With a Single Step (Inactive)

Game Master Bill Dunn

"A journey of a thousand miles begins with a single step"
-Lao-tzu

Maps
Sandpoint
Sandpoint Hinterlands

Current Adventure Location Map
Brinewall Town
Brinewall Castle Ground Floor
Brinewall Castle Upper Floors
Brinewall Castle Dungeon

Images of NPCs
Chapter 1: Brinewall Legacy

Additional Threads
Flex Time Role Play thread

Loot Spreadsheet
Masamune's loot spreadsheet


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Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

As Alara pecks Piper's cheek, he gives a smile. He writes: 'If it's for you, then I would gladly carry all of your gear.' Hearing the sound, he puts away his chalkboard, takes up his flute, and sneaks forward. When he's near the source of the sound, he once again crouches down, places his ear to the wall, and listens in order to find out what it is.

Stealth: 1d20 + 2 ⇒ (3) + 2 = 5
Perception: 1d20 + 5 ⇒ (15) + 5 = 20


Male Human Varisian Dragon Sorceror 2 | HP16/16 | AC 16Shield : T11: FF11 | Init +1 | Perception +6 | CMB +4 | CMD 15 | Fort +1 : Ref +1: Will +4 |Sense Motive +1

Sharrd takes Alara's backpack and hefts it over his shoulder. He still doesn't seem encumbered as he carries it almost without care. He continues whispering to Piper. "Sounded to me almost like someone walking around. "


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

At Sharrd's analysis, Piper nods and continues to listen to get an idea of size, what type of enemy, and numbers.


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Alara takes a cue from Piper and starts stealthily approaching the door outside the room the noise came from. She stacks up behind Piper.

Stealth: 1d20 + 7 ⇒ (8) + 7 = 15


Male Human Loot Samurai 3 | HP: 22/26 | AC: 18 T: 13 FF: 15 | Init +3 | Perception +6 | CMB: +4 | CMD: 17 | Fort +3 | Ref +4 | Will +1 | Sense Motive +6 |

Masamune keeps his blade ready after harvesting the 7 ears, and stays behind the group ready to act if needed.


M
Skills:
Diplomacy +10 | Handle Animal +8 | Heal +11 | Know: Local +10 | Know: Nature +7 | Sense Motive +7 | Spellcraft +8 | Use Magic Device +11 |
Human
Vital:
HP: 29/29, - AC: 12/T: 11/FF: 11 - Initiative: +1 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 12, Speed: 30
Oracle of Life/3
Special:
1st Level: 3/6 | Channel 2/5 |

"Should we take those ears in if we did not actually take part in the kill? It seems disingenuous..." he says softly.


Male Human Loot Samurai 3 | HP: 22/26 | AC: 18 T: 13 FF: 15 | Init +3 | Perception +6 | CMB: +4 | CMD: 17 | Fort +3 | Ref +4 | Will +1 | Sense Motive +6 |

"We need the ears to help us supply for future jobs, and if we do happen to meet the creature that did this then killing it would show that we probably could have taken on these goblins and earned the ears our selves. Also, the ears serve to suppress Sandpoint's fear of a goblin attack by showing them that the menace has been partially dealt with. It is one thing to tell the people that most of the goblins are dead, and another to show them some proof of our words. I will tell the sheriff that we didn't kill these goblins, though in case he doesn't want to give out the reward for kills we didn't make."


M
Skills:
Diplomacy +10 | Handle Animal +8 | Heal +11 | Know: Local +10 | Know: Nature +7 | Sense Motive +7 | Spellcraft +8 | Use Magic Device +11 |
Human
Vital:
HP: 29/29, - AC: 12/T: 11/FF: 11 - Initiative: +1 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 12, Speed: 30
Oracle of Life/3
Special:
1st Level: 3/6 | Channel 2/5 |

Nodding, "I agree that if we kill what killed them, then we, in effect, killed the goblins, but otherwise, letting the sheriff know would be the fair and just thing to do. Your taking them is wise, I suppose."


At first, Piper also hears the sound of movement in the nearby room. But as he attempts to get into his listening spot, his own foot hits a board that creaks more than he expects. The sound abruptly stops.

Taking some reasonable guesses where PCs might want to be based on comments. Ash - in the middle/backing up his brother. Masamune hanging behind the rest of the group but ready which I will take to mean up on the walkways rather than down on the ground (which, if an encounter breaks out in the raised huts, would be less ready).

Haven't heard from William in a little while but I'll put him both near the ladder and in position to see another door to the hut


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Piper becomes nervous at the silence and (wisely) retreats behind his allies. He takes out his board and writes: 'They heard me. Get ready.' He puts the board back in his backpack and puts the flute to his lips, ready to inspire courage to everyone.


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Alara nods. She switches her shortbow out for her nunchaku.


Male Human Fighter 1 HP: 12/12 | AC: 18 T: 11 FF: 17 | Fort: +3 Ref: +1 Will +0 | Init: +1

I was standing still because we are hunting wabbits, its wabbit season and the only way I be quite is by standing still.


Yes, armor can be quite a clatter but it appears that the group is giving up hard core stealth for the time being. I do hope your current positioning is satisfactory. ;)

After a bit of repositioning scramble and a readying of handheld weapons, all is quiet except for the squawking of crows - actually an increased squawking considering how Masamune stirred up their pecking by picking through the goblin ears.

Nothing comes bursting out of the door (either door) of the hut. Whatever is in there seems to be shy...


Male Human Fighter 1 HP: 12/12 | AC: 18 T: 11 FF: 17 | Fort: +3 Ref: +1 Will +0 | Init: +1

I'll walk up the ladder hoping it doesn't break under my weight.


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Piper looks at the still door. He turns to the others before writing: 'Should I play a few notes to lure it out here.' He stashes his board in his bag... again.


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Alara nods. "Sounds like a good idea."

She quietly moves past Piper, standing on the other side of the door leading into the room where the noise came from.

Stealth: 1d20 + 7 ⇒ (19) + 7 = 26


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Seeing everyone in position, Piper blows a few high notes on his flute before pausing, waiting for the thing's next move.


As the high notes die, the door of the hut flies open to the sounds of shrieks. A trio of wide-eyed goblins bursts forth, armed with dog slicers.

Alara, undetected by the goblins, may get a standard action in as a surprise round. After that:
Initiatives:
Alara: 1d20 + 3 ⇒ (1) + 3 = 4
Ash: 1d20 + 1 ⇒ (15) + 1 = 16
Masamune: 1d20 + 1 ⇒ (10) + 1 = 11
Piper: 1d20 + 2 ⇒ (16) + 2 = 18
Sharrd: 1d20 + 1 ⇒ (18) + 1 = 19
William: 1d20 + 1 ⇒ (19) + 1 = 20
Goblins: 1d20 + 6 ⇒ (18) + 6 = 24

Alara (surprise action)
-----
Goblins
William
Sharrd
Piper
Ash
Masamune
Alara


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Surprise Round Action!

Standard Action: Sneak Attack Closest Goblin

As the goblins come barreling out the door, Alara swings her nunchaku at one of them, hoping to catch it off-guard.

Sneak Attack!: 1d20 + 3 ⇒ (3) + 3 = 6
And fails miserably.

Ugh.


Alara's nunchaku swings wide and her target, still screeching, turns and tries to cut her with his dogslicer. His attack goes even wider than hers, if that's possible.
Dogslicer at Alara: 1d20 + 0 ⇒ (3) + 0 = 3

The other two surge forward in the direction of the music. The lead one, finding himself nearly surrounded, lashes out at Piper while the goblin following him strikes out at Sharrd.
Dogslicer at Piper: 1d20 + 0 ⇒ (6) + 0 = 6
Dogslicer at Sharrd: 1d20 + 0 ⇒ (13) + 0 = 13
Damage for Sharrd: 1d4 ⇒ 2

Sharrd is struck by the goblin's makeshift blade but for a relatively minor wound. Piper barely has to move to avoid the goblin's clumsy attack. The goblins themselves continue to scream, wide-eyed, almost as if they're terrified.

William
Sharrd
Piper
Ash
Masamune
Alara

Goblins

The party is now up. Feel free to post and coordinate in any order.


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Round 1: Actions
Full-Round Action: Attack Goblin in front of me

Alara braces herself for the goblin onslaught, and swings her nunchaku at the one that attacked her again.
Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Damage (If Successful): 1d6 ⇒ 5

Going to be going last in initiative order.


Male Human Fighter 1 HP: 12/12 | AC: 18 T: 11 FF: 17 | Fort: +3 Ref: +1 Will +0 | Init: +1

William finishes climbing up the ladder and draws his flail.


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Round 1: Actions
Standard Action: Begin Bardic Performance: Inspire Courage (Round 1/8; Audio component)

Inspire Courage:
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Piper deadpans at the sight of the goblin's weapon missing him. He then begins playing that tune from the other day. Once again, you all feel the music coursing through your veins, giving you more power.

All PCs gain a +1 morale bonus on all saving throws against charm and fear effects and a +1 competence bonus on attack rolls and weapon damage rolls.


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

In that case, Piper's Inspire Courage would affect Alara, since I declared she's going last.

Revised Roll Results
Attack: 12+3+1 = 16
Damage: 5+1 = 6


Male Human Varisian Dragon Sorceror 2 | HP16/16 | AC 16Shield : T11: FF11 | Init +1 | Perception +6 | CMB +4 | CMD 15 | Fort +1 : Ref +1: Will +4 |Sense Motive +1

Exicited, Sharrd ignores the wound and tries to impale the goblin in front of him.
Sharrd's attack +1 comp: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 1d8 + 5 ⇒ (7) + 5 = 12
His attack goes wide. "Darn It!


M
Skills:
Diplomacy +10 | Handle Animal +8 | Heal +11 | Know: Local +10 | Know: Nature +7 | Sense Motive +7 | Spellcraft +8 | Use Magic Device +11 |
Human
Vital:
HP: 29/29, - AC: 12/T: 11/FF: 11 - Initiative: +1 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 12, Speed: 30
Oracle of Life/3
Special:
1st Level: 3/6 | Channel 2/5 |

"Careful, my brother. I will attend you, if you need," Calm in the face of danger, but knowing full well, he is in the wrong place, Ash takes a quick dash away from the goblins before him.

Withdrawal action, moving behind William and Masa.


Male Human Loot Samurai 3 | HP: 22/26 | AC: 18 T: 13 FF: 15 | Init +3 | Perception +6 | CMB: +4 | CMD: 17 | Fort +3 | Ref +4 | Will +1 | Sense Motive +6 |

"Don't worry about me Ash just make sure Sharrd stays safe!"

Masamune moves forward as soon as Ash moves away, and swings at the first goblin.

Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 5 ⇒ (2) + 5 = 7


While Sharrd's spear thrust misses, Masamune's sword slash tears into the goblin, silencing him. The only further sound he makes is his body hitting the boards of the walkway.

Alara silences her goblin target as well. The blow to his head leaves him reeling and his eyes unfocused (staggered). With his last burst of energy, he tries one more spiteful stab at the ninja and gets lucky.
Dogslicer at Alara: 1d20 + 0 ⇒ (20) + 0 = 20 crit threat
Confirmation: 1d20 + 0 ⇒ (14) + 0 = 14 but not confirmed
Damage: 1d4 ⇒ 2

He then takes 1 more hit point of damage and passes out.

The other goblin, after I drop my daughter off at school…


One school drop-off later…

The middle goblin, still screaming, is undaunted by the difficulties of his peers and unsympathetic to their plights. He steps over his fallen comrade to take goblinoid vengeance on Masamune. He gets lucky as well leaving a substantial injury (4 hit points, substantial for a goblin, anyway).
Dogslicer at Masamune: 1d20 + 0 ⇒ (20) + 0 = 20 crit threat
Confirmation: 1d20 + 0 ⇒ (20) + 0 = 20 confirmed!
Damage: 2d4 ⇒ (3, 1) = 4

Back to the party
William
Sharrd
Piper
Ash
Masamune
Alara

Goblin


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Round 2: Actions
Move Action: Move to last goblin standing: Alara & Masamune now flank it.
Standard Action: Sneak Attack!

Alara winces as the dogslicer nicks her. She glares at the last goblin standing, steps over his buddies, and swings her nunchaku again.
Sneak Attack!: 1d20 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10
With no success.

Current AC: 16 | Current HP: 6/8
COME ON, DICE. STOP SCREWING ME!


Male Human Loot Samurai 3 | HP: 22/26 | AC: 18 T: 13 FF: 15 | Init +3 | Perception +6 | CMB: +4 | CMD: 17 | Fort +3 | Ref +4 | Will +1 | Sense Motive +6 |

Round 2 actions

Masamune grimaces as the goblin finds his mark, but he continues on nonetheless. Bringing his blade down in an arc designed to cut off the monster's head.

Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Crit?: 1d20 + 7 ⇒ (9) + 7 = 16
Crit Damage: 1d8 + 5 ⇒ (7) + 5 = 12

EDIT: AC 16 HP 11/11


M
Skills:
Diplomacy +10 | Handle Animal +8 | Heal +11 | Know: Local +10 | Know: Nature +7 | Sense Motive +7 | Spellcraft +8 | Use Magic Device +11 |
Human
Vital:
HP: 29/29, - AC: 12/T: 11/FF: 11 - Initiative: +1 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 12, Speed: 30
Oracle of Life/3
Special:
1st Level: 3/6 | Channel 2/5 |

As Masamune takes damage, it is siphoned off and onto Ash through the standing life link, who winces at the pain, but gladly takes the damage.


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Round 1: Actions
Free Action: Maintain Bardic Performance: Inspire Courage (Round 2/8; Audio component). I would cast daze. But that would require a focus or a free hand. I really don't know how foci work. Can someone explain that component?

Piper continues to play his flute, giving you that extra power.


As it turns out, Piper, daze is unnecessary at this point because Masamune's slash takes the last goblin's head clean off.

With a perfectly executed slash, Masamune's blade severs the last goblin's neck (which, incidentally, also stops him from screaming). Even the crows have now fallen silent…

But that only gives you a short moment or so of reprieve because the screaming of the three goblins has had an additional effect and the shouts of more goblins can be heard coming across the village.

Let's stay in initiative since you're all conveniently grouped up anyway. You have effectively one round's worth of time before I start the goblins moving.


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Would we be able to see the goblins coming from the watch post we're in now?


M
Skills:
Diplomacy +10 | Handle Animal +8 | Heal +11 | Know: Local +10 | Know: Nature +7 | Sense Motive +7 | Spellcraft +8 | Use Magic Device +11 |
Human
Vital:
HP: 29/29, - AC: 12/T: 11/FF: 11 - Initiative: +1 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 12, Speed: 30
Oracle of Life/3
Special:
1st Level: 3/6 | Channel 2/5 |

Are the nearest goblins dead or dying? This is very, very important at the moment.


Alara: Everyone but you can see them directly, the hut between you and them blocks your line of sight. But Masamune, Piper, and Sharrd can see them through the watch post's wide windows and both Ash and William can see them from the walkway.

Ash: One is stone dead. The other two are dying. You can easily reach them both in one move action. Alara's current position can reach dying goblins.


Male Human Varisian Dragon Sorceror 2 | HP16/16 | AC 16Shield : T11: FF11 | Init +1 | Perception +6 | CMB +4 | CMD 15 | Fort +1 : Ref +1: Will +4 |Sense Motive +1

Sharrd drops his spear and draws a javelin and tries to throw it at the lead goblin.
Attack: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


Male Human Loot Samurai 3 | HP: 22/26 | AC: 18 T: 13 FF: 15 | Init +3 | Perception +6 | CMB: +4 | CMD: 17 | Fort +3 | Ref +4 | Will +1 | Sense Motive +6 |

Masamune kills the goblin next to him, and then moves up to guard Sharrd.


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Actions
Move Action: Move behind Piper
Free Action: Drop Nunchaku
Standard Action: Draw Shortbow

Alara moves up behind Piper and quickly pecks him on the cheek.

"For luck!" She says.

She drops her nunchaku at her feet, drawing her shortbow. She prepares to start shooting at oncoming goblins.


Male Human Fighter 1 HP: 12/12 | AC: 18 T: 11 FF: 17 | Fort: +3 Ref: +1 Will +0 | Init: +1


Move Action: Moves behind Masamune
Standard Action: Ready an attack if charged.

"I'm right behind you Masamune."


The lead goblin falls with Sharrd's javelin buried in his torso.

I'll post the goblin move after Ash and Piper get their round but this at least gives them a chance to react to there being one fewer goblins (if that matters for their plans).


M
Skills:
Diplomacy +10 | Handle Animal +8 | Heal +11 | Know: Local +10 | Know: Nature +7 | Sense Motive +7 | Spellcraft +8 | Use Magic Device +11 |
Human
Vital:
HP: 29/29, - AC: 12/T: 11/FF: 11 - Initiative: +1 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 12, Speed: 30
Oracle of Life/3
Special:
1st Level: 3/6 | Channel 2/5 |

Ash moves pretty nimbly, all things considered. He arrives and calls out..."My friends, if you need any healing, come into the room!"


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Round 3: Actions
Free Action: Maintain Bardic Performance: Inspire Courage (Round 3/8; Audio component)

The music waivers a bit after Alara kisses Piper's cheek. But it comes back, possibly stronger then ever.


Looks to me like you can make that in just one move, Ash. Any standard actions you want to take? We'll apply them before the goblin's effects below occur.

Also, for future reference, the life link should start to siphon damage off Masamune (or from whomever you are linked with) after they've taken at least 5 points of damage. Masamune had only taken 4. I'll consider that close enough at this point, but we should watch that in the future when encountering relatively weak opposition.

One goblin may have fallen with a javelin in him, but the other two remain undaunted and press into battle. The lead goblin slashes at Masamune with his dogslicer but fails to land a blow through Masamune's defenses.
Dogslicer at Masamune: 1d20 + 2 ⇒ (12) + 2 = 14

The trailing goblin gabbles something at his comrade in his native tongue.
"Tenhle má maso. Co zabijeme můžeme jíst!"

Alara:
As the only one, I think, who can speak goblin of the group, you can tell he said, "This one has flesh. If we kill it we can eat it!"

And now, back to the PCs.
William
Sharrd
Piper
Ash
Masamune
Alara

Goblins


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Round 4: Actions
Move Action: Pick up Nunchaku
Standard Action: Shoot Rear Goblin

Alara quickly bends down to grab her nunchaku before popping back up and loosing an arrow at the goblin in the back.

Attack!: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Male Human Varisian Dragon Sorceror 2 | HP16/16 | AC 16Shield : T11: FF11 | Init +1 | Perception +6 | CMB +4 | CMD 15 | Fort +1 : Ref +1: Will +4 |Sense Motive +1

Sharrd leaps up and down, excited. "I got one!" he exclaims. As his brother joins the fray he looks nervous about tossing a javelin over his head so he runs out the south door and tries climbing up on the building Ash is in to get a better line on the goblins.
Climb: 1d20 + 3 ⇒ (10) + 3 = 13


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Round 4: Actions
Free Action: Maintain Bardic Performance: Inspire Courage (Round 4/8; Audio component)
Standard Action: Cast Daze (Will DC 14) on the second goblin

Piper continues to play. But a second tune seems to appear. The sound is calm, almost soothing. The complete opposite of the upbeat, powerful tune he's been playing. The second goblin's mind begins to cloud over in a variety of lights and colors.


Alara manages to wound the goblin at the back of the line, though it doesn't seem to deter him. The magic Piper weaves into his music, however, is quite sufficient to daze the pint-sized sociopath.
Will save: 1d20 - 1 ⇒ (4) - 1 = 3 Fail!

Sharrd, meanwhile, takes the high road and maneuvers to a place near the goblins but from a higher vantage point on the roof of the hut. That position enables him to see activity in a couple of other places in the village. It appears there are other goblins grabbing up weapons to defend their town.

William, Ash, Masamune and then the goblins next moves…


Male Human Varisian Dragon Sorceror 2 | HP16/16 | AC 16Shield : T11: FF11 | Init +1 | Perception +6 | CMB +4 | CMD 15 | Fort +1 : Ref +1: Will +4 |Sense Motive +1

Sharrd excitedly says. "Hey guys, there are at least two other goblins, one about 30' south the other about 30' east by south-east.
Fighting on rooftops he thinks. just like a ninja, only without the stealth and black clothing.

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