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It looks like everyone has a strong start. I think I'm going to give it another couple of days before I set-up a separate OOC thread. That'll give MW more time to work on his character and me more time to read up on S&S. Don't forget to put together your character histories for me. Keep in mind that while there's no reason to combine any of them amongst you, it's probably a good idea if you can at least get along with each other. I know it's not going to be as happy happy as RotR but you'll still need to form a team.


MW: A cleric would certainly be useful but you should by no means feel constrained to create one. You know how Paizo works...NPCs are available to fill in the gaps.


That's really quite amazing, Korum. You have a talent for bad stat rolls. Glad I could help.


Hey MW. Welcome!

Okay, we'll go with Pirates right now. If that doesn't end up working out so well, we'll shift to SS next.

Korum, I've been thinking about your fixed stats, and I think you should get a re-roll. If we don't count your EXTRA, you got the worst stats in both sets. And I admire you showing a willingness to keep it and make something out of it. So I say, re-roll and keep whichever set you prefer.

If you want, anyway.

Anyone have a problem with that?


I'm leaning toward the general preference of going with whatever set you prefer. With the caveat that if you're using your fixed set, they're still fixed.

Korum: I see your point about the fixed set but I still think they should be used as rolled, otherwise it's really just a second set of rolls. As a completely illogical alternative, you can use my fixed set as non-fixed rolls instead of your original, crappy standard set.

Keep thinking about what campaign you guys are most interested in. Serpent's Skull is the easiest for me to prepare for but I agree that it'd be nice to try something brand new. The only problem with the latest one, S&S, is that it's not all out yet so I only have the first book so far. That makes it harder to do a coherent complete campaign, but I think it's still doable.

Carrion Crown also has the challenge of being rp heavy, which may be difficult for pbp. Too bad we don't have time to play it at the table, otherwise that'd be my first pick.


That's an interesting set of scores you guys have right there. Everyone but Korum (and, well, me) have decent normal rolls and everyone but Tulip have good Fixed Rolls.

Effective Costs:

Me: 8 / 19
Korum: 9 / 20 or 19
Tuck: 34 / 14
Tulip: 17 / 4
Weejon: 33 / 18

Weejon appears to have had the most luck, particularly since he did poorly enough on his first fixed rolls to get a re-roll set. Tulip overall got the worst in the two sets combined.

Whereas Korum seems to be the lone loser in the first set, both Tuck and Tulip were on the lower end of the fixed but even Tuck's second set was better than Korum's first. The scores on the fixed set were closer overall except for Tulip's spectacular bad set. Actually, technically Tulip earned a re-roll. Tulip, if you want to re-roll your Fixed sets, feel free.

Does anyone have any particular feelings about which set you want to use? Obviously, a few of you did really well with the first, unfixed sets (Tuck and Weejon especially). If we went with the unfixed rolls, I'd be inclined to allow Korum to use his fixed rolls instead, though he'd be able to assign the values anywhere he wanted. Tulip, I'd also let you replace your 8 with the EXTRA roll of 14, which would raise you up to 24 in cost.

The fixed stats are all definitely doable, except in Tulip's case. Her re-roll might change that, but if not, I'd be inclined to allow her my own fixed rolls in place of them, which would bring her closer to the average. Either way, it'd be a little more challenging for character generation but I'd be interested in seeing what you guys came up with.

Let me know what your thoughts are...if you want to play around with the numbers for a while, feel free. I might even consider letting y'all use whichever set you prefer, though if you go with the fixed set, they must be fixed.

Thoughts, questions, concerns?


Korum Tarrickson wrote:
Haven't you already run Serpent's Skull?

I have, but that gives me the advantage because I'm familiar with it.


Okay, so it's been over six months at this point since we put the campaign on hold to wait for the release of the updated campaign book. I'd initially thought that it was going to be released by now and we'd get started again. Since it's not, why don't we go ahead and think about a different campaign?

Serpent's Skull, Carrion Crown and Skulls and Shackles are all possible campaigns. Vote your preference, roll your stats, and let me know what you're thinking about in terms of characters.

Stat roll:

#1: 4d6 ⇒ (6, 3, 3, 3) = 15 = 12
#2: 4d6 ⇒ (5, 2, 3, 4) = 14 = 12
#3: 4d6 ⇒ (3, 5, 6, 1) = 15 = 14
#4: 4d6 ⇒ (2, 5, 1, 1) = 9 = 8
#5: 4d6 ⇒ (1, 2, 1, 5) = 9 = 8
#6: 4d6 ⇒ (6, 1, 4, 3) = 14 = 13

Ouch: Got hammered with the two 8's in a roll.

Edit to add: Don't forget your fixed rolls! (Like I did)

Fixed Rolls:

STR: 3d6 ⇒ (6, 5, 3) = 14
DEX: 3d6 ⇒ (2, 2, 1) = 5
CON: 3d6 ⇒ (2, 4, 5) = 11
INT: 3d6 ⇒ (5, 6, 3) = 14
WIS: 3d6 ⇒ (3, 3, 2) = 8
CHR: 3d6 ⇒ (5, 6, 4) = 15
EXTRA: 3d6 ⇒ (6, 6, 1) = 13

Not bad, all things considered.


Weejon's spearpoint plunges deep into the goblin's shoulder and it immediately goes pale.

With a last ditch effort, the goblin takes a step toward the cleric and tries to strike with its dagger.

Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d4 ⇒ 2

The attack misses Weejon by inches and the goblin's eyes roll up in their sockets as it drops bonelessly to the ground.

In the meantime, the goblin facing Tulip and Korum looks back and forth between its attackers and deftly steps away from the dwarf before turning its dagger on the halfling.

Attack: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d4 ⇒ 2

It was too busy eying Korum, however, and the dagger doesn't even come near to marking Tulip.

Finally, the goblin commander steps away from its dead beast and attacks Tuck with the wicked blade it grips, snarling insults.

Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

The blade plunges into the half-orc's stomach and emerges again, dripping with Tuck's blood. 5 HP damage.

Round 2
Tuck is up followed by: Korum, Tulip and Weejon.


Tulip successfully tumbles past the goblin without giving him time for an attack. Her own attack, however, is only just turned aside by his armor.


Weejon's spear thrust misses as the goblin leans out of the way.

Tulip is up.


I made a mistake and forgot to give Weejon an AoO for his long spear. Go ahead and take it when you're ready, Weejon.

The goblin facing Korum dies as the dorn-dergar smashes its head in, stumbling back and landing on the ground, heels drumming against the cobblestones.


The goblin Tuck attacked is struck hard by the greataxe just under the ribs and almost explodes as the sharp blade continues as though unobstructed, spraying the commander with blood. The torn remains of the goblin drops at Tuck's feet.


Just for the record, you guys were in a surprise round which would normally allow for only one action. Given that everyone has already gone, however, and I don't want to slow this down by a redo, we'll let it pass for now. In the future though, this is something to keep in mind.

The party rushes forward, Tuck in the lead. The half-orc charges forward, raising his axe overhead and brings it down on the goblin dog's neck, cleaving straight through the skin, muscle and bone and tearing the head away in a gout of blood.

Goblin's Ride Check: 1d20 + 11 ⇒ (6) + 11 = 17

The goblin rider lets out a yell as Tuck appears out of nowhere and throws himself from the saddle as the dog collapses. He nimbly lands on the ground and spins around to look at his attacker.

Round 1.

The goblin tosses aside the bow he carries and draws a long blade, leaping at Tuck with a snarl.

Attack with Horsechopper: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

The blade seems to be aiming directly at the half-orc's heart but suddenly veers away, missing him entirely.

Several other goblins appear and rush the group, screaming threats in goblinese.

The first goblin charges Tuck, striking with one of those strange daggers.

Charge Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d4 ⇒ 2

The goblin misses Tuck completely, the blade whistling well away from the half-orc.

A second goblins charges Korum, stabbing out with another of those wicked daggers.

Charge Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d4 ⇒ 1

Its dagger glances off Korum's armored arm, striking a few sparks in the darkness.

Another goblin appears from the darkness down the lane, yelling with fury and stabbing at Korum.

Charge Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 ⇒ 2

This goblin is able to strike Korum, leaving a long red scratch on the dwarf's shoulder. 2 hp damage.

The final goblin also moves up to fight, swinging a dirty dagger at Tuck's hip.

Charge Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 ⇒ 3

The dagger stabs into Tuck's hip, drawing a small gout of blood as the goblin pulls it back. 3 hp damage.

Tuck is up followed by: Korum, Tulip and Weejon.


Updates based on email and phone conversations.

The party only glanced at each other for a moment before rushing off as one group, running as fast as they each could go to reach the corner street where they'd heard the cries of alarm.

Tuck and Weejon reach the scene first, each seeing the goblin astride a monstrously ugly dog-like creature, growling and cackling. The goblin dog lunged at a large hunting mastiff, teech tearing at its throat. The goblin shrieked a cheer and four more goblins suddenly stepped away from shadows cast by the nearby buildings.

Same initiative as before: Tuck, Korum, Tulip and Weejon. You have one surprise round before the goblins are aware of you. Map has been updated.


The group moves out together to look for help and make their way back across the square where the sounds of crying can be heard. Weejon finds Zantus kneeling beside a woman with a long gash in her leg and moves forward to help.

Korum finds a goblin crouched in the shadows of a building, noisily eating what appears to have once been a family pet. He dispatches it quickly while Tulip and Tuck work to extinguish some flames in a shop.

Just for the sake of expediency, we'll assume that you were all successful in your efforts and did not expend any resources in so doing.

Perception Checks:
Tulip: 1d20 + 6 ⇒ (20) + 6 = 26
Korum: 1d20 + 5 ⇒ (15) + 5 = 20
Weejon: 1d20 + 4 ⇒ (5) + 4 = 9
Tuck: 1d20 + 0 ⇒ (11) + 0 = 11

The group is in the middle of their various efforts when suddenly Tulip and Korum hear the sounds of vicious barking followed by a scream of desperate panic. The sounds are from the north but not so far away.

Combat Initiatives:
Tulip Initative: 1d20 + 3 ⇒ (2) + 3 = 5
Korum Initative: 1d20 + 2 ⇒ (12) + 2 = 14
Weejon Initative: 1d20 + 0 ⇒ (4) + 0 = 4
Tuck Initative: 1d20 + 2 ⇒ (13) + 2 = 15

DM Rolls:

Goblin Commando: 1d20 + 3 ⇒ (19) + 3 = 22
Goblin Dog: 1d20 + 2 ⇒ (19) + 2 = 21
Goblins: 1d20 + 6 ⇒ (17) + 6 = 23

Tuck's Mage Armor is still working. Initiative order is: Tuck, Korum, Tulip and Weejon. Map has been emailed out.


The fluid in the vial is magical, but as you deduced based on your roll, Weejon is unable to determine its nature.

Though the scene has been chaotic, it seems to be quieting down. There are areas lit by fire and the bodies of goblins, animals such as dogs and horses, and the occasional humanoid but for the moment Korum doesn't hear anything especially urgent.


Korum finds a whip, a dogslicer, and a shortbow along with a quiver of 20 arrows. A more careful search also reveals that she's wearing studded leather armor and has a vial filled with a murky fluid.


Okay, gang, we're getting ready to start up again now that vacations, new jobs and business trips are starting to clear up. I'll give you guys a little more time to discuss things before we move on.


The singing goblin drops to Tuck's attack and at last there's a moment of peace. Off in the distance there are still signs of combat but most of the innocents in the square have found safe places of refuge and there are no goblins about at the moment.

Out of combat.


Sometimes I really don't know what to think about the dice roller...

Korum's Dorn Dergar does exactly what the dwarf predicted. It smashed down on the goblin's head, killing him instantly and dropping the lifeless body to the ground beside its fellow.

The singer hisses in fury and perhaps fear.


Tulip's bullet narrowly misses the singing goblin, who looks at the halfling and glowers.

The goblin facing Weejon swallows uncomfortably and moves back a step. He looks toward the old woman and shouts something in his language.

Goblinoid:

"Warchant woman! Heal Squib!"

The singer snarls out a string of words in response.

Goblinoid:

"Squib fight good or Warchanter feast on Squib's guts!"

She steps forward, mutters a few words and reaches out to touch the goblin.

1d8 + 1 ⇒ (4) + 1 = 5

The goblin instantly looks better and, licking its lips, stabs at Korum with its dagger.

Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d4 ⇒ 2

The dagger jabs Korum in the hip and lightly injures him.

Round 10
Korum followed by Tuck, Weejon, and Tulip.


Everyone can now see an old, withered looking female goblin standing by the burning wagon, holding a whip in one hand and one of those strange daggers the goblins carry in the other. She is still singing.


The goblin fighting Weejon takes a strong blow to the shoulder and almost falls over but somehow manages to stay standing, though he appears to be quite unsteady on his feet.

Tulip is up.


One of the goblins explode in a shower of blood and bone as Korum's Dorn Dergar smashes into it's ribs. Without a sound it drops to the ground as the dwarf moves closer to the other goblins.

Tuck's attack is also successfully, slicing deep into the goblin's belly, dropping it to the ground.

Weejon is up. Tuck, you still have a move action if you want to use it.


Tuck's attack goes wild as he almost loses his weapon. The goblin he'd attacked, seeing its ally drop dead to the ground, stops laughing and tosses its torch aside, pulling out a wicked looking knife and stabbing with it.

Attack: 1d20 + 3 ⇒ (9) + 3 = 12

The dagger is shunted aside by the effects of Tuck's armor, however, and doesn't cause the half-orc any harm.

Weejon manages to avoid the fire well enough to keep it from setting alight his clothing. His attack with his club, however, whistles past the goblin as it dances slightly to the left, laughing.

Tulip's hand reaches out from the slashed fabric of the tent and throws the dagger she carries. It sails right past the goblin fighting Weejon, so high over its head that it shows no sign of awareness.

The goblin exchanges the torch for a dogslicer, lunging for Weejon.

Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d4 ⇒ 3

This attack gets through the cleric's defenses and the knife opens a long gash along Weejon's side.

The third goblin throws down his torch, draws his blade and strikes at Korum with it.

Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm critical: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d4 ⇒ 1

The dogslicer almost strikes Korum's chest but at the last minute the dwarf throws himself to the side and the blade only grazes his arm.

On the far side of the blazing fire there's some movement and the goblin's song seems to come nearer.

Round 10

Back to Korum followed by Tuck, Weejon, and Tulip.


Korum's dorn dergar smashes through the goblin's chest and emerges again, dripping with the creature's heartsblood. It gave one short cry of agony and then dropped to the ground, dead.

The dwarf's attack on the second goblin, however, sails over the goblin's head without harming it.

Sorry, forgot to include initiative information. As Korum mentioned, it's now Round 9. Korum's gone, leaving us with Tuck, Weejon, and Tulip next.


DM Rolls:

G1 1d20 + 2 ⇒ (12) + 2 = 14
G2 1d20 + 2 ⇒ (12) + 2 = 14
G3 1d20 + 2 ⇒ (10) + 2 = 12
G4 1d20 + 2 ⇒ (14) + 2 = 16
GW 1d20 + 4 ⇒ (11) + 4 = 15

As the party moves into position, the goblins all turn away from the fire and turn toward Korum and the tents. Cackling wildly, all of those gathered around the fire turn and rush toward Korum.

The nearest of the goblins charges to Korum and easily sidesteps the dwarf's attack. He thrusts his burning brand forward in an effort to burn Korum.

Move to 47J. Attack: 1d20 - 1 ⇒ (2) - 1 = 1
Damage: 1d2 ⇒ 1 +1 fire damage.
Korum, you do get an attack of opportunity.

A second goblin from far side of the fire also rushes forward, waving a torch. He also gets an AoO.

Move to 47I. Attack: 1d20 - 1 ⇒ (11) - 1 = 10
Damage: 1d2 ⇒ 1 +1 fire damage.

A third goblin begins rushing toward Korum but sees Weejon waiting for him and springs forward to attack the cleric with its torch.

Move to 46K. Attack: 1d20 - 1 ⇒ (18) - 1 = 17
Damage: 1d2 ⇒ 1 +1 fire damage.

A final goblin almost runs into the one just prior to it, sees Weejon and laughs, thrusting the torch into the tent right next to the cleric, lighting it on fire.

There's still a goblin seeing somewhere beyond the fire but no one can see it.

It looks like only one successful hit, against Weejon for a total of 2 hp. Reflex save, DC 12, Weejon to avoid getting caught on fire.


Several goblin heads jerk up at Korum's challenge. Weejon and Tuck, who were waiting for just that kind of signal, are quicker to react.

Tuck is up with Weejon, Tulip and the goblins to follow.


DM Rolls:

G1 1d20 + 2 ⇒ (13) + 2 = 15
G2 1d20 + 2 ⇒ (7) + 2 = 9
G3 1d20 + 2 ⇒ (9) + 2 = 11
G4 1d20 + 2 ⇒ (6) + 2 = 8
GW 1d20 + 4 ⇒ (8) + 4 = 12
Tuck 1d20 + 6 ⇒ (20) + 6 = 26

The party moves forward, taking positions closer to the source of the fire. One of the goblins who standing in front of the bonfire looks up, ears twitching. It turns and looks toward the tents but doesn't see anything. Nevertheless, it lifts a burning brand and takes a step closer to the tents, nostrils flaring and ears twitching wildly.

Not far away, each of the party can hear a cracked voice singing something. Weejon recognizes it as the same song he'd heard earlier.

Round 8

Initiative Order: Tuck, Weejon, Korum, Tulip, goblins.


After assuring Father Zantus of their determination to help, the group heads across the square to the other tables and tents set up by merchants to display their wares for the festival. As they get closer to the fire they can see that the source of the fire is a wagon heaped high with logs, likely for the bonfire planned to end the festival.

Tuck: Perception Check DC 15:

You can see one of the goblins standing in front of the wagon, holding aloft a torch and staring into the fire, bouncing up and down on his toes.

Round 7

Initiative Order: Tuck, Weejon, Korum, Tulip, goblins.

DM Rolls:

1d20 - 1 ⇒ (17) - 1 = 16
1d20 + 6 ⇒ (5) + 6 = 11


As the four discuss the situation there's suddenly a shout and a large roar. To the south a large gout of flame appears and faintly there's the sound of goblins laughing and singing together.

Father Zantus hurries up from behind the group. "By the gods, they're going to set the whole town on fire. They need to be stopped. I just had a runner from Sheriff Hemlock; he and most of his men are fighting a large force of goblins near the north gate of town. They're not going to be able to break away from that. Can you help? Korum, Weejon?"

From where each of you stand, you can see the fire flaming from what appears to be a wagon, about 90 ft away. I've sent out an updated map showing the rough position. It'll be updated again as you get closer, should you choose to help.

Round 6

Initiative Order: Tuck, Weejon, Korum, Tulip.


Tuck's axe cleaves straight through the goblin's skull and deep into its torso, sending the corpse into a death spasm that slides it off the greataxe and topple to the ground.

This part of the combat is over but there's more for you to deal with if you wish so we'll stay in combat rounds for the moment. Weejon is up.


Tulip's thrust with the dagger strikes the table top, splintering the wood.

The goblin growls with disgust at the spilled contents of the pot and glares at Tuck. Then it takes a small Diagonal on the large table step back, stoops and picks up a long dagger, throwing it at Tulip.

Range Attack with Dagger: 1d20 + 3 ⇒ (11) + 3 = 14

The dagger sails uselessly over Tulips head.

Korum's examination of the scene reveals that the square in front of the cathedral is relatively quiet. The sounds of the goblin song are coming from the south (Down on the map) and there's more shouting off in the distance to the north, punctuated with a few shrill screams. Most of Sandpoint's populace has fled, many into the cathedral where a guard and Father Zantus are keeping watch on the front door or into their homes and shops. Except for the remaining goblin, this particular area is calm but there are signs of fire to the west, north and south.

Round 5
Initiative Order: Tuck, Weejon, Korum, Tulip, Goblin.


Korum's examination of the scene reveals that the square in front of the cathedral is relatively quiet. The sounds of the goblin song are coming from the south (Down on the map) and there's more shouting off in the distance to the north, punctuated with a few shrill screams. Most of Sandpoint's populace has fled, many into the cathedral where a guard and Father Zantus are keeping watch on the front door or into their homes and shops. Except for the remaining goblin, this particular area is calm but there are signs of fire to the west, north and south.

[


Just to ease things along a little...

Weejon sees no signs of injury in either Korum or Tulip, though the halfling quickly dashes off to aid Tuck.

The goblin approaching the half-orc stops just a few feet away and with a grunt hurtles the contents of the pot at Tuck.

Ranged Attack: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10

Fortunately, the weight of the pot combined with a well crafted quarterstaff under the goblin's foot puts the creature off balance and both the pot and its steaming contents miss Tuck entirely, landing on the flagstones a few feet away.

Round 4
Initiative Order: Tuck (Delayed), Weejon (Delayed), Korum, Tulip, Goblin.


Korum's gauntleted fist struck the goblin's head with such great force that the punch left it a shattered red ruin and the creature immediately slumped in his hold, dead.


Weejon and Tulip both advance their attacks but the advantage Korum gave them with the grapple also works against them as struggle grows more violent.

The goblin tries to pull away from the grapple.

Grapple Check: 1d20 + 1 ⇒ (12) + 1 = 13

It fails, however, unable to pull free from Korum's strong hands.

The goblin carrying the large pot of chowder reaches the end of the table its on and tries to hop to the next.

Acrobatic: 1d20 + 2 ⇒ (9) + 2 = 11

It lands on the table with the weapons, wobbles a little and then continues moving forward, grinning with sharp toothed glee.

In the distance there are still screams though the square itself is almost completely empty, with only the occasional brief appearance of a guard running off down one of the nearby streets. A new cause for alarm reaches the defenders, however; the smell of smoke and a telltale glimmer of red in the skies above the buildings.

Round 5 Initiative order: Korum, Tuck, Weejon, Tulip, Goblins (2 remaining).


Well we're all a little rusty, including me so don't worry about it Tulip.

I have to say, the ease of the dice roller is the main reason I wanted to try this out here but so far it's been brutal to you guys. I hope it doesn't stay that way.


The goblin takes advantage of the opening Korum gives as the dwarf steps forward and strikes with his dogslicer.

Attack of Opportunity: 1d20 + 3 ⇒ (3) + 3 = 6

The dogslicer just glances off Korum's armor, however, and a moment later the goblin finds himself struggling to break free from the grapple.

Tuck's blow strikes the goblin under the left arm and shears through bone and flesh, sending the left shoulder and head flying in a spray of gore.

Weejon and then Tulip are up.


Boy, the dice roller is really not working for you guys. I can't believe Tulip's two 20s were followed by 1s. That's just wrong.

Tulip: Unfortunately, Weejon already took the space you wanted so I put you in E26 instead. Sadly, that does mean that it doesn't suffer the sneak attack damage but you're still the first to actually wound the critter. Also, bear in mind that you already threw your dagger and technically you had no way to move, draw, and attack in the first round. I'm assuming that you drew both daggers at the same time in the earlier round but you'll need to keep an eye on this in the future.


Korum attacks the goblin once again but the goblin easily leans away from the attack, grinning at the dwarf with a mouthful of wicked teeth. Weejon steps up on the other end of the goblin and attacks as well, but his club only smashes uselessly to the ground next to the creature.

Tulip rushes up and stabs forward with her dagger, successfully scoring a hit on its right shoulder. The goblins turns to glare at her, spitting out words in its language.

Goblinoid:

"I will taste your blood next, furfoot!"

The goblin strikes with his dogslicer.

Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

The goblin's swipe goes wild as he stumbles on the dead girl's hand at its feet.

Meanwhile, the goblin standing on the tables of weapons laughs in a high pitched voice at Tuck's attack as he stoops down and grabs another weapon, thrusting at the half-orc with a short sword.

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

The sword stabs the air to Tuck's left, leaving him unmarked.

At the nearby table, the goblin eating out of the chowder looks up and observes the fight between Tuck and its fellow. Grinning wickedly, it eats a little more and then straining hard picks up a black pot of chowder.

Round 4: Initiative order: Korum, Tuck, Weejon, Tulip, Goblins.


Sorry for the delay. I didn't really want to write what happens next.

Tuck rushes toward the goblin that's leapt up onto the table. That same goblin, not fully aware of the half-orc's approach, casually throws a dagger at an older man who is still trying to get to the cathedral. The man stumbles as the dagger takes him in the shoulder but just manages to keep from falling and somehow manages to run even faster.

Ranged Attack with Dagger: 1d20 + 3 ⇒ (20) + 3 = 23
Oh my god.
Confirm critical: 1d20 + 3 ⇒ (4) + 3 = 7
Whew! Damage: 1d4 ⇒ 3

Showing absolutely no concern for the two men futilely waving their weapons or the dagger that flies harmlessly over his head, the goblin cuts the girl's throat.

In Goblinoid:

"No more pretty screams."

In the distance, the same song as before continues to be shouted.

He licks his knife blade as he lets the bleeding, gurgling body drop to his feet. Only then does he look to his attackers, red eyes gleaming in the firelight.

The goblin devouring the chowder in large handfuls reaches into a bag and drops some kind of bloody meat into the pot and mixes it up with a large wooden spoon.

Perception Check, please.
Round 3: Initiative Order: Korum, Tuck, Weejon, Tulip, Goblins.


Oh man, all three PCs missed that first goblin? If I had anticipated that, I might not have set-up the thing with the kid.

Damn.


Korum's attack on the goblin sails over its head as it lunges forward in an effort to grab the child's blonde hair.

Grapple Attempt: 1d20 + 1 ⇒ (19) + 1 = 20

The little girl sobs as the goblin yanks her back against him, his ugly knife snaking around to her neck.

Tuck's Shield spell surrounds him, providing him protection from any attackers. Weejon, club in hand, moves toward the goblin attacking the girl even as Tulip moves steathily closer, hidden in the press of the crowd.

A shriek cuts through the sound of the crowd's terror, coming from the Savah Bevaniky's tables displaying wares from her armor. A goblin has jumped up onto the table and snatched a number of knives in his hand, cackling with glee.

A short distance away another goblin appears amongst the Hagfish tables, greedily sticking his hands into a pot and pulling out chowder to stuff into its wide mouth.

Map updated. Beginning of Round 2. Initiative Order: Korum, Tuck, Weejon, Tulip, Goblins.


Some in the crowd see the goblin at the same time as Korum and Tulip does and many of them cry out in alarm and begin to move away. Others are already moving toward the cathedral in terror at the screams.

Father Zantus shouts from his podium, "Everyone to the cathedral!" A number here him and begin to push and shove forward but others are too busy looking in every direction to give heed.

Mayor Deverin, who was also sitting on the stage, stands and calls for the guards. Many of them find their way blocked, however, by the pushing and shoving mass of people.

Korum is the only one of the guards who acts quickly, pushing hurriedly through the crowd even before many of them have time to react. He makes his way over to the wagon where he is just out of reach from the creature that killed the dog.

Tulip also reacts with the instincts born of her days in the city, drawing a dagger and raising it in readiness.

The goblin, foolishly ignoring the approach of Korum, spots a girl crying for her mother not far away and steps a little closer to it, ever cautious, but licking its large lips with a black tongue. Move to D25.

Round One! Korum is first, followed by, Tuck, Weejon, Tulip, and the Bad Guys. Map updated.


Forgot to add -- Anyone who understands goblin can hear and understand the following:

In Goblinoid:

Goblins chew and goblins bite.
Goblins cut and goblins fight.
Stab the dog and cut the horse,
Goblins eat and take by force!

Goblins race and goblins jump.
Goblins slash and goblins bump.
Burn the skin and mash the head,
Goblins here and you be dead!

Chase the baby, catch the pup.
Bonk the head to shut it up.
Bones be cracked, flesh be stewed,
We be goblins! You be food!


As the last rays of the sun fall upon the stage, Father Zantus clears his throat, takes a breath to speak and is shockingly interrupted by a woman's scream slicing through the air.

A few moments later, another scream rises, then another. As Father Zantus' pleasant expression turns to concern, a sudden surge of strange new voices began to drift through the air - high-pitched, tittering shrieks that sound not quite human.

The crowd parts and something low to the ground races by, giggling with disturbing glee as the stray dog, only moments ago awakened by loud clap of the thunderstone, gives a pained yelp and slumps to the ground with a gurgle. The people who can see the dog clearly step away with sounds of dismay as they realize that the poor beast's throat had been cut open from ear to ear. As blood pools around its head, the raucous sound of a strange song begins, chanted from shrill, scratchy voices.

You may all make perception checks:

Perception DC 12:

Even in the confusion you are able to make out that the shape that raced by and killed the dog now hides at the edge of the wagon. It's a goblin, licking the blood from a wicked looking little blade with holes in the rusty metal. The goblin is looking excited at the crowd, perhaps seeking out a new target.

If you made the perception check, you get a surprise round action. If not, you'll be going on your initative.

Combat Initiative:
Tulip Initative: 1d20 + 3 ⇒ (13) + 3 = 16
Korum Initative: 1d20 + 2 ⇒ (20) + 2 = 22
Weejon Initative: 1d20 + 0 ⇒ (18) + 0 = 18
Tuck Initative: 1d20 + 2 ⇒ (19) + 2 = 21
Bad Guys Initative: 1d20 + 5 ⇒ (7) + 5 = 12

Surprise Round first, anyone who made the Perception check acts before the bad guys. Round 1 will be Korum, Tuck, Weejon, Tulip, Bad Guys. Map sent via email.


Just waiting on Weejon at this point.


The remainder of the day passes with a number of other exciting events. At noon, Father Zantus and his acolytes, accompanied by Weejon Umber wheel a covered wagon into the square while a few of the guardmen direct the crowd away.

Zantus stands beside the wagon and shares a parable about how Desna first fell to earth and was injured. As the story goes, she was nursed back to health by a blind child. In thanks for her aid, Desna transformed the child into an immortal butterfly who could drift with the wind for all of time.

As Zantus finishes the tale, Weejon and a few others pull aside the wagon's cover to unveil a thousand swallowtail butterflies that swirl into the air in a riot of colors, earning gasps of delight from the crowd.

As the butterflies flutter through the crowd, the local taverns all bring forward tables of food and drink, a free luncheon for everyone. The Rusted Dragon is represented with Ameiko Kaijitsu's curry-spiced salmon and early winterdrop mead. The Hagfish and Jargie Quinn provide large bread bowls of lobster chowder while the employees of the White Deer offers platters of peppercorn venison.

The remainder of the afternoon is spent with people enjoying their lunches, chatting and laughing and celebrating the day in a thousand different ways. The merchants do remarkably good business and it seems clear to everyone present that the festival is a tremendous success.

As the day nears its end and the shadows began to grow long over the square, Father Zantus moves toward the stage once again and gestures to one of his acolytes.

A sharp retort, like the crack of distant thunder, slices through the excited crowd as the sun's setting rays paint the western sky. A stray dog that has crawled under a nearby wagon to sleep starts awake, and the buzz of two dozen conversations quickly hushes as all heads turn toward the central podium, where a beaming Father Zantus has taken the stage.

Please post a quick summary of anything else your characters may have done throughout the afternoon and your general position as the crowd gathers around the stage platform. Include, if you wish, anyone you might be standing with or near. We'll get moving just as soon as everyone has posted.

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