Thrawn's Gallows of Madness (PFSRPG) (Inactive)

Game Master Dennis Muldoon

Maps & Handouts


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Grand Lodge

Hasmed sighs and calls out to the others: "Must we feed them too?"

Liberty's Edge

I'll wait while the party decides combat or no combat.

Scarab Sages

Human Bloodrager 1 | HP 13/13 | AC 17; Tch 12; FF 15 | F +4; R +2; W +3 | CMB+4; CMD 17 | Speed 30 ft | Init +8 | Bardiche: +9 (1d10+4/18-20) | Perc +5

I don't see a reason we need to fight them...unless we want to see if the corpse has anything on it?

"I think we should go around," Khafra says.

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

Truddig pauses where he is, looking at the others and raising an eyebrow. "I've no problem with that." He tries to cautiously extricate himself from where he was, ready to follow someone around the birds.

Grand Lodge

Hasmed follows his companion's lead, looking both disappointed and relieved.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge will continue to try and quietly find his way around the birds...

Liberty's Edge

You are able to make your way around the birds, avoiding them, after many nervous motives when the somewhat aggressive birds seem like they will attack.

After 3 days of tracking, the forest thins, and you begin to get the smell of smoke mixed in with the normal forest smells. You begin to hear goblin chatter and it is obvious that some kind of goblin settlement is several hundred yards ahead through the woods. You can't see it yet through the trees, but you are certain it is there. This is your chance to do any preparations before getting closer, since it's been 3 days, you have all spells and abilities back.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge whispers. "I'll take a peek ahead and see what awaits us..."

With eyes alert for danger, Ingrge will draw his bow and quietly move through the trees, concealing himself as best he can...

Perception: 1d20 + 11 ⇒ (9) + 11 = 20

Stealth: 1d20 + 10 ⇒ (15) + 10 = 25

Scarab Sages

Human Bloodrager 1 | HP 13/13 | AC 17; Tch 12; FF 15 | F +4; R +2; W +3 | CMB+4; CMD 17 | Speed 30 ft | Init +8 | Bardiche: +9 (1d10+4/18-20) | Perc +5

Khafra waits while the stealthy ranger scouts ahead.

"Be careful..."

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

While Ingrge scouts, Truddig pulls a wand out out of his pack and activates it with a quick phrase in Dwarven: "Մոգ զրահ"

Actions:

Standard: activate wand of Mage Armor

Mage Armor wrote:

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Grand Lodge

Hasmed's weapon has long been drawn; waiting, even expecting trouble.

Liberty's Edge

Ingrge moves ahead of the party, noticing that a group of goblins is inside the forest, and seem to be waiting in ambush. They seem to have lost track of Ingrge when he parted from the party. They are waiting about 100' from the party. The underbrush will make shooting difficult, but you believe you can get the drop on the enemy by letting the party know about them.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge sneaks back towards the party and tosses a small rock towards them to get their attention. He then points to his eyes and then in the direction of the ambush hand signalling the number 100...he silently mouths goblins and then ambush...

Since Ingrge is the only one who knows where the goblins are, he motions for them to go as he also silently mouths, Wait for my attack...

Ingrge will then sneak back to his previous vantage point, draw his bow, and prepare to start things off...

When he gets in position, he'll fire at the forward most visible goblin (the more visible one that'd be nearest his companions as they approach)...

Longbow: 1d20 + 9 ⇒ (17) + 9 = 26

Damage: 1d6 + 2 ⇒ (4) + 2 = 6

In case the goblins have concealment

Concealment (Low is Bad): 1d100 ⇒ 49

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

100 goblins?!? And he thinks we should fight them? Truddig shakes his head. Something must be lost in translation there; no way he wants us to take one 100 goblins.... is there?

Truddig cautiously advances, drawing a throwing axe, hoping against hope that he's misread Ingrge's hand-symbols.

Scarab Sages

Human Bloodrager 1 | HP 13/13 | AC 17; Tch 12; FF 15 | F +4; R +2; W +3 | CMB+4; CMD 17 | Speed 30 ft | Init +8 | Bardiche: +9 (1d10+4/18-20) | Perc +5

Khafra readies a javelin for the first goblin he sees.

javelin: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 3 ⇒ (6) + 3 = 9

Liberty's Edge

[spoiler=gm screen]
Initiative
Hasmed: 1d20 + 4 ⇒ (7) + 4 = 11
Ingrge: 1d20 + 7 ⇒ (11) + 7 = 18
Khafra: 1d20 + 4 ⇒ (4) + 4 = 8
Quazel: 1d20 + 1 ⇒ (19) + 1 = 20
Truddig: 1d20 + 3 ⇒ (7) + 3 = 10
Goblins: 1d20 + 2 ⇒ (6) + 2 = 8
concealment: 1d100 ⇒ 8

One goblin drops dead before they even knew the heroes were upon them. Khafra had a second goblin's head in his sites, but a low branch knocked the axe off course before it could strike true.


Conditions
20% concealment for all ranged attacks

Initiative

ROUND 1
Quazel
Ingrge
Hasmed
Truddig
Khafra

Goblins

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge fires at yellow and then retreats back SW (15' if considered rough terrain, 30' otherwise)...

Longbow: 1d20 + 9 ⇒ (7) + 9 = 16 (vs. flat-footed AC)

Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Concealment (Low is bad): 1d100 ⇒ 28

Scarab Sages

Human Bloodrager 1 | HP 13/13 | AC 17; Tch 12; FF 15 | F +4; R +2; W +3 | CMB+4; CMD 17 | Speed 30 ft | Init +8 | Bardiche: +9 (1d10+4/18-20) | Perc +5

Khafra prepares to cast another javelin at the goblins while he is at range.

javelin: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 3 ⇒ (5) + 3 = 8

concealment (low bad): 1d100 ⇒ 85

Grand Lodge

Hasmed moves on up, assuring Ingrge's defense! Readying an attack on a creature that gets in melee range.

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

Truddig moves forward, stopping behind a pair of trees, opposite some goblins.

Liberty's Edge

orange: 1d20 + 3 ⇒ (3) + 3 = 6
red: 1d20 + 3 ⇒ (10) + 3 = 13

Two more goblins fall, one to a javelin as it advances, and another to an arrow. The last two goblins get themselves organized and make an attempt at an assault, but are not effective at all.


Conditions
20% concealment for all ranged attacks

Initiative

ROUND 2
Quazel
Ingrge
Hasmed
Truddig
Khafra

Goblins

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

Truddig looks at the axe in his hand, and second-guesses himself. I got that nice rapier, I really should use it. He drops the axe and draws the rapier. His face scrunches up in concentration, and then he doubles in size! With the larger rapier, he strikes out at the goblin in front of him.

Actions:

Free: drop throwing axe
Move: draw rapier
Swift: Enlarge (5/7 uses remaining), 1 round duration
Standard: Attack red

Rapier, enlarged: 1d20 + 2 - 1 ⇒ (9) + 2 - 1 = 10
Damage, P, enlarged: 1d8 + 1 ⇒ (6) + 1 = 7

PRD wrote:
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Enlarge Person wrote:

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

AC 16 while enlarged (-1 from Dex decrease and -1 from size)

Truddig counts as a flanker for Hasmed

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge will fire at orange...

Longbow: 1d20 + 9 ⇒ (12) + 9 = 21

Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Scarab Sages

Human Bloodrager 1 | HP 13/13 | AC 17; Tch 12; FF 15 | F +4; R +2; W +3 | CMB+4; CMD 17 | Speed 30 ft | Init +8 | Bardiche: +9 (1d10+4/18-20) | Perc +5

Khafra holds his fire to see if Ingrge hits, but if not, throws another javelin.

javelin: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 3 ⇒ (3) + 3 = 6

concealment (low bad): 1d100 ⇒ 34

Grand Lodge

Hasmed moves on up and strikes at the goblin!

Attack!: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Liberty's Edge

Been really sick this week so haven't been posting as well. Still sick, but trying to catch up on everything.

The final goblin is slain. To the west through the woods, you can see the goblin fortress lies 30 foot up on a solid cliff face. The wooden walls and buildings make the climb another ten feet if you tried to scale it that way. The goblins have erected at scaffold style stair case that is about 40 foot long that goes up the side, starting at the north, and ending at the main gate to the fort at the south end of the fort.

Scarab Sages

Human Bloodrager 1 | HP 13/13 | AC 17; Tch 12; FF 15 | F +4; R +2; W +3 | CMB+4; CMD 17 | Speed 30 ft | Init +8 | Bardiche: +9 (1d10+4/18-20) | Perc +5

Khafra looks up the stair case and the fort on the hillside.

"Ingrge, do you want to check things out again?" he suggests.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge nods at Khafra. "If someone can lend me a rope, I'll climb up the western portion, as I think we may can get in unseen that way, especially if we wait till nightfall and go under cover of darkness...I can tie off the rope when I get up top and then drop it back down to the rest of you..."

If the party agrees and someone can lend Ingrge a rope:

Under cover of darkness, Ingrge will carefully approach the western cliff face upon which the fortress rests, as quietly and concealed as he can...he'll climb up the 30' of the cliff and then continue on up the 10' high fortress/building walls. At the top, he'll secure the rope and toss it back down for his companions to follow, while keeping an eye out for guards.

Perception: 1d20 + 11 ⇒ (4) + 11 = 15

Stealth: 1d20 + 10 ⇒ (10) + 10 = 20

Climb: 1d20 + 7 ⇒ (19) + 7 = 26

Climb: 1d20 + 7 ⇒ (10) + 7 = 17

Liberty's Edge

Just let me know the location you are coming in. Roles are all noted. I revealed more map, including where the trap is that you are avoiding by going this way.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge will come up on the wall between H6 and H7, secure the rope and throw it down to his companions...once they're up, Ingrge will cover 'em from the the roof of either H6 or H7 (if either building has a roof)...

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

Truddig fishes a coil of rope out of his bag and offers it to Ingrge. "This is silk, so it shouldn't weigh you down as you climb up."

Grand Lodge

Hasmed ties his silken rope to a grappling hook before tying knots on it. "Give me a few moments and we will be able to climb on down together."

Scarab Sages

Human Bloodrager 1 | HP 13/13 | AC 17; Tch 12; FF 15 | F +4; R +2; W +3 | CMB+4; CMD 17 | Speed 30 ft | Init +8 | Bardiche: +9 (1d10+4/18-20) | Perc +5

Khafra also has rope available, if needed. He waits for the stealthy Ingrge to finish scouting ahead.

Liberty's Edge

The party is able to sneak up the side during the night. With a knotted rope, nobody fails on a take 10. A goblin patrol circles the interior of the fort, and two guards are posted watching the gate, but none of the goblins seem to be paying attention to the rooftops.

Map Updated including patrol route

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge whispers to his companions...

"How do you all want to approach this? I have excellent line-of-sight from this roof and can cover whatever approach you wish to make...

When you all get into position, I can fire and start things off..."

Grand Lodge

Pointing towards H5

"Ingrge, what is that over there?"

Liberty's Edge

The area that Hasmed indicates is not an actual building, unlike pretty much everything else, it is actually a large pen. Looks like where the goblins keep their strange dogs. They are currently all locked up and unable the roam the rest of the village.

The other building that is immediately notable stands in the center of town. It's the only building made of stone instead of wood, and looks like it is an old shrine or church.

The northwest corner of town looks like it goes into the side of a cave and has several cages in it. There seems to be more movement back there, but it's hard to tell what is going on beyond the fence blocking that area.

Scarab Sages

Human Bloodrager 1 | HP 13/13 | AC 17; Tch 12; FF 15 | F +4; R +2; W +3 | CMB+4; CMD 17 | Speed 30 ft | Init +8 | Bardiche: +9 (1d10+4/18-20) | Perc +5

Khafra looks at the patrolling goblins.

"I wonder if we might dispatch of this patrol without them raising the alarm. Ingrge, you could likely hit one...could anyone else kill the other with a bow?"

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

"Probably not with a bow, no. I have a throwing axe, but that's too risky at this distance I think." Truddig looks around at the layout. "But, I can be quiet when I have to. If I can slip down to the ground, I may be able to take one of them as it passes me by. If Ingrge can time his shot with that, we may be able to take them both out that way."

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

"Sounds like a good plan to me. Truddig, if you'd like to quietly climb down, probably between these two buildings, we can time our strikes...when one of the sentries comes close by, as you strike, I'll fire..."

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

Truddig nods. "Hasmed, do you still have that rope?"

Take 10 on Climb for 10 should get Truddig to ground level between the buildings.

Stealth: 1d20 + 7 ⇒ (18) + 7 = 25

He approaches the corner between the two buildings. Drawing his club, he pulls some holly and mistletoe from his bag, which he uses to annoint the weapon. (Casting shillelah) He looks up to catch Ingrge's eyes, and waits to see that the half-elf is ready. Once they are both in place, Truddig readies himself to take out the next goblin that walks by his position.

Shillelagh wrote:
Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.

Grand Lodge

"The many gods of Vudra have willed it that I still possess it. I will follow you down, once the ambush has begun" replies the Vudrani fighter, setting the rope down for his companion to use.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge draws his bow and prepares to fire...he'll calmly eye the sentries, focusing on the one furthest away, as that will be his mark...he'll patiently await till Truddig to makes his move...

Liberty's Edge

A goblin walks by Truddig, setting off a surprise round for you. You will all act before the goblins, so you can all go while I get initiative set for round 1.

Grand Lodge

I'm a little confused, how far down is the ground?

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Hasmed, I assume it's 10' to the ground...

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

When the goblin comes around the corner he's hiding behind, Truddig steps out and swings his enchanted club with all that he has.

Club, shillelagh: 1d20 + 1 ⇒ (7) + 1 = 8
Damage, B, shillelagh: 2d6 + 1 ⇒ (2, 2) + 1 = 5

That didn't go as planned

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Upon seeing Truddig move to strike the nearby patrolling goblin, Ingrge lets loose at the far patroller...

Longbow: 1d20 + 9 ⇒ (6) + 9 = 15 vs. flat-footed AC

Damage: 1d7 + 2 ⇒ (5) + 2 = 7

Neither attack was optimal...I hope that's good enough to hit the goblin's flat-footed AC...

Liberty's Edge

10' from building to inside the fort is correct.

Truddig misses a goblin, and Igrge drops the far one. Any actions or positioning from others?

Grand Lodge

Hasmed makes his way down just in time to see his companion miss with his blow. "Now we are two to rain down the fury of Tishpuli the unrestrained upon this one!"

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