Delirium's Dragon's Delve - Dungeon A Day Adventure


Play-by-Post

101 to 150 of 326 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Wolf-Sark draws his sword and flings open the door.


Steel-spined Wolf-Sark fearlessly opens the door, and gazes in the dim light of the mule-borne sunrod at an apparent storeroom, filled with old crates and barrels. The dank, unlit room smells of mold and rot. Two more closed doors lead out of the storeroom on the western wall.

So, explore the storeroom, or look elsewhere? The choice is yours.

Delve Level 1 Map


Fredrick will glance quickly around the storeroom and then look to the others. "Someone obviously left that trip wire for a purpose. I suggest that we check and make sure the surrounding area is clear, so we aren't ambushed. Then we can raid these rooms and see if anything useful remains."


"That's thinking like a warrior, Flash. I agree." Wolf-Sark takes a quick look around before leaving.

Perception: 1d20 + 3 ⇒ (20) + 3 = 23


Wolf-Sark wrote:

"That's thinking like a warrior, Flash. I agree." Wolf-Sark takes a quick look around before leaving.

Perception: 1d20+3

Wolf-Sark notes that it looks like nothing has been disturbed here for quite some time. There's not much else to see without taking some time and searching through the crates and barrels.


"Which way do you suggest we go?" Dresiro asks, looking at Wolf-Sark then Flash.


"We check the other room, and then deal with those bells." Wolf-Sark moves over to the door on the east and opens it, sword in hand.


Dresiro follows Wolf-Sark, curve blade ready, hoping they didn't come down here with a warrior with a death wish.


Male Half Orc Fighter

Looking left to right Osric follows as quietly as he can.


Male Dwarf Rogue 1(Favored Class: Wizard)

"Wait, I-" Rurik is interrupted by Wolf-Sark opening the door. Rurik just shakes his head and continues in after him.

Stealth, Perception: 1d20 + 7 ⇒ (12) + 7 = 191d20 + 5 ⇒ (8) + 5 = 13


Dresiro keeps his eyes trained on the surroundings as Wolf-Sark opens the door.

Perception 1d20 + 3 ⇒ (11) + 3 = 14


Trap checking is for wusses.


Well you might be ready to take an arrow when you pull open the door, but we don't want to set off any alarms either. We've already seen that they are ready to string bells around. Don't need the whole place coming down on our heads.

Fredrick will take up his place just behind the others, looking into the doorway, ready for whatever may come as the door opens. He pats Rurik on the shoulder lightly in understanding, wincing in case something happens.


But wait!

Just as Wolf-Sark boldly reaches out to open the easternmost door, he is interrupted by the slamming open of another door further up the hallway! A small mob of humanoids, apparently alerted by the voices of the exploring heroes, comes rushing out of the closest western room screaming in bloodcurdling voices. Rushing forward in a murderous, hateful mass they shout "For the glory of the Beast God!" and "Blood for the Beast God!" The assemblage of attacking monsters consists of goblins, kobolds, and two larger figures who appear ostensibly human but their sloping brows and jutting jaws mark them as clearly less evolved than most (think neanderthals). The entire assemblage bristles with weaponry, and looks more than ready to draw blood.

The lead goblin hisses something malicious-sounding in its native tongue as it points at the group.

Goblin Language:
"Protect the temple! Kill the interlopers!"

Battle is joined!

Okay, all, I've attached a combat map. Please state combat actions for round one, and roll your own initiatives, attack rolls, and damage rolls, using the in-house die rolling code. Please refer to specific coordinates on the map when moving around or specifying targets. You may post your combat actions in any order, and then I will sort them out into the proper intiative order. If something occurs to make your stated action infeasible, I will interrupt the flow and ask for a clarification. As this is our first combat, there will surely be some bugs to work out, but feel free to ask questions as necessary.

Combat Map


Male Dwarf Rogue 1(Favored Class: Wizard)

Ah, this bunch of goblinoids. They must of heard us looking around the storeroom.

"Damn. Goblins" Rurik raises his crossbow and fires a bolt at the nearest goblin, then begins to reload.

Initiative: 1d20 + 3 ⇒ (19) + 3 = 22 Attack, including +1 from Hatred: 1d20 + 5 ⇒ (18) + 5 = 231d8 ⇒ 1


Dresiro moves up to the beginning of the hallway pointing at the goblin in the lead and yells "Ah, a fight. Your lives end today scum!" While raising his blade in the air with his other hand.

Initiative 1d20 + 4 ⇒ (16) + 4 = 20

Intimidate 1d20 + 7 ⇒ (6) + 7 = 13 Forgot +4 for being larger

Move to O26 and Intimidate goblin in O22


1d20 + 3 ⇒ (6) + 3 = 9 Initiative

Damn initiative

Fredrick advances forward towards the others as quickly as he can, though he is somewhat taken aback by their appearance. For all his bluster, he is not so used to combat. He will move forward and try and catch as many of the enemies as he can in a 15foot cone of colorspray(DC 17).

Sorry I am not giving exact coordinates right now, but since my attack could hit others and I am going late in the round, I'm not sure just where the best spot will be to hit the gobs without hitting the party. I'll post up the coordinates once more people have posted where they will be, but if my turn is coming up and I haven't chimed that in yet, I have no problem with you posistioning my character where you see as best.


Wolf-Sark moves to P26 and readies an attack to hack down any foe who comes near.

Init: 1d20 + 1 ⇒ (12) + 1 = 13

Readied attack: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 4 ⇒ (6) + 4 = 10


Male Half Orc Fighter

Osric moves to R26 using the wall as partial cover.
INIT: 1d20 + 1 ⇒ (14) + 1 = 15
Readied ATT: Morningstar1d20 + 4 ⇒ (19) + 4 = 23;1d8 + 3 ⇒ (5) + 3 = 8


COMBAT ROUND 1

26: The lead goblin draws his shortbow, and shoots at Rurik, the hated dwarf, but misses badly. "Damn beardie!!"

1d20 + 1 ⇒ (1) + 1 = 2
1d4 ⇒ 2

The other two goblins scream with bloodlust, and charge forward with their short swords upraised to hack at the closest foes, Rurik and Fredrick.

Goblin #2 vs. Rurik
1d20 + 1 ⇒ (19) + 1 = 20
1d4 ⇒ 4
Critical threat! (Failed)
1d20 + 1 ⇒ (3) + 1 = 4
1d4 ⇒ 1

Goblin #3 vs. Fredrick
1d20 + 1 ⇒ (18) + 1 = 19
1d4 ⇒ 3

Both of the goblins draw blood from their respective enemies, and they caper and squeal disgustingly. "For the Beast God! Intruders die!"

Since the goblins got to go first, I'll hold up and see if anybody wants to restate actions. If you have already made a combat roll, please don't reroll, we'll use the original result.

ROUND 1 ORDER
26: Goblins - ACTED
22: Rurik (6/10 hp)
20: Dresiro
15: Osric
13: Wolf-Sark
9: Fredrick (4/7 hp)
8: Karth
4: Primitive Humans
2: Kobolds

Combat Map


Wolf-Sark will move to P27 and direct his attack against the goblin threatening "Flash". If that goblin is already dead, he'll move to P26 and attack the goblin threatening Rurik. (18 attack, 10 dmg, rolled above)


I want to change my action. Charge to P27 and Attack the goblin in O27. AC 15 till next turn.

Dresiro charges at the goblin that cut Fredrick, bringing an overhead chop down on it's head.

Charge Attack 1d20 + 6 ⇒ (14) + 6 = 20 Damage 1d10 + 3 ⇒ (6) + 3 = 9


Warriors of like mind!


Male Dwarf Rogue 1(Favored Class: Wizard)

Changing my actions: 5-foot step to Q27, attacking O27 with my crossbow(roll in last post), dropping my crossbow as a free action and drawing my morningstar.


Male Human Bard 1

Ok guys am back, trying to catch up to everything
Karth stands his ground bring up his bow and fires at the Koblod and goblin in the group that have yet to move22-n and o

Attack+5 with goblin[attack 1]+3 with kobold[attack2]

Attack 11d20 + 5 ⇒ (11) + 5 = 16 Damage 1d8 + 3 ⇒ (3) + 3 = 6
Attack 21d20 + 3 ⇒ (10) + 3 = 13 Damage 1d8 + 1 ⇒ (1) + 1 = 2


COMBAT ROUND 1 CONTINUED

Rurik shifts away from his assailant, then turns and fires at the goblin nearest Fredrick. The dwarf's crossbow bolt grazes the arm of the goblin, eliciting a piteous screech from the hateful thing.

Dresiro's own advance is spoiled by the sudden appearance of Rurik in his way, but the paladin steps around his ally and cleaves the wounded goblin's head like a ripe melon with his great curved blade. No charge possible because of Rurik's move, sorry. Still killed the goblin easily, though.

We'll hold up a bit and see if Jester wants to change Osric's action. EDIT: Actually, he kind of has to, because his intended destination is square is occupied by Wolf-Sark.

ROUND 1 ORDER
26: 2 Goblins - ACTED (One fallen)
22: Rurik (6/10 hp) ACTED
20: Dresiro ACTED
15: Osric
13: Wolf-Sark
9: Fredrick (4/7 hp)
8: Karth
4: 2 Primitive Humans
2: 2 Kobolds

Combat Map


If things mostly look the same, then Fredrick will likely be trying to get to N23 to let off a colorspray hitting as many of the enemies as possible when his action comes up.


Male Half Orc Fighter

Osric moves to P-27 screaming wildly

“ARRRRRRGGGGG”

And foaming at the mouth.
Intimidate 1d20 + 10 ⇒ (16) + 10 = 26
to goblin on O-27


Jester, I'm not sure if you looked at the latest map, but P27 is occupied by Dresiro, and O27 has no goblin in it, because Dresiro split its head in two. So, I'm going to improvise and modify your Intimidate target.

COMBAT ROUND 1 CONTINUED

Osric dashes out to the center of the hallway, and screams bloody murder at the 'lead' goblin while flecks of white foam fly forth from his frothing mouth. The effect seems to be just as intended, because the goblin stops shouting about the glories of the Beast God, and flinches back looking rather scared.

Wolf-Sark, meanwhile, steps around the corner and easily dispatches the goblin who wounded Rurik, running the beastie neatly through with his sword.

The way now clear, Fredrick calmly strides forward, raises his hands, and speaks an incantation. The shaken goblin takes a swipe at the mage as he casts the spell. A brilliant display of rainbow-colored lights erupts from his fingertips, bathing the enemies in light and overwhelming their senses.

Goblin in O22 makes AOO vs. Fredrick
1d20 - 1 ⇒ (9) - 1 = 8
1d4 ⇒ 2

Will Saves vs. Color Spray
Goblin 1d20 - 1 ⇒ (12) - 1 = 11
Kobold 1 1d20 - 1 ⇒ (19) - 1 = 18
Kobold 2 1d20 - 1 ⇒ (13) - 1 = 12
Primitive 1 1d20 - 1 ⇒ (4) - 1 = 3
Primitive 2 1d20 - 1 ⇒ (13) - 1 = 12

The goblin's shaky sword swipe doesn't connect with Fredrick, but the spell works alomst perfectly! All of the enemies except the one kobold right next to Fredrick swoon and fall over, their senses overwhelmed by the magic. The goblin, primitive humans, and the kobold in O20 are all unconscious, blinded, and stunned for 2d4 ⇒ (2, 2) = 4 rounds, then blinded and stunned for 1d4 ⇒ 2 rounds, then stunned for 1 round.

Karth finds that there is only one opponent left standing, but that Fredrick is in the way of his shot. So he steps forward to where he has a good angle on the last remaining kobold, and lets his arrow fly. The uncomfortable adjustment in trying not to hit Fredrick, though, spoils the ranger's aim and he misses.

The last kobold hisses in rage and fear at Fredrick and thrusts with his spear at the illusionist.

1d20 + 1 ⇒ (13) + 1 = 14
1d6 - 1 ⇒ (1) - 1 = 0

The spearpoint grazes Fredrick's side, wounding the bloody mage for a second time. One damage taken by Fredrick.

END ROUND 1

ROUND 2 ORDER
26: 1 Goblin (Unconscious, 4 Rounds)
22: Rurik (6/10 hp)
20: Dresiro
15: Osric
13: Wolf-Sark
9: Fredrick (3/7 hp)
8: Karth
4: 2 Primitive Humans (Unconscious, 4 Rounds)
2: Kobold in N22
2: Kobold in O20 (Unconscious, 4 Rounds)

FALLEN
2 Goblins dead

Map forthcoming!


Sorry, got interrupted before I could finish the curret map. Here it is!

Combat Map


Dresiro strides up next to Fredrick and attempts to cleave through the daring Kobold. "Your arcane prowess is commendable Flash. It is time to lay waste to these evil cretins."

Move to O23 and hit Kobold in N22
Attack 1d20 + 4 ⇒ (14) + 4 = 18 Damage 1d10 + 3 ⇒ (4) + 3 = 7


Woohoo! Though, I took that extra traits feat instead of greater spell focus. Had I gone the other way, I could have potentially dropped them all, depending on whether you give ties to defender or not.

Quick question, though it doesn't matter so greatly since it is just one damage. Isn't the damage considered non-lethal if it is reduced below 0? I'm just fairly sure of the rule because I remember thinking that was pretty amusing when I read it.

PRD(Damage, in combat section) wrote:
Minimum Damage: If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage.


Male Half Orc Fighter

I thought I was looking at the right map but I guess I was mistaken

Osric will charge the Goblin in 0-22
"I am the Beast Lord, and you are my supper"

Morning Star1d20 + 6 ⇒ (4) + 6 = 10; damage1d8 + 3 ⇒ (1) + 3 = 4


Tarlane, you're right. My mistake, that should be 1 point of non-lethal damage from the kobold's spear. A bruisingly hard poke, if you will, but no blood drawn.


Okay, guys, I know that technically Rurik should have the first action in round two, but Dresiro's post makes this battle's end a foregone conclusion, so let's just wrap it up.

Dresiro strides forth up the hallway and swiftly dispatches the last standing kobold with his curved blade. All of the foes have now fallen, leaving the party to catch their collective breath, and decide what to do next.

END COMBAT

So you've got only a short time before those felled by Fredrick's color spray start to stir, so what'll it be?


I say coup de grace them all. If that's possible


I believe we have quite a fair number of rounds with them being stunned so we should be able to move from one to the next and drop them with coup de grace. I agree with that strategy.

Fredrick smiles as the flash of light from his hands causes the various creatures to startle and collapse, looking rather pleased with himself. He grunts and narrows his eyes as the goblin that remains struck him, but he gives Dresiro an appreciative nod when the elf makes it the goblin's last mistake.

With the battle won, he takes a slow breath and that seems to be when what just happened hits him and he winces, pressing his hand over the real wound he took, grunting a bit when he sees blood. "Ugh... Well that was, um, simple enough I suppose. Little buggers got me good though."

He will glance over towards the more martial sorts. "My spell has just incapacitated them briefly. The light was more then their senses can take. They will be up again soon, so you may wish to finish this."


Wolf-Sark moves over to the unconscious beastmen and puts them to the sword. That bloody business done, he comes up to Flash and slaps him on the shoulder. "Well fought! You deserve to have your wounds bound so that you can fight again."

He enters a sort of trance and lays his hands upon Flash and Rurik, healing their wounds.

CLW Flash: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Rurik: 1d8 + 1 ⇒ (4) + 1 = 5


As his wounds repair, Flash will nod to Wolf. "Your powers are great, my friend. I thank you."

With the healing, flash will go around and assist the others in putting the remaining creatures down.

I don't know if you want rolls for the coup de grace or not. I suspect with them not being able to wake up on a failed roll we will be able to finish them all pretty easily before it wears off.


Male Dwarf Rogue 1(Favored Class: Wizard)

"Thank you." Rurik hefts his morningstar and sets to work.

Just as many coup de graces I can get in before they wake up. Nothing else to see.


Male Human Bard 1

Leaving the others to healing, Karth retrieves what arrows he can, and digs out the arrow heads of the broken ones. Next he sees to ending the threat of the sleeping beasts with his dagger and searching the bodies


Male Half Orc Fighter

Osric will watch warily looking to and fro for some other menace to sneak up upon our party.
Perception 1d20 + 1 ⇒ (19) + 1 = 20


I just handwaved the coup-de-grace rolls, guys. It seems like an obvious conclusion, anyway.

With the battle ended for the moment, the party sets to work, quickly moving to dispatch the unconscious enemies before they wake. Rurik steps forward and bashes in the head of the fallen goblin, while Wolf-Sark cuts the the throat of one of the primitive humans. Fredrick does the same for the other degenerate human with his dagger, and Karth recovers his one fired arrow, finding it still usable. Dresiro puts the last kobold out of his misery, while Osric hangs back, keeping his eyes open for any further signs of trouble.

Wolf-Sark lays hands on Fredrick, healing the wizard's wounds up completely. He is about to do the same for Rurik, when the sudden sound of another door opening draws everyone's attention! From the second western-leading door charge more howling humanoids, calling for blood! This group consists of three goblins, and two hobgoblins, who appear to be goading their smaller brethren before them. All of this group are armed but wear no armor. They appear to have been sleeping when awakened by the sound of the battle with the other group, but they're awake now and ready to fight. "Blood for the Beast God!!!!"

Battle is joined!

Note: Fredrick has been healed up, but Rurik has not, because there wasn't time before these new foes appeared. Karth was able to recover his arrow, but there was not time yet to search any bodies. All of the previous enemies have been killed now by your coup-de-grace actions. Also, I'm going to try something different, and just roll initiative for everyone, so we know what order everyone will go in as the battle starts. It may help streamline things.

Rurik 1d20 + 3 ⇒ (1) + 3 = 4
Osric 1d20 + 1 ⇒ (17) + 1 = 18
Karth 1d20 + 6 ⇒ (9) + 6 = 15
Fredrick 1d20 + 3 ⇒ (4) + 3 = 7
Wolf-Sark 1d20 + 1 ⇒ (14) + 1 = 15
Dresiro 1d20 + 4 ⇒ (19) + 4 = 23
Goblins 1d20 + 6 ⇒ (6) + 6 = 12
Hobgoblins 1d20 + 2 ⇒ (5) + 2 = 7

ROUND ONE ORDER
23: Dresiro
18: Osric
15: Karth
15: Wolf-Sark
12: Goblins
7: Fredrick
7: Hobgoblins
4: Rurik (6/10 hp)

Okay, in another attempts to help streamline combat, I'll resolve Dresiro, Osric, Karth and Wolf-Sark first, in order of your posts.

Combat Map


What are they armed with -- melee or missile weapons?


Wolf-Sark wrote:
What are they armed with -- melee or missile weapons?

Sorry, forgot to specify that. The goblins have short swords in hand, shortbows on their backs. The hobgoblins have longswords in hand, and longbows on their backs.


Dresiro moves up in front of Flash and preps his curve blade to destroy the first goblinoid to arrive.

Move to N19 and Ready Attack action 1d20 + 4 ⇒ (13) + 4 = 17 Damage 1d10 + 3 ⇒ (7) + 3 = 10


Male Human Bard 1

Still grasping his retived arrow Karth moves toward the side to get a clear shot then sends an arrow toward one of the hobgoblins

Moving to Q-20 shooting at O-14

Attack1d20 + 8 ⇒ (6) + 8 = 14
Damage1d8 + 3 ⇒ (1) + 3 = 4


Wolf-Sark also moves forward and prepares to meet the charge.

O19

1d20 + 4 ⇒ (15) + 4 = 191d8 + 4 ⇒ (2) + 4 = 6


Dresiro and Wolf-Sark both step forward confidently, blades ready to meet the expected charge of the goblinoid foes. Karth, meanwhile, shifts to the right side of the hallway, and calmly fires an arrow which strikes one of the hobgoblins in the side, eliciting a scream of pain and rage.

Combat Map

ROUND ONE ORDER
23: Dresiro ACTED, Attack readied
18: Osric
15: Karth ACTED
15: Wolf-Sark ACTED, Attack readied
12: Goblins
7: Fredrick
7: Hobgoblin N14
7: Hobgoblin O14 (-4 hp)
4: Rurik (6/10 hp)

Just need an action from Osric, then my gobs are ready to charge!


Male Half Orc Fighter

Osric will head up to the nearest combatant Wolf-Sarkand aid another.

1d20 + 1 ⇒ (5) + 1 = 6

1 to 50 of 326 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Delirium's Dragon's Delve - Dungeon A Day Adventure All Messageboards

Want to post a reply? Sign in.