The Thaleniel Throne

Game Master GM Netherfire


1,201 to 1,250 of 2,905 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>

as NPC'd by GM Netherfire

Mot rises and stretches his big arms, gathering his things and slinging them over his back. He pauses to snack on a roll of hardbread, which he crams into his enormous mouth as one bite. Crunching and munching, he follows the others and stoops through the small tunnel that leads out of the storeroom.

Perception 1d20 + 3 ⇒ (18) + 3 = 21


Dungeon Master

no looking:

ts: 1d20 + 5 ⇒ (9) + 5 = 14
ts: 1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 5 ⇒ (20) + 5 = 25
1d20 + 5 ⇒ (12) + 5 = 17
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 5 ⇒ (3) + 5 = 8
1d20 + 5 ⇒ (16) + 5 = 21

When they are ready, their kobold captive leads them out of the food silo. Closing the door behind them, Olp creeps down the small valley, to the north. The air is cool and the sun has not yet surfaced over the horizon, shedding a pale light over the ground and sloping walls of the pass. Occasional sounds of creatures are heard as the night slips away, though most are migrated for the coming winter chill.

The travelers quietly walk through a serene valley, much wider than the narrow, winding ravine at the start of the Blackcrag Pass. True to the name, wide swathes of the earth is scorched black and barren. The dry ground gradually rises steeper and steeper, forming the shoulders of the mountains that flank the low path of the four. Not half an hour passes before the druidess points out another disguised pitfall.

I should've asked for this earlier, but I need a Perception for each hour of travel, like last time. From just Themp and Beorae, unless anyone else wants to help in the finding of traps.


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

Lots 'o Perception:

Perception: 1d20 + 14 ⇒ (2) + 14 = 16
Perception: 1d20 + 14 ⇒ (9) + 14 = 23
Perception: 1d20 + 14 ⇒ (1) + 14 = 15
Perception: 1d20 + 14 ⇒ (19) + 14 = 33
Perception: 1d20 + 14 ⇒ (5) + 14 = 19
Perception: 1d20 + 14 ⇒ (1) + 14 = 15
Perception: 1d20 + 14 ⇒ (3) + 14 = 17
Perception: 1d20 + 14 ⇒ (3) + 14 = 17
Perception: 1d20 + 14 ⇒ (4) + 14 = 18
Perception: 1d20 + 14 ⇒ (3) + 14 = 17


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

So. Many. Rolls.:

Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Perception: 1d20 + 5 ⇒ (15) + 5 = 20


Dungeon Master

Circumventing the hazard, the four enjoy more uneventful travel for another five hours, save for six traps along the way that are pointed out by Themp, Beorae, and Olp. Good rolls, you two!

Before the sun fully rises over the mountain tops, Themp finds yet another pit trip covered by a layer of gravel, and points it out to the group. In O18-19, P18-19. The walls of this part of the valley narrow once more, forming natural stone shelves. Before they can move much further, Nme’an sees the highlander in front of him raise his hackles and twitch suspicious eyes to his left, and a high whistle precedes a red arrow striking Mot in the shoulder! The archer does not show himself, and Olp shrieks and looks for cover. A few boulders lay strewn over the dry earth, some of them crumbling into gravel from years of weather.
The DC is high, but a Knowledge Local might give some info based on the arrow.

Perception DC 15:

A small reptilian head ducks silently behind a natural stone shelf, about thirty feet up the cliff to the left. In A19. Looking at the stone, there could be a concealed ramp to the archer’s hiding place.

initiative:

1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 1 ⇒ (15) + 1 = 16
1d20 + 4 ⇒ (6) + 4 = 10
1d20 + 1 ⇒ (18) + 1 = 19
1d20 + 3 ⇒ (9) + 3 = 12
13.4

1d20 + 5 ⇒ (20) + 5 = 25

PCs go first.

For this encounter, we will be using the Don’t Split The Party map (it took me awhile to build and I love surprises). The course gravel (the gravel in larger chunks) counts as difficult terrain, and the finer gravel does not. The heights of the boulders are listed, to help with taking cover if need be.

You guys act first! Mot took 6 damage.


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

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

"Watch for the pit trap on our right!", Themp yells as he scrambles for the closest unrigged rock to hug, unslinging his bow from his back.

Move from N18 to K17

Kno(local): 1d20 + 5 ⇒ (10) + 5 = 15


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

Knowledge (Local, untrained): 1d20 + 2 ⇒ (15) + 2 = 17
Perception: 1d20 + 14 ⇒ (15) + 14 = 29

Beorae's eyes dart back in the direction that the arrow came from and spot the archer just before he disappears from view. Moving into some cover behind a nearby boulder, the druidess points to the rock shelf, “Up there, behind that rock!,” (A19)

Perception: 1d20 + 14 ⇒ (13) + 14 = 27
The druidess takes a quick look around to see if there are any other archers or kobolds in the vicinity.

Shark doesn't miss a beat and tears off toward the rock face as soon as Beorae indicates the direction of the attacker. (double move)


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)

Knowledge Local (Untrained): 1d20 ⇒ 5
Perception: 1d20 + 3 ⇒ (6) + 3 = 9

"Get to cover!" Nme'an shouts as his training kicks in. He moves west and hunkers down behind a nearby rock formation, fearing more attacks possibly from other directions. Nme'an uses Total Defense this round bringing his AC to 27 plus whatever the rock's cover is doing for him :)


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

Shark’s Reflex: 1d20 + 6 ⇒ (18) + 6 = 24


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Perception 1d20 + 3 ⇒ (1) + 3 = 4

Mot roars in irritation and pain at the arrow protruding from his shoulder. Grasping the shaft he snaps the weapon like so much kindling. Hefting his spear he looks for the aggressor, but his eyes start to cloud and he cannot see where the arrow came from. Blinking to try and clear his vision the highlander hears Beoraes warning and spots Shark move off into the rocks, giving chase his powerful legs catch him up to the tiger as the two move to intercept the archer.

Double move + draw weapon (spear). Keeping up with Shark. Not raging. YET.


Dungeon Master

no looking:

1d20 + 20 ⇒ (7) + 20 = 27

Kn: Local rolls weren’t high enough. Fortunately, Olp knows things!

Olp scrambles to the base of a nearby boulder, beside Themp, his wide frightened eyes fixed on the broken red arrow shaft tossed aside by the wild man. “Blood Arrow! Bad bad very very! Hunt to elf and dwarf!”

Shark bounds to the foot of the cliff, and finding a ramp to reach his prey, pivots to leap up. The ground under his paws collapses, but his quick reflexes vault him free of the treacherous pit trap. The ground settles at the shallow pit floor, revealing sharp spikes pointed up from the five-foot deep hole. Shark starts his turn in A13.

The highlander and the grey tiger see an archer kobold crouching behind the low rock wall. As soon as they round the corner, the kobold stoops lower and tumbles into the wall he crouched behind, vanishing from view.
To be clear, he disappeared walking into B19. Reaching the top of the ramp will reveal a small hole in the rock wall, tunneling to the north (upward on the map). Shark does not have Darkvision, so moving deep into the tunnel might not be wise. He could try to track by Scent, but if he had to defend himself underground, he would be at a severe disadvantage fighting blind. Mot would also be unable to see, and would take the Squeezing penalties (move at half speed, -4 AC, -4 to attack).

Aside from the words from Olp and the commotion from the highlander and Shark, the ravine is silent. The druidess detects no other aggressors on the walls, hidden or not, though she can see the top of Shark’s head and the bristled ridge of fur that traces his spine, as the tiger stands on the ramp behind a low rock wall.

You guys are up! I’ll post a spoiler in a minute in Discussion on the direction and contents of the tunnel in case anyone decides to give chase. Mot, a 5ft wide, 5ft deep spiked pit is between you and the ramp that leads to where the archer was a moment ago. Passing an Acrobatics check DC 5 will get you over or around it without falling in and taking damage.


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)

"Is the red arrow special? Does it hurt Elves more?" Nme'an calls to Olp from across the way.

Moving warily, the heavily armored half-elf puts away his shield and draws his bow before moving back towards Themp and Beorae in the center of the valley.

Surely these creatures know that one of them is unlikely to take down one of us... alone...

Still using Total Defense, but with no shield so AC drops to a plenty respectable 24


Dungeon Master

Olp spits a terse word in the draconic tongue, most likely a curse, frustrated at his inability to communicate with these Common speakers. He pounds his chest once. “Olp,” he raises a claw up to where Beorae pointed, “Blood. Arrow. Hurt elf and dwarf better.” He gestures to the broken arrow in the dirt, “Not bad very at elf. Bad ... nohmal… to every.” He’s trying to say those are “normal” arrows that are just as harmful to anyone.


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Acrobatics 1d20 + 6 ⇒ (4) + 6 = 10

Without breaking stride the Highlander leaps over the pit trap and lands next to the tiger with a heavy thud. Dropping spear and un-tethering the massive lance in one movement the Casns warrior sprints up the ramp and bends over to peer into the darkened tunnel. With an angry grunt he shoves the lance-point into the black before swinging it around wildly hoping to connect with flesh and bone.

Not sure if I should roll an attack here. Heh, mostly RP.


Dungeon Master

Mot's lance fails to pierce flesh or bone in the dark of the tunnel.
Do you guys do anything? Wait? Cast spells?


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 moves closer to the Druidess and Rogue, still anticipating another attack.


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

The sudden quiet gives Beorae an uncomfortable feeling. “Shark, to me!,” she calls as she scans the rest of the environment for signs of movement.

Perception: 1d20 + 14 ⇒ (14) + 14 = 28

Shark double move back to Beorae


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

Still deeply uncomfortable with the eerie silence over the trap site, Themp keeps himself quiet, waiting for the calls of clear or enemy from his companions.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19


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

Forgot to say that Beorae draws her sling and bullets


Dungeon Master

no peeking:

1d20 + 20 ⇒ (16) + 20 = 36

Olp keeps his back against the boulder. The kobold shades his eyes from the morning sun and squints at the opposite cliff face. "Tunnels..." he whispers.
Preception 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21

The quiet persists…

If you aren’t sure of what to do, here’s a few ideas: buff spells, summon things w/ high Perception, ready ranged attacks (set to go off once you can find the target), or find a hiding place. Total defense is another good option. After a character makes a ranged attack from a hidden location, the attacker takes a -20 penalty to the Stealth check after the shot. That is why the first attack required a Perception DC 15 to spot the sniper in the surprise round. You guys are up!


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)

Moving closer to Olp and the others via last post Nme'an maintains his guarded stance but then has an idea.

"We apologize for our trespass! We mean no harm! We only wish to leave in peace!" the half-elf yells out.

Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21

A moment later he turns back to their guide and asks: "Olp. How would I say that in your language?"


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

Tunnels? So they can flank us at will?, thinks Themp, suddenly aware of his vulnerability.

As Nme'an shouts, however, his focus greatly does a somersault. What?! The hell is the paladin thinking?! ... Hmmm, maybe we could actually shift it our way...


Dungeon Master

Olp furrows a scaly brow, then enunciates clearly for the paladin: “Friik fah meyzvolaan. Mu seik nid aax. Vos mii bo ko drem.”

The archer, wherever he hides, does not answer knight’s Common tongue. Speaking is a free action. The archer doesn't take his turn yet.
Nme’an has enough time in his actions to try to repeat the translation. What do the rest of you do?


as NPC'd by GM Netherfire

The Casns warrior curses when his lance clatters against stone. The ears of a huntsman detects the echo into a passage he cannot see into. Spitting in disgust of the cowardly, he lifts a hairy head to speak to his companions in the valley.

“Snivelin’ pipsqueeks’ hidin’ in toonnuhls!” he calls down angrily.

His anger makes his feet restless, and he descends the ramp to retrieve his spear, with wary eyes on the hole the kobold recently disappeared into.


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 repeats Olp's words slowly and loudly.


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

The lengthened silence intesifies Themp's unease. He readies his muscles for any sudden attack.

Themp enters Total Defense for this round. AC is at 21, touch at 18, flat-footed at 13.


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

Placing one hand on Nme'an's shoulder, Beorae quietly casts Guidance, channeling focusing energies into the Paladin. Guidance lasts 1 minute, so Nme'an has 6 rounds to use it.


Dungeon Master

no looking/GM recordkeeping:

1d20 + 20 - 20 - 4 ⇒ (19) + 20 - 20 - 4 = 15
Speaking negates Sneak damage.

“Trespass! Break law! Of the warn, write on sign in beginning!”

A high, screechy voice sounds off from the north, on the same side of the ravine that the archer was first spotted. Somewhere in the A-F, 1-5 part of the grid.

Arrow’d! 1d20 + 9 + 2 - 2 ⇒ (18) + 9 + 2 - 2 = 27 for 1d6 + 4 ⇒ (1) + 4 = 5
A well-aimed shot makes its mark between the metal plates that cover Nme’an’s form.
"Dragon kind you take!" he adds.

Perception DC 15:

The top of the kobold’s flat, scaly head peeks over a bow held sideways, twenty feet high behind a stone shelf. In D4.

“Zu'u fen bahvit hi!” the archer calls into the valley.

Nme’an takes 5 damage. You guys are up!


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Perception 1d20 + 3 ⇒ (1) + 3 = 4

Mot doesn't see where the shot comes from, but he definitely notices the arrow now in the elvish paladin. "Oi!" he shouts as the big warrior hefts his spear in consternation.

Ready attack for if/when he sees the Kobold.


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

Perception: 1d20 + 14 ⇒ (4) + 14 = 18

“Up there, now! He's using the tunnels to get around,” Beorae says, pointing at the elevated location of the archer (D4). “Themp, can you hit him?”

“What did he say, Olp?”

Beorae prepares Produce Flame (but doesn't, uh… produce it just yet).


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

Before answering, Themp lets loose an arrow straight at the offending kobold.

ATK: 1d20 + 5 ⇒ (12) + 5 = 17
DMG: 1d6 + 1 ⇒ (1) + 1 = 2

"I think so", he answers with a wink at the druid.


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Spotting the archer as he's pointed out, Mot grunts and let's fly his trusty walking stick.Spear ATK 1d20 + 5 ⇒ (1) + 5 = 6
DMG 1d8 + 3 ⇒ (1) + 3 = 4

Don't know if there's any range penalties.


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)

"I was attacked by Dragon-kind two days before the sign!" Nme'an argues as he moves forward into the open. "Five hunted me late in the night for no reason other than I was there! What of that?"

Nme'an draws and aims his bow, ready to take a shot as soon as the Kobold again exposes himself to fire.

"All we wish is to find those left of our people and return them home safely. With no more killing."

Readied Shortbow: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
For: DMG: 1d6 ⇒ 6

AC is down to 20 with no defensive stances being used.


Dungeon Master

no looking:

1d20 - 1 ⇒ (5) - 1 = 4
1d20 + 20 ⇒ (19) + 20 = 39

The arrow of Themp glances off the stone, only a handsbreadth from the Blood Arrow’s head, who flinches at the close shot. Mot’s spear leaves his hand awkwardly, and it sails sideways before bouncing to the ground twenty feet away from the Casns warrior. Mot’s spear landed in C9.

Olp, with his palms covering his head at the shouted Draconic, gulps and answers the druidess, not taking his eyes off the ground, “Not of worry on me, speaks Blood Arrow. But me knows laws of capture. Not want…” he shakes his reptilian head, “hard mining, deep and dark...”

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

“Destiny manifest!” shrieks the archer, “All land in ruling of dragon, as in old days! Blood right of dragons!”

Nme’an sees another red arrow drawn back against the bow, the archer rising only a few more inches as he takes aim. “Your people kill, but we will kill more!”
Attack 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19 for 1d6 + 4 ⇒ (4) + 4 = 8

Two bowstrings twang at the same time. The red arrow glances off the knight’s steel gorget, and Nme’an’s arrow strikes the edge of the rock, causing the kobold to reflexively duck behind the stone cover.

You guys are up! Nobody took damage. The kobold archer is no longer visible.


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)

Too busy to make a reply, Nme'an hurries closer and takes cover behind one of the smaller boulders that dot the area.

"Kukesha juu ya nyuma yako, Bi Sevenstone. Mtu mkubwa na mimi kujaribu na nguvu Kobold katika wazi! he calls in Elven, hopeful that the Blood Arrow member does not understand their language.

Nme'an then leans around the rock and addresses Mot. "One of us should guard the tunnel door here while the other moves forward," he says. "Seeing as I am ahead of you in the Druidess' contest by two kills vs. your none I offer you the choice, Mtu mkubwa: Do you wish to guard or to attack?"

Elven:
"Keep a watch on your flank, Bi Sevenstone. The big man and I will try and force the Kobold into the open!"


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Yoo dinnae kill any Koboolds yet! Mot proclaims hefting his sword in calloused hands. A devilish grin takes his face, Thoo, see'n oos et'll taek yoo a moonth ta even GET too tha gommeril. Ah'll taek poont! With leaps and bounds the Highlander starts moving towards the last known location of the sniper.

Not sure what the map looks like, Mot will get as close as he can to where Blood Arrow was.

Acrobatics 1d20 + 6 ⇒ (13) + 6 = 19


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

In the sudden quiet, Beorae surveys the area, considering the terrain and the Blood Arrow's movements. He's moving in a clockwise direction… Following the terrain, her blue eyes narrow as they fall on an outcropping of rock to the northeast. On a whim, the druidess starts moving her feet. “Shark, come!”

Both Shark and Beorae double-move to the base of the stairs to the east.

Beorae scans the area for more traps and pitfalls before they move up the stairs.
Perception: 1d20 + 14 ⇒ (12) + 14 = 26


Dungeon Master

Olp’s head jerks in many directions as the highlander, the druidess, and the grey tiger spring into action. He turns a nervous look to Themp’s quiver of arrows, afraid of the “special” arrow among them.

“Me run not,” he reassures the thief, before once more crouching low against the boulder.

Themp, Sense Motive DC 4:

Somebody's a bad liar!
Though Olp said he wouldn't run, he definitely thought about running for a moment, while his captors are spread thin.


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

Sense Motive: 1d20 + 4 ⇒ (2) + 4 = 6

Intimidate: 1d20 + 1 ⇒ (7) + 1 = 8
"You wouldn't dare, dragonkin.", snarls Themp at the small kobold.

"I have not used the arrow yet.", he adds, letting loose another one at Blood Arrow. "Thought you should keep that in mind."

ATK: 1d20 + 5 ⇒ (15) + 5 = 20
DMG: 1d6 + 1 ⇒ (4) + 1 = 5


Dungeon Master

Miss Sevenstone’s eye for the natural and unnatural warns her of a large covered pit trap under the gravel near the huge boulder. Skirting its edge, she chases after Shark, and notices a smaller pit trap in the path of her faithful beast. Beorae is able to shout out a halting command just in time, and the big grey predator bounds to a stop at the edge of the concealed pitfall.
Good rolls! Beorae finds one trap in T-U, 10-11, and a smaller one in X9. She will need to pass a Handle Animal check DC 15 to get Shark to jump over seemingly harmless earth. Anyone continuing up the ramp will need to pass Acrobatics DC 5 to jump over the covered pit.

1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25 for 1d12 + 3 ⇒ (7) + 3 = 10, Bull Rush 1d20 + 4 ⇒ (5) + 4 = 9

The big man is less fortunate. Vaulting over the spiked pit, his long strides carry him over uneven patches of rocks and up the stone ramp. The ramp turns and continues up, and once he pivots, he sees the kobold crouching with his bow pointed down the ramp, waiting for someone to turn the blind corner. But before Mot can close the distance, his boot suddenly snaps a well-concealed trigger wire. A large axe blade whips around the corner, arcing a lateral cut across the narrow passage, catching the highlander in the chest. The haft appears to swing from a mechanism within the stone. Though the pain of the blow is great, the momentum of the big man pushes him onward. Freeing himself of the blade, now dipped in blood, he swats it aside and closes the distance in seconds, much to the surprise of the Blood Arrow.

The kobold archer wears leather armor, girded with a black belt and a silver clasp. A quiver of red fletched arrows swings at his side. A strange, stumpy tube is strapped just above one of the kobold’s eyes, almost like a single, off-center black horn with a shorn point. Speaking of eyes, the kobold’s widen as the highlander towers over him, and he tries to tumble between Mot’s feet, toward a hole in the rock. Hole is the line between C4-D4.

Acrobatics 1d20 + 13 ⇒ (13) + 13 = 26

The archer slips past Mot’s defenses, and somersaults into the tunnel. Rolling to his feet just inside the hole, he snaps a haphazard shot at the wild man.
Attack 1d20 + 9 ⇒ (13) + 9 = 22 for 1d6 + 2 ⇒ (6) + 2 = 8, given the angle of the shot, Mot gains a +2 AC for partial cover.
The red arrow pierces Mot’s side!

Mot took 10 damage from the greataxe trap, and 8 damage from kobold archer. Adding the 6 damage from the first arrow, Mot’s taken 24 damage out of the 25/29hp he started this morning with. In short: Mot, you have 1hp :O

Olp says nothing and stays low and out of the way.

You guys are up! Unfortunately, Themp couldn’t get a clear shot at the kobold (he can still keep that attack readied, if he wants). If anyone wants to free the masterwork greataxe and wield it, pass a Strength check DC 13 (or Disable Device DC 15) to do so as a move action, or use a full round action without a Strength/Disable Device check to remove it from the mechanism.


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Though the axe blade nearly knocks the wind out of him, somehow the highlander finds enough breath to roar in anger at the arrow protruding from his side. The blood flows freely from his grievous wounds, as the big mans heart starts pumping furiously. The usually-clear blue eyes go out of focus and tint red with the blood boiling in his veins as the Casns warrior takes a firm step forward.

Mot is now Raging. 5HP and AC is now 14.

Muscles bunch and tighten as he whips the great sword through the air, it's blade whistling in the quiet.

Raging Greatsword Power ATK 1d20 + 6 ⇒ (15) + 6 = 21
DMG 2d6 + 10 ⇒ (3, 6) + 10 = 19


Dungeon Master

The highlander’s greatsword cuts deep across the kobold’s torso, but the archer still stands, and cries out in pain.


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 can't believe the highlander continued to move, much less fight, after the ax caught him straight in the chest. Regardless, he knows the big man must be severely wounded and rushes to help. Bow stowed, sword held, the half-elf races forward.

Acrobatics: 1d20 - 5 ⇒ (19) - 5 = 14


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

Handle Animal: 1d20 + 10 ⇒ (6) + 10 = 16
Acrobatics: 1d20 + 1 ⇒ (7) + 1 = 8
Perception: 1d20 + 14 ⇒ (4) + 14 = 18

Beorae and Shark move up the ramp, searching for another hole to ambush the kobold in case he appears. The druidess keeps Produce Flame readied, but un-cast.


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Bump. I think it's your turn Themp?


Dungeon Master

(I think Themp is keeping his readied attack rolls for now)

Sorry for the delay, it’s been a weird week. Here we go!

The kobold archer tumbles backward, deeper into the tunnel and out of reach of the highlander.
Acrobatics 1d20 + 13 ⇒ (2) + 13 = 15

But his grievous wounds slow his reaction time, and the berserker sees an opening!
The kobold’s movement provokes an Attack of Opportunity from Mot. I’ll post the rest of his actions if Mot misses.


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Raging Greatsword AoO 1d20 + 7 ⇒ (8) + 7 = 15
DMG 2d6 + 7 ⇒ (2, 6) + 7 = 15


Dungeon Master

no peeking:

1d20 + 20 ⇒ (10) + 20 = 30

The kobold narrowly escapes, and slips out of sight. The tunnel angles sharply downward, passing directly beneath the ramp Nme’an ascends, and its entrance is too small for the wild man to enter, even crouching.

Aside from the knight’s clamorous armor and the highlander’s labored breathing, no sounds indicate where the Blood Arrow might show himself next.

You guys are up! Mot, remember that if you drop out of Rage, you will be fatigued for double the number of rounds you were raging.

if Beorae catches up with Shark:

Looking out over the ravine from the higher vantage point, the druidess spots a small hole on top of the huge boulder nearby, placed to be unseen from anyone on the ravine floor. If this archer is indeed working his way clockwise, this might be his next destination.
The 15ft high boulder has a hole on top, in Q10.


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

Beorae reaches the top of the rock and her sharp eyes survey the area.
Perception: 1d20 + 14 ⇒ (10) + 14 = 24


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 reaches Mot too late to engage their common enemy but notices the blood on the edge of the highlander's sword he nods then reaches out a healing hand.

Lay on Hands: 1d6 ⇒ 5 (3 uses left)

Turning to look across the landscape, first to the previous tunnel the Kobold slipped into, then to Themp and Beorae, Nme'an calls out: "We lost him. He is injured and perhaps withdrew... but be ready if he did not!"

Perception: 1d20 + 3 ⇒ (15) + 3 = 18

1 to 50 of 2,905 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Thaleniel Throne All Messageboards

Want to post a reply? Sign in.