Yet Another ... Rise of the Runelords PBP

Game Master ziltmilt

Starting in the sleepy coastal town of Sandpoint, danger lurks.


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LOL


Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)

Have we some sort of charm or area effect spell to take them out? Once we get the battle started we are going hip deep in goblins.

Grand Lodge

Male Half-Orc Barbarian/3 HP 20/37

"Well I have a big axe that will make their blood splatter over a rather large area. Would take help?"


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5
Nicholae Szabo wrote:
Have we some sort of charm or area effect spell to take them out? Once we get the battle started we are going hip deep in goblins.

Lleidr can cast sleep a few more times today.


OK, so i'm not sure you definitely are casting Sleep. Are you? I'll tell you who's still awake, if any, as soon as you let me know.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5
ziltmilt wrote:
OK, so i'm not sure you definitely are casting Sleep. Are you? I'll tell you who's still awake, if any, as soon as you let me know.

I wasn't planning to cast yet. In fact, I hope we can deal with this part without casting so I can save the spells against more threatening opponents.

For now, my plan is to open the door and let the dogs rush out after our big fighter-y types, then back stab til they're all dead. Just sort of waiting for the group to either say yeah they're ready or propose a different course of action.


Ranger (guide) 8| AC 18(22) | HP 86/86

"Sounds like a plan. How about you stand on one side of the door, I'll stand on the other and Hakak right in front of it about 5' away. That will form a little pocket for the dogs to stand in while we concentrate our attacks."


As it happens, Lleidr's Initiative is first, followed by the dogs, then Selia, Jubrayl and everyone else.

[Morning, Thistletop, 7th Day After Goblin Raid, Round 1 - Courtyard]

After everyone is in position, Lleidr shoves the gate open, which swings up against the west wall.

Mouths foaming in rage, the dogs surged forward, and the first one leaps at Hakak. It’s too slow in its approach, and Hakak is able to keep the dog at bay with his axe.

Selia utters a short prayer and lays a hand upon Ned. (you’ve got a +1 on Saves for the next 10 rounds).

Jubrayl lays hands upon himself, restoring a measure of health (+5 hp).

Next up: Ned, Nicholae and then Hakak.

Thistletop


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Round 1

hp: 22 of 25
Spells: 3 of 4 1st level remaining

Lleidr will stab at the dog as it launches itself at Hakak.

Fang of Erylium: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d3 ⇒ 2

Does this count as an attack of opportunity since the dog's moving into a space I threaten with the intent of attacking another character?

If it does, Lleidr will hold his regular attack until after Hakak goes, expecting the big guy to drop this first dog and planning to target the next one to move up.

If it doesn't, well, ignore the rolls below :)

Fang of Erylium: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 1d3 ⇒ 3


Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)

Nicholae steps up allowing room for the barbarian and attacks a goblin dog (or waits for one to attack if out of range).

Sword 1d20 + 5 ⇒ (20) + 5 = 25
Damage 1d8 + 2 ⇒ (8) + 2 = 10

Confirm?

Sword 1d20 + 5 ⇒ (17) + 5 = 22
Damage 1d8 + 2 ⇒ (7) + 2 = 9


Ranger (guide) 8| AC 18(22) | HP 86/86

You get an AoO for an opponent moving out of a space you threaten (except a 5' step)

"Down boy!"

greatsword: 1d20 + 6 + 2 - 1 ⇒ (9) + 6 + 2 - 1 = 16 (flank, power attack)
damage: 2d6 + 4 + 2 ⇒ (4, 1) + 4 + 2 = 11

Grand Lodge

Male Half-Orc Barbarian/3 HP 20/37

"Down doggie, no attacking me."
Attack roll: 1d20 + 6 ⇒ (11) + 6 = 17
Damage roll: 1d12 + 4 ⇒ (8) + 4 = 12
"You sleep now doggie. NEXT.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Thanks for the clarification, Ned. I was going to look up the rule, but then I realized I'm really lazy.

So, Lleidr's only attack, assuming there are any targets left, is a miss.

From the damage dice y'all are throwing out, I think he got stuck in a splash zone and is going to be left standing there drenched in more blood than an extra in a Quentin Tarentino film. #shouldveboughtasmock


[Morning, Thistletop, 7th Day After Goblin Raid, Round 1 – Courtyard - cont]

(NOTE – Ned, there’s no flank happening, but your stroke hits anyway). Ned’s sword flashes down, and the frenzied beast flops to the dirt floor, dead as a stone.

Stepping forward, Nicholae stabs another beast with a fatal blow.

(NOTE – I’m assuming some movement on the parts of Hakak and Lleidr)

Hakak pushes past the cleric, and lays another goblin dog low with a single swipe of his axe.

*Round 2*

Lleidr sidesteps into the courtyard, but fails to hit the last remaining dog.

Rearing up on lanky back legs, the dog lunges at Hakak, but the barbarian is too fast for the animal.

A note about the courtyard: This large courtyard is open to the sky. Tenacious clumps of partially trampled grass grow fitfully here and there in the hard-packed earth, in places stained with blood or scratched with furrows. To the north, what appear to be two dead goblins lie slumped at the entrance to an outbuilding.

Lleidr hears a snorting sound from the northwest corner. Ned, from the north double doors, you hear the distinctive sound of laughter, as if from a group of goblins.

There are a number of exits from this arena:

- I forgot to mention that the guard tower (the one with the goblins with bellies full of pickles) has double doors in its north wall. There are double doors in the southwest corner of this courtyard which correspond to those doors in the tower.
- There’s a smaller door also in the south wall, near Lleidr.
- The outbuilding has a door facing east (look in the square NE of the right most dead goblin)
- There’s also a small door in the north wall.

Thistletop


Let's assume Selia and Jubrayl are hanging back, keeping an eye for any threats from behind.


Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)

Nicholae helps to dispatch the last beast.

Attack 1d20 + 5 ⇒ (6) + 5 = 11
Damage 1d8 + 2 ⇒ (4) + 2 = 6

Grand Lodge

Male Half-Orc Barbarian/3 HP 20/37

If the last dog is still standing when Hakak's turn comes up he will try and finish it off.
Attack roll: 1d20 + 6 ⇒ (18) + 6 = 24
Damage roll: 1d12 + 4 ⇒ (10) + 4 = 14

If it's dead he will search the goblin bodies for cause of death and anything of value.
Perception check: 1d20 + 5 ⇒ (6) + 5 = 11


Anybody wanna give me a Heal check on those goblins? A Track check would be handy as well.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr's more interested in the sounds coming from the outbuilding. He'll move past Hakak and the bodies to check out the building's east facing door and the snorting, but he won't open the door until everyone's ready.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24 to check out the door
Intelligence: 1d20 - 1 ⇒ (7) - 1 = 6 to figure out the source of the sounds


Ranger (guide) 8| AC 18(22) | HP 86/86

Ned examines his surroundings with furled brow...
heal: 1d20 + 6 ⇒ (14) + 6 = 20
track: 1d20 + 9 ⇒ (11) + 9 = 20


The door to this outbuilding has been nailed shut, and additional boards have been nailed over these nails. The door itself is cracked and splintered in places. Two dead goblins, their heads crushed in by something heavy, lie in the dirt, their ripening bodies covered with flies.

To Ned's eyes, the tracks bear the suggestion of a narrative of recent events: the drag marks you followed through the thistle maze continue from the courtyard door you entered earlier, up to this outbuilding, where whatever was dragged began to stagger and stand. A partially crushed potion bottle lies ground into the dirt at this point. More prints indicate that this creature immediately began racing inside the perimeter of the courtyard.

The placement of hoof-prints indicate that something lashed out violently at the entrance to this building, and from the position of the bodies relative to the prints, these goblins were the target. Each goblin died from a large hoofed animal stepping on their heads.

Lleidr can tell that getting inside can be accomplished either with brute force or dismantling the reinforcing planks holding in whatever is inside. It will take several minutes You hear snorts and stamping. Whatever is in there knows you all are near.


Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)

Whatever it is, lets explore the other buildings first. I don't want jail break an enraged bovine and then have to deal with Goblins at the same time


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr will reluctantly drag himself away from the mysterious sounds behind the outbuilding door, moving back across the courtyard as he contemplates the double doors and the single door in the south wall.

"If those double doors connect to the double doors in the north wall of the tower, this door could open up to whatever was behind that nailed up door in the corridor."

Lleidr will give the small door in the south wall the usual treatment.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Percetion/Trapfinding: 1d20 + 7 ⇒ (15) + 7 = 22


Leidr spots nothing dangerous or otherwise noteworthy about the smaller door in the south wall.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr will open the door.


Geez, i forgot to resolve the combat on the last goblin dog. Sorry about that. Yes, Hakak, you've bested another of these foul canines.


[Late Morning, Thistletop, 7th Day After Goblin Raid, Thistletop]

This door opens into a crude shed attached to the courtyard's outer wall.

Shelves lined with crude tools, nets, and tack for goblin dogs line the walls here. To the northeast stands a large L-shaped wooden cage that contains dozens of rabbits.

Selia props an ear to the north door. “There’s no noise coming from this way.”

Thistletop


Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)

Nicolae waves them to open.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

"The mystery of the nailed-up pickle room remains...a mystery," Lleidr mutters to himself as he crosses the courtyard to the north door. Before opening it, he'll check for traps and, if he can do it without looking like he's double checking Selia, listen for noise.

Perception/Trapfinding: 1d20 + 7 ⇒ (10) + 7 = 17
Perception: 1d20 + 6 ⇒ (11) + 6 = 17


[Late Morning, Thistletop, 7th Day After Goblin Raid, Thistletop]

The small north door opens into a narrow passage which tunnels further into the goblins’ crude garrison. There’s another goblin-sized door lying at the far end of the hallway, in the east wall. The inside is very dank and dim.

NOTE – I think some of you might be getting confused between the north door (now south of you) that was nailed shut and the north door which Selia listened in just now. The nailed shut door is now 4 squares directly south of Hakak.

Thistletop


Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)

Nicholae waits for Lleidr.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

FoE in hand, Lleidr will quietly move up the passage to the door. If it's too dark, I can cast light on something, but I'd rather not give up the element of surprise.

Stealth: 1d20 + 13 ⇒ (9) + 13 = 22


OK, you're creeping silently up to the door. Selia's Light proves sufficient to give you proper illumination. I won't post a new map image just for this movement.

Let's assume you're doing a search on the door (I checked your Per skill). It looks clean. There's also no noise coming from the other side that you can hear.

Where's everyone else? Still in the courtyard? Can you guys tell me where you're standing?


Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)

Ready within 40ft to lend a hand


Ranger (guide) 8| AC 18(22) | HP 86/86

Ned will move up behind Lliedr with his greatsword ready.


[Late Morning, Thistletop, 7th Day After Goblin Raid, Thistletop]

The dank, narrow passage ends, and beyond the east door, you spy a shorter passage, about 10’ long, with opposing doors, both small and with one in the north, one in the south. Taking the liberty of making Perception checks for you, you notice nothing untoward about either door, although the goblin stench is more noticeable coming from the north door. From the other side of the east wall, you can hear a muffled sound of many voices raised in song and raucous laughter. It’s impossible to tell what they’re saying, but the voices are definitely goblin-like.

Thistletop


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr will open the door to the south.


[Late Morning, Thistletop, 7th Day After Goblin Raid, Thistletop]

A round table and a few chairs are this room’s only furnishings. Other than the door you just stepped through, there are no other visible exits.

Thistletop


Hakak and Nich's tokens are poking through the west wall of the room you just discovered. Just ignore that effect; it's from how Maptool sized the image relative to the token sizes.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

I kinda figured that room would just fill out the floor plan, but better nothing for sure at our backs than a possible surprise.

Lleidr will turn around and open the north door. Since the goblin smell is stronger this way, he'll be quieter in case this turns out to be a barracks or the like.


[Late Morning, Thistletop, 7th Day After Goblin Raid, Thistletop]

You’ve stepped into another narrow, dimly lit passage, deep into the goblins’ home. The hall is barely ten feet in length. You must be near the backside of the island by now. There are 2 small doors in front of you, both on the west wall.

The din of voices recedes at this point, but there’s a particularly foul stench coming from the closest door (the one in the square just north of Lleidr's token). A draft of damp, chill air exudes from the 2nd door in the west wall (the one that's 2 squares up from Lleidr's token).

Thistletop


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr's sure there's something awesome behind the first, stinky door. He'll move up, do his thing out of habit, and open the door unless there's something unusual indicated.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: Trapfinding: 1d20 + 7 ⇒ (17) + 7 = 24


Nope, nothing unusual about the door. I'll upload the results of what you find tomorrow morning.


Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)

Good stuff


Ranger (guide) 8| AC 18(22) | HP 86/86

Ned grumbles, "You find us the nicest smells."


[Late Morning, Thistletop, 7th Day After Goblin Raid, Thistletop]

The stench becomes evident after you open the crude door. This small, foul-smelling room features little more than a reeking hole in the ground, its rim stained with refuse and waste. Other than the entrance, there are no visible exits out of this room.

Thistletop


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

First off, thanks, Zilt, for making me wait overnight to discover the goblins' privy. Very exciting :-P

I spent some time trying to decide if Lleidr's Bluff was good enough to convince Hakak that down the hole was the best place for an ambush, but decided he'd agree then shove Lleidr in :)

Eyes watering, Lleidr will quickly shut the door. "Wow! I've been in three Hagfish contests now, but that is the worst thing I've ever smelled!"

"The good news is, even if there's an angry dragon on the other side of this next door, it won't be as bad as that goblin toilet."

And with that silver lining noted, Lleidr will move up to the next door, do his thing, and open it, again unless there's something unusual.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: Trapfinding: 1d20 + 7 ⇒ (11) + 7 = 18


[Late Morning, Thistletop, 7th Day After Goblin Raid, Thistletop]

There’s nothing noticeable about the door. The source of the chill air is evident when pulled open, as it reveals a stair descending into the rock of this island.

Thistletop


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

"Do you guys want to stay up here for now? We can wipe out any reinforcements for whatever we find below. Or head on down, which is probably where we'll find any sort of demon-y transmogrifation-y ritual to thwart?


Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)

Wipe the goblins above first

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