Keep in the Cinderlands


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Fighter (Shield) 3 / Rogue 4

I was not saying I wouldn't climb. I was delaying so I could get an answer from the DM regarding the grappling hook. Seeing none, I will proceed.

Seeing Yin start up the cliff face, Ovirid shrugs and proceeds up behind her.

Regarding the Climb rules, it indicates on page 59 that the climb is a move action, so I interpret that to mean a double move would require two Climb checks, but would allow a total move of 10' for the round. Either way, I need four checks to make it to the top of the steep slope...

Climbing the steep slope (1d20+6=14, 1d20+6=7, 1d20+6=26, 1d20+6=24)

First two fail by more than five - do I incur damage if I haven't gotten anywhere yet?

Retries - climbing the steep slope (1d20+6=22, 1d20+6=19)

Oh, that last was close!

Retry - climbing steep slope (1d20+6=26)

Puff, puff, halfway. Everyone past me yet?

As the slope lessens, Ovirid will proceed slowly up the rest of the way. Taking 10 for the rest of the climb.

Once he reaches the top, he will use his rope or Yin's to provide aid to the others in the party.


Ovirid Thorvirson wrote:

I was not saying I wouldn't climb. I was delaying so I could get an answer from the DM regarding the grappling hook. Seeing none, I will proceed.

Seeing Yin start up the cliff face, Ovirid shrugs and proceeds up behind her.

"Grappling Hook: Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown)" (BETA, p. 112). Ooops. There is no 'use rope' anymore, is there? I'm stuck here. I'll say it is a ranged attack with an AC of 10+2 per 10 feet of distance thrown

Ovirid Thorvirson wrote:

Regarding the Climb rules, it indicates on page 59 that the climb is a move action, so I interpret that to mean a double move would require two Climb checks, but would allow a total move of 10' for the round. Either way, I need four checks to make it to the top of the steep slope...

Climbing the steep slope (1d20+6=14, 1d20+6=7, 1d20+6=26, 1d20+6=24)

I guess that sounds right.

Ovirid Thorvirson wrote:
First two fail by more than five - do I incur damage if I haven't gotten anywhere yet?

No, as you would be falling less than 10' I figured no damage. Same for Yin earlier.

Retries - climbing the steep slope (1d20+6=22, 1d20+6=19)

Oh, that last was close!

Retry - climbing steep slope (1d20+6=26)

Puff, puff, halfway. Everyone past me yet?

As the slope lessens, Ovirid will proceed slowly up the rest of the way. Taking 10 for the rest of the climb.

Once he reaches the top, he will use his rope or Yin's to provide aid to the others in the party.

If Ovirid and Yin are both helping a climber by bracing themselves the best they can and pulling on the ropes, I would say the DC for the steep section drops to 10. If you'd tied it down or found something to hold onto, I'd drop it further but there is nothing outside of the cave to make that possible and the surface you are on is slick with blood in parts. It appears that some bodies have been dragged down here.


Fighter (Shield) 3 / Rogue 4
Tarren the Dungeon Master wrote:


"Grappling Hook: Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown)" (BETA, p. 112). Ooops. There is no 'use rope' anymore, is there? I'm stuck here. I'll say it is a ranged attack with an AC of 10+2 per 10 feet of distance thrown

Noted, thanks.


Male Half-Elf Sorcerer [Draconic] 3

Janrith waits for Yin and Ovirid to finish their climb before ascending. Confident in his ability, he begins as if it were a promenade.

Climb (Take 10) = 9


Janrith Baelriss wrote:

Janrith waits for Yin and Ovirid to finish their climb before ascending. Confident in his ability, he begins as if it were a promenade.

Climb (Take 10) = 9

Even with ropes held by both Yin and Ovirid to assist him, Janrith falls on his confident arse. The DC is 10 now for the first 20' section.


Male Half-Elf Sorcerer [Draconic] 3

Janrith scrambles to his feet, looking around to check if anyone noticed. Embarassed, he makes an effort to actually climb.

I'm figuring I need three checks to reach the top?

Climb: 17, 11, 16


Janrith Baelriss wrote:

Janrith scrambles to his feet, looking around to check if anyone noticed. Embarassed, he makes an effort to actually climb.

I'm figuring I need three checks to reach the top?

Climb: 17, 11, 16

Janrith joins Yin and Ovirid at the top. What is Manfred going to do?

The ashwing gargoyles flap around and settle down closer to the edge of the forest to get a better view of the entrance to the cave. They let out a few cackling caws.


Male Human Cavalier L1-- AC 18-(T10-F18) | hp 13/13| F4, R0, W2 | Init+0 | Percep +0 | Status: OK

Sir Manfred eyes the rope doubtfully, says a little prayer to Iomedae under his breath and starts struggling up the sheer slope.

Three climb checks: (1d20-7=-5, 1d20-7=6, 1d20-7=2)

After picking himself up after the third time, he calls up to the others; "I think I'll just wait for you down here!"


Fighter (Shield) 3 / Rogue 4
Sir Manfred VonFalkenburg wrote:
After picking himself up after the third time, he calls up to the others; "I think I'll just wait for you down here!"

"I'm not fer bein' in favor of leavin' anyone ta wait alone, sir knight." Turning to the others, "If'n I go down ta 'elp 'im, would you be fer bein' able to 'elp 'im with the rope without me?"

If the answer is in the affirmative, Ovirid will take out his rope, set the grappling hook firmly in a crack, and descend down to the frustrated warrior. I'm hoping to work alongside, giving suggestions for where to place his feet, for example, to provide an aid another bonus.

Climb checks to descend:

Descending the lesser slope (1d20+6=15, 1d20+6=7, 1d20+6=9, 1d20+6=16)
I'm thinking the rope should give me a bonus, but I did not include one. Let me know if I need to roll damage, seeing as roll #2 was a natural 1.

Retries for the lesser slope (if necessary) (1d20+6=17, 1d20+6=22, 1d20+6=26, 1d20+6=7)

Here we go - I'm sure I'll be with Manfred very quickly!

Climb checks and retries for steeper slope (1d20+6=12, 1d20+6=15, 1d20+6=20, 1d20+6=26, 1d20+6=23, 1d20+6=10, 1d20+6=22, 1d20+6=8)


Male Human Cavalier L1-- AC 18-(T10-F18) | hp 13/13| F4, R0, W2 | Init+0 | Percep +0 | Status: OK

"I don't suppose anyone has a Knotted rope? That would help me a great deal I think."


Ovirid would not fall if he was holding on to both ropes.

I think with the grappling hook firmly in a crevice, an extra rope for security held by Yin and Janrith, and knots on the rope, Manfred should be able to get up the slope without removing his armour.

Many of the caves that you can explore will involve climbing but, as long as there is no danger threatening you, it should be possible for you to get one person up with a grappling hook and for the others to follow by taking 10. Looking at the map, you may also notice that climbing up in one place and descending to the cave mouth could be safer than ascending at some points. The environment will never be a gimme for the players though. You can die a glorious death fighting BBEG or slip and crack your skull on a cliff while gargoyles mock you.


Fighter (Shield) 3 / Rogue 4
Sir Manfred VonFalkenburg wrote:
"I don't suppose anyone has a Knotted rope? That would help me a great deal I think."

"Heh, son, I'm fer thinkin' I can accommodate you there!" Ovirid reaches into his pack and draws out another rope. As he sits down to work, he looks up at the mages, "I'm fer 'opin' they can watch out fer critters, but I dinnae want to yell up. We've been fer makin' too much noise already. Manfred, keep an eye out, would you? Especially on those flyers - they're fer knowin' what's about 'n might let you know it's fer comin' afore you can see it." His thick dwarven fingers work the rope quickly, putting a knot every couple of feet, shortening the rope by several feet. When he's done, he moves to the rope hanging from the hook and proceeds to do the same with as much of it as he can manage.

The idea is that a 50' rope, knotted, might not reach a full 40'. If Yin and Janrith hold one end of a knotted, but shorter rope, he's going to need a knotted rope to get to it. Knotting the bottom portion of the hook's rope should give him that.

If this scenario works to Manfred's satisfaction, Ovirid will get out his crossbow and ready it while the armored man climbs. He'll pay particular attention to the gargoyles and the road as he's on watch.


Male Human Cavalier L1-- AC 18-(T10-F18) | hp 13/13| F4, R0, W2 | Init+0 | Percep +0 | Status: OK

This time slinging his shield behind him, Sir Manfred gamely tries again with the knotted rope.

Climb checks: (1d20-4=-3, 1d20-4=4, 1d20-4=16, 1d20-4=15, 1d20-4=13, 1d20-4=8, 1d20-4=9, 1d20-4=12)

After a humiliating series of false starts, he finally makes it up the cliff, then the slope.

"I do not relish the thought of more of these climbs. Thank you Sir Ovirid, I am grateful for your help there."


Female Human - Shoanti Wizard - 4

Yin only just manages to stick around long enough for everyone to climb up and as soon as Manfred is near the top of the ascent she merrily wanders off to have a nosy at the cave they've reached.


Fighter (Shield) 3 / Rogue 4

"Attaboy, lad! You've done me proud! I'll promise to see about finding easier caves to reach in the future, 'ow's that?"

Ovirid stows his crossbow, grabs the ropes and, with Manfred steadying the top with Janrith, heads up to join them.

Climb checks to return to the cave (1d20+6=23, 1d20+6=20, 1d20+6=24, 1d20+6=25, 1d20+6=14, 1d20+6=12, 1d20+6=10, 1d20+6=25)

Sweet! Those are respectable rolls, now! I did not include the bonus for the rope or knotted rope.

Once he reaches the top, he will coil up his ropes (leaving the knots in the second) and stow them with the hook in his pack. He will take Yin's rope and coil it around a shoulder until he can get her attention long enough to stow it in her own pack. Ovirid would be happy to carry it, but don't want the party to get separated and have him carrying all the rope.


Yin, and eventually the others, stand at the entrance to a cave.

The 4' wide and 10' tall entrance opens up into a narrow tunnel that zigzags back into the cliff. Only 5' down the tunnel you can see the body of an orc, facedown, lying over his doubleaxe. A puddle of blood pours from his belly. A handful of coins and gems are scattered in the blood and under his body. They appear to have rolled out of a pouch that he has fallen on.

The walls are adorned with leather fetishes. Twists of metal and gecko skulls hang from strands of leather.

Ovirid:

Spoiler:

You realize immediately that this cave, while ancient, was not naturally formed but hewn from the cliff intentionally.


Fighter (Shield) 3 / Rogue 4
Tarren the Dungeon Master wrote:

Yin, and eventually the others, stand at the entrance to a cave.

The 4' wide and 10' tall entrance opens up into a narrow tunnel that zigzags back into the cliff. Only 5' down the tunnel you can see the body of an orc, facedown, lying over his doubleaxe. A puddle of blood pours from his belly. A handful of coins and gems are scattered in the blood and under his body. They appear to have rolled out of a pouch that he has fallen on.

The walls are adorned with leather fetishes. Twists of metal and gecko skulls hang from strands of leather.

"Lass, I'm fer thinkin' you should 'old onto this in case we get separated 'n you need it later. Oho! What're we fer 'avin' 'ere? 'at's fer bein' an example of a good orc, there. Messy, though. I'm fer guessin' 'e's not long dead -- be watchin' fer what's done 'im in."

Looking at the walls of the cave from the entrance, he comments, "This 'ere's old work, but it's not fer being natural. Someone cut this 'ere 'ole in the cliff. Much too long ago to guess who."

He will start working his way toward the corpse, searching for traps a scythe in the wall comes to mind, considering the evidence before him and watching for enemies.

Perception; Stealth (1d20+7=12, 1d20+8=9)


Ovirid Thorvirson wrote:


"Lass, I'm fer thinkin' you should 'old onto this in case we get separated 'n you need it later... "[/url]

Are you referring to the rope?


Fighter (Shield) 3 / Rogue 4
Tarren the Dungeon Master wrote:
Ovirid Thorvirson wrote:


"Lass, I'm fer thinkin' you should 'old onto this in case we get separated 'n you need it later... "[/url]
Are you referring to the rope?

Doh! Yes, I was referring to Yin's rope. Ovirid will stow both of his ropes in his pack.


Ovirid Thorvirson wrote:
Tarren the Dungeon Master wrote:

Yin, and eventually the others, stand at the entrance to a cave.

The 4' wide and 10' tall entrance opens up into a narrow tunnel that zigzags back into the cliff. Only 5' down the tunnel you can see the body of an orc, facedown, lying over his doubleaxe. A puddle of blood pours from his belly. A handful of coins and gems are scattered in the blood and under his body. They appear to have rolled out of a pouch that he has fallen on.

The walls are adorned with leather fetishes. Twists of metal and gecko skulls hang from strands of leather.

"Lass, I'm fer thinkin' you should 'old onto this in case we get separated 'n you need it later. Oho! What're we fer 'avin' 'ere? 'at's fer bein' an example of a good orc, there. Messy, though. I'm fer guessin' 'e's not long dead -- be watchin' fer what's done 'im in."

Looking at the walls of the cave from the entrance, he comments, "This 'ere's old work, but it's not fer being natural. Someone cut this 'ere 'ole in the cliff. Much too long ago to guess who."

He will start working his way toward the corpse, searching for traps a scythe in the wall comes to mind, considering the evidence before him and watching for enemies.

Perception; Stealth (1d20+7=12, 1d20+8=9)

Ovirid:

Spoiler:

You do not see any traps or enemies.


Fighter (Shield) 3 / Rogue 4

Ovirid will move up to the slain orc to investigate his cause of death and search his loot.

"Hrmph, that's not fer bein' pleasant, is it? Wonder what a pig like this is doin' carryin' such?" If I'm remembering wrong, sing out, but I thought he was fallen over some spilled jewels.


Male Half-Elf Sorcerer [Draconic] 3

"Hmm, jewels. Allow me to appraise them. Perhaps I can determine where they were acquired, in addition to their value."

Appraise = 14.


Fighter (Shield) 3 / Rogue 4
Janrith Baelriss wrote:

"Hmm, jewels. Allow me to appraise them. Perhaps I can determine where they were acquired, in addition to their value."

Appraise = 14.

Ovirid nods at the suggestion, then proceeds to collect the jewels, wiping the blood off as best he can on the dead orc's tunic, and looks them over carefully before passing them to the sorcerer.

Appraise (1d20+8=21)

"Ah'm a dwarf - we're fer bein' born with an eye for gems, but another set o' eyes is always good. What're ye fer thinkin' they're worth?"


The first jewel Ovirid picks up is obviously fake.

As Janrith and Ovirid begin to inspect the body and the jewels around it, they hear a distinct 'hiss' and then flames explode from under the body.

6 points of damage. Make a reflex save DC 11 for half damage.


Fighter (Shield) 3 / Rogue 4
Tarren the Dungeon Master wrote:

As Janrith and Ovirid begin to inspect the body and the jewels around it, they hear a distinct 'hiss' and then flames explode from under the body.

6 points of damage. Make a reflex save DC 11 for half damage.

Reflex save (1d20+6=7)

Ouch! "Now, that's clever. Clever enough fer a kobold. Time ta be huntin' trapmakers, I'm fer thinkin'."

Ovirid will study the trap to see what he can learn from it. That is his chosen profession, after all. But he doesn't like having fallen for it.


Male Half-Elf Sorcerer [Draconic] 3

Reflex = 15.

Janrith mutters a Draconic curse, gently prodding his burns to see how bad they feel.


Female Human - Shoanti Wizard - 4

"Ooh!" Yin chimes, clearly entranced by the dangerous trap.


Fighter (Shield) 3 / Rogue 4
Yintarah Fireweaver wrote:
"Ooh!" Yin chimes, clearly entranced by the dangerous trap.

Eyes twinkling, the dwarf says, "Like that, didya now? I'm fer thinkin' one's too many, but I'll be fer sure sharin' the next one I find with ye. Fair enough? Meantimes, I'm fer thinkin' it's a good time to get some light if'n someone would not be fer mindin'."


The doubleaxe that the dwarf was lying over skitted across the tunnel during the blast. It was actually a very well-made weapon and, other than 12 gp and some fake gemstones, the only thing of obvious value in this entrance. Inspecting the twists of metal amongst the fetishes will give Ovired plenty of trap making material as most of these items were kept not only for their shininess but for their usefulness in traps.

The tunnel continues.


Fighter (Shield) 3 / Rogue 4
Tarren the Dungeon Master wrote:

The doubleaxe that the dwarf was lying over skitted across the tunnel during the blast. It was actually a very well-made weapon and, other than 12 gp and some fake gemstones, the only thing of obvious value in this entrance. Inspecting the twists of metal amongst the fetishes will give Ovired plenty of trap making material as most of these items were kept not only for their shininess but for their usefulness in traps.

The tunnel continues.

"Well, I'm not much fer usin' an orc's double-hack. If'n no one else wants it, mebbe we can hide it 'ere."

Assuming no one offers to take it, Ovirid will see if there's a place to disguise the axe near the entrance. Once he's done with that, he will take point moving down the tunnel. Since it appears that the orc died very recently, he's thinking kobolds to have a trap set up that quickly.

Ovirid moves very slowly and very quietly, searching and double-checking for traps as he moves.


Map.

The tunnel continues a bit before widening into a small chamber. Ovirid notices the floor is slick and greasy. The body of a couple of kobolds lean against the wall. They have been split from shoulder to navel and decapitated.


Fighter (Shield) 3 / Rogue 4
Tarren the Dungeon Master wrote:

Map.

The tunnel continues a bit before widening into a small chamber. Ovirid notices the floor is slick and greasy. The body of a couple of kobolds lean against the wall. They have been split from shoulder to navel and decapitated.

If Ovirid is standing in the slick, greasy area, he will back away off of it very carefully. Either way, he will get down to investigate -- is this possibly lamp oil or some other flammable substance spread on the floor as another trap? Does the greasy area extend clear to the walls, or can he work his way around (not that it's an appealing choice, you understand)? Is there sufficient slope in the floor to make it a trap in and of itself, causing pursuers to slip and fall against the far wall?

Once he's determined what he can, he will retreat to report to the others what he's seen. If the floor is covered with something flammable, he is seriously considering having the fireweaver light it. Sometimes the best way to avoid a trap is to set it off on your own terms, after all.

"It's lookin' like we're fer comin' in after a war -- there be two dead kobolds in the next room, likely from an axe like the dead orc was carryin'. There's somethin' on the floor - I think it's fer bein' another trap, 'n I'm not fer wantin' ta fall prey ta another trap fer orcs."

I forgot to mention, but Ovirid kept any of the fakes jewels from the dead orc trap that weren't destroyed in the detonation of the trap. They might come in useful as future bait - after all, it worked on him!

In case this is necessary to evaluate the possibility of it being a trap:

Craft (Trapmaking) (1d20+11=19)


Ovirid Thorvirson wrote:
Tarren the Dungeon Master wrote:

Map.

The tunnel continues a bit before widening into a small chamber. Ovirid notices the floor is slick and greasy. The body of a couple of kobolds lean against the wall. They have been split from shoulder to navel and decapitated.

If Ovirid is standing in the slick, greasy area, he will back away off of it very carefully. Either way, he will get down to investigate -- is this possibly lamp oil or some other flammable substance spread on the floor as another trap? Does the greasy area extend clear to the walls, or can he work his way around (not that it's an appealing choice, you understand)? Is there sufficient slope in the floor to make it a trap in and of itself, causing pursuers to slip and fall against the far wall?

Once he's determined what he can, he will retreat to report to the others what he's seen. If the floor is covered with something flammable, he is seriously considering having the fireweaver light it. Sometimes the best way to avoid a trap is to set it off on your own terms, after all.

"It's lookin' like we're fer comin' in after a war -- there be two dead kobolds in the next room, likely from an axe like the dead orc was carryin'. There's somethin' on the floor - I think it's fer bein' another trap, 'n I'm not fer wantin' ta fall prey ta another trap fer orcs."

I forgot to mention, but Ovirid kept any of the fakes jewels from the dead orc trap that weren't destroyed in the detonation of the trap. They might come in useful as future bait - after all, it worked on him!

In case this is necessary to evaluate the possibility of it being a trap:

Craft (Trapmaking) (1d20+11=19)

Can rogues use trapmaking to determine whether something is a trap? I though perception did the trick.

The greasy substance, which a closer inspection reveals does have a chemical smell, extends from wall to wall. It is mixed with blood in places but was definitely poured deliberately around the room. The slope of the room is fairly minimal.

Ovirid sees a figure in the corridor on the other side of the chamber but it slips away before he can get a good look.


Fighter (Shield) 3 / Rogue 4
Tarren the Dungeon Master wrote:
Can rogues use trapmaking to determine whether something is a trap? I though perception did the trick.

It does, I was just hoping Ovirid's trapmaking expertise might provide a circumstance bonus, especially since he's not likely to be setting a lot of traps if the party is on the move.

The figure in the far hall, can I get a rough idea of its height?

To the rest of the party:

"There's fer bein' a room around the corner with grease on the floor. I'm fer thinkin' that someone's waitin' fer us to be in the middle o' the room afore they're fer lightin' it up. If'n we're fer havin' a spare torch or somethin' we can light and throw in, we could be settin' off the trap early and mebbe catchin' the watcher in his own trap. What would ye be thinkin' to that idea?"


Female Human - Shoanti Wizard - 4

Curious as ever Yin flares up magical orbs of fiery light and sends them dancing around as she bounds over at the mention of the grease and sits at the edge of the small chamber and takes a quick look at it.

Dancing lights and them some investigation.
Perception (1d20+10=29)
Alchemy (1d20+9=19)


Male Half-Elf Sorcerer [Draconic] 3

"If required, I possess flint and steel to make a spark, and I'm sure a strip of my blankets will provide ample combustion to burn off this trap."

Spellcraft to see if this is a spell effect: 1d20+9 = 16.


Yin:

Spoiler:

Yin, with her knowledge of things alchemical, particularly those that burn, quickly determine that the grease is lantern oil combined with the gunk that makes smokesticks smoke. She predicts that lighting this would cause a sudden flame and a lot of thick dark smoke.

Even from across the room, Yin catches sight of some shiny eyes. A kobold is peaking around the corner again.


Janrith Baelriss wrote:

"If required, I possess flint and steel to make a spark, and I'm sure a strip of my blankets will provide ample combustion to burn off this trap."

Spellcraft to see if this is a spell effect: 1d20+9 = 16.

It is not a spell effect.


Female Human - Shoanti Wizard - 4

"Now that is interesting!" Yin muses brightly "I really wouldn't set light to it, unless you want to back away quickly to avoid the smokestick substance, and even then the smoke it will kick out will likely alert everything in this cave."


Fighter (Shield) 3 / Rogue 4
Yintarah Fireweaver wrote:
"Now that is interesting!" Yin muses brightly "I really wouldn't set light to it, unless you want to back away quickly to avoid the smokestick substance, and even then the smoke it will kick out will likely alert everything in this cave."

Ooh, sneaky!

"Huh! Well, that's not fer bein' a good idea, is it? What're you suggestin', instead? I can be fer tryin' to hustle through, but I'm expectin' ta be in the middle o' a ball o' fire if'n I do."


Female Human - Shoanti Wizard - 4

"If only we had a cleric, a 'Create Water' would go down a treat here. I could try freezing it or we could find something to clear a lot of it"


Fighter (Shield) 3 / Rogue 4

"Well, I'm fer knowin' that I've got precious little to be offerin'. I'm just warrior in this here army. Speakin' o' which, I thought I was fer seein' someone earlier. I think I'll be fer watchin' ta see if they're fer comin' back."

With that, he settles in with his crossbow loaded and ready, studying the room and watching for their previous visitor.

Does there appear to be a safe way through the room, operating with the assumption that someone waits with fire ready around the bend?


Ovirid Thorvirson wrote:
Does there appear to be a safe way through the room, operating with the assumption that someone waits with fire ready around the bend?

The floor is covered with the stuff. Walking into the room would be unsafe if someone were waiting around the bend with a fire at the ready.

Ovirid's beard gets all bristly and itchy telling him that someone very likely is waiting around the bend with fire at the ready.


Male Half-Elf Sorcerer [Draconic] 3

"Perhaps a certain celestial creature could be of use here?"

Moving out of sight of the room (back the way he came) and casting his final 1st-level spell of the day (I believe) Janrith begins to summon a celestial badger next to him. Once it arrives, he moves forward again and orders the badger to enter the room.

A bit hot-headed perhaps, but what the heck.


Fighter (Shield) 3 / Rogue 4
Tarren the Dungeon Master wrote:
Ovirid's beard gets all bristly and itchy telling him that someone very likely is waiting around the bend with fire at the ready.

You can say that again!

Ovirid will ready an action to fire his crossbow at anyone that appears to be bringing some fire to the party to roast the badger.

Light Crossbow (1d20+5=14, 1d8=1)

Bah!


That works.

Janrith finds the celestial badger hesitant to enter the greasy chamber but a swift kick does the trick. The badger lands in the middle of the room. A kobold pops around the corner with a palm raised and arcane words on its lips but its eyes go wide as it suspects it has been tricked. A crossbow bolt whizzes past confirming its suspicions.

Surprise round for anyone who wants it (except for Ovirid). The kobold has an 11 for initiative. Anyone who gets higher than 11 can also take an action before the kobold disappears.

Any missed attacks have a 1 percent chance of making a spark.


Male Half-Elf Sorcerer [Draconic] 3

Initiative: 1d20+2 = 11

Of course I would tie...I guess that doesn't count as beating it.On a related note, what is your position on carrying loaded crossbows, Tarren? Need to know for the future.


Female Human - Shoanti Wizard - 4

"Silly Kobold, playing with fire is my thing!" Yin utters, only just resisting the urge to send a fire spell into the pesky humanoid, instead she settles for a ray of cold although doesn't seem happy doing it.

Init (1d20+1=19)
Ranged Touch (1d20+2=13)
Ice damnage (1d6+2=3)


Fighter (Shield) 3 / Rogue 4

Initiative (1d20+3=12)

Ovirid tries to reload his crossbow and fire before the kobold disappears.

Light Crossbow (1d20+5=10, 1d8=8)

Well, I doubt he has time to shoot, anyway, but at least it didn't light everything up.

Chance of setting off spark (1=spark) (1d100=97)


Janrith Baelriss wrote:

Initiative: 1d20+2 = 11

Of course I would tie...I guess that doesn't count as beating it.On a related note, what is your position on carrying loaded crossbows, Tarren? Need to know for the future.

If you want to carry a loaded crossbows on short journeys, I have no problem with it. Just tell me in advance. Extended periods of time may damage the crossbow (I would not allow it for outdoor treks). If you roll a 1 on your first attack with a preloaded crossbow, the crossbow will have suffered damage. Sound fair?

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