imimrtl's Drow War Campaign Play by Post

Game Master imimrtl


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Male Human Gunslinger, 1
Germon Falleyas wrote:

Germon looks to Lance. "You've mentioned these lads before. I am curious about the whole story, but for now." Germon turned to Barrett. "Boy. Can you track what made those marks?" Barrett sniffs around the area.

Barrett's Survival check to track:1d20 + 1

Hallelujah what a score. That should find something at least

Doesn't he get the bonus of the "scent" feature, too?


Male Half-Orc Monk level 1

Apparently we don't care what is in the room with the marks...people are soooo eager to move along that they miss the side stories...
Since everyone else has left Logarth in the room with the iron door he will trodge down the passage to catch up with everyone, still with a weary eye out for any trouble.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15


Male Elf Cleric 2

Scent doesn't give a bonus to the rolls, but it does allow survival rolls for tracking using different DC's

Also, right now i am unsure if we as a group all know of the missing children or not? Germon's comment has me thinking not at this time, unless i am told otherwise.

Darnail will watch the half-orc brush past him and go further down the mine tunnel without answering him and then sigh quietly to himself. He will at this point stick his head in and make sure Cael and Slice are okay. Seeing slice is injured, he will stay on this clear edge of the blood and gore, and channel healing energy into him. Because he can.

"Let Brith's Light warm thee, and make thee whole in body and mind."

1d6 ⇒ 1

Afterwards, he will walk off in the direction of the iron door to investigate himself.


Seeing Darnail go to the iron door, Logarth pauses and thinks,
Do I split the party up and follow these hooligans down this tunnel fool heartedly or go back with Darnail, Slice and the others?
Making up his mind Logarth leaves the two and their dog and goes back to the iron door. Thinking perhaps Slice will come inside too, Logarth once again sneaks inside the room and begins to survey what he sees.
Stealth: 1d20 + 6 ⇒ (5) + 6 = 11
Perception: 1d20 + 9 ⇒ (3) + 9 = 12


Male Human Barbarian 1/Oracle 1

I would post something but i am so confused about what's going on


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant
Cael Brannyn wrote:
I would post something but i am so confused about what's going on

Join the club!


Male Elf Cleric 2

Wait, 1 hp? Gah. Damn you RNG.

Seeing Slice still injured, darnail will bestow another helping of Brith's grace before doing his action of heading to look at the iron door/room.

1d6 ⇒ 4


Male to kill the six fingered man Duelist/20 years
Darnail Sunsworn. wrote:
The Slice wrote:
Cael Brannyn wrote:
I would post something but i am so confused about what's going on
Join the club!
From what i understand, based on the map on the last page, Slice and Cael were in the room that was to the left with the dead hobgob. Lance (with Germon following him) wandered off deeper straight ahead, following the tracks, logarth before his last post had started down after those 2 also. Nobody had actually said what was seen or found at the door down the right tunnel, so my character went to look himself after trying to heal Slice.

Hey guys sorry about the confusion. The tunnel to the right was the one with the iron door where you found the message from the kids that said Help hobgoblins kidnapped us J+C. There wasn't anything else in there. That is where Barrett picked up the kids scent and headed down the tunnel following it until it reached a fork. That is where Lance and Germon are right now with Barrett pointing his nose down the tunnel straight ahead instead of the one that goes to the left after the fork.


Male to kill the six fingered man Duelist/20 years

Here is the link to the updated map. Please let me know if you have any questions. The yellow dot is currently Germon, Lance and Barrett. The blue dot is currently everyone else.

Mines Map 2


Male Human Gunslinger, 1
imimrtl wrote:

Here is the link to the updated map. Please let me know if you have any questions. The yellow dot is currently Germon, Lance and Barrett. The blue dot is currently everyone else.

Mines Map 2

Well, I'm here for one purpose; to find the missing children. That's why I left the town and avoided the chance to find information on how to find my way home, because I was told that two children went missing in the mines. Therefore, I'm trying to find two children. If there are creatures in these tunnels, I'd just assume rescue the children.

I keep walking down the tunnel, following the iron rails of the tracks. No matter how dark it is, I think that I can find my way back if we follow the tracks, no matter how dark it gets. That's my intention as I continue. I call out, too, still worried about the children

"Hellooo! Anyone there?"

If this draws the attention of creatures, I'd rather take them in clean combat then skulking about in the shadows...


Male Human Cavalier level 1

Lance seems to be down here with a purpose so Germon will follow him. Germon is holding a lamp in one hand and his sword in the other.

Germon turns to Lance "Be ready. I think Barrett smells something fowl" Germon takes a quick sniff."So do I." Germon pushes foward with Barrett leading the way. Germon turns to look in the direction of the others. This way! He calls out.We're moving ahead. Join us as soon as you are able! Germon continues to move as long as Lance is still at his side.

I'll explore the mine further after we've rescued the kids.


Male to kill the six fingered man Duelist/20 years

For DM Eyes only!:
1d20 + 6 ⇒ (15) + 6 = 211d20 + 6 ⇒ (11) + 6 = 171d20 + 4 ⇒ (15) + 4 = 191d20 + 1 ⇒ (19) + 1 = 20


Male to kill the six fingered man Duelist/20 years

Right as you are about to move forward Germon. You hear the tell tale twang of longbows as several arrows come lancing down the left hallway at the three of you.

Two arrows at each of you. Lance first two, Germon second two, Barrett third two. I'm not making you flat footed due to the fact that you were looking around and trying to be ready even though you didn't spot them. 1d20 + 3 ⇒ (12) + 3 = 151d8 ⇒ 81d20 + 3 ⇒ (15) + 3 = 181d8 ⇒ 51d20 + 3 ⇒ (14) + 3 = 171d8 ⇒ 71d20 + 3 ⇒ (19) + 3 = 221d8 ⇒ 41d20 + 3 ⇒ (10) + 3 = 131d8 ⇒ 41d20 + 3 ⇒ (14) + 3 = 171d8 ⇒ 8

EDIT:Ok so it looks like Lance got hit by 1 arrow for 5 damage. Germon got hit by 1 arrow for 4 damage and Barrett got hit by 1 arrow for 8 damage


Male Elf Cleric 2

Holy Cow!


Male Human Cavalier level 1

Germon and Barrett will move to the open space behind cover. to the left to avoid further fire from the arrows. Germon will then set down his lamp and ready for the shooters to come to him. "We have hostiles!" Germon calls to the others. He and Barrett wait for the attackers or their allies to show. According to the map the spot Germon and Barrett moved into should provide total cover. Correct me if I'm wrong.


Male to kill the six fingered man Duelist/20 years
Germon Falleyas wrote:
Germon and Barrett will move to the outcropping to the left to avoid further fire from the arrows. Germon will then set down his lamp and ready for the shooters to come to him. "We have hostiles!" Germon calls to the others. He and Barrett wait for the attackers or their allies to show. According to the map the spot Germon and Barrett moved into should provide total cover. Correct me if I'm wrong.

Nope you're good now. I'll let Lance move to cover in the surprise round as well if he wishes. Then I need initiative from everyone.

You hear some guttural yelling back and forth between the creatures down the hall. Does Germon or Lance speak goblin?


Male Human Cavalier level 1

Initiative For Germon:1d20 + 2 ⇒ (19) + 2 = 21
Initiative For Barrett:1d20 + 2 ⇒ (13) + 2 = 15

Nope don't speak goblin. I might try teaching it to Barrett someday though


Male to kill the six fingered man Duelist/20 years

Hobgoblins Initiative1d20 + 2 ⇒ (12) + 2 = 14


Male Human Cavalier level 1

Is there any way to tell how far they are?


Male Elf Cleric 2

Initiative

1d20 + 2 ⇒ (11) + 2 = 13


Male to kill the six fingered man Duelist/20 years
Germon Falleyas wrote:
Is there any way to tell how far they are?

Not without sticking your head out and shining your lantern down there.


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant

"Thank you for closing my wounds". "Hey whats that"? "Seems to be trouble from somewhere deeper in the mine".

1d20 + 6 ⇒ (20) + 6 = 26 Initiative


Male to kill the six fingered man Duelist/20 years

Heading to bed guys once all initiatives are up. First initiative can put up their action without having to wait for me.


Male Elf Cleric 2

As bowstrings twang, cries of pain are made, and arrows rhicochet off stone walls, Darnail will glare in exasperation at the iron door 3 feet away that he has STILL not managed to get through to look inside.

"I'll take that as a Sign, i suppose." He will murmur to none in particular, turning away and moving towards the sounds of conflict with his medallion held high so all can see.

"We are under attack!" He will call out to the others around him, in case some had not realised.

i will assume Darnail will have to take a double move to get anywhere close to where the others are. I have med armor, so that's 40'. Please let me know if that at least gets me within 30' of the injured party members going in to Round 2. Since i am not throwing dice, just getting my action for the round out there.


Male to kill the six fingered man Duelist/20 years
Darnail Sunsworn. wrote:

As bowstrings twang, cries of pain are made, and arrows rhicochet off stone walls, Darnail will glare in exasperation at the iron door 3 feet away that he has STILL not managed to get through to look inside.

"I'll take that as a Sign, i suppose." He will murmur to none in particular, turning away and moving towards the sounds of conflict with his medallion held high so all can see.

"We are under attack!" He will call out to the others around him, in case some had not realised.

i will assume Darnail will have to take a double move to get anywhere close to where the others are. I have med armor, so that's 40'. Please let me know if that at least gets me within 30' of the injured party members going in to Round 2. Since i am not throwing dice, just getting my action for the round out there.

That will get you most of the way down the hallway but you will still be about 20 feet from the fork and 30 feet from the three of them. So yes you will be within 30 feet but just barely.


Male Human Gunslinger, 1

My Ini is

1d20 + 4 ⇒ (9) + 4 = 13

I will duck around the corner for full cover... waiting to see what happens next.

I should add that at this time, I decide to switch weapons; sheathing my sword and drawing my range weapon.


Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Logarth begins to run down the hall as fast as he can to help out his commrads.
Shows them to go wanderin off places secially since we knew we had at least 1 hobgoblin and the inscription said hobgolins. Why they hootin and hollarin all the way down here anyway?
Logarth's speed is 30' so he will get as close as he can to the others, but let me know if he makes it all the way there.


Male Human Cavalier level 1

Germon will hold action until either the goblins get closer or his allies arrive, then he and Barrett will act. Germon listens intently trying to gauge the goblins distance by the sounds of there voices.
Not sure if this counts as part of an action but Germon use his perception to gauge distance through hearing.

Perception:1d20 + 4 ⇒ (18) + 4 = 22
Barrett's:1d20 + 1 ⇒ (16) + 1 = 17


Male Human Barbarian 1/Oracle 1

Did I find any thing on the hobgoblin?

Survival to track where this thing came from
taking 10+5=15

Perception to hear the sounds of battle 1d20 + 4 ⇒ (6) + 4 = 10
If I can hear battle - Initiative 1d20 + 1 ⇒ (3) + 1 = 4


Male to kill the six fingered man Duelist/20 years
Cael Brannyn wrote:

Did I find any thing on the hobgoblin?

Survival to track where this thing came from
taking 10+5=15

Perception to hear the sounds of battle 1d20+4
If I can hear battle - Initiative 1d20+1

You found a smelly suit of studded leather, longsword, longbow, 17 arrows, a buckler, 15 gp, 4 sp, 25 cp.


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant
Lance Antares wrote:
imimrtl wrote:

Here is the link to the updated map. Please let me know if you have any questions. The yellow dot is currently Germon, Lance and Barrett. The blue dot is currently everyone else.

Mines Map 2

Well, I'm here for one purpose; to find the missing children. That's why I left the town and avoided the chance to find information on how to find my way home, because I was told that two children went missing in the mines. Therefore, I'm trying to find two children. If there are creatures in these tunnels, I'd just assume rescue the children.

I keep walking down the tunnel, following the iron rails of the tracks. No matter how dark it is, I think that I can find my way back if we follow the tracks, no matter how dark it gets. That's my intention as I continue. I call out, too, still worried about the children

"Hellooo! Anyone there?"

If this draws the attention of creatures, I'd rather take them in clean combat then skulking about in the shadows...

You can't rescue the children when you're dead...which won't be long if you don't quit rushing ahead and wait for the rest of the party. We get to play to, and if we did what we wanted you'd really be by yourself. All the injuries to the entire group are due to your brashness

The slice moves forward cautiously not aware if the advance team is still alive or what the situation is.

1d20 + 4 ⇒ (5) + 4 = 9 perception


Male to kill the six fingered man Duelist/20 years
The Slice wrote:
Lance Antares wrote:
imimrtl wrote:

Here is the link to the updated map. Please let me know if you have any questions. The yellow dot is currently Germon, Lance and Barrett. The blue dot is currently everyone else.

Mines Map 2

Well, I'm here for one purpose; to find the missing children. That's why I left the town and avoided the chance to find information on how to find my way home, because I was told that two children went missing in the mines. Therefore, I'm trying to find two children. If there are creatures in these tunnels, I'd just assume rescue the children.

I keep walking down the tunnel, following the iron rails of the tracks. No matter how dark it is, I think that I can find my way back if we follow the tracks, no matter how dark it gets. That's my intention as I continue. I call out, too, still worried about the children

"Hellooo! Anyone there?"

If this draws the attention of creatures, I'd rather take them in clean combat then skulking about in the shadows...

You can't rescue the children when you're dead...which won't be long if you don't quit rushing ahead and wait for the rest of the party. We get to play to, and if we did what we wanted you'd really be by yourself. All the injuries to the entire group are due to your brashness

The slice moves forward cautiously not aware if the advance team is still alive or what the situation is.

1d20+4 perception

Actually its due to the character's brashness so let's try and keep in character. If Slice wants to confront Lance about it after this fight thats fine but try and keep it in character. Thanks guys and you guys are doing great with the posting. Let me know if there is anything you guys need from me.

You did hear Germon yell out WE HAVE HOSTILES! so you know that they are getting attacked.


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant

Gotcha Chief. I of course meant the character not dain. This is all fun stuff, and while The Slice might be angry...I'm all cool


Male to kill the six fingered man Duelist/20 years
The Slice wrote:
Gotcha Chief. I of course meant the character not dain. This is all fun stuff, and while The Slice might be angry...I'm all cool

My mistake sorry about that man!


Male Human Barbarian 1/Oracle 1

Longbow, arrows, money ... Yoink.


Male Human Gunslinger, 1

When I am able to act on my Ini, just let me know. I have a 13, so to does Duranail; but the hobgoblins have a 14. I don't know if I go before or after Durnail, or at the same time.

In either case, I will hold action, peaking around the corner, weapon ready, waiting for a Hobgoblin to show his head. At which point, if I can, I will fire.


Male Elf Cleric 2
Lance Antares wrote:

When I am able to act on my Ini, just let me know. I have a 13, so to does Duranail; but the hobgoblins have a 14. I don't know if I go before or after Durnail, or at the same time.

In either case, I will hold action, peaking around the corner, weapon ready, waiting for a Hobgoblin to show his head. At which point, if I can, I will fire.

Your ini bonus of 4 beats my ini of 2, so if we tie you will resolve first. Also my action is already declared, and because of how far back i am does not impact anything for this round. Have at it!


Male Human Gunslinger, 1
Darnail Sunsworn. wrote:
Lance Antares wrote:

When I am able to act on my Ini, just let me know. I have a 13, so to does Duranail; but the hobgoblins have a 14. I don't know if I go before or after Durnail, or at the same time.

In either case, I will hold action, peaking around the corner, weapon ready, waiting for a Hobgoblin to show his head. At which point, if I can, I will fire.

Your ini bonus of 4 beats my ini of 2, so if we tie you will resolve first. Also my action is already declared, and because of how far back i am does not impact anything for this round. Have at it!

Heh, no worries... just waiting to see what the Hobby's do... and if I can see them; if they charge or melt into the shadows... the usual stuff.


Male Human Cavalier level 1

Germon will wait until either a goblin gets close enough for me to move and attack. Or one of his comrades passes by. If someone does pass by, Germon will follow along side providing his shield bonus to both of us. Germon is not stupid enough to charge ahead without someone at his side. So for now I wait.


If I can reach the hobgoblins then I will strike with Flury of Blows
Logarth leads with a left jab followed quickly by a right hook to the kidneys.
1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 ⇒ (1) + 3 = 4
If hit:
1d6 + 3 ⇒ (5) + 3 = 8
1d6 + 3 ⇒ (4) + 3 = 7


Male to kill the six fingered man Duelist/20 years
Erefine wrote:

If I can reach the hobgoblins then I will strike with Flury of Blows

Logarth leads with a left jab followed quickly by a right hook to the kidneys.
1d20 +3
1d20 +3
If hit:
1d6 +3
1d6 +3

The hobgoblins are in a room down a 40' hallway. You can get in there and make a single attack if you wish but you will be in a room with at least 6 hobgoblins.


Male to kill the six fingered man Duelist/20 years

Hobgoblins are going last this round. Everyone please give me your actions. Also anyone that comes near the fork where Lance and Germon are, if you speak Goblin let me know.


Male Human Gunslinger, 1

As I said, I will look down the hallway around the corner, using the corner for partial cover, and try to see a hobgoblin. If I see one in the gloom, I will attack at range. If cannot see one (being that I'm human and have no darkvision etcetra) and I don't know how dark it is, via light source.

I can make an attack roll now, if you want, or later. It's up to you, but I'd rather make the attack if I could be sure of seeing anything.

Therefore, I will roll now, if you don't mind ret-conning me and have me hold action until there is some light down there.

1d20 + 6 ⇒ (12) + 6 = 18

Damage, if any...

1d8 ⇒ 2


Male Half-Orc Monk level 1

Ok Logarth will get to where his companions are to end the first round. For the second round when everyone gets together I will enter the room and attack the first hobgoblin.
Flurry of Blows on closest hobgoblin to the door:
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (3) + 3 = 6
If hit:
1d6 + 3 ⇒ (5) + 3 = 8
1d6 + 3 ⇒ (1) + 3 = 4
This will be the jab followed by a hook to the kidney.


Male Elf Cleric 2

I confess i am slightly confused. Are you asking regarding round 2 now? or still round 1?


Male to kill the six fingered man Duelist/20 years
Logarth wrote:

Ok Logarth will get to where his companions are to end the first round. For the second round when everyone gets together I will enter the room and attack the first hobgoblin.

Flurry of Blows on closest hobgoblin to the door:
1d20 +3
1d20 +3
If hit:
1d6 +3
1d6 +3
This will be the jab followed by a hook to the kidney.

You can only move and do a full attack if you have pounce so you won't be able to flurry. You will still be able to make a single attack.

To Darnail: Its still round 1. You are spending your round moving up to help.

So as I understand it here is everyone's actions for the round. Lance is waiting for a clear shot but cannot get one because he doesnt have a light source yet to illuminate the hobgoblins. Logarth is charging into the room to make an attack. Which he hits and heavily wounds one of the hobgoblins. Logarth you also once you get in there see that there are six of them and they all have longbows and have long swords at their hips. They are yelling something to each other and seem afraid but unless you speak goblin you cant make it out. Darnail you spend your turn moving up to the fork. As does the Slice. Cael you can hear the yells of battle going on down the hallway but you spend this round shopping for loot. Germon is holding action until he can see a hobgoblin but they are staying back into the room so none of them are coming out but you and Lance did see Logarth go rushing past to the attack.


Male Human Gunslinger, 1
imimrtl wrote:
Logarth wrote:

Ok Logarth will get to where his companions are to end the first round. For the second round when everyone gets together I will enter the room and attack the first hobgoblin.

Flurry of Blows on closest hobgoblin to the door:
1d20 +3
1d20 +3
If hit:
1d6 +3
1d6 +3
This will be the jab followed by a hook to the kidney.

You can only move and do a full attack if you have pounce so you won't be able to flurry. You will still be able to make a single attack.

To Darnail: Its still round 1. You are spending your round moving up to help.

So as I understand it here is everyone's actions for the round. Lance is waiting for a clear shot but cannot get one because he doesnt have a light source yet to illuminate the hobgoblins. Logarth is charging into the room to make an attack. Which he hits and heavily wounds one of the hobgoblins. Logarth you also once you get in there see that there are six of them and they all have longbows and have long swords at their hips. They are yelling something to each other and seem afraid but unless you speak goblin you cant make it out. Darnail you spend your turn moving up to the fork. As does the Slice. Cael you can hear the yells of battle going on down the hallway but you spend this round shopping for loot. Germon is holding action until he can see a hobgoblin but they are staying back into the room so none of them are coming out but you and Lance did see Logarth go rushing past to the attack.

Yeah, that sounds right to me. If there is no light source, I can't see to attack anyway, so I am basically holding action until one of the lads get's down there.... hmmm... better still, as a free action I will call out

"Gods damn it! Can't anyone get some light down in there? How the hell are we supposed to see these bastards!"

Then I'll put my faith in our trusty spellslingers to at least cast a light spell on a person or a weapon that is in that room. At which point, I shall attack, but with the arrow wound, I'm not forcing my into a chamber with Hobgoblins at this time...


Male Human Cavalier level 1

Germon makes the decision to holster his shield and grab the lantern He then moves after Logarth followed by Barrett. Both of them will attempt to attack goblinsIf we reached them that is. Barrett moves 50 so he might get there.

Once able to engageHow ever many rounds that takes. Germon and Barrett will attack.

Germon1d20 + 6 ⇒ (11) + 6 = 17 For 1d10 + 3 ⇒ (4) + 3 = 7
Barrett1d20 + 2 ⇒ (16) + 2 = 18 For 1d6 + 1 ⇒ (5) + 1 = 6


Male to kill the six fingered man Duelist/20 years
Germon Falleyas wrote:

Germon makes the decision to holster his shield and grab the lantern He then moves after Logarth followed by Barrett. Both of them will attempt to attack goblinsIf we reached them that is. Barrett moves 50 so he might get there.

Once able to engageHow ever many rounds that takes. Germon and Barrett will attack.

Germon1d20 + 6 For 1d10 + 3
Barrett1d20 + 2 For 1d6 + 1

Barrett gets within range and hits one of the Hobgoblins. You are still 10' from them. There are 6 of them arranged in a semicircle each about 10' apart from the others.


Male Human Gunslinger, 1

I presume that now there is light? If so, let me know. I'd like to act. If I cannot see the Hobgoblins, let me know, I will try something else.

Still holding action for light confirmation...

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