mausoleums back here, some seem to lead directly from and to the wall; most of these seem to go around the church, but some lead directly to the mausoleum of Ezekian Tobyn, and upon closer inspection, one of the doors of that stately building seems to be slightly open, as if someone didn't quite get it completely closed in their haste to leave.

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