B'kruss

Shomari Kali's page

105 posts. Alias of Sai Ling.


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hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Smash glass!

attack needed?: 1d20 + 4 ⇒ (1) + 4 = 5
damage glass: 1d10 + 3 ⇒ (6) + 3 = 9


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Shomari the Surgeon. "My scalpel?" He pats the halberd on his back.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

heal: 1d20 + 5 ⇒ (13) + 5 = 18

Shomari kneels beside Lenneth and finds the artery pumping under her skin. He presses his fingers against the spot, slowing the bleeding long enough for him to fish the extract out of his belt. He tears a strip of cloth from his sleeve to make a tourniquet to stop the blood until Polonius' magic can take effect.

When the danger has passed, he stands and scowls at the two rotting ogres.

"This is new," he says. "We haven't seen them wielding weapons before."

Unless we have, in which case he says something in goblin that sounds like 'chicken soup for the zombie's soul'


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

attack: 1d20 + 6 ⇒ (18) + 6 = 24 miss?: 1d100 ⇒ 64
damage: 1d10 + 5 ⇒ (5) + 5 = 10

Not quite sure if I can move to a flanking position or not. If so, I do. Either way...

Shomari moves to where he can swing the halberd and hacks at the monstrous creature.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 6 ⇒ (13) + 6 = 19
1d100 ⇒ 42
1d10 + 5 ⇒ (10) + 5 = 15

Shomari snarls and steps towards the remaining ogre, swinging the halberd at its head. He seems to be getting the hang of the big weapon now.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

1d20 + 6 ⇒ (8) + 6 = 14

Shomari hates these things.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Shomari raises his halberd and strikes at the clubby zombogrie. He takes a step south. to I3

attack: 1d20 + 6 ⇒ (9) + 6 = 15


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

NP, GM, shouldn't've been caught nappin'


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Shomari sighs. "It is not what I would prefer, but I see no better option."


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

perception: 1d20 + 5 ⇒ (16) + 5 = 21
stealth: 1d20 + 12 ⇒ (4) + 12 = 16 I <3 my stealth bonus.

Shomari nods to Turrey's plan, gliding along quietly and slipping across the street quietly, despite hardly watching his feet as he scans the area for danger.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

perc: 1d20 + 5 ⇒ (6) + 5 = 11

Seeing the groaners are chained and having no interest in messing with them, Shomari ducks into mud lane, checking to see if the way is clear.

perc: 1d20 + 5 ⇒ (9) + 5 = 14
steath: 1d20 + 12 ⇒ (5) + 12 = 17


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Fort: 1d20 + 4 ⇒ (15) + 4 = 19

Shomari awakens at dawn, feeling whole and hearty again.

"I think our best course is to follow the river," he says. "The banks will allow us to stay low."


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

"Then we will go in the morning," Shomari nods, perhaps a little disappointed, but certainly seeing the wisdom of the gnomes words. His watch finished, he lays down and quickly falls asleep.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

As the second watch winds slowly away, Shomari moves ghostlike around the group's compound. Finding Lenneth keeping a watch, he makes a small noise to announce his presence.

"Is it only concern for the sick woman that has her so on edge?" he murmurs softly, gesturing towards Lilith. "Has the weight of seeing so many die grown so heavy that she is trying to throw her life away? Her recklessness endangers us all. Tonight we were able to keep it in check, but...." He shakes his head.

"Now that she is sleeping, I wonder if the gnome and I should not go to see what we can." His voice is even softer. "Would you be willing to keep watch a little longer while we did that?"

Polonius, what do you say to a predawn scouting mission?


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

I think it's pretty clear the moon isn't out, so low light vision isn't going to do the trick, but of course, I'm only basing that one what the GM has said.

Shomari hoists the halberd to his shoulder and steps towards Lilith, showing every sign of taking her at her word, but before he comes within striking range, he pauses. He looks upstairs.

"Very well. Go. I won't fight you," he says. He props the halberd against the wall. "But I'll not risk my life by going with you. If she can't be saved in the morning, so be it."


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

If we go with Fiendish's suggestion....

gear:
leather armor, sibat, shortbow+20 arrows, backpack with rope, hammer, spikes puts him at 38#. Adding a halberd takes it to 50#, though I'm inclined not to. With Shomari and Polonius alone, fighting is only an option if retreat is impossible. On the other hand, in such a situation, a reach weapon would be nice. Light encumbrance up to 58#


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

I'm a huge fan of not splitting the party, mostly for meta reasons, mostly mentioned by Fiendish. Shomari, on the other hand, is pretty cold and would see Turrey as a liability in this situation.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

My thoughts on our options:

1. Polonius, Azmerai and I go (darkvision) and recon the place, and then return for whatever aid we need if we can't just get what we need.
1a. Same as above minus Azmerai (nothing personal, but stealth)

2. We wait for daylight and go as a group.

Mucking around with half the party blind seems like a foolish idea, as does walking through town, lights a-blazin, inviting eaters to come eat us.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

"If the soft one cannot see at night, will you guide her?" Shomari says to Azmerai. He takes the halberd and nods. "This will improve matters."

"We go by the river. We go quietly. I have the softest feet, so I will scout ahead." Not that it has to be this way, but Shomari announces his opinion as a statement. It's a hobgoblin thing.

"Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch." "Areas of darkness include an unlit dungeon chamber, most caverns, and outside on a cloudy, moonless night." So it's probably a cloudy, moonless night. Otherwise, it would be dim light instead of dark.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

sense motive: 1d20 + 1 ⇒ (16) + 1 = 17
perception: 1d20 + 6 ⇒ (14) + 6 = 20
heal: 1d20 + 5 ⇒ (11) + 5 = 16
stealth: 1d20 + 12 ⇒ (3) + 12 = 15

Shomari steps back into the hall, away from the door and the door her ropes are connected to. He understands the fear the soft races have of hobgoblins, and also that this woman will not live for long.

"We should leave her," he whispers. "She'll die soon enough."


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Polonius ... I came downstairs already.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Not sure what Azmerai heard, but ready to trust the half-orc's hearing, Shomari readies his sibat and follows the other up the stairs, slowly, staying as alert as possible.

stealth: 1d20 + 12 ⇒ (7) + 12 = 19
Perception: 1d20 + 6 ⇒ (6) + 6 = 12


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

stealth: 1d20 + 12 ⇒ (15) + 12 = 27
perception: 1d20 + 6 ⇒ (18) + 6 = 24

Shomari makes his way cautiously down the hall to the stairs, passing closed doors carefully, passing open doors quickly, with a brief glance inside. He descends the stairs to find Lilith letting the others inside.

"I would like to hear the story now. The thing we fought in the stable could well have been a juggler. If the tale can tell us anything that may help us in our next encounter with it, I would like to know."


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

stealth: 1d20 + 12 ⇒ (14) + 12 = 26
perception: 1d20 + 6 ⇒ (2) + 6 = 8

Holding his sibat at the ready, Shomari ever so carefully pushes the door open and peers into the space beyond.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Shomari will enter by the window and lower a rope for the others, tying it off on the bed. He will approach the door cautiously, looking and listening.

stealth: 1d20 + 12 ⇒ (12) + 12 = 24
perception: 1d20 + 6 ⇒ (14) + 6 = 20


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

reflex: 1d20 + 6 ⇒ (16) + 6 = 22
climb: 1d20 + 7 ⇒ (13) + 7 = 20
stealth: 1d20 + 12 ⇒ (7) + 12 = 19
perception: 1d20 + 6 ⇒ (15) + 6 = 21

Shomari scowls at the trapped door and brushes a few sparks off himself. Using the reinforced shutters as hand and footholds, he climbs up to a second story window, peering in.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Shomari meets Turrey's eye and points to the loft, putting his bow away and drawing his sibat again.

DM said so perception: 1d20 + 5 ⇒ (6) + 5 = 11
perception to watch for it: 1d20 + 5 ⇒ (12) + 5 = 17
+2 if it's undead

"Up there," he whispers. "One. Very dangerous."

Keeping his eyes up, watching the loft for any sign of the foe, he makes his way slowly towards the stable door and opens it.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Without hesitating, Shomari takes Azmerai's invitation to enter the office and moves into the stable proper, nocking an arrow and drawing his bow.

and attacking, if possible:

attack: 1d20 + 4 ⇒ (18) + 4 = 22 deadly aim, add +2 (FE) if undead
attack: 1d6 + 2 ⇒ (1) + 2 = 3 deadly aim, add +2 (FE) if undead


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Shomari sheathes the sibat and draws an arrow, pulling back the string and aiming at the acrobat.

"If you're a friend, speak now," he growls.

Readied action to shoot if it starts to move or cast or attack.

readied attack:

attack: 1d20 + 4 ⇒ (18) + 4 = 22 [ooc]Deadly aim. Additional+2 if he's undead[/dice]
damage: 1d6 + 2 ⇒ (6) + 2 = 8


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Shomari rushes the two remaining zombies, desperately aware that what pulled down the big half orc might be enough to kill him as well, but unwilling to leave a man behind.

"Beware the stables," he growls, and attacks.

1d20 + 6 ⇒ (5) + 6 = 11
1d6 + 4 ⇒ (4) + 4 = 8


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

sibat attack: 1d20 + 6 ⇒ (9) + 6 = 15 BAB 2 Str 2 FE 2
damage: 1d6 + 4 ⇒ (5) + 4 = 9 Str 2 FE 2

Stumbling back as the zombie pounds his chest, Shomari makes a slashing attack at the creature.

If the two on me are dead after my attack, I'll move up to B8. If they're dead before my attack, I'll move up to B9 and attack. If there's one still standing by me after I attack, I'll take a step back to C5


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Attack: 1d20 + 6 ⇒ (11) + 6 = 17 deadly aim, FE

Attack: 1d6 - 1 ⇒ (5) - 1 = 4 deadly aim, FE, DR

Delaying til Polonius has acted.

Shomari fires a quick shot at the nearest of the approaching zombies (D4) and then draws his sibat (still holding the bow in his off hand) and steps forward to meet them (C2) and protect the soft ones.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

According to my memory of some gem gleaned in high school, the term for human flesh used by cannibals in Papua New Guinea translates roughly to "long pork"

Once upon a time, we used to joke that human meat was "the other, other white meat."

I'll be at a con this weekend, please don't feed Shomari to the groaners. Or Azmerai.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Shomari looks at the things in the office, seeing little that appears to be of immediate use, he steps back out into the main part of the stables.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Shomari will step around the broken groaner and close the stable doors, barring and barricading them if possible. He'll then set about killing the creature.

Attack & damage rolls, if needed:

attack: 1d20 + 10 ⇒ (13) + 10 = 23 damage: 1d6 + 5 ⇒ (1) + 5 = 6
attack: 1d20 + 10 ⇒ (12) + 10 = 22 attack: 1d6 + 5 ⇒ (6) + 5 = 11
attack: 1d20 + 10 ⇒ (2) + 10 = 12 attack: 1d6 + 5 ⇒ (3) + 5 = 8
attack: 1d20 + 10 ⇒ (18) + 10 = 28 attack: 1d6 + 5 ⇒ (1) + 5 = 6


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2
GM Fiendish wrote:

Shomari's greater experience with combat wounds holds true, and he is able to determine that the elf's skull has been crushed either by the zombie's arm or the impact with the ground. Either way, she's gone.

You can now all see another half dozen groaners spill out of the stable doors, but thankfully become mired in Lenneth's summoned bog. The door opens in front of you, Kaiya's crossbow is pointed hurriedly away as she confirms it's you and moves back to sit on the stairs again.

Two questions: Are we dealing with traditional horror movie zombies, such that the elf's crushed skull will prevent her rising? Or is her corpse still a threat? Aaaaand does it appear that all the groaners are out of the stable?

Shomari helps Azmerai drag the elf inside, and then quickly returns to the basement. He replaces the supports on the tunnel and crawls through to the stable, climbing up to the trap door and stealing a peek through.

climb: 1d20 + 7 ⇒ (16) + 7 = 23
perception: 1d20 + 8 ⇒ (12) + 8 = 20 Favored enemy bonus applies
stealth: 1d20 + 12 ⇒ (2) + 12 = 14

If it seems that the stable is still clear, he will run to close and bar the door.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Heal: 1d20 + 5 ⇒ (16) + 5 = 21 To assess the elf's condition. Ditching her if she's dead.

"We can kill her again if need be," Shomari growls, grabbing the fallen elf and pulling her towards the shop door. "There are more in the stables. We have to get back in the shop."


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

perception: 1d20 + 6 ⇒ (18) + 6 = 24
attack: 1d20 + 6 ⇒ (13) + 6 = 19
attack: 1d6 + 5 ⇒ (2) + 5 = 7

"We must get off the street," Shomari says, hearing the noise from the stables. "Before we are overwhelmed." He moves to I3 and strikes the zombie in J2.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

attack: 1d20 + 2 + 2 + 2 + 2 ⇒ (15) + 2 + 2 + 2 + 2 = 23 BAB, Str, Favored enemy, charge
damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Without hesitating, Shomari charges the nearest zombie, swinging the sibat to slash at the creature. Square G2


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Shomari follows the others out the door, listening for Lilith's voice.

perception: 1d20 + 5 ⇒ (2) + 5 = 7


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Shomari curses and sprints after the others, pausing to kick his supports loose on the tunnel from the barn to the armory. If the groaners followed, perhaps it would be kind enough to collapse on them.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Just as Shomari is about to start cursing Lilith for vanishing on them, he hears Azmerai call out. It isn't hard to guess what happened, and he sprints back down to the barn's basement.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Returning to the armory, and rushing up to the ground floor, Shomari sees Lilith gone.

"Lilith!" he calls.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Beautiful map, Fiendish, but not sure where the loft is open, so you'll have to help me move so as not to be in the path of any falling zombies.

stealth: 1d20 + 12 ⇒ (5) + 12 = 17

Quietly, but nervously, Shomari creeps back to Polonius and Azmerai. Getting their attention, he puts a finger to his lips and points up. Then he holds up two hands with seven fingers. He points to the edge of the loft, where they would fall, and then to the trapdoor they entered through.

"Everyone."

perception: 1d20 + 6 ⇒ (15) + 6 = 21 [ooc]That should suffice to hear Lilith, I think.[/dice]

stealth: 1d20 + 12 ⇒ (4) + 12 = 16

Again, stepping as quietly as he can, and staying well under the loft, Shomari moves to the trap door. One disaster at a time, if we can manage it, he thinks. And this one can wait. I hope.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

perception: 1d20 + 6 ⇒ (7) + 6 = 13 'Why did I roll that?' 'GM said to.' 'Oh, OK.'

Shomari relaxes just a bit as it seems that the first floor of the stable is secure. Moving carefully, he approaches the stairs and climbs up to see what the loft holds.

perception: checking for 'traps': 1d20 + 6 ⇒ (19) + 6 = 25
stealth: 1d20 + 12 ⇒ (17) + 12 = 29
perception: upstairs: 1d20 + 6 ⇒ (6) + 6 = 12


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

climb: 1d20 + 7 ⇒ (20) + 7 = 27 Waste of a perfectly good 20.
stealth: 1d20 + 12 ⇒ (8) + 12 = 20
perception: 1d20 + 6 ⇒ (9) + 6 = 15

Shomari nearly runs up the wall of the stairwell this time and pushes the trapdoor open enough to stay open. He takes a moment to scan the barn again before pulling himself quietly up and slipping into the shadows.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

I could use the kukri, was thinking of throwing my hat in the ring for it, but I've already got a slashing weapon I can use in close quarters, so I'd be trading crit-range for raw damage and losing the chance to use it 2 handed.

Incidentally, were there any reparable shields in the armory?


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

climb: 1d20 + 7 ⇒ (8) + 7 = 15
stealth: 1d20 + 12 ⇒ (16) + 12 = 28
perception: 1d20 + 6 ⇒ (3) + 6 = 9

Once he's sure the tunnel is sufficiently reinforced, Shomari follows the gnome into the stables basement. Spotting the trap door, he shimmies up the wall and silently lifts it just enough to peek through, though he can't see much before he lets the trap down gently and silently drops to the floor.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Can we use some of the wood from the painted furniture that we can't safely burn to shore up the tunnel? Or is it not sturdy enough?


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Shomari grunts and looks for a container of some sort to load rats and leftover corpses into. If there is something, he will start loading, while keeping an eye on the hole.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

Shomari gags at the stench that pours out of the room, but is relieved that at least none of the bodies seem to be capable of reanimation.

"There is much we need to find," he says. "Food, fuel, the source of the fire that burned in this town last night. And what is behind the doors upstairs, as well."

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