Keep in the Cinderlands


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Fighter (Shield) 3 / Rogue 4
Tarren the Dungeon Master wrote:
Ovirid Thorvirson wrote:
Who does our party consist of at this point? If I understand, we count five right now -- Manfred, Janrith, Kornelius, Guard #2, and Ovirid -- is that correct? I'm picturing that we are waiting for Yin and Mr. Widebottom at this point.

Guard #1 as well. It was 'Guards #3 and #4' who went with Orlan.

Manfred, by the way, recognizes one of the guards as 'Burp' an honest but somewhat clumsy sort he encountered earlier.

Ah, I thought Kornelius was Guard #1. Does that mean he will be accompanying us into the Caves while the guards watch the camp? I assume Widebottom will be helping bring goods, then return to the keep...


Male Human Fighter (2)

"I'll guard the camp. Just give a shout when you need me."


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

Sir Manfred quickly pickets the horses out of sight in the trees, then grooms Trouble and lays out the days ration of horse fodder. As he turns away towards camp, he catches sight of his lance grounded upright and flying his pennant. Sighing a little, he takes his pennant down, furls it and packs it away in his saddlebags. Another day hiding...


Okay, so Kornelius feels comfortable guarding the camp with the two other guards. You can wait for the others or you can scout about. Let me know what you want to do.


Male Half-Elf Sorcerer [Draconic] 3

Janrith begins pacing back and forth after tying up his horse.

"We should get on with this as soon as possible. No point wasting time."


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

"My Lords and Ladies (and you know who you are), I am inclined to wait for a day or so for the rest to catch up."


Fighter (Shield) 3 / Rogue 4

"We're 'ere without the new supplies. I'm not fer thinkin' that we should be gettin' in too deep until the others are fer catchin' up. 'owever, I'm not against lookin' around ta get the lay o' the land."


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

"I fear I am not very skilled at scouting. I will remain at camp. If you need to flee an enemy, lead them here and I will act as an anvil wherewith you may hammer them on."


Fighter (Shield) 3 / Rogue 4

"With jes' two of us, we won't be fer goin' far. C'mon, mage. Let's get some o' that restless out o' yer legs."

Ovirid will gesture for the sorcerer to choose a direction of travel. He's ready to walk a bit, too, but has no intention of approaching the caves yet. He'll try to steer them to remain within 50' of the camp, mostly looking for other hiding places or threats in the vicinity.

I will leave any necessary rolls to the DM unless Tarren wants it otherwise.


A search of the nearby surrounding forest does not turn up much. There are occassional signs that large animals live in the vicinity -- broken branches, bones of a deer -- but you see nothing of an immediate threat.

I'll let you decide. Yin can join in any time but if you prefer to wait, that's okay.


Fighter (Shield) 3 / Rogue 4

I'm on the fence. I hate to proceed without Yin, but she may be a while getting things in order if she was offline in RL, too. I vote we wait to approach the Caves, but I can be swayed if the others wish to move forward.


Male Half-Elf Sorcerer [Draconic] 3

In character, he is getting impatient. But personally I would prefer to wait for Yin to come back in full.


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

[Perception and Initiative rolls now in my profile.]


Male Human Fighter (2)

Let's not wait for Yin.


Night sets on the camp. I'm sure you have set watches and prepared the camp defensively. Jaenrith and one of the guards are taking the watch when the sound of the horse's scream wakes all of you (including Jaenrith who had fallen asleep on guard duty).

You hear something making a noise that sounds like both a strangled bark coming from near the horses.

Jaenrith:

Spoiler:

While the sound is coming from one side of the camp, when you wake you notice a pair of shiny eyes coming from the other side.

ROUND 1:
OVIRID
KORNELIUS
MANFRED
GUARDS
CREATURE(S)
JAENRITH


Fighter (Shield) 3 / Rogue 4

Assuming that he's awakened by the sound

Ovirid will roll to his feet, grabbing his pick and shield as he does so. If he has time on this turn, he will take a moment to look for what might be out of place before acting. I'll let you roll the perception check if necessary rather than hold things up.

In a voice just above a whisper, he says, "What's the ruckus? Who's guardin' the camp?"

I think that's about all the time he's going to have. For the record, he sleeps in his armor on the trail.


Ovirid Thorvirson wrote:


I think that's about all the time he's going to have. For the record, he sleeps in his armor on the trail.

You are willing to be fatigued the next day?


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


I think that's about all the time he's going to have. For the record, he sleeps in his armor on the trail.
You are willing to be fatigued the next day?

It's light armor. My understanding is that the fatigue issue only applies to Medium and Heavy. If that's now how it works in your game, he'll shuck his armor to avoid the condition.


Ovirid Thorvirson wrote:
Tarren the Dungeon Master wrote:
Ovirid Thorvirson wrote:


I think that's about all the time he's going to have. For the record, he sleeps in his armor on the trail.
You are willing to be fatigued the next day?
It's light armor. My understanding is that the fatigue issue only applies to Medium and Heavy. If that's now how it works in your game, he'll shuck his armor to avoid the condition.

You mean your avatar is not an accurate picture? hehe. Right you are. I found your armour now under your gear.


Male Human Fighter (2)

Init. (1d20+0=6, 1d20+0=12, 1d20+0=13, 1d20+0=7)

Perception (1d20+1=16, 1d20+1=16, 1d20+1=17, 1d20+1=3)


Fighter (Shield) 3 / Rogue 4
Kornelius Rowel II wrote:

Init. (1d20+0=6, 1d20+0=12, 1d20+0=13, 1d20+0=7)

Perception (1d20+1=16, 1d20+1=16, 1d20+1=17, 1d20+1=3)

"Ah believe yer up, lad. Whatcha goin' ta do?"


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


I think that's about all the time he's going to have. For the record, he sleeps in his armor on the trail.
You are willing to be fatigued the next day?
It's light armor. My understanding is that the fatigue issue only applies to Medium and Heavy. If that's now how it works in your game, he'll shuck his armor to avoid the condition.
You mean your avatar is not an accurate picture? hehe. Right you are. I found your armour now under your gear.

Aye - he's more rogue than fighter, so light armor was the way I needed to go. I actually mentioned the armor prior to closing to melee on purpose to make sure I had the rule right.


Male Human Fighter (2)
Ovirid Thorvirson wrote:
Kornelius Rowel II wrote:

Init. (1d20+0=6, 1d20+0=12, 1d20+0=13, 1d20+0=7)

Perception (1d20+1=16, 1d20+1=16, 1d20+1=17, 1d20+1=3)

"Ah believe yer up, lad. Whatcha goin' ta do?"

Kornelius jumps up to his feet.

"What in the world happened!?"
Kornelius unsure what to do picks up his Bastard sword without thinking.


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

Sir Manfred rolls out of his bedroll, grabs his sword and shield and says; "What is it?" while looking around for possible threats. [On total defense]


The site has been funny this weekend. Here's the situation. You are all in a clearing. Something is growling from one side, near the horses.

The sleeping guard grabs his sword and shield from the ground near his bedroll. The one that was awake, warily approaches the horses before stepping back in horror.

"A bear! It's attacking the horses," he says.

The creature in the forest squawks again and you hear a horse sceam in pain.


ROUND 1:
OVIRID -- ACTED (OR HOLDING ACTION?)
KORNELIUS -- ACTED
MANFRED -- ACTED
GUARDS -- ACTED
CREATURE(S) -- ACTED
JAENRITH

Ovirid:

Spoiler:

Noticing Jaenrith staring on the side of the clearing opposite where the noise is coming from, you follow his gaze and see two large shiny eyes in the woods. Your darkvision allows you to see that they belong to a beaked creature as large as a bear.


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

The site has been funny this weekend. Here's the situation. You are all in a clearing. Something is growling from one side, near the horses.

The sleeping guard grabs his sword and shield from the ground near his bedroll. The one that was awake, warily approaches the horses before stepping back in horror.

"A bear! It's attacking the horses," he says.

The creature in the forest squawks again and you hear a horse sceam in pain.


ROUND 1:
OVIRID -- ACTED (OR HOLDING ACTION?)
KORNELIUS -- ACTED
MANFRED -- ACTED
GUARDS -- ACTED
CREATURE(S) -- ACTED
JAENRITH

Not holding on purpose - I figured that was all I could do in a wake-up round. This is my intended round two - feel free to meld into round one if necessary.

Does a Knowledge (Dungeoneering) identify the creature? Just in case: Dungeoneering (1d20+9=19)

Pointing at the guard that just woke up, "Stoke that fire! Ye'll be fer needin' light to fight by, there's another beast there, lookin' at us! Be notin', lads, he's a big'un -- if'n you get too close afore yer ready, I'll wager he'll be fer guttin' with that beak o' his! Manfred, you and young Kornelius defend the camp with him pointing at the guard at the fire-- the mage, the other guard, n' meself will be fer seein' to the horses."

With that, if Jaenrith isn't on his feet already, the dwarf will try to haul him up as he heads toward the pickets. To Jaenrith, "Ah'm fer hopin' we can save some o' the animals, but we might need a distraction, if'n you can bring some aid with yer magic." To the guard near the pickets, "C'mon, man, yer with me!"

Goodness, he's bossy when awakened suddenly...


Ovirid:
Figure your knowledge check might tell you:

Spoiler:

Owlbear!!!


Male Half-Elf Sorcerer [Draconic] 3

Janrith instinctively calls upon his primary resource: arcane power.

Moving within range of the beast (25 feet), drawing his wand as he moves. He activates the spell contained within, calling upon a celestial badger, he places the creature next to the bear-creature in the hopes of distracting it momentarily from the mounts.

Celestial badger full attack: misses unless 11 hits.


Janrith Baelriss wrote:

Janrith instinctively calls upon his primary resource: arcane power.

Moving within range of the beast (25 feet), drawing his wand as he moves. He activates the spell contained within, calling upon a celestial badger, he places the creature next to the bear-creature in the hopes of distracting it momentarily from the mounts.

Celestial badger full attack: misses unless 11 hits.

Jaenrith is aware of two creatures. One is near the horses making noise. The other one is hiding quietly on the opposite side. Which one does he place the badger next to?


Male Half-Elf Sorcerer [Draconic] 3

In that case, he places the creature next to the hiding one, and calls out to make its presence known.


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

Janrith instinctively calls upon his primary resource: arcane power.

Moving within range of the beast (25 feet), drawing his wand as he moves. He activates the spell contained within, calling upon a celestial badger, he places the creature next to the bear-creature in the hopes of distracting it momentarily from the mounts.

Celestial badger full attack: misses unless 11 hits.

Jaenrith is aware of two creatures. One is near the horses making noise. The other one is hiding quietly on the opposite side. Which one does he place the badger next to?

Point of confusion. Are there two owlbears near the mounts and one near the camp?


Ovirid Thorvirson wrote:
Tarren the Dungeon Master wrote:
Janrith Baelriss wrote:

Janrith instinctively calls upon his primary resource: arcane power.

Moving within range of the beast (25 feet), drawing his wand as he moves. He activates the spell contained within, calling upon a celestial badger, he places the creature next to the bear-creature in the hopes of distracting it momentarily from the mounts.

Celestial badger full attack: misses unless 11 hits.

Jaenrith is aware of two creatures. One is near the horses making noise. The other one is hiding quietly on the opposite side. Which one does he place the badger next to?
Point of confusion. Are there two owlbears near the mounts and one near the camp?

There are two owlbears. One is near the mounts making a lot of noise. The other is on the other side of the camp being quiet waiting for you to investigate what's happening with the mounts. They are smarter than your average owlbear.


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


Point of confusion. Are there two owlbears near the mounts and one near the camp?

There are two owlbears. One is near the mounts making a lot of noise. The other is on the other side of the camp being quiet waiting for you to investigate what's happening with the mounts. They are smarter than your average owlbear.

How far are the mounts from the camp? And did Jaenrith accompany Ovirid and the guard to the mounts, or did he stay in the camp? His action would indicate the latter.


Ovirid Thorvirson wrote:
Tarren the Dungeon Master wrote:
Ovirid Thorvirson wrote:


Point of confusion. Are there two owlbears near the mounts and one near the camp?

There are two owlbears. One is near the mounts making a lot of noise. The other is on the other side of the camp being quiet waiting for you to investigate what's happening with the mounts. They are smarter than your average owlbear.
How far are the mounts from the camp? And did Jaenrith accompany Ovirid and the guard to the mounts, or did he stay in the camp? His action would indicate the latter.

I understood that the mounts were just in the woods beyond the camp but you guys put them there so how far were they?


Fighter (Shield) 3 / Rogue 4
Tarren the Dungeon Master wrote:
I understood that the mounts were just in the woods beyond the camp but you guys put them there so how far were they?

Just beyond the camp makes sense, I just needed to get my mental image of the scene square with the DM's.

Ovirid, seeing the mage work his magic on the owlbear watching the camp, reconsiders his original plan. "Appears as we 'ave two beasts to deal with, lads. They'd be what you would be fer callin' owlbears. Mind their beaks and claws, and they've got a reach you should be wary of, too. 'it 'im from range if'n you can." Turning to the guard that was on watch I'm assuming he was wearing his armor "Let's you 'n me see if'n we can't be fer convincin' that one pointing toward the mounts that our horseflesh is ta be left alone."

Ovirid moves toward the owlbear up to a double move, but stops one square into its reach, if he can move that far. In other words, he'll be within 10' to allow him to close next round, but not within 5' to avoid the AoO. Ovirid winks at the guard, "I'm fer thinkin' we want to move careful, lad. If'n you can move to 'is right, I'll be fer takin' 'is left and I'll be fer putting this pick where he's not fer wantin' it. Be ready to run back to camp if'n they yell fer 'elp, though."

If I get silly and want to try an Acrobatics check later, are there modifiers I need to take into account?


Female Human - Shoanti Wizard - 4

Better late than never, so sorry guys. Real life has been lame to me.

In a bright mood as always Yin rides to meet her companions, glad of the chance to spend some coin and to spend a little more time with her fellow shoanti at the keep before heading off again.

Things that Yin deemed essential equipment:

  • Spare Waterskins x2 (she's assuming everyone already has them but spares never go amiss)
  • Rations x 40, lots of dried foods although she's hoping they can hunt something tastier.
  • Tent x 2
  • Rope, hemp 100ft
  • Grappling hook
  • Alchemists' Fire x 5
  • Tanglefoot bag x 2
  • Thunderstone x 2
  • Smokestick x 2
  • Holy Water x 2
  • Acid x 2
  • Healers Kit
  • Parchment, 10 sheets
  • Ink
  • Inkpens x 3
  • Net
  • Miner's pick
  • Hooded Lantern
  • Spell component pouch
  • Cure Light Potions x 10


Fighter (Shield) 3 / Rogue 4
Yintarah Fireweaver wrote:
Better late than never, so sorry guys. Real life has been lame to me.

Good ta be seein' you back, lass.

Yintarah Fireweaver wrote:
In a bright mood as always Yin rides to meet her companions, glad of the chance to spend some coin and to spend a little more time with her fellow shoanti at the keep before heading off again.

We seem ta be 'avin' a wee bit o' issue at the moment. Yon DM might be fer makin' you wait afore you get back in the story.


Female Human - Shoanti Wizard - 4
Ovirid Thorvirson wrote:
We seem ta be 'avin' a wee bit o' issue at the moment. Yon DM might be fer makin' you wait afore you get back in the story.

*Nods* I was totally expecting that, I can wait I bought alchemical goodies to play with!


ROUND 2:
OVIRID -- ACTED
KORNELIUS --
MANFRED --
GUARDS --
CREATURE(S) --
JAENRITH

Jaenrith's spell causes quite a commotion as the celestial badger appears beside the owlbear that thought she was being clever.

Ovirid moves closer to the owlbear.

Manfred can act out of order. I'll get Kornelius' action in the morning. Welcome, Yin. I'll bring you in to this in round 3 or so if life permits you to participate.


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

Round 2 action

Sir Manfred, finding it impossible to simply wait by the fire, turns and charges the Owlbear by the celestial badger. He takes a mighty swing with his enchanted longsword.

Charge attack, damage if hit: (1d20+10=13, 1d8+4=6)


Fighter (Shield) 3 / Rogue 4
Sir Manfred VonFalkenburg wrote:

Round 2 action

Sir Manfred, finding it impossible to simply wait by the fire, turns and charges the Owlbear by the celestial badger. He takes a mighty swing with his enchanted longsword.

Charge attack, damage if hit: (1d20+10=13, 1d8+4=6)

"Attaboy, lad, but mind that beak o' hers!"

I typed too much again, didn't I? Ovirid was originally hoping three would pursue the 'bear by the camp and three would pursue the one by the mounts. He's changed that with the conjurer's attack on the campside 'bear -- now he's expecting Guard #2 to stay with the camp and Guard #1 to follow him toward the mounts. He wasn't expecting anyone to take up a position on their thumbs...


Male Human Fighter (2)

Attack! (1d20+6=13) Damage (1d10+4=13)


Male Half-Elf Sorcerer [Draconic] 3

Welcome back Yin, hope things are settling down for you.

"Blast it all, these things are hideous."

Janrith stays within range of his summoned creature, keeping his wand in hand. With his free hand he sends forth a magic missile spell: two bolts that appear as copper daggers streak forward from his bleeding fingers and slam into the nearest owlbear.

Magic missile damage total: 8


Kornelius and Manfred have charged at the owlbear on the south side (away from the horses) and joined the celestial badger in missing it.

The other two guards have moved forward with Ovirid and are standing on either side of him but have not attacked, waiting on Ovirid's signal.

The owlbear facing Kornelius and Manfred seems more terrified of the celestial badger than of the two sword wielding warriors and swishes futiley at it.

The noise of a wagon pulling into the encampment startles everyone, especially the owlbear on the north (horse) side. That bear decides enough playing clever and charges straight at Ovirid, sweeping down a sharp taloned claw. 11 points of damage.

Jaenrith's magic missile does some damage.


Fighter (Shield) 3 / Rogue 4

Ouch!

Ovirid will go on total defense and attempt to tumble around the owlbear to create a flanking opportunity for either of the guards.

Acrobatics check 1d20 8=23

His effective AC this turn is 22.


A wagon, driven by Yin and the halfling Larjen Widebottom, pulls into camp with a clatter. Torches blaze on the posts. Few would be crazy enough to drive a wagon at that speed at night ...


Male Half-Elf Sorcerer [Draconic] 3

"Blast woman! We're under attack and you ride in like a Gith on dragonback! There are two owlbears," he shouts as he points out each one in turn.


Female Human - Shoanti Wizard - 4

"Things to burn?" Yin chimes excitedly before hopping off the wagon, ready to join the fun and games with the owlbears.

Initiative (1d20+1=5) Ready although obviously torn as to which to pick for the first burning target.


ROUND 3:
OVIRID -- ACTED
KORNELIUS --
MANFRED --
GUARDS --
CREATURE(S) --
JAENRITH
BADGER
YIN
LARJEN

Ovirid has managed to tumble around the Owlbear setting up a flanking bonus for one of the guards. The badger still gets to make an attack for round 2?

So far, the only damage to the owlbears has been from Jaenrith's magic missiles.


Fighter (Shield) 3 / Rogue 4
Yintarah Fireweaver wrote:

"Things to burn?" Yin chimes excitedly before hopping off the wagon, ready to join the fun and games with the owlbears.

Initiative (1d20+1=5) Ready although obviously torn as to which to pick for the first burning target.

Ovirid concentrates on avoiding the creature's blows, but catches sight of the madly rushing wagon's arrival nonetheless and says to himself, "By Torag's beard! If'n they were fer drivin' like that all the way from the Keep, we'd best be thankin' Desna they made it!" In a much louder voice, "Lass, it's good ta be seein' ye - 'how 'bout ye be fer pickin' a target and show us that fire yer so fond of talkin' about!"

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