The Thaleniel Throne

Game Master GM Netherfire


1,051 to 1,100 of 2,905 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Survival: 1d20 + 10 ⇒ (14) + 10 = 24

“Well that's curious. And maybe good news… Look up there,” she says, indicating a spot in the path ahead (S7 and S6). “Hoof prints! Maybe this means some knights made it up here after all.”


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Nme'an stoops down to inspect the tracks, looking for anything to back up the Druid's idea that the prints might have come from the Prince's knights.

Perception: 1d20 + 3 ⇒ (20) + 3 = 23 Heh. That was unexpectedly good!


Dungeon Master

The accounts Nme’an has heard of kobolds have never included the scaly creature’s use of horses or cavalry. Moreover, the half elves can discern that these hooves were shod with metal, most likely iron, horseshoes. The Knight Apprentice knows all horses of the Dawnflower Order are required to be shoed before riding. He can also see that efforts were made to cover the hoofprints, but the efforts were obviously not thorough. In fact, some of the fallen stones appear to cover more tracks.

The druidess likewise recognises the efforts to conceal the hoofprints. Some of the prints are stamped overtop one another, and given the Sevenstone’s attention to living things and their tendencies, she estimates the gait of horses like Rexel and Drexel with riders. With a tracker’s eye, she pieces together that the hoofprints tell of at least three horses passing this way.

If Nme’an carefully moves the some of the rocks out of the way in Q5, S5, and S6, Beorae’s Survival roll can apply to those tracks as well. The new evidence would increase the estimate of riders to eight.


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Nme'an looks at the fallen stones, considers moving them, but then decides not to.
To quote Prince Humperdinck: "I always think everything could be a trap which is why I'm still alive."


Dungeon Master

Beyond the covered pit trap he already identified, Themp does not notice any other trap triggers up ahead.

If this is going too slowly, I have an idea to speed up travel through the pass. Themp, roll 10 Perception checks in a spoiler, and I can sum up large amounts of travel, rather than have you guys creep through every 5ft square of a 2 day journey.


Male Human Rogue lvl5 (AC 20; HP 28/37)

Careful to notice if and where the hoof track will cut out, Themp advances, choosing his steps carefully and silently.

Rolls:

Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Stealth: 1d20 + 12 + 5 ⇒ (11) + 12 + 5 = 28

Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Stealth: 1d20 + 12 + 5 ⇒ (17) + 12 + 5 = 34

Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Stealth: 1d20 + 12 + 5 ⇒ (13) + 12 + 5 = 30

Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Stealth: 1d20 + 12 + 5 ⇒ (3) + 12 + 5 = 20

Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Stealth: 1d20 + 12 + 5 ⇒ (8) + 12 + 5 = 25

Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Stealth: 1d20 + 12 + 5 ⇒ (20) + 12 + 5 = 37

Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Stealth: 1d20 + 12 + 5 ⇒ (9) + 12 + 5 = 26

Anyone feel free to cut my rolls short if you think of something interesting to do. :)


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Beorae and Shark follow five to ten feet behind Themp as he navigates the path.

Rolls:

Perception: 1d20 + 14 ⇒ (19) + 14 = 33
Perception: 1d20 + 14 ⇒ (11) + 14 = 25
Perception: 1d20 + 14 ⇒ (18) + 14 = 32
Perception: 1d20 + 14 ⇒ (4) + 14 = 18
Perception: 1d20 + 14 ⇒ (14) + 14 = 28
Perception: 1d20 + 14 ⇒ (7) + 14 = 21
Perception: 1d20 + 14 ⇒ (4) + 14 = 18
Perception: 1d20 + 14 ⇒ (20) + 14 = 34
Perception: 1d20 + 14 ⇒ (6) + 14 = 20
Perception: 1d20 + 14 ⇒ (6) + 14 = 20


Dungeon Master

no peeks:

1d20 ⇒ 9
1d20 ⇒ 19

The four carefully pick their way through the Blackcrag Pass, with the soft-footed city scoundrel in the lead. Looking over every corner and crack, his suspicious nature guides him and his companions through the cliff-walled ravine. Thankfully, the druidess follows closely behind, and helps the thief find the disguised covers of two more pit traps, which the four warily pass alongside to safety. A long walk after the second pit, Themp notices a tripwire spanning the gap between the two mountains. He traces it up to a side of the cliff obscured by shadow and hardy shrubs, to find an array of crossbows pointed at the vicinity of the where the trigger wire lay. As soon as he comprehends the function, the crafty city man sets to disabling the murderous devices. He expertly ties off the tripwire at a relay, allowing his companions to continue without fear of a bolt volley.

By this time, two hours pass, and the four are able to cover the distance of one mile. The big grey cat follows Beorae’s heels, his wide paws softly padding on the dry ground. The captured kobold remains unconscious on Mot’s shoulders, and indeed the big man occasionally forgets he is carrying a captive until the scaly body slides off a shoulder. The Knight Apprentice brings up the rear, watching their backs for any ambush. So far, there is nothing to raise alarm.

An unexpected twang rings out over the quiet movement of the four, and all eyes turn to Themp, who looks down in shock at an unseen trigger line released by his foot. Just as suddenly, the wall to their right crumbles away! A roaring avalanche of tumbling rock pours onto the four as they attempt to dive out of the way.

Ok! Neither Beorae nor Themp spotted this trap. I need each of you to roll Reflex saves, DC 15. Failure deals 3d6 ⇒ (5, 6, 5) = 16 bludgeoning damage, success halves the damage. Themp’s Evasion ability allows him to escape with no damage if he can pass the saving throw. With your Reflex saves, please indicate which direction you dove (north or south). Remember that if total damage is greater than your current hp, you fall unconscious at negative hitpoints. You can remain unconscious until negative hitpoints exceed to your Constitution score (after which, you die). On Dungeongrid, the gravel acts as difficult terrain. As you recover, please limit your actions to one round.

The wave of rocks settle, covering the ravine floor. Dry dust hangs thick in the air, but a large dark hole can be seen in the cliffside, once covered by the false rock wall.


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Reflex: 1d20 + 4 ⇒ (14) + 4 = 18

Nme'an hears a sharp, heavy crack... rock crushing against rock... as the trap's primary support mechanism breaks free. A dozen or perhaps a dozen dozen thoughts flash through his mind in the brief seconds it takes for the deafening hoard of boulders to reach him.

Shout a warning? Not enough time! Push one of the others out of the way? Which one? No, they're all too far! Run? Never!

One thought though wins out above the jumble of others: Shield!

The knight moves back south, the way the group came, as he orients himself to the incoming danger. Then, acting quickly, he raises his sturdy shield with barely a moment to spare. The wave of heavy rocks sweep over him, knocking him to the ground. The roar of the avalanche subsides until the final pebbles end their energetic journeys leaving the canyon deathly silent. Then, a moment later, there is movement! Nme'an pushes stones aside and struggles to his feat. The trap has left him injured, but his quick reaction along with his heavy armor may have just saved his life!

Nme'an takes 8 damage and is now at 8 hp


Male Human Rogue lvl5 (AC 20; HP 28/37)

"อึ!", exclaims Themp as the false wall crumbles toward him.

Reflex: 1d20 + 3 ⇒ (12) + 3 = 15

In a moment of thoughtlessness, Themp dives north, away from the crumbling stones, miraculously unscathed. Quickly springing back up on his feet, Themp checks back for his companions and any other nasty surprise that might still be around.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Reflex (Beorae): 1d20 + 1 ⇒ (2) + 1 = 3 …อึ!
Reflex (Shark): 1d20 + 6 ⇒ (11) + 6 = 17

The druidess attempts to raise her shield against the tumbling rock as she and Shark dive out of the way (5-foot steps northwest). The roar of rock becomes louder and the ground rumbles beneath their feet, shaking as if it had a mind of its own. The chaos overwhelms for a moment until Beorae feels something hit her in the head. She stumbles forward—or is the ground stumbling up to me?—as the world dips to blackness.

Shark takes 8 dmg, Beorae takes 16, leaving her at -2 and unconscious.


as NPC'd by GM Netherfire

Reflex 1d20 + 2 ⇒ (17) + 2 = 19, Mot takes 8 damage.

The Casns snarls as the stones tumble forward. With one hand he tosses the limp kobold by the scaly nape of the neck behind him. The reptilian body bounces against a boulder a short distance away. He pivots and his powerful legs push him south with a great leap, as rocks pummel his meaty shoulders and back.

As the rock slide diminishes to silence, he winces and circles his thick arms to alleviate the bruising on his back. Blood is scarcely discernible through his wild head of hair, until it runs down an ear and the side of his neck. He casts about, peering through the dust, until he sees the druidess, unmoving and mostly buried in the fallen stone.

“Och, lass!” the highlander vaults over rocky terrain with haphazard steps, as the stones shift unexpectedly under his weight. Stooping over the unconscious half-elf, the big man begins wildly tossing rocks out of the way.


Dungeon Master

The dust slowly begins to clear, and the others can see Shark reappear from around a boulder and limp toward Beorae, nudging her face with his nose. The only sound in the quiet canyon is Mot’s frantic tossing of stones.

That is, until another sound interrupts the silence. A chorus of yips and howls echo from the gaping hole in the cliff, and the noise grows closer with every second. The Knight Apprentice recognises the pitch of kobold voices, and Themp’s attentive ears pick out at least four on the approach, and no more than seven. By his guess, the Thaleniel champions have only moments before the voices reach the opening in the rock. The kobolds will arrive next round.

It will take 2 more move equivalent actions to get the druid unburied. Beorae must roll a Constitution check to stabilize and keep from bleeding out. Add your Constitution modifier to 1d20 roll, DC 12 (10 + negative hp). She will bleed out 1 point of damage if she fails the check (which raises the DC to 13). Restoring hp automatically stabilizes, as does a DC 15 Heal check from an ally.


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Constitution: 1d20 + 1 ⇒ (2) + 1 = 3 Riiiight. At -3 and bleeding in the event she doesn't get a Heal from someone.

Hearing the oncoming throng of kobolds, Shark turns toward the hole in the wall, readying for combat.


Male Human Rogue lvl5 (AC 20; HP 28/37)

At the sound of the kobold, Themp scurries his pack for the magic healing potion.

I'd rather not have you under those rocks when the beasts arrive, Freckles

"Big man, help me hold her head steady", he says while he uncorks the vial. With great care not to miss a drop, Themp splashes the potion down her mouth.

Potion (Cure Light Wounds): 1d8 + 1 ⇒ (8) + 1 = 9

Satisfied with the colors now returning to the half-elf's cheeks, Themp turns his other companions.

"Mot, Nme'an", he beckons, raising his voice so the paladin can also hear him, "I hear at least four of these small creatures coming through the hole. Ready yourselves."


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Nme'an sees Themp and Mot tending to Beorae. Relieved that she survived he begins picking his way across the now almost impassable rocky terrain, drawing his sword as he goes. There isn't enough time for him to reach his fellow Half-Elf as the Kobold seem to be just out of sight, but he manages to close the distance with Shark. Concentrating, Nme'an first heals himself then reaches out and does the same for the tiger.

Lay on Hands: 1d6 ⇒ 6 Nme'an goes to 14hp, 3 uses left
Lay on Hands: 1d6 ⇒ 5 Shark goes to 21hp, 2 uses left

Having done all he can at the moment, Nme'an turns to face the approaching threat.


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Beorae's eyes flick open and adjust to the brightness of the day amidst the settling dust. She sees Themp and Mot peering down at her, scrambling through rocks.

“Wha… happ…?,” she tries to ask, but she's cut off by the howl of oncoming kobolds and her eyes snap open as she recognizes the sound.


as NPC'd by GM Netherfire

“Och-aye! Yoo jahonnyup raght qweck t’lixer!” Mot cheers, slapping a meaty palm on Themp’s shoulder after the thief administers the curative concoction.

At the city man’s warning, he nods gravely. His long muscular arms pull the greatsword loose from its scabbard, and he takes wide, unbalanced strides between Themp and Nme’an, passing them and stopping a short distance ahead. At the mouth of the great opening, he plants the point of his sword in the rubble, directly at his center, and waits for the kobolds to appear.


Dungeon Master

Six kobolds stream in from two small tunnels at the back of the wide shallow cave; three brandishing spears file out to the front, and two behind enter with slings already spinning. The sixth does not wear the leather armor like the five before him, rather, several necklaces adorned with bones, feathers, and glittering precious metals rattle as he enters behind the slingers. His face forms what could only be a sneer, and barks a command, gesturing at the humans and half-elves. He then begins to weave arcane sigils in the air, followed by “Seyvuz!” and a gesture at the towering highlander. The two whirling slings release their shots at the most imposing of the four.
Sling on Mot 1d20 + 3 ⇒ (8) + 3 = 11 for 1d3 - 1 ⇒ (3) - 1 = 2
Sling on Nme’an 1d20 + 3 ⇒ (19) + 3 = 22 for 1d3 - 1 ⇒ (1) - 1 = 0

Mot’s blade clangs as the shot aimed at him glances off his runic steel. The knight feels a solid impact on his banded mail, though he knows it will do little more than bruise. Nme’an takes 1 nonlethal damage.

Spellcraft DC 15:

The kobold leader is casting Daze on Mot!

The three kobolds in the front cry out in their strange tongue, shaking their spears and daring the tall folk to attack.
You guys are up!


as NPC'd by GM Netherfire

Will save 1d20 - 1 ⇒ (8) - 1 = 7 ...oh boy

The highlander’s eager grin to cut down the scaly fiends relaxes to a placid, slack-jawed expression. His large eyes blink rapidly as though something is in his eyes. He mumbles vaguely about a “...cally breek…” and very uncharacteristically fails to throw himself at the enemy. His bulky form remains in place while his expression looks as though he is attempting complex, or perhaps not so complex, mathematics inside his large cranium. Mot does not act this round.


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Nme'an grumbles at Mot for abandoning his helpful task of unburying Beorae and moves to take the big man's place. Momentarily setting down his sword and shield he removes most of the rocks pinning the Druidess leaving only one last one for her to pull herself free of.
Using move action to move and standard to dig.

"Wale walio na slings ni karibu tayari," he warns her. "Kukaa chini mpaka wao mashambulizi."

Elven:

"The ones with slings are nearly ready," he warns her. "Stay low until they attack."


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25
Beorae slowly nods in understanding. Flicking her eyes to the kobolds, she immediately recognizes the spell cast on Mot. Pushing the last rock away from her body frees her to move, but she doesn't stand up. Instead, she flicks her wrist and mutters a quick “Ignis”, conjuring flame once again, but holding it low so as to not attract attention. She then directs Shark to stand between Themp and the kobolds.


Male Human Rogue lvl5 (AC 20; HP 28/37)

Back in the city streets, Themp quickly learned that a swift jab at a leader's chin usually knocked him or her out quickly, before his/her thugs could get overly excited and mug the scoundrel. That seemingly unrelated piece of street knowledge flashed in his mind as he picked his bow and aimed at the jewelry-toting kobold.

ATK: 1d20 + 5 ⇒ (6) + 5 = 11

The arrows shoots through the air...


Dungeon Master

Themp’s shot clatters against stone, and the leader flinches in surprise. However, the magical words uttered by Beorae immediately catches the leader’s attention. His claws unbutton a belt pouch, and he palms a glass vial filled with orange-red fluid. He rears back and hurtles the flask in her direction.
Alchemist fire 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6 for 1d6 ⇒ 5 plus 1 splash damage to Mot and to the kobold in V15.
But throw falls laughably short. The flask hits the stone and explodes with liquid fire, some of which burns Mot’s shins and knees, as well as singeing one the foremost kobolds. The blast quickly dissipates, and the leader barks out two orders.
Sling on Mot 1d20 + 3 ⇒ (16) + 3 = 19 for 1d3 - 1 ⇒ (1) - 1 = 0
Sling on Shark 1d20 + 3 ⇒ (4) + 3 = 7 for 1d3 - 1 ⇒ (3) - 1 = 2
The slings are loaded and loosed again; one bounces against Mot’s torso, and the other whizzes past Shark’s side. The three spears charge in, or try to, once the kobolds scamper over the uneven terrain. They swarm the towering highlander, taking advantage of the spell he is under.
Trip attempt 1d20 + 1 ⇒ (12) + 1 = 13
Trip attempt 1d20 + 1 ⇒ (9) + 1 = 10
Trip attempt 1d20 + 1 ⇒ (10) + 1 = 11

Three spear shafts strike Mot’s muscular legs in an attempt to bring him low, but they do little more than to startle him free of his enchantment.

You guys are up!


Male Human Rogue lvl5 (AC 20; HP 28/37)

Curses!

Still staying between the prone druid and the kobold, Themp lets loose another arrow towards the supposed leader.

ATK: 1d20 + 5 ⇒ (18) + 5 = 23
DMG: 1d6 + 1 ⇒ (4) + 1 = 5


Dungeon Master

The arrow finds its mark between bones in the shawl, and the leader yelps in pain and clutches his chest where the arrowhead entered. But he does not fall so easily.


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

The druidess pulls herself up quickly, the urgency of the situation overriding the throbbing pain in her head and bitter taste of blood and healing potion lingering in her mouth. She takes aim at the kobold in the back who cast the spell and launches a fireball toward him.
Fireball ATK: 1d20 + 2 ⇒ (8) + 2 = 10 for 1d6 + 2 ⇒ (6) + 2 = 8
(1 fireball remaining)

At the same time, Shark sidesteps (5-ft) toward the closest kobold (U15, the one that got singed) and lashes out with claw and tooth.
Claw 1: 1d20 + 3 ⇒ (3) + 3 = 6 for 1d4 + 1 ⇒ (2) + 1 = 3
Claw 2: 1d20 + 3 ⇒ (13) + 3 = 16 for 1d4 + 1 ⇒ (1) + 1 = 2
Bite: 1d20 + 3 ⇒ (2) + 3 = 5 for 1d6 + 1 ⇒ (3) + 1 = 4


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

With Beorae freed, Nme'an turns his attention back to the Kobold threat. For a moment the knight apprentice hesitates, even the closest Kobold are too far to get to what with the scattered boulders and his sword and shield on the ground, but then he hears the distant leader's yelp as Themp's second arrow strikes true.

"Nice shot!" Nme'an says as he readies his own bow. He takes aim at the magic wielding leader, says a quick silent prayer Smiting his scaly foe, and then lets loose an arrow of his own.

Shortbow ATK: 1d20 + 3 + 3 ⇒ (9) + 3 + 3 = 15 for
DMG: 1d6 + 2 ⇒ (3) + 2 = 5

Nme'an's sword and shield are currently on the ground just behind him since he put both down to dig out Beorae. Currently his AC is 21 vs Leader Guy and 18 vs everyone else... and was last round too but I forgot to mention it!


as NPC'd by GM Netherfire

The cords in his Urlghain forearms tighten as the Casns brings up the mighty blade.
Greatsword PWR ATK 1d20 + 4 ⇒ (14) + 4 = 18 for 2d6 + 7 ⇒ (3, 1) + 7 = 11
In one sweeping motion, he lops off the head of the foe at his side, turning a mean eye to the kobold beside the headless one.


Dungeon Master

In difficult terrain, 5ft steps count as 10ft of travel, which unfortunately keeps Shark from a full attack with all natural weapons. Fortunately, however, the kobold is still there, so the tiger can full attack on his next turn.

The kobold leader dodges Beorae’s fireball, and it explodes on the stone behind him. As he recovers, Nme’an’s arrow bounces off his exposed scales, causing a brief, magical shimmer at the point of impact.

Spellcraft DC 16:

The sorcerous kobold has Mage Armor active on his person. It is unclear when the spell was cast, presumably before the battle began.

The kobold mage weaves his claws and shrieks “Karon!” and again gestures to the highlander. A thick, oily coating begins to ooze down the greatsword that rises to end another kobold life.

Spellcraft DC 16:

The scaly spellcaster just cast Grease on Mot’s greatsword!

After a command, the two slingers aim their shots at the city thief.
Sling on Themp 1d20 + 3 ⇒ (18) + 3 = 21 for 1d3 - 1 ⇒ (3) - 1 = 2
Sling on Themp 1d20 + 3 ⇒ (5) + 3 = 8 for 1d3 - 1 ⇒ (3) - 1 = 2
One of the bullets hits Themp square in the chest, while the other hits the stone behind him.

The two remaining kobolds make a coordinated effort; one swings his spear shaft behind an Urlghain knee while the other drives his crude spearhead into Mot’s thigh.
Trip attempt 1d20 + 1 ⇒ (19) + 1 = 20
Spear 1d20 + 1 ⇒ (20) + 1 = 21 for 2d3 - 2 ⇒ (2, 1) - 2 = 1

The maneuver knocks the big man onto his back with a thud, and the kobold spearhead punctures his hairy leg and comes away bloody.

Themp took 2 damage, Mot took 1 damage and is prone (and needs to pass a Reflex save DC 12 to hang on to his greatsword). You guys are up!


as NPC'd by GM Netherfire

Reflex 1d20 + 2 ⇒ (20) + 2 = 22 haHA!

Seeing the grease coalesce on his sword, his thick fingers tighten and the highlander does not lose his grip.

“Och!” he says in surprise as he falls, not wasting a moment to sit up and deliver a wild horizontal slice.
Prone Greatsword PWR ATK 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10 for 2d6 + 7 ⇒ (4, 1) + 7 = 12
But the two kobolds leap out of the way of the savage attack.


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Nme'an smoothly draws another arrow and fires again at the leader.

Shortbow ATK: 1d20 + 3 + 3 ⇒ (14) + 3 + 3 = 20 for
DMG: 1d6 + 2 ⇒ (6) + 2 = 8


Dungeon Master

I never confirmed the critical hit on Mot, sorry about that… 1d20 + 1 ⇒ (13) + 1 = 14, confirms.

The arrow hits a handsbreadth from Themp’s and the kobold leader falls to the ground, either dead or at death's door.


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Spellcraft: 1d20 + 6 ⇒ (18) + 6 = 24

The druidess quirks her eye as she sees the shimmering around the caster. “bila shaka…,” she whispers under her breath. She starts to take aim at the leader, but Nme'an's arrow strikes true just before she throws. Changing targets, Beorae flings her final fireball at the kobold in front of the caster before drawing the wand of healing.
Fireball: 1d20 + 2 ⇒ (20) + 2 = 22 for 1d6 + 2 ⇒ (3) + 2 = 5

Shark lashes out at the kobold closest to him (for realsies this time)
Claw 1: 1d20 + 3 ⇒ (4) + 3 = 7 for 1d4 + 1 ⇒ (4) + 1 = 5
Claw 2: 1d20 + 3 ⇒ (13) + 3 = 16 for 1d4 + 1 ⇒ (3) + 1 = 4
Bite: 1d20 + 3 ⇒ (12) + 3 = 15 for 1d6 + 1 ⇒ (5) + 1 = 6

*Edit: Confirm Fireball: 1d20 + 2 ⇒ (9) + 2 = 11 for 1d6 + 2 ⇒ (4) + 2 = 6


Dungeon Master

The fireball does not confirm, unfortunately.

Beorae’s fireball explodes over the chest of the kobold slinger, and the scaly warrior staggers back, wavering on his two feet. Meanwhile, the druidess’ tiger companion tears a kobold to shreds with tooth and claw.

Kobold in W14 is staggered. The one in U15 in pieces.


Male Human Rogue lvl5 (AC 20; HP 28/37)

Surprised at Nme'an's markmanship, Themp can't help but celebrate the shot out loud.

"Way to go, Shiny Pants!"

Taking careful aim at one of the slingers that is harassing him, Themp lets loose another arrow, hopeful that the distance does not throw his aim off.

ATK: 1d20 + 5 ⇒ (7) + 5 = 12
DMG: 1d6 + 1 ⇒ (2) + 1 = 3

Shooting at slinger on row 14


Dungeon Master

The wavering kobold flinches out of the path of Themp’s arrow at the last second, and woozily reloads his sling.
The other slinger calls to the others, stooping over the leader’s body and pulling a potion from the leader’s belt. Unstopping the potion, the slinger pours it down the leader’s open mouth.
CLW 1d8 + 1 ⇒ (7) + 1 = 8

The remaining spear-wielder shuffles back onto solid ground, raising the point and ready against any that might approach as he takes a defensive position in front of the two slingers.
The retreating kobold provokes from Mot.
Edit: Readied attack 1d20 + 1 ⇒ (4) + 1 = 5 for 1d6 - 1 ⇒ (4) - 1 = 3

The leader’s eyes flutter open, and the mage rises to his feet, and quickly assessing the situation, begins weaving a spell once again. “Karon!”

A large puddle of grease rises up between the rocks beyond the cave mouth, threatening the sure feet of Shark and Mot.
Shark must make a Reflex save DC 12 or fall prone. Mot is already prone so no save for him.

The grease puddle functions as follows: Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed (and one-quarter speed in difficult terrain) with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

You guys are up!


as NPC'd by GM Netherfire

Mot slashes at the retreating kobold.
AoO 1d20 + 4 ⇒ (7) + 4 = 11 for 2d6 + 7 ⇒ (5, 5) + 7 = 17

Reflex to hang onto sword 1d20 + 2 ⇒ (1) + 2 = 3

Too eager to take advantage of the kobold’s lapse in defense, the highlander’s sword slips out of his hands mid-swing, splashing into the pool of thick oil that rises around him.

Grunting in frustration, he rolls to his feet and tries to move out of slick area, closing the distance to the defensive kobolds and unhooking the flail from his belt along the way. The kobold spear moves to stab him but he slaps it away with a meaty palm.
Acrobatics 1d20 + 5 ⇒ (11) + 5 = 16


Male Human Rogue lvl5 (AC 20; HP 28/37)

"Oh no you don't!", whispers Themp as he takes aim at the freshly-revived leader.

ATK: 1d20 + 5 ⇒ (5) + 5 = 10
DMG: 1d6 + 1 ⇒ (5) + 1 = 6


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Seeing that the space around the big man is getting too crowded for more arrows, Nme'an retrieves his shield and sword then picks his way forward through the fallen rocks heading slightly south so as to avoid the grease spill.

That's a Move Action to gather his things then a Standard Action used to move forward. ACs should go back to 21 vs everyone and 24 vs Leader Guy.


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Beorae moves up to the edge of the grease pool to get a better view and once again begins muttering a druidic incantation.
Summon Nature's Ally: Eagle

Reflex (Shark): 1d20 + 6 ⇒ (18) + 6 = 24
Acrobatics (Shark): 1d20 + 7 ⇒ (7) + 7 = 14
The grey tiger growls as grease appears at his paws, but he doesn't lose a step on his way to the next kobold in his path (V14).

Bite: 1d20 + 3 ⇒ (9) + 3 = 12 for 1d6 + 1 ⇒ (2) + 1 = 3


Dungeon Master

The human archer misses his shot, and while the big grey cat crosses the pool of grease with no difficulty, the kobold is too wary of his fearsome fangs.

The kobold leader calls out a few orders in their archaic tongue, and his followers are quick to act. One stabs at Shark with his spear, while the comrade behind him spins his sling and whips it at the towering highlander. Using the sling this close provokes an AoO from Mot, however.
Spear 1d20 + 1 ⇒ (19) + 1 = 20 for 1d6 - 1 ⇒ (4) - 1 = 3
Sling 1d20 + 3 ⇒ (20) + 3 = 23, confirm 1d20 + 3 ⇒ (16) + 3 = 19 for 2d3 - 2 ⇒ (2, 3) - 2 = 3

The slinger that revived the leader backpedals away from Mot, loading his sling and likewise firing at the highlander.
Sling 1d20 + 3 ⇒ (12) + 3 = 15 for 1d3 - 1 ⇒ (2) - 1 = 1
The bullet bounces harmlessly off Mot’s chain shirt. The leader takes a bold step through the opening, directly in front of the Casns warrior, with his claws outstretched. “Yol spiir!”

A fifteen foot cone of fire erupts from the leader’s claws, spraying over Mot, Shark, and Nme’an. Strangely, the pool of grease does not ignite.
FIRE 2d4 ⇒ (1, 3) = 4, Reflex save DC 12 to halve the damage.

Spellcraft DC 16:

This spell the kobold cast is called Burning Hands. Also, it appears that the magical grease conjured by the Grease spell is inflammable.

Shark takes 3 damage from the spear, Mot takes 3 damage from slings. Reflex saves will determine how much fire damage all three of you take.

You guys are up!


as NPC'd by GM Netherfire

AoO 1d20 + 4 ⇒ (3) + 4 = 7 for 1d8 + 6 ⇒ (3) + 6 = 9
The flailhead whips across too high.

Reflex 1d20 + 2 ⇒ (2) + 2 = 4
Still recovering from the errant swing, the big man bears the brunt of the fiery blast. With charred skin and smoking clothes, the great warrior’s blood boils over and taking the flail handle into two hands, turns a berserker rage against the diminutive lizard mage before him.
Raging flail PWR ATK 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21 for 1d8 + 7 + 2 ⇒ (8) + 7 + 2 = 17

Mot is now at 4hp, thanks to Rage, heh.

The flail comes down hard and crushes the leader’s skull, with enough force to whip the rest of the kobold’s body to the ground. A pink mist floats above the point of impact as Mot turns wild eyes to another red scaled foe, bloody flail already spinning again.


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Reflex (Shark): 1d20 + 6 ⇒ (5) + 6 = 11 Shark takes 7 damage, down to to 14
_____

As if from nowhere, Beorae's eagle appears in the cave behind the kobolds (X14), talons and beak flailing at the closest target it can find (W14).
Talon 1: 1d20 + 3 ⇒ (13) + 3 = 16 for 1d4 ⇒ 4
Talon 2: 1d20 + 3 ⇒ (1) + 3 = 4 for 1d4 ⇒ 4
Bite: 1d20 + 3 ⇒ (13) + 3 = 16 for 1d4 ⇒ 3
(Eagle has 1 round remaining)

At the same time, Shark attacks again (V14), fur smoldering, pushing the kobold back against his comrade with vicious intent.
Claw 1: 1d20 + 3 ⇒ (6) + 3 = 9 for 1d4 + 1 ⇒ (1) + 1 = 2
Claw 2: 1d20 + 3 ⇒ (19) + 3 = 22 for 1d4 + 1 ⇒ (3) + 1 = 4
Bite: 1d20 + 3 ⇒ (5) + 3 = 8 for 1d6 + 1 ⇒ (5) + 1 = 6

Acrobatics: 1d20 + 1 ⇒ (14) + 1 = 15
The druidess steps forward onto the grease slick. Reaching a hand out, her fingers grasp the singed hair of the tiger and she channels some healing energies from the wand into her companion.
1d8 + 1 ⇒ (7) + 1 = 8 …back up to 22, wand has 19 charges left


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Reflex Save: 1d20 + 4 ⇒ (3) + 4 = 7
Nme'an, on instinct, recognizes the beginnings of the flame spell that was used on him two nights before. He moves early to shield himself, but the lower edge of his shield briefly catches on a rock, leaving him exposed to the scolding flames.
Nme'an takes 4 damage and is now at 10hp

Pushing through the flames, Nme'an finally moves clear of the rocks and is able to strike at the furthest Kobold.

Longsword ATK: 1d20 + 5 ⇒ (14) + 5 = 19 for
DMG: 1d8 + 2 ⇒ (6) + 2 = 8


Dungeon Master

The eagle friend of the druidess finishes off the badly burned kobold, and scratches and gouges the last slinger left of the kobold troop. Shark snaps and claws at his foe, managing to slash deep across the lizard’s chest. The spear-wielder sees his last kinsman cut down by the paladin’s blade and looks with frantic eyes to the small opening at the back of the cave.
One living kobold left in V14! He will act after Themp goes :)


Male Human Rogue lvl5 (AC 20; HP 28/37)

Eyes focused on the closest kobold, Themp doesn't even notice the furthest one fall.

ATK: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9
DMG: 1d6 + 1 ⇒ (3) + 1 = 4

He lets loose one last arrow, but his shot flies too high, missing the the kobold's head by not many inches.

Damn it, Themp, get a grip!


Dungeon Master

Acrobatics 1d20 - 1 ⇒ (14) - 1 = 13
The last kobold abandons the fight, fleeing for the small hole in the back of the cave. Shark and Mot see an opening in his defenses, as he tries duck below the eagle and scurry away.
AoOs for Shark, eagle, and Mot. Swing away, Muriel.

Edit: Acrobatics to pass through eagle square: 1d20 - 1 ⇒ (4) - 1 = 3


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Claw ATK 1d20 + 3 ⇒ (4) + 3 = 7 for 1d4 + 1 ⇒ (1) + 1 = 2
Shark swipes at the kobold as it attempts to flee, but the grease makes for uneven footing and throws off his attack.

The eagle, on the other hand, sees the kobold turn and is ready to attack.
Talon ATK 1d20 + 3 ⇒ (15) + 3 = 18 for 1d4 ⇒ 3


as NPC'd by GM Netherfire

Almost on instinct, the highlander lashes out at the last kobold.
Raging flail PWR ATK 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10 for 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15
But the dodgy lizardfolk ducks away as he turns to flee. Thankfully, he is stopped at the entrance of the tunnel.

You guys are up!

1,051 to 1,100 of 2,905 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Thaleniel Throne All Messageboards

Want to post a reply? Sign in.