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![]() The last remaining Goblin would run, had it a logical brain, though with Dahrehn being the only member of the adventuring party to damage it, it once more lashes out at the man with both attacks. 1d20 - 6 ⇒ (13) - 6 = 7
Trendon's up! ![]()
![]() Missed your earlier question Keil - It's 20% miss chance with the ones here, meaning you only miss the Goblin by a little bit. 1d20 - 6 ⇒ (16) - 6 = 10
As Trendon fells yet another Goblin, the one stuck between Trendon, Keil and Lirandra yet again lashes out with a flurry of vicious blows that do nothing but make the creature look like some kind of twitching psycho. ![]()
![]() GM Rolls:
Goblin 2 Attack 1: 1d20 - 6 ⇒ (11) - 6 = 5
Firing his sling into combat, Araraxus' attempt creates nothing more than a mere splash in the sewage below as he struggles to hold his footing on the slippery surface of the walkway. Meanwhile Keil's fired crossbow bolt bounces back from the adjacent wall and Lirandra struggles to hit her or even see her target in the dim surrounding light. Dahrehn on the other hand strikes true, plunging his sword deep into and out through the other side of the goblins shoulder blade. Lashing out in mental anger, the little green guy returns with two pathetically swung strikes, only to miss both times either through stupidity, the distraction of his gaping wound, or both.... Regardless, the goblin that joyfully bounded from the northern walkway hasn't yet popped up from the stream of stinking sewage. Perhaps Trendon's attack wasn't as misplaced as everyone originally thought! Trendon, you're up! ![]()
![]() Sorry guys - Bank holiday and mum's just had a hip operation so had my last days consumed with everything but these forums. Would you guys all prefer I did mass combat as in rolled for everything and had you all roll for everything, then did an end of round summary because I agree we've been stuck here for a while and I thank you for your patience! ![]()
![]() Haha, I've told you twice that the planks by you guys going to the right are the ones that aren't there, because that's the direction you were moving lol. Also there would still be a miss chance involved because it's hard to see the green of their skin within the sewage below and technically you would be firing into combat as they're engaged with Dahrehn, Lirandra and Araraxus....right next to them in fact. ![]()
![]() Yea, and I looked that up. It does this: "You grant allies within 50 feet of you a +2 morale bonus to saving throws versus fear effects." Edit: My mistake. I haven't ever played a Bard, so when I googled it, I got the above result which is completely different to what it says in class. Yea, scrap that. You hit then. I'm happy to admit I don't know the rules I'm unfamiliar with though, so thanks for pointing that out! ![]()
![]() Not sure where your +1 attack and damage are coming from Trendon. Attacking foes below you gives +1 to attack only, but these creatures are on the same level as you, so that doesn't apply. The party move into position. Dahrehn warns those he travels with while Araraxus fires off his sling, hoping to catch one of the little pests off guard. As Lirandra lashes out with a shriek, Trendon jumps back in an attempt to skewer one of the smaller folk, only missing due to the poorly lit lighting around, and Keil jumps the gap filled with fecal matter and moves in behind one of the western Goblins. The northern Goblin then runs past his kin currently engaged with Trendon, taking a wild leap across the mucky sewage stream as he attempts to slice through Araraxus mid-flight with his poorly constructed Dogslicer, succeeding only in creating a tiny splash below, as Trendon, ever ready, attempts another misplaced attack against the distracted creature. At the same time, the Goblin engaged with Trendon steps closer, swinging its arms around wildly as his sword catches on the ground and adjacent wall. The sewer wading Goblin to the far west also struggles to do much as it violently swings at Dahrehn and Lirandra's ankles once more. It would seem the shadows proved a distraction for all, as many blows were exchanged but none delivered. GM Rolls: Goblin 3: 1d20 - 4 ⇒ (6) - 4 = 2
1d4 - 1 ⇒ (4) - 1 = 3 Trendon AoO: 1d20 + 3 ⇒ (3) + 3 = 6
Goblin 4: 1d20 - 6 ⇒ (18) - 6 = 12
Goblin 1: 1d20 - 6 ⇒ (9) - 6 = 3
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![]() With a few splashes, one of the western Goblins moves slowly 5ft step through the sewage and lashes out at Dahrehn with both of his dogslicers, as he smiles with glee, covered in crap, once again targeting the mans ankles. rolls:
Attack 1: 1d20 - 6 ⇒ (1) - 6 = -5
Damage: 1d4 - 1 ⇒ (1) - 1 = 0 Attack 2: 1d20 - 6 ⇒ (13) - 6 = 7
Though, his first attack flails around uselessly as the weapon slips about in the little menace's hand, while the second one is just poorly aimed as it swishes through the air wildly. ![]()
![]() Araraxus - It posted to the Discussion thread. Keil - Using the trench and improved cover rules, I'm going to mix the two and simplify things a little. Anyone attacking the ones in the water from above will get +1 to (melee) attack due to higher ground, but the Goblins due to only having their heads just above sewage level, get +4AC and +2 Reflex Saves, due to the sewage and darkness around making it hard for human or Tiefling to see where to attack. Goblins are always around 3 foot tall, as are these, give an inch or three difference for most. I'll do end of round descriptions of the encounters each round, stating who hits and misses etc. Dahrehn's up now! ![]()
![]() GM Rolls:
1d2 ⇒ 1 Goblin 3: 1d20 - 6 ⇒ (11) - 6 = 5
AoO from Trendon: 1d20 + 3 ⇒ (4) + 3 = 7
With Keil and Trendon being the only two party members aware of the smaller, more vicious and vastly stupid Goblins, Keil draws his weapon and readies himself for action, while Trendon makes a daring leap across the foul smelling sludge that flows through the vein like tunnels of this underground sewage system. Lirandra and Dahrehn however, find themselves in a spot of trouble as the two Goblins to the west wade through the thick slurry in an attempt to stealthily kill the weaker members at the back, each taking a slice at Dahrehn's ankles.....though out of their over-excitement and rashness to attack, they both miss entirely. It doesn't take long for one of the northern Goblins to make his way towards Trendon, though Trendon is already more prepared than the Goblin and takes a swing at the speedy little pest with his Guisarme, only to miss completely as the daring little Goblin gets into melee range of the pale human man. Whether Goblins or Party Members, the darkness seems to be playing its part well, as it hinders the vision of all who dwell in the dirty, rotten sewers of Westcrown. Initiative: Araraxus - 17
You're up Araraxus! ![]()
![]() Ha! No they're not. I think I mentioned it earlier on but they're roughly 5ft tall, apart from the area you're in which judging from the circular grate in the ceiling (the lit area in the cross section of the map) is actually about 10ft up. It seems you're in a particular deep part of the sewer, but not the deepest and the tunnels themselves (North, East, South) are actually only about 5ft in height from the platform you stand on, minus the pipe to your west which is 3 foot i diameter. ![]()
![]() If you get the AoO's, I really don't mind. It would save time if I did it, but if you have more fun rolling your AoO's, you're free to roll it yourself. That goes for everyone! :) I finish work in just under 2 hours, so I'll have some posts up for you then, and if you're all able to post fairly quickly, I'll be able to get the second round started as well tonight as I'm a lot more on top of things today. Also, with Surprise Combat, I had always played with a GM who had the attackers able to move and attack in the surprise round, but unless they have feats for that and taking into account your low hp, it looks as though the correct rules are that surprise attackers and/or defenders can only move or attack. They can't do both. Also, you're lucky Trendon. You nearly landed in the s***** water! To everyone - Thanks for your patience! I'm not stopping running this at all. Just with my work schedule and life sometimes my posts are a lot slower than I'd like, and other times they're a lot faster, so if you're all okay with that, I'm happy also. ![]()
![]() Trendon - Both you and araraxus should be able to move yourselves into the position you'd like on Dahrehn's map above, and yea, the intention was to show you can act in the surprise round and really, you're between Janiven and Lirandra already because Janiven and Morosino are to the far right, trying to hurriedly find the next marker. :) ![]()
![]() Okay, updated the map and while I'm still waiting on initiative, I'll begin with the combat. GM Rolls:
Initiative Goblin 1: 1d20 + 1 ⇒ (3) + 1 = 4
Surprise Round Initiative: Keil - 13
Main Initiative: Dahrehn - 16
Surprise Round - First up is Keil. The Goblins are currently wading through the sewage silently and have just made it to Dahrehn and Lirandra unseen at ankle height to them, bar yourself and Trendon who can see them. 1d20 + 1 ⇒ (1) + 1 = 2
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![]() Not sure why my version didn't allow you to put the images on top of one another, but thanks for sorting that. I'll be more on the ball soon, so I apologise for the delay. Life's just not giving me much time right now to do anything really. My job mostly makes sure of that, but hopefully I'll get something better within this year and actually have a job that allows me to have set time off. Anyway, with initiative, I'll get you guys to roll, but how I run surprise rounds is if anything's there...unless they're blatantly in plain sight, I have the initial rolls based on perception and if only one person see's what's coming, only that one person is prepared for what would otherwise be a surprise round. ![]()
![]() Nope, haha. Going by the description I gave, a sewage tunnel off the ground was to your left, walkway accessed by planks north and east, and you guys came from the south. The planks to the north have now been raised, but the sewage stream looks only to be three foot deep. Don't worry about grids. It's good enough right now to just position yourselves next to each other/where you'd be. ![]()
![]() Okay, so I've just spent the most part of an hour drawing and texturing a "quick" map for you guys, and I think this should work! I've not yet added your avatars, but if you'd like to do that yourselves, I've set it to anyone with the link can edit. the walkways are 5 foot wide (enough for single file travel), but the edge is slippery and requires a DC5 acrobatics check every round. The walkways are 5ft wide and most of you have just crossed over past the sewage tunnel to the left, across the planked walkway, so please place yourself in the positions you'd be travelling in, keeping in mind I think only one or two of you succeeded at the perception roll. :) Next up, can I have initiatives from you all please. :) 1st round of combat will be up tomorrow! ![]()
![]() Just checking in to say I haven't forgotten about you. I've just had a busy couple of days (Bank Holiday, but working every single day through it and all through Easter), was my Birthday on Wednesday and I've just had a silly amount of work to do. I was looking into this yesterday and there was no map suitable for the description of that around you, so I'll make a quick one in photoshop later if you don't mind. Just a quickie to save further delay - When hosting on googledocs, how would I make it publicly viewable or password protect it to just you guys? I've not used it before. Thanks a lot. I'll have a big post for you all later, and as soon as I post the map up, please state your positions. :) ![]()
![]() Let me know which direction you're heading guys. North and East are the two available directions that don't present obvious dead ends or involve going back the way you came. These are also the directions the planks take you across to. Keil: The sound came from the North from what you can gather in such an echoed space. ![]()
![]() Trendon - It opens inwards. :) We definitely don't need to go in there. Though, we're not far now. she said, walking straight past the ominous looking door. Continuing down the sewer tunnel, you find yourselves following a stream of muck to a crossroad section of the underground maze. To the left flows thick, sludgy water through several bars angled upward at a 45 degree angle leaning forwards about 4 feet above your level. To the right is a tunnel that fades into the darkness, above you can see the now blackened sky of night through what appears to be a small, circular grate in the ceiling, and ahead of you is another tunnel that leads off into the darkness beyond. Whichever route you pick, only old, wooden planks allow for progress across the 10 foot gaps of each path, carefully balanced from walkway to walkway. Below, the channel of sewage is about 3 foot deep. Note: This area is particularly slippery, so please treat the planks and walkways both ahead and to the right as difficult terrain. Night is now upon us, so the quicker we exit these tunnels, the better. said Janiven, looking up through the grate in the ceiling. 1d100 ⇒ 34
DC15 Perception please: Ahead, you can hear the sinister sounds of multiple, high pitched laughs. ![]()
![]() Yea? In that case, would everyone be happy for me to do so? I just don't want to do anything that would prevent you all from roleplaying at moments when you want to, and I feel this campaign is a slow starter that leads up to something much bigger and better. It's definitely unique. A lot of it I'm filling in the blanks with because it;s not as guided as more recent AP's. ![]()
![]() Just waiting on the rest of the party so everyone has a chance to do something. Then I'll continue. I'm trying to speed this up, because I get the impression some of you are bored being stuck down in the sewers right now. If you want to say anything or have any suggestions, please let me know, because I find it a little strange there is virtually no discussion out of character, so just want to know how you're all feeling. Thanks! ![]()
![]() I'm glad we're thinking along the same lines she said, gently pushing Morosino behind her and calling Araraxus to her side. Keil, if you and Trendon stay at the back, Dahrehn, Lirandra and Morosino should be safe. Moving forwards and up through the Northeastern tunnel, the tunnel itself twists around for what seems like an age. Passing a set of what look like bloodied iron sewage pipes, you follow the sewage channel a few minutes more and to your right, you stumble across a locked door within the western wall. DC15 perception: The sound coming from beyond the door is both strange and unnerving. It sounds as if someone is having a very intense conversation, blurting out the odd scream here and there, and violently throwing out forced groans. The eerie noise sounds almost human. ![]()
![]() Well... said Janiven, eventually finding the marking. We're headed North. Now, both of these passages lead North, but whether they lead out to the direction we want is a different question entirely. Frowning, Janiven announced; It is the tunnel to the right that we need to take. The other, I've yet to explore. We need to get back to our hideout as soon as possible, so I'm inclined to bare with the perils that may await us along the route mapped out, but if you all wish to go left... As if waiting for an answer, Janiven looked at you all expectantly. ![]()
![]() Keil:
Yea, your original perception check wasn't actually necessary, so I made something fitting up for yourself and the other people who rolled perception. The rolling for Janiven was just seeing if she knew where she was going or not, because it's getting darker and darker, so things are starting to look the same in the sewers. I'll let you know once I find....wait. Watched? Janiven's voice quietened as she reached the end of her speech. ![]()
![]() Now is not the time or place for such discussion Araraxus, said Janiven in response to the Paladin. Hearing Trendon's concerns, Janiven then responded but indirectly so and targeted her wording towards all present more than anything; To think we're only down here to begin with is foolish. There are likely far worse creatures around here than Hellknights. To those with Perception 15 or above:
You too can see the faded and smeared markings of the sword pointing to the northern branch as opposed to the one on the far left. Apart from the sound of running, slushy water and a few "eek's" from what you assume to be rats, nothing else can be heard. 1d100 ⇒ 25
Continuing up towards the north, you yet again find yourselves at another junction. They both lead north from what you can tell, but the tunnels split into two branches, one northeast and the other northwest. Janiven once again takes time out to search for another marking while the majority of you fearfully wait to find out your next headed direction. DC15 Perception for those with Darkvision:
Along the northeastern corridor, as it twists around, you can make out some kind of figure, human sized just quickly stumble out of sight. DC20 Perception for those listening to their surroundings: Seemingly echoing from the north eastern tunnel, you can hear some kind of erratic groaning, interrupted by the occasional clanking of what could be something hitting metal. ![]()
![]() 1d100 ⇒ 99
As you all make your way along, in the side of one wall on your left you find what appears to be a small opening, leading up three wide steps but blocked over by a heavily barred metal gate. Janiven ignores this gate however, and presses on as the corridor winds around about 65 feet to a junction. One way continues straight on, while the other branches off to the right. I could have sworn our mark was around here somewhere said Janiven, slightly confused by the absence of any chalk marks. It's possible that something could have rubbed the marking off, but that doesn't help things. she said quietly to herself. Morosino. Any ideas? The boy just shrugs as Janiven asks for directions. Perception: 1d20 + 9 ⇒ (18) + 9 = 27 Looking around some more, it only takes a minute or so for Janiven to find the correct route once more, and like she suspected, it was partially missing and smeared across the wall. Okay everyone, we go right. she states as she leads the way once more. ![]()
![]() Note to all - The three potions you each received are actually potions of cure light wounds. They'll help speed up the recovery of any injuries you find yourselves having. she says to Araraxus. Looking to her side and back towards the ladder you all just came from, Janiven hastily continues to move left of where you first entered with the intention of putting as much distance between her and the Hellknight's as possible. Come on, let's get going! I don't want to be down here while the Hellknight's plan our slaughter, nor during nightfall. Things get a lot worse when the sun goes down, and time isn't on our side! Leading you through the winding, slippery, wet, cramped and confusing labyrinth of a sewer, Janiven takes you forwards, sideways, back and every which way possible to a point where it's impossible to tell where you now are. Lirandra, hand in hand with Dahrehn can only see what Janiven's Sunrod allows, and outside of that, everything else is pitch black. Even Trendon would feel uneasy down here, and the uncertainty of those able to see in the dark, unknowing of what could be waiting around any corner is enough to keep the whole party on their toes. Appreciative though, of how left in the dark you all are, both figuratively and literally, the pretty woman leading your way tries to comfort you by further elaborating on the chalk marks around the sewers. Arael and I made these marks a few months ago when we explored the sewers for the first time. We marked all the intersections so our people could find their way through the sewers to our hideout. Now a lot further into the sewers, the noise of the Hellknight's back at Vizio’s Tavern diminishes, but Janiven assures you of their relentless pursuit. The Hellknight's are a stubborn lot. By now they've probably thoroughly searched the tavern, but some are going to follow us down here after they find themselves a light source, and some are brave enough to ignore the chance of coming across a Shadow Beast, and more keen on risking their lives for a better paid position within their ranks. They might even try to infiltrate the sewers ahead of us if they can guess our route. We can't afford to stop until we reach our destination! ![]()
![]() I apologise for the delay, but new post is going up shortly. I'm just reading things regarding what to do next. I've been off work for a week and am on anti-biotics, with a blood test booked in for next week. I wouldn't worry though. A lot of people fall ill on here and then disappear, but I'll still be posting, just maybe a little less frequently while I'm feeling a bit rough. Anyway, unless you're ready Trendon, I'll DMPC you as asked, but apart from that, I'll have a new post up for you all shortly and quite possibly it'll be a big one again. :)
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