Naazza

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385 posts. Alias of Gerald Rose.


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Sigrit Arkose wrote:
Sigrit regards Pasara. "What comes, comes. We'll manage it." She pronounces her words with a great deal of care, although she doesn't seem to be unfamiliar with the language. "That one just wants to see if we can be needled, methinks."

Faf inclines his head slightly in respect to Sigrit - "More than that Akhoond Pharasma. The Verduran shelters a great many things, quite a few of which I would rather not disturb. We should be ready for anything. Victory rarely favors the unprepared." The last said while worrying at his badly scarred hand.


I am thinking Azdahag is a variegated jungle green with reddish accents and a somewhat lighter underside. I don't picture him/her with feathers. At least not his own. Faf probably experiments with different animal hides to keep Azdahag warm, so feathers probably happen.


Farris murmurs "Good save, mum."


Moving carefully down the pre-planned route through the back tunnels through the goblin lair towards the hobgoblin complex, Alavaryar easily spots and disarms the spear-head trap along the way, having figured out the particular style used by the trap layer. The tunnel ends in a large room filled with barrels, crates, bundles, sacks, and piles of various stolen trade goods. Cloth, beer, food, and wine of no great quality fill the space.

Dara quickly opens the hidden door she found during her prior scouting, and the group moves on.

Thief DC 50 (-10): 1d100 ⇒ 99
Dara notice 65%: 1d100 ⇒ 52
Spellcaster check 83%: 1d100 ⇒ 7

Hearing the tripwire that Alavaryar missed, Dara lashes out with a spell, shoving the elf forward onto his face just in time to avoid the crashing rockfall trap. Critical fail = no save


The goblin glares at Alavaryar, a final act of defiance before he slumps to the floor, dead. The magic fog bank fades after a few more seconds, leaving the room clear.

Next to a crude "throne", a wooden table bears a plethora of junk and half eaten food, surrounding a wooden bowl filled with 95gp. A filthy tapestry depicting St. Cuthbert defeating a dragon serves as a carpet near a goblin-sized bed, that with (a lot of) cleaning is worth 500gp due to the gold and silver thread woven into it.


If you want the attack bonuses you will need the Stealth roll, I will assume you take it.
1d100 ⇒ 84
The goblin chief is too pleased with his fog screen to notice the elf on silent feet ghosting through the fog. His pleasure diminishes considerably as arrows come flying in seemingly out of nowhere.

1d100 ⇒ 341d100 ⇒ 231d100 ⇒ 30

Two of the arrows imbed themselves into the chiefs shield, while the third finds its mark. The goblin staggers a step forwards as Alavaryars last shot **thunks** into his shoulder eliciting a howl of pain and a string of goblin expletives.

Surrounded by enemies, his guard dead around him, his children poisoned in the room beyond, the goblin chief falls to his knees, defeated. He casts aside his spear and shield and bows his head, awaiting the final blow.


1d10 ⇒ 9
1d100 ⇒ 291d100 ⇒ 261d100 ⇒ 951d100 ⇒ 681d100 ⇒ 541d100 ⇒ 36
1d100 ⇒ 1001d100 ⇒ 331d100 ⇒ 6

The goblin chief bellows for shields in his foul tongue, and they all duck behind their wooden shields as Dara's bombs go off. In the end, only one goblin and the chief remain standing amidst the carnage.

Farris and Calder move in unison, stepping over dead bodies to engage with their swords flashing in the gloom.

1d100 ⇒ 711d100 ⇒ 17
2d10 + 4 ⇒ (7, 4) + 4 = 15 1d100 ⇒ 82
Farris' swing is easily avoided by the surprisingly agile goblin chief, while Calder takes the head completely off of his opponent in a gout of black blood.

The goblin chief hefts his spear and shield, smirks and kicks a bottle filled with a milky liquid from his feet into a nearby wall. The bottle shatters, releasing a thick, clearly magical white fog.

The fog provides a +30% to physical defenses unless targets are adjacent. Shapes can be seen, but no details can be made out from more than 1 space away.
Alavaryar is at the bottom of the initiative.


1d100 ⇒ 23

For a couple of long seconds, the goblins stare in frozen horror at the bomb spitting sparks on the floor in their midst. When the spark fizzles out, the greenskins breath a audible sigh of relief, and the enormous, bloated goblin king shoots Dara a reproachful look.

Alavaryar triggers the trap a split second later, filling the tunnel with dust and the clatter of falling rocks.

Initiative!

1d10 ⇒ 9


Thinking about a ranger (sorry Gav), Spell-less with mods. Bow and two handed sword. Probably human. Originally thinking psionic, but I have been playing a lot of casters lately. Mana, I can forward you the stuff I'm looking at.


Alavaryar's caution pays off as (we switch to Thief instead of Logic/Perception for traps) he finds a well hidden tripwire leading to some loose rocks on the passage ceiling.
1d100 ⇒ 74
However the elf is unable to disarm the trap; he finds that the wire is set far to sensitively for him to safely bypass.


Farris sheathes his sword so he can manipulate the door, while Calder nods and both wait for Alavaryar's signal.


Alavaryar Alagos Loke wrote:
Grose wrote:
Farris and Calder whisper simultaneously "Damn.."

Alavar smiles as he passes the two soldiers, "Yeah. Don't get her pissed at you."

** spoiler omitted **

Of course!


Farris and Calder whisper simultaneously "Damn.."


As Dara scoots into the room to toss her poison bomb, she feels something catch on her foot, and a couple of fist to head-sized rocks drop from the ceiling out of a cleverly camouflaged net.
1d100 ⇒ 37
Dara deftly sidesteps the falling rocks and her deadly grenade detonates in the midst of the goblins. The small green-skinned humanoids begin choking immediately, and within seconds all are twitching on the ground, eyes bugged out and blackened tongues protruding. You can hear some commotion behind the door leading to the goblin chiefs room.
(room 20)


1d10 ⇒ 41d10 ⇒ 5


Dara Turner wrote:

[dice=Initiative]1d10;1d10 means a: 10

Dara darts past the men to the corner of the room, tosses in two of the poison grenades she prepared on the other side of the barricade, then darts back behind the cover of Farris and Calder's shields.

Any looks the action draws gets the response, "'eg now. I be crazy na stupid."

[dice=Spellcaster 83]1d100; [dice=Poison Gas Cloud]4d10 half for AoE
[dice=Spellcaster 83-20:63]1d100; [dice=Poison Gas Cloud]4d10 half for AoE

Oh... that is not not good...
Strikeout on the grounds GR was planning on using the attack I already rolled.... So I DON'T kill the party... yet. But this apparently makes my spellcaster more dangerous than my psyker...

Bwah ha ha ha!!


1d100 ⇒ 381d100 ⇒ 100
1d10 ⇒ 3
Dara's vault over the barricade is infinitely graceful, but terribly loud as a brace of reagent bottles clatters loudly at her belt. Hearing the noise, Farris and Calder share a quick glance then vault the barricade, rolling over to the other side. Calder swears as his armor gets caught on a spearhead, but lands unscathed. Cries of "Bree YAAARK!!" can be heard from the room beyond.

Initiative!

1d10 ⇒ 4


Alavaryar is easily able to disarm the spear trap, and in doing so recognizes the basic design, working out the mindset of its maker. The elf will have no problem finding these traps in this area, having discerned the technique of the trapper.
Map updated


The barricade is a solid mass of wood and debris shot artfully embellished with spear points. It would take some doing to move it, and even more doing to tear it down. It seems (in Alavaryar's professional opinion) that the hobgoblins know what they are doing.

As Alavaryar creeps forward evaluating the barrier before him, sonething alerts his keen senses and he freezes - a well hidden tripwire a few inches above the floor hidden in debris from the barricade. The wire leads to a spring-loaded wooden arm in the shadows of the ceiling bearing a sharp point smeared with poison.
A second Thief check to disarm. It will be difficult to climb the barricade while avoiding the tripwire due to its inconvenient placement.


The elvish runes on the arrows indicate to Alavaryar that they Give +10% to Warrior Skill, 50% chance to be destroyed after firing. The potion conceals the imbiber for a short time invisible via Illusion for 1d Rounds, LOG check at -10 to see through illusion.


1d100 ⇒ 881d100 ⇒ 76
The goblins start to cry out in alarm but the choking smoke fills their lungs and they expire painfully, coughing up blood and fluid.

Muffled by cloth, Calder whispers, "I think I might have found something." As he picks through the large pile of discarded bones, he pulls out a small burlap sack. Dropping the sack he presents 2 scrolls (Heal, Charm), a small stoppered bottle, and a bundle of 6 arrows with faintly glowing runes carved into the shafts.

Scrolls can be used by anyone, require a LOG check, uses reader's Spellcaster rank or 1 if none. Spellcaster checks can identify the arrows and potion.


1d100 ⇒ 671d100 ⇒ 1
The goblin is thrown off his feet by the first arrow as it passes completely through the body and on to shatter against the stone wall. The creature perishes without a sound.

The odor is nearly overpowering once inside; Farris gags once, and wraps a cloth around his face.

The huge leather sack contains several smaller sacks, which contain 187gp, a large cheese, and a small cask of brandy.


1d100 ⇒ 81
Alavaryar is hit by a strong, sour odor emanating from the ogre lair as he approaches. Looking into the entrance, he sees a lone goblin, hauling on a huge leather sack, trying to quietly ascertain the contents. The goblin is completely oblivious to the elf's presence.

The SW part of the cave is taken up by the skin of a huge bear, lying atop heaps of leaves, likely a bed. In the southern portion of the cave, there is a large pile of bones.


Scout is appropriate for ranger-type skills, you would find tracks (what areas are more heavily traveled), possibly estimate number of inhabitants in an area. A Logic check is what passes for a perception check (though if you tell me you are investigating a specific thing, and you are not in combat I will usually not require a check, unless it would take a Thief check).

Dara's reconnoitering of the cave network takes an hour, (assuming "moving" fast between rooms and stopping to look inside, a thorough walking speed tour would take over 3 hours)
and she finds that the hobgoblins are on high alert, all armed and ready, but not moving from their areas. Dara also notices that the barricades have cleverly hidden spearpoints that will make getting over them a little tricky. DEX check and Full movement to cross, without changing the circumstances. Fail DEX check and take 1D damage. A handful of cleverly hidden traps are revealed also, tripwires that release spring-loaded wooden arms tipped with spear-heads smeared in a foul-looking substance.
Located traps are visible on the map.


Dara Turner wrote:

Dara looks up in the direction where the orc cave must be, one eyebrow just lifting a bit as a smile curves her lips up. "So den will'a dodge when t' greens come for revenge?"

She nods in agreement with the plan, double checking her supplies and moving around her reagents until she thinks enough time has passed, then...

[dice=Spellcaster 83]1d100

She sends out her spirit form to double check the locations of the goblins and hobgoblins in preparation for the tactical strike planned by Loke.

[dice=Scout 33]1d100

To what purpose is the Scout check?


Actually since you are a rank 2 Thief, it's +5 hit/damage per rank, so you're at +10/+10. So 100/80/60/40/20%.

Dodge 10%: 1d100 ⇒ 731d100 ⇒ 31d100 ⇒ 941d100 ⇒ 98

At the very last moment, one of the orcs shouts a warning to his fellow as arrows rain down on their position! The vocal one takes a hobgoblin arrow to the eye and drops out of sight gushing blood. The other ducks Alavaryar's second arrow putting him in line for the third which takes him off his feet and down, sliding and tumbling down the steep slope to the floor of the ravine where he lies still in a cloud of dust.

1d100 ⇒ 12

A trio of orcs emerge from the cave mouth and move under cover to the side of the dead orc that remained up top. Alavaryar can barely make out through the brush his hob' arrow being removed and examined. A brief argument ensues, after which the three go back into the cave, staying low to avoid getting shot themselves.


To the north, across the mouth of the ravine, in a copse of trees surrounding a dark cave mouth about 30 yards upslope at at elevation of 50ft, Alavaryar spots a pair of orc scouts hunkered down behind a blind. Several hundred yards further into the ravine, about 40 yards upslope, elevation 55ft, a lone bugbear stands watch nearby a well hidden cave entrance. 4 other cave entrances can be seen, with no apparent guards. The fourth dark opening, this one at the back of the ravine nearly 100ft above the rocky floor prickles Alavaryar's senses even from a great distance away with a dark sense of foreboding. The orcs and bugbear do not appear to have spotted the elf stealthily scouting the area.


"It'll be harder to catch 'em unawares, now that they're on alert." says Farris. Calder adds "Sounds like either we go through a mess of goblins and short-cut it to the head hob, or take the hobs head on. I'm game for either. I owe 'em for a couple of weeks of pain."


New map
More pretty, easier to read.


Scout skill for traps in natural settings, Thief in other areas. Describe what you are making and how, roll, and I will figure out the stats of the trap.


The sturdy reinforced wooden door indicated by Alavaryar at area F is barred from the inside, with a swinging arm trap ending in several spear points set to impale whomever opens the door. Dara is able to observe this during her scrye.


1d100 ⇒ 69
several makeshift barricades have been set up in the tunnels, shown on the map

Alavaryar can make out furtive movement back in the trees deeper in the ravine, out of bowshot. No clearly offensive activity, but at least 3 separate observers in different locations.


I have updated the roll20 map with quick descriptions of the rooms based on your observation.


1d100 ⇒ 5
1d100 ⇒ 7
1d100 ⇒ 12
1d100 ⇒ 18
1d100 ⇒ 72

The group makes it's way through the twisted undergrowth that marks the wood surrounding the Caves of Chaos. As Dara hunkers down to scry the caves, Alavaryar, Farris and Calder all get the feeling that they are being watched.


As you travel back down the road towards the Caves, the guards tell their story. "Well ma'am, we, that is Farris and I, are from Keoland up north of here. Our families had farms nears the Rushmoors. We farmed cabbages, Farris's family turnips. We figured on making our fortunes on the road. so we hired on as caravan guards heading south. Couple of the guards what had more experience then we showed us the ropes, as it were. Took to us seeing as we weren't shy of hard work. The last job heading back north from the keep, we got jumped by hobs. Say what you will about the orange bastards, but they run a good fight. Farris and I dropped back to cover the wagons' run, and got nicked for our trouble. The rest you know I wager."

Bong! Level-up! Farris and Calder now have actual stat blocks rather than just a number and 10 BP. They will need it.


"Well sirs," says Calder, "the Caves are a bigger threat to the area than that crazy old bastard will ever be."

Farris adds "The lizardmen do hit travelers on the road, time to time as well. If it's swag you're after though, the Caves are likely the place. 'Sides, that's where the hobs are."


There are smaller denominations, silver, copper, platinum, all by a factor of 10. For the sake of simplicity, you can round to the nearest gp.


C: "Well sirrah, you heard about the lizardmen in the marshes, eh?
F: And the crazy bastard what lives up north of the keep?
C: We all have met the hobgoblin chieftain, big ugly smegger... thinkin' given the bodies you must've cleared out least a third of the hob's, assumin' it's a small tribe.
F: Lessee, the forward scouts said they found orc-sign around the area, and we both heard wot Calder here swears to Trithereon was desert dogs.
C: That's right Farris, desert dogs. I seen a pair at a wandering festival when I was just a lad. Queer laughing dogs, they were. The keeper said they feed on the dead."

All the above said between gulps of ale and shovels of egg and ham, and the occasional belch.


Wanda to Dara:
"No miss, the Master of the Keep is a firm believer in St. Cuthbert of the Cudgel. Otherwise there's just that visiting priest of Pelor staying in one of the apartments."

Soldiers to Alavaryar:
"Aye sirrrah, we'll be there. By your leave."

The morning comes, bringing Farris and Calder to you, looking much recovered and re-armed, with snappy salutes. "Ready when you are sirs!"


Wilvan to Alavaryar - "It seems my Cora kept things together here while we were captives. We shall carry on! Perhaps hire more than a single guard while travelling, hmmm? Thank you again, we owe you our lives."

Farris and Calder to Alavaryar - "We are for certain up for getting some of our own back, eh Calder?" To which Calder replies "Aye, Farris. I owe 'em some blood for my comrades, that's for sure. Ready when you are sirrah."

Later that evening, when the party starts dying down -
Wanda replies to Dara "Naw, Yanna was a loner. Show'd up only a few days before y'did. Says she was looking to make a name for herself, become a famous adventurer." - sighs - "S'not as easy as all that, eh?"

The smith is a red faced Oeridian man with cropped black hair, bushy eyebrows, wearing a heavy, scarred leather apron over simple clothing. Raises an eyebrow at Dara and her bundle, but nods and indicates a small but complete work area in the open back area of his shop.


Thats a lot of cash.

Fair enough, 10 DP each for completing the story.


With a little stealth the group is able to reach the entrance to the hobboblin's lair. A heavy reinforced oak door barred from the inside is easily opened and fresh air greets the survivors. The sun, despite loath to shine in this befouled vale is still blinding after so long underground. The merchant and his wife cling to each other clearly ecstatic to be free despite their condition. during the journey back to the keep, Calder intimates when out of earshot of the merchant and his wife that the hobgoblins were planning on eating all of them shortly. "Good timing on getting captured there!" with a wry grin.

The guards at the keep entrance look at you in blank amazement before ringing an alarm bell. The gatemen come forward to help the obviously weak woman, and several dozen others converge once you get inside the walls. Tyalo, the watch Corporal limps forward dragging Deorsig, the ridiculously tall scribe behind him. Tyalo claps Dara and Alavaryar hard on the shoulders with a wide grin, "We all thought y'were goners for sure! You owe me 10 gold Deorsig you old bat!" Merchants emerge from their storefronts to speak amongst themselves and gawk at you, as the stout, red-faced Wanda comes forward. "Y'found 'em! Saint Cuthbert be praised! What've Yanna, and the dwarf lord?" Wanda asks, her expression indicating she already suspects what the answer may be. As you search for the words, a lanky man-at-arms comes running with young Cora in hand, her blonde hair streaming behind her. With a tearful cry Rowena, the merchant's wife falls to her knees embracing her daughter. Wilvan the merchant moves wearily over and enfolds the both of them, sparing a grateful smile for Dara and Alavaryar.

Watch Corporal Tyalo says "The sergeant of the guard will be wanting to hear your account when you're able, regarding the Caves." Wanda interjects "Stuff tha' Corporal, these heroes have been through it, I can tell! The pair o' you won't pay a copper penny at my place whlie I still stand, ya' hear? Now lets get you all warm and fed. That means you too Wilvan! Bring yours, your poor daughter's barely been eating since you been gone!"

You are able to fence what you want for 75% value this once due to the goodwill you currently enjoy. The soldiers Farris and Calder offer their services for room and board and a share split between the two going forward. A great deal of partying happens.

The next day, Wilvan, Rowena and Cora come to you. Wilvan "with my deepest gratitude" gives you a pouch with 300gp, and Rowena gives you a parcel wrapped in cloth. Inside is a jeweled dagger and a bundle of 10 arrows with heads shaped like ornate leaves. "These belonged to my father, he was an adventurer like the two of you. We have no use for them, but I couldn't bring myself to sell them. I'm sure you can put them to good use." The young girl Cora simply smiles at you, her face showing her thanks.

The dagger is enchanted to give you +10% to hit. The arrows will not miss their target, but are destroyed once used.


Actually your previous coin is not there. Just your gear.

The merchant and his wife nod hopefully at Dara's recommendation. The two soldiers quickly trade out some gear, seeming pleased to find familiar items in the mess.

The soldiers grab their armor, 2 longswords, 2 shields, 2 shortbows, 2 score arrows, 2 daggers, and the rest of the armor.


Some lucky bad rolls there.


Hobgoblin Perception: 1d100 ⇒ 34
Resistance: 1d100 ⇒ 721d100 ⇒ 461d100 ⇒ 30

This time, all three of the hobgoblins slump to the floor asleep. The armoury is yours.

The large room is filled with racks and barrels of weapons and armour.

Faintly the party can hear the sounds of a deep voice shouting in goblin. It seems to be coming from everywhere in the room, though as if from a long distance. 1d100 ⇒ 861d100 ⇒ 201d100 ⇒ 601d100 ⇒ 90

Alavaryar narrows it down to the west wall where a few minutes of searching reveals a secret door.

1 suit of man sized plate mail
1 suit of dwarf sized plate mail
5 suits of man sized chain mail
7 suits of man sized leather armor
11 shields
6 daggers
1 battle axe
4 maces
3 long swords
2 shortbows
1 longbow
13 crossbows
11 score arrows
14 silver arrows
9 score bolts
51 spears
11 assorted polearms
42 various helmets
9 morningstars

in addition to the 3 longswords, shields, chainmail, and daggers the guards carry. Also 66gp and your stuff.


4 morningstars, 4 crossbows with 10 bolts each, 4 wooden shields, 4 daggers, 47gp are to be had from the hobgoblins.


Alavar's stealthy attack slices two parallel lines into the throat of the first guard before he can call out for help, and the hobgoblin's head falls from his shoulders with the second cut. His third swing goes wide, and the next hobgoblin backpedals wildly to avoid the flashing blade. The soldier with the dagger moves in, weapon held low and attacks behind the elf, but the hobgoblin uses its long arms to fend off the soldier's attacks.

1d100 ⇒ 581d100 ⇒ 681d100 ⇒ 41d100 ⇒ 25
65/55/35/15: 1d100 ⇒ 931d100 ⇒ 701d100 ⇒ 791d100 ⇒ 26

The second soldier moves in, flips a morningstar up with his foot, 1d100 ⇒ 10 catching it and swinging in the same motion. 1d100 ⇒ 781d100 ⇒ 41d100 ⇒ 251d100 ⇒ 87
1d100 ⇒ 371d100 ⇒ 861d100 ⇒ 23
2d10 + 3 ⇒ (6, 6) + 3 = 152d10 + 3 ⇒ (2, 4) + 3 = 9

The morningstar crunches into the second hobgoblin, smashing it to the floor, and his backswing takes the third hobgoblin in the shoulder but not felling it.

The last conscious hobgoblin looks at the three warriors crowding him against the cold stone wall, and holds up his empty hands with a glare.


Resistance tests 50%: 1d100 ⇒ 351d100 ⇒ 231d100 ⇒ 601d100 ⇒ 4
Notice: 1d100 ⇒ 661d100 ⇒ 81d100 ⇒ 95
As one hobgoblin slumps to the floor asleep, 2 others are taken off guard, 1 raises his crossbow.
Init: 1d10 ⇒ 4 - rest at Init 1, -10 to all actions for Turn 1. If the 3 remaining can be killed before their action comes up, I will say they are not able to raise the alarm.


The two soldiers look like they're ready for anything, one with the dagger and leather, the other with the shield. The merchant and his wife look to Dara and Alavaryar with glimmers of hope in their eyes.


Please note on your sheets, you get +1 damage with melee for each 5 pt of STR over 55, same for ranged and DEX.

So Dara gets +1 damage with ranged attacks (does not include spells).
Alavaryar gets +1 in melee, +4 with ranged attacks (!).