Wander the path (Inactive)

Game Master Daedeloth

At this point it's kind of a mystery.


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AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

Cast Aspect of the Falcon and Gravity Bow


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

I'm up for a fight


Garric casts aspect of the falcon only.

An armored giant and a pair of large dogs round the corner to confront the party.

“HERE!” Loud barking.

MP init: 2d20 ⇒ (16, 10) = 26

Action order: Garric, Chack, bad guys, Hal, Dwol.


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

Attack!

at the giant

Manyshot: 1d20 + 13 + 1 + 1 ⇒ (16) + 13 + 1 + 1 = 31
damage: 2d8 + 18 + 2 + 1d6 ⇒ (4, 7) + 18 + 2 + (6) = 37

Rapidshot: 1d20 + 13 + 1 + 1 ⇒ (3) + 13 + 1 + 1 = 18
damage: 1d8 + 9 + 1 + 1d6 ⇒ (5) + 9 + 1 + (5) = 20

Last Attack: 1d20 + 8 + 1 + 1 ⇒ (10) + 8 + 1 + 1 = 20
damage: 1d8 + 9 + 1 + 1d6 ⇒ (6) + 9 + 1 + (5) = 21


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

Attack!

at the giant

Scimitar: 1d20 + 18 ⇒ (3) + 18 = 21
damage: 1d6 + 19 ⇒ (4) + 19 = 23

Last Attack: 1d20 + 13 ⇒ (1) + 13 = 14


Garric’s first arrow penetrates the giant’s armor causing damage. Chack moves forward to engage in melee with the giant but is ineffective and stumbles during her attack.

Chack is enveloped by attackers.

Dog1
pa: 1d20 + 7 ⇒ (2) + 7 = 9
dam: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9

Dog2
pa: 1d20 + 7 ⇒ (3) + 7 = 10
dam: 1d8 + 2 + 1d6 ⇒ (3) + 2 + (4) = 9

Giant1
pa: 1d20 + 21 ⇒ (1) + 21 = 22
dam: 1d8 + 16 ⇒ (7) + 16 = 23

The giant stumbles as well!

The group hears more sounds of barking and what sounds like many giant footsteps approaching, the ground even shakes a bit.

Party action.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Well if you wanted to fight here, sounds like you will get your wish!

Cast -haste-


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Dwol advances on the giant and activates -Angelic Bond-

Protection from evil; +3 resistance/deflection bonus to AC/saves to all party members within 20'

Dwol AC 30 vs. giants


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

Attack!

Manyshot: 1d20 + 13 + 1 + 1 + 1 ⇒ (1) + 13 + 1 + 1 + 1 = 17

Rapidshot: 1d20 + 13 + 1 + 1 + 1 ⇒ (5) + 13 + 1 + 1 + 1 = 21

Haste: 1d20 + 13 + 1 + 1 + 1 ⇒ (2) + 13 + 1 + 1 + 1 = 18

Last Attack: 1d20 + 8 + 1 + 1 + 1 ⇒ (9) + 8 + 1 + 1 + 1 = 20

-wrong time to suck rolls-


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

ha, you fell for my stumbling trick

Attack!
use 1 panache pt to double precise strike damage

Scimitar: 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25
damage: 1d6 + 19 + 8 ⇒ (5) + 19 + 8 = 32

Haste: 1d20 + 18 + 1 ⇒ (19) + 18 + 1 = 38
confirm crit: 1d20 + 18 + 1 + 1 ⇒ (3) + 18 + 1 + 1 = 23
crit damage: 2d6 + 19 + 11 + 2 ⇒ (4, 3) + 19 + 11 + 2 = 39
regain panache pt

Last Attack: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
confirm crit: 1d20 + 13 + 1 + 1 ⇒ (12) + 13 + 1 + 1 = 27
crit damage: 2d6 + 19 + 11 + 2 ⇒ (4, 1) + 19 + 11 + 2 = 37


Hal speeds things up.

Dwol offers everyone some defense.

Garric shoots Chack in the back. dam: 1d8 + 10 ⇒ (3) + 10 = 13

Chack lands 3 attacks, however only the last one crits. The giant is now bleeding from multiple wounds.

The giant and dogs continue attacking Chack:

bite: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16

bite: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11

pa: 1d20 + 21 + 2 ⇒ (15) + 21 + 2 = 38
dam: 3d6 + 15 ⇒ (3, 6, 5) + 15 = 29

pa: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
dam: 3d6 + 15 ⇒ (2, 4, 5) + 15 = 26

pa: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
dam: 3d6 + 15 ⇒ (1, 4, 3) + 15 = 23

Two more giants arrive next to the one attacking Chack.

Another giant and 4 more dogs arrive from the other side of the building towards the group's back near to Hal, Dwol, and Garric.

The party can hear the sounds of additional mobilizing giants and dogs.

Party action.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Remember when I advised running away and fighting a later day? Seems like a better idea by the moment!

Halafrin risks a quick look to see if there is any place to just get attacked in one direction before launching an icy fireball at the newly arrived giant and 4 dogs.

fireball: 8d6 ⇒ (4, 6, 5, 2, 1, 3, 5, 2) = 28 DC 19 REF

-versatile evocation- to change fire damage to cold


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Seeing the odds against them-This is bad.

with an undaunted voice-Let's go Chack; time to chop some trees!

Activate -weapon of awe- and try to finish of Chack's wounded giant before attacking the new one.

Angval PA: 1d20 + 11 ⇒ (11) + 11 = 221d10 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Angval PA haste: 1d20 + 11 ⇒ (7) + 11 = 181d10 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Angval PA: 1d20 + 6 ⇒ (5) + 6 = 111d10 + 12 + 2 ⇒ (2) + 12 + 2 = 16

Correction, AC 31 vs giants; 27 vs others.


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

Sorry Chack!

Attck! Switch to new giant if the first one is finished off.

Manyshot: 1d20 + 13 + 1 + 1 + 1 ⇒ (14) + 13 + 1 + 1 + 1 = 30
damage: 2d8 + 18 + 2 + 1d6 ⇒ (8, 1) + 18 + 2 + (5) = 34

Rapidshot: 1d20 + 13 + 1 + 1 + 1 ⇒ (14) + 13 + 1 + 1 + 1 = 30
damage: 1d8 + 9 + 1 + 1d6 ⇒ (5) + 9 + 1 + (1) = 16

Haste: 1d20 + 13 + 1 + 1 + 1 ⇒ (16) + 13 + 1 + 1 + 1 = 32
damage: 1d8 + 9 + 1 + 1d6 ⇒ (8) + 9 + 1 + (2) = 20

Last Attack: 1d20 + 8 + 1 + 1 + 1 ⇒ (4) + 8 + 1 + 1 + 1 = 15


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

Much better Garric!

Attack! Old giant if needed, otherwise new.
use 1 panache pt to double precise strike damage

Scimitar: 1d20 + 18 + 1 ⇒ (19) + 18 + 1 = 38
confirm crit: 1d20 + 18 + 1 + 1 ⇒ (1) + 18 + 1 + 1 = 21
reg damage: 1d6 + 19 + 8 ⇒ (1) + 19 + 8 = 28

Haste: 1d20 + 18 + 1 ⇒ (19) + 18 + 1 = 38
confirm crit: 1d20 + 18 + 1 + 1 ⇒ (14) + 18 + 1 + 1 = 34
crit damage: 2d6 + 19 + 11 + 2 ⇒ (2, 6) + 19 + 11 + 2 = 40
-regain 1 panache pt-

Last Attack: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20

-39/92 hp


The party is between the fence with the hole and a building. Giants can come from either side of the building.

ref: 1d20 + 4 ⇒ (13) + 4 = 17
ref: 1d20 + 5 ⇒ (4) + 5 = 9

Hal’s frozen fireball kills the dogs and does some damage to the giant coming from behind. Dwol fails to make contact. Garric slays the original giant and Chack cuts into one of the newcomers.

Chack

bite: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28

bite: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18

pa: 1d20 + 21 + 2 ⇒ (5) + 21 + 2 = 28
dam: 3d6 + 16 ⇒ (3, 6, 3) + 16 = 28

pa: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36
dam: 3d6 + 16 ⇒ (2, 6, 5) + 16 = 29

pa: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
dam: 3d6 + 16 ⇒ (2, 2, 6) + 16 = 26

Dwol

pa: 1d20 + 21 ⇒ (6) + 21 = 27
dam: 3d6 + 16 ⇒ (6, 6, 6) + 16 = 34

pa: 1d20 + 16 ⇒ (9) + 16 = 25
dam: 3d6 + 16 ⇒ (5, 6, 5) + 16 = 32

pa: 1d20 + 11 ⇒ (5) + 11 = 16
dam: 3d6 + 16 ⇒ (2, 2, 6) + 16 = 26

Hal

pa: 1d20 + 21 ⇒ (9) + 21 = 30
dam: 3d6 + 16 ⇒ (3, 5, 2) + 16 = 26

pa: 1d20 + 16 ⇒ (13) + 16 = 29
dam: 3d6 + 16 ⇒ (3, 1, 3) + 16 = 23

pa: 1d20 + 11 ⇒ (7) + 11 = 18
dam: 3d6 + 16 ⇒ (1, 3, 1) + 16 = 21

Two more giants and two more dogs join those attacking Chack and Dwol. Two more giants and two more dogs join the giant in the back.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Halafrin crumples to the ground from the blows thinking We should have run...


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

It's as good a place as any to die I suppose.

With fury in his voice-Chack, Garric, probably time for you to leave.

Come on you fire eating bastards; come and feel my axe!

On wounded giant:
Anval PA: 1d20 + 11 ⇒ (18) + 11 = 291d10 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Anval PA haste: 1d20 + 11 ⇒ (3) + 11 = 141d10 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Anval PA: 1d20 + 6 ⇒ (4) + 6 = 101d10 + 12 + 2 ⇒ (3) + 12 + 2 = 17


As an immediate action Dwol could use Paladin’s Sacrifice to keep Hal up. Running away is probably the smart move your chances of success here appear to be minimal.


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

Not if you're not coming with us Dwol

Attack!

Manyshot: 1d20 + 13 + 1 + 1 + 1 ⇒ (16) + 13 + 1 + 1 + 1 = 32
damage: 2d8 + 18 + 2 + 1d6 ⇒ (1, 2) + 18 + 2 + (4) = 27

Rapidshot: 1d20 + 13 + 1 + 1 + 1 ⇒ (20) + 13 + 1 + 1 + 1 = 36
crit damage: 3d8 + 27 + 3 + 1d6 ⇒ (5, 7, 8) + 27 + 3 + (3) = 53

Haste: 1d20 + 13 + 1 + 1 + 1 ⇒ (11) + 13 + 1 + 1 + 1 = 27
damage: 1d8 + 9 + 1 + 1d6 ⇒ (4) + 9 + 1 + (5) = 19

Last Attack: 1d20 + 8 + 1 + 1 + 1 ⇒ (12) + 8 + 1 + 1 + 1 = 23


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

I couldn't live with myself Dwol

Attack!
Use 1 panache pt to double precise strike damage]

Scimitar: 1d20 + 18 + 1 ⇒ (4) + 18 + 1 = 23

Haste: 1d20 + 18 + 1 ⇒ (20) + 18 + 1 = 39
crit damage: 2d6 + 38 + 2 ⇒ (2, 5) + 38 + 2 = 47

Last Attack: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23

-68/92 hp


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL
Gandalf the Grey wrote:
As an immediate action Dwol could use Paladin’s Sacrifice to keep Hal up. Running away is probably the smart move your chances of success here appear to be minimal.

Yeah, I continue to suck. What's the point of working on all these cool abilities if I don't remember to use them? Fing useless; I deserve to die.


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

~merciful retcon~ (sorry about wasting all your awesome 20s!)

Dwoldrean reaches out with divine power and absorbs one of the giant's fell blows on Hal.

-26/100 HP

Get us out of here Hal!


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

~merciful retcon~

-44/50 HP

Hal tugs at Garric-Come on! and leads him towards his other two companions before using the power of his ring to cast -dimension door- and transport all four 1,040 feet away into the wilds from whence they just came.


The party escapes…


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Dwol releases a quick burst of healing as he talks.

channel x3: 15d6 ⇒ (6, 2, 4, 1, 2, 1, 1, 1, 5, 6, 2, 5, 6, 6, 2) = 50

Well that didn't go very well. I guess Hal's gut was right for once.

We should probably find a defensible place to hole up in. Seeing surprise is off the table, and direct confrontation appears inadvisable for the moment, I'm thinking we harass them and try and pick off patrols wearing their numbers down until direct action is more palatable.

Open to any other ideas as well.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

I'm for any course of action that doesn't end up with us dying. For the record, I voted for killing the dragon.


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

That was fun. looking at Halafrin, yeah, maybe the dragon was a better choice

ready to lay low


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

Fun?! Fun?!?! Pointing to Halafrins near dead body. Does that look like fun?

perception: 1d20 + 13 + 4 + 2 ⇒ (1) + 13 + 4 + 2 = 20

For hiding and ambush spots
survival: 1d20 + 9 + 4 + 2 ⇒ (18) + 9 + 4 + 2 = 33


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Halafrin nods at Garric in appreciation-It's OK Garric, I just need to learn to be a bit more forceful with my position. Not ALL my ideas are about backstabbing, theft, and murder.

Just the most effective ones...-he thinks to himself

Looking for a hiding/camping spot:

perception: 1d20 + 19 ⇒ (7) + 19 = 26
survival: 1d20 + 1 ⇒ (4) + 1 = 5


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

The plan is to find a defensible, out-of-the-way, camping location that will allow us to try and pick off any 'manageable' groups that exit the town. Try to thin them out until entering the place is more realistic.
Happy to take a call if it's easier to talk through it.

perception: 1d20 + 19 ⇒ (17) + 19 = 36
survival: 1d20 + 2 ⇒ (14) + 2 = 16


Hal did obtain a decent overview of the layout of the settlement. Essentially there were 12 structures along the walls, 3 along each wall, and a single larger structure in the middle of the town, next to a town square.

You are able to find a suitable ambush spot along the trail that you followed to the giant settlement. It is about a mile from the town, out of sight/sound. You can camp there along the trail or on a nearby hill about a 5 minute walk away, you can see the gate to the settlement from the hill.


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

I'd like to see them, or anything else, coming if at all possible. Getting dropped in the pot seems to be counterproductive at best.

We'll just do our best to kill off whatever comes our way, but at some point we are probably going to have to move. Can't imagine they will ignore people not returning or the lack of incoming traffic.

Is it possible to get from the hill to the ambush site before anyone spotted from said hill gets there? If so, camp atop the hill and await travelers. If not, wait at the ambush site during the day but camp at night on the hill.

Any other likely sites to displace to if/when things get too hot?

Other thoughts from the party?

-keep watch- if resting, otherwise surveil roll:

perception: 1d20 + 19 ⇒ (10) + 19 = 29


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Why is there never a quest that involves us taste testing elvish brandy and wine?

perception: 1d20 + 19 ⇒ (15) + 19 = 34


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Thinking about this more, Halafrin probably should have dropped a whole Hudson vibe from Aliens. "Well, that's great. That's just f!*#in' great, man! Now what the f&!# are we supposed to do? We're in some real pretty shit now, man!"

Oh well, next time for sure.


You can move from hill to ambush and still have a few minutes before anyone from the settlement could arrive, absent any magical or supernatural means of travel.

The view the other direction is not as far or as good, maybe a couple rounds to spare for anything headed towards the settlement.

You are in wilderness so there are lots of places to hide but you recall the giants do have dogs so there is possibility of being tracked, and random monsters.

Any actions from Garric/Chack as you wait and watch on first day?


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

perception: 1d20 + 13 ⇒ (11) + 13 = 24


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

perception: 1d20 + 13 + 4 + 2 ⇒ (10) + 13 + 4 + 2 = 29

survival: 1d20 + 9 + 4 + 2 ⇒ (10) + 9 + 4 + 2 = 25


?: 1d20 ⇒ 15

The party sees some activity around the giant settlement from their secure hilltop but no one moves toward you.


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Going on record that since Gandalf has been the GM of this campaign, things have definitely gone worse for us. Lathspell I name you!

Will watch and wait for a few days from the hill and ambush site.

perception: 4d20 ⇒ (18, 20, 8, 18) = 64+19


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Waiting is better than dying I suppose...

perception: 4d20 ⇒ (1, 12, 15, 12) = 40+19


On the third day Hal spots some sort of small wagon or cart pulled by mules coming up the path towards the giant settlement.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Halafrin passes on the information and continues to watch from the ambush zone until the wagon comes within range.

perception: 1d20 + 19 ⇒ (3) + 19 = 22


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Maybe they will be bringing something to drink!

perception: 1d20 + 19 ⇒ (9) + 19 = 28


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

perception: 1d20 + 13 + 4 + 2 ⇒ (16) + 13 + 4 + 2 = 35


The party waits in the ambush zone as the wagon approaches. At about 90’ you can see a driver and passenger on the wagon. They appear to be goblins.


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Dwol works his way to be in front of the cart about 30' before stepping out and addressing the pair-Stop where you are! Leave the wagon and I'll spare your lives. You are welcome to go back the way you came or continue on, without the wagon of course, to the town ahead.

diplomacy: 1d20 + 19 ⇒ (7) + 19 = 26


The goblins nearly fall off the wagon as Dwol surprises them by stepping out from the bushes near the path.

After a moment to regain their composure.

To Dwol:

Goblin 1: “What are you doing hiding in the bushes accosting travelers?”

Goblin 2: “Why would we leave our wagon? Are you a bandit?”

To each other:

Goblin 1: ”Did Haford warn us of bandits on this trip?”

Goblin 2: “Not that I recall, certainly nothing about feral dwarf rogues.”


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Dwol smiles at the chatty goblins-Not a bandit, just part of a force denying transit to or from Ruconar's village. Again, your options are forward, back, or die but all without the wagon.


Goblin 2: “You may speak nice dwarf but you are a bandit.”

Goblin 1: “Indeed.”

The goblins grab their small backpacks and continue along the path.

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