I need initiative and first round action by Rurik please.
Valic moves quietly enough to stand by Harlynd that he startles him, but I'm sure that didn't hurt his aim much.:)
I need an attack roll for Valic, if he slings and Vandryl's standard action (he only moved so far). Then Telvar brings down diabolic hellish doom on the foes (I love the smell of brimstone in the morning). Maybe then the hobs will act or be dead.
Right now, the hobs aren't suprised, but they are flat-footed. One is leaning on his weapon, his finger up his nose. The other is scratching his backside through a chink in his armor with the tip of his pick.
Also, might as well post second round actions in case the hobs get lucky and live for a whole round (Note to self: I must roll better for initiative than Harlynd rolls to attack.:)).
Assuming that we're in the stealth marching order, Harlynd moves behind Rurik, 10 feet back. he moves at half speed so that he can make skill checks as he goes.
Whispered to the rest of the group: Light a torch and stay behind us. You should be far enough back that you can just make us out. That means the goblins won't be able to see our torch light before Rurik and I can spot them.
He will take 10 on Listen, Spot, and Survival checks for 15 in each, 17 if goblins. He will also be taking 10 on Search checks for stonework traps and unusual features for 13. He will have a javelin ready.
If he sees goblin tracks, he will try to determine how many goblins made them and how old the tracks are.
The 10-foot-wide tunnel descends inot the darkness. Timbers shore up its wall and ceiling and loose stone litters the floor. A long rope has been attached to the middle of the tunnel floor with pitons every 20 feet or so.
Spoiler:
The corridor runs for sixty feet. You faintly hear clanking, slight shifting, and some muttered Goblinish once you near the end, which opens into a room.
No stone traps are detected and the tunnel seems stoutly built.
Tracks are common, some only a few hours old. Goblins and hobgoblins moving in small groups.
Spilling out of the torn sack are dozens of gold coins and a set of heavy black leather gauntlets set with metal studs.
Going back a bit to the treasure we discovered: Are the gauntlets sized for a goblin or a hobgoblin? Does anything happen if Harlynd puts them on?
Currently sized for a hobgoblin.
Harlynd puts the gauntlets on. He notices the word Gern written in small letters into the leather.
--DM assumption that Harlynd says Gern.
Harlynd says, "Gern!" and he feels the gauntlets surge with a small amount of magical power. He realizes he can has 1 to 3 charges he can access.
As nothing bad has happened to Harlynd, he continues to experiment. The charges seem to flood hime with great strength, the more charges spent the greater the power.
Harlynd's bravery in trying on the gauntlets has paid off. He has learned what they are and what they do.
Spoiler:
--game mechanics results:
brute gauntlets (500 gp)
-3 charges a day, renewed at dawn
-spend 1 or more charges to gain a morale bonus on Strength checks, Strength-based skill checks, and melee weapon damage for 1 round
--1 charge: +2 morale bonus
--2 charges: +3 morale bonus
--3 charges: +4 morale bonus
If Ruric looks hurt badly, i will spend a turning attempt and cast cure light wounds on him from my position next round. If he is not badly hurt, I will instead sling him again. Ac 4-4=0 firing into combat, ac 0. To bad this is not second edition :)
I got it for round 2. Rurik, Harlynd, and maybe Vandryl may have actions on round 1 first.
Initiative starting after surprise round:
Telvar (moved up as his had to hold his surprise round action to get the beast in range)--blasted this round. I'll give him a +2 to attack if he blasts again, as he was aiming his shot carefully during the surprise round.
Vandryl--can still act this round after Rurik if he wants to. He's in a defensive stance about forty feet from where Rurik and birdfu are rumbling. I'll allow him a +2 bonus on his next d20 roll as he had time to carefully plan his action and size up the situation before committing himself.
Valic--cast the first stone this round.
Rurik--beatdown time on the birdfu. Please roll attack and damage.
Birdfu--if it survives has started a charge action.
Harlynd--is moving up to flank birdfu and help Rurik unless he changes his mind. He can attack if he charges.
Telvar feels his heart quicken at his first opportunity to be up close and personal with 'live ammo'. With a certain satisfaction, he realizes he likes this particular adrenaline rush (at least until he takes damage--which he certainly hopes not to) and smiles a bit. He attempts to move quietly to a position where his companions might serve as cover for effectively 4 more points to his very low AC. Move Silently 3+1=4. Wow, you'd think we were wearing bells or something. In response to the situation and his companions question, he searches his memory for any information (identification, strengths, weaknesses, etc) that may be useful to communicate in this situation. Knowledge (Arcana, I'm guessing from the description--if not then refer to character sheet for modifiers) 11+13=24. He will spend his first action communicating any useful information possible and then ready an action to eldritch blast the beastie if it moves aggressively towards us. Initiative 10+2=12 (I'm nothing, if not average). If necessary eldritch blast is 15+2=17 v. touch AC Damage would be 4Hp.
His adreline flowing, Telvar remembers the following.
Spoiler:
The magical beast is a hippogriff. Animal-level thinking, aggressive, territorial, and a fast, fairly maneuverable flyer that can make quick turns.
Impossible for all of you to outrun and it has scent and especially keen eyes. Combat looks inevitiable.
Avoid the full on attack of two claws and a bite--very dangerous.
While the guard does not appear ready to try to lead you into harm he also doesn't seem entirely convincing in his arguement that you need a guide. With five strangers staring intently at him and visibility touching weapons his cocky demeanor quickly wilts.
"Uh, on second thought," he says, "you all should be fine on your own. Just follow my directions and you won't get lost. Good luck."
His men have backed away from him and when he looks around for them he does a visible double take when he realizes he stands alone before he regains his composure. "Have a nice night," he stammers. He hurries back into the guard post. You see him watching you anxiously through the window, his men crowded around behind him.
If you wish, you may proceed on your journey. Feel free to check out the city.
The dwarves find the buildings too narrow and too tall. It also stinks.
To humans, Sumberton is the height of human invention and power. Strong walls, prosperous subjects, and many inns to choose from.
No brigands accost your well-armed party this night.
Dragons! You cannot be serious. You had me going that time... You are not joking...
well then, I pull my sling out and ready the componants to cast magic stone.
Perhaps the dragons are why the elves are about. They are guarding the people around here from the dragons. We should approach the next elves we see and palaver.
Spot, 13+3=16.
You don't see any elves but you do see a group of human loggers just entering the forest. Before they disappear from sight you notice something odd. They don't appear nearly as fearful as humans violating an elven wood usually look. In fact they seem to be swaggering, joking, and quite confident.
"If we have opportunity, we should ask the next group of farmers we see if they know anything. And I agree, the sooner we are past the woods, the better."
Torn between fear and interest he examines the area around the droppings for any more clues. He also shares what regarding Green dragons that may be of help in the unfortunate circumstance that we should encounter such a beast. Knowledge arcana 9+13=21 regarding green dragons. He also make sure to stand in the middle of the group so as to be as protected as possible.
You know that green dragons use acid for a breath weapon, are immune to acid, they can breathe water, and they are quite skilled at sneaking and hiding. If they want to set an ambush it will be hard to detect before it is too late.
Harlynd stops suddenly and picks up something from the groud. He crumbles it between his fingers and sniffs it. Survival check 11+5 for 16. How fresh is it?
Harlynd scurries back to his spot in the front of the group, javelin in hand, worriedly watching the sky in front of the group. Spot 15+5=20.
You are marked with the divine ward of Borren. Valic can now change the range of touch spells cast on you to short range (25 feet at 1st level) by channeling positive energy (ie using a turn undead attempt).
He takes 10 on his Spot and Listen checks for 15 in each. He also takes 10 on Survival checks to check for any elf, goblin, or wild animal tracks by the side of the road. With the -5 for moving at full speed, his result is 10.
You notice farmers to the east, staying well away from the elven woods. Several small groups of deer are also seen heading east. About halfway through the day you see something that almost makes your heart stop.
Spoiler:
You see the droppings of two small green dragons, maybe wyrmlings or young. You have heard rumors that the elves of the Vaathwood have a sinister bond with them and sometimes encourage them to attack travelers. Perhaps this sign has nothing to do with the elves and the greens were just following the deer.
After eating the meal with the two humans, Harlynd will try to Gather Information with the locals in the inn. he wants to know if the elves have been interfering with travellers on the roads. He doesn't particularily care for elves. He rolls a 10 on his Gather Information check for 9 total.
If there are no other events that evening, Harlynd will go to bed early.
At first, the humans turn to talk to you. After looking you over though they mutter about no problems and go back to drinking.
Unless the other PCs get something going the evening goes quietly.
From past experience he has learned that rarely do things turn out as they should so he is slightly suspicious (but not outwardly so) of most situations. Some might call it moderately paranoid--he considers it prepared.
The dwarves seem straight forward decent folk and less rigid than many dwarves. Like most dwarves they are well armed and well armored.
Question: Once we start the game, how does one change to their character name/avatar on the game thread? From what I have seen that is a great help in keeping things straight.
thanks.
Click on My Account above once you are signed in. Then click on Messageboard Aliases to create your name. Down below this message I see a Post As box. You can choose your name or an avatar name.