Bastards, Devil's and Treason! - Council of Thieves PBP

Game Master CaptainCortez


151 to 200 of 231 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Character sheet here

Perception 1: 1d20 + 5 ⇒ (16) + 5 = 21
Perception 2 Darkvision: 1d20 + 5 ⇒ (8) + 5 = 13

Dahrehn follows quietly, mentally readying himself for a confrontation.


Male Tiefling Paladin of Iomedae 1; HP 8/8, AC 17, Fort +4, Ref +1, Will +2, Init+4, Greatsword +4 (2d6+4/19-20x2)
Skills:
Bluff +4, Diplomacy +2, Perception +1
Tracked Resources:
1/1 Smite Evil

Araraxus turns to Janiven and Morisino, "Do you know which way we need to go? Or, are we lost?"


Well... said Janiven, eventually finding the marking.

We're headed North. Now, both of these passages lead North, but whether they lead out to the direction we want is a different question entirely.

Frowning, Janiven announced; It is the tunnel to the right that we need to take. The other, I've yet to explore. We need to get back to our hideout as soon as possible, so I'm inclined to bare with the perils that may await us along the route mapped out, but if you all wish to go left...

As if waiting for an answer, Janiven looked at you all expectantly.


Character sheet here

"To the right, then. No sense in taking unnecessary chances."


Male Human (chelaxian) cleric 3/sorc 4 HP:42/43 AC 17 T - 13 FF 15 F-+5 R +4 W +9

"Agreed, now is not the time to forge new paths, when old will do."

Trendon began gripping the haft of his Glaive. He picks up the pace, standing aside Janiven when she goes to lead the way as opposed to the back. The young man was obviously eager to get out of the dark confines of the sewers.


I'm glad we're thinking along the same lines she said, gently pushing Morosino behind her and calling Araraxus to her side.

Keil, if you and Trendon stay at the back, Dahrehn, Lirandra and Morosino should be safe.

Moving forwards and up through the Northeastern tunnel, the tunnel itself twists around for what seems like an age. Passing a set of what look like bloodied iron sewage pipes, you follow the sewage channel a few minutes more and to your right, you stumble across a locked door within the western wall.

DC15 perception:
The sound coming from beyond the door is both strange and unnerving. It sounds as if someone is having a very intense conversation, blurting out the odd scream here and there, and violently throwing out forced groans. The eerie noise sounds almost human.


Male Tiefling Paladin of Iomedae 1; HP 8/8, AC 17, Fort +4, Ref +1, Will +2, Init+4, Greatsword +4 (2d6+4/19-20x2)
Skills:
Bluff +4, Diplomacy +2, Perception +1
Tracked Resources:
1/1 Smite Evil

Araraxus stops to examine the door.

Perception: 1d20 + 1 ⇒ (20) + 1 = 21

"There is someone or something behind the door. It sounds supernatural to me. If we don't need to go through the door I suggest we keep going."

Araraxus will attempt to detect the presence of evil on the other side of the door.


It's wooden and looks a bit rotten, but is still incredibly sturdy. The handle is in the form of a ring typed knocker, and a keyhole resides just below it. - This you can all see.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Perception: 1d20 + 6 ⇒ (9) + 6 = 15 - Not a language anyone understands then?

As the group proceeds down the northeast tunnel, Keil hangs back. Keeping to the shadows the Tiefling leapfrogs with Trendon the pale :), keeping an eye on the rear of the group.

When the party encounters the wooden door, Keil keeps his eyes on the tunnel behind them.

Stealth: 1d20 + 10 ⇒ (17) + 10 = 27


If it was anything buy common, I'd have spoilered the language it was in, so it's common. It's just very hard to make out anything other than what I typed.


Character sheet here

Perception: 1d20 + 5 ⇒ (11) + 5 = 16

Hearing the sounds through the door, Dahrehn shakes his head. "No, definitely not that way. Let's get to safety."


HP: 8/8 | Init: +5 | Perc: +4 | AC: 13 | Touch: 13 | FF: 10 | Fort: +1 | Ref: +3 | Will: +4

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

Lirandra shudders and grips Dahrehn's hand tighter. "We need to keep going, but not through there. What could it be?"


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Satisfied the path behind them is clear for the time being, Keil catches up with the group gathered near the door. Looking at the door then to Janiven he suggests, Unless there is anything we need behind that door Janiven, we should keep moving.


Male Human (chelaxian) cleric 3/sorc 4 HP:42/43 AC 17 T - 13 FF 15 F-+5 R +4 W +9

Does the door open outward or inward? i.e. are their hinges on this side of teh other. If we have the hings so it opens outwards torwards us I have a slight idea. if it goes inwards skip that part of the post please.
A).
He frowned at the door moving up to it as quietly as possible in the muck, He took out one of his crossbowbolts and examined the door, doing his best to wedge it underneath the door and making it much harder to open outwards . It wouldnt be impossible to force the door open, but it would be hard enough that perhaps it would slow them down and maybe make some noise as well. stealth: 1d20 + 5 ⇒ (19) + 5 = 24

B). He frowned at the possible threat from the door and examined it. He frowned at the lack of hinges on their side, their would be no way to slow the egress of any from that door. Giving it one final glance he followed along trying to move silently like a ghost keeping his eyes open for threats.


Trendon - It opens inwards. :)

We definitely don't need to go in there. Though, we're not far now. she said, walking straight past the ominous looking door.

Continuing down the sewer tunnel, you find yourselves following a stream of muck to a crossroad section of the underground maze. To the left flows thick, sludgy water through several bars angled upward at a 45 degree angle leaning forwards about 4 feet above your level. To the right is a tunnel that fades into the darkness, above you can see the now blackened sky of night through what appears to be a small, circular grate in the ceiling, and ahead of you is another tunnel that leads off into the darkness beyond.

Whichever route you pick, only old, wooden planks allow for progress across the 10 foot gaps of each path, carefully balanced from walkway to walkway. Below, the channel of sewage is about 3 foot deep.

Note: This area is particularly slippery, so please treat the planks and walkways both ahead and to the right as difficult terrain.

Night is now upon us, so the quicker we exit these tunnels, the better. said Janiven, looking up through the grate in the ceiling.

1d100 ⇒ 34
1d100 ⇒ 99
1d100 ⇒ 50

DC15 Perception please:
Ahead, you can hear the sinister sounds of multiple, high pitched laughs.


HP: 8/8 | Init: +5 | Perc: +4 | AC: 13 | Touch: 13 | FF: 10 | Fort: +1 | Ref: +3 | Will: +4

Perception: 1d20 + 4 ⇒ (9) + 4 = 13

Lirandra winces at the thought of slipping off the narrow planks into the filth below and follows the others carefully. "Should we pull up the planks behind us so that it's harder to follow?" she suggests in a whisper.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Just outside of the junction, Keil pauses as the others wait for Janiven's sense of direction to led them on. Turning down his hood, the Tiefling's tentacles swish playfully in anticipation as his pointed ears pick up the sound of something ahead of them.
Lirandra's question does not escape his notice. Keil's calm deep voice smoothly replies, It is not what's behind us that you should be worried about Lirandra. Looking from the left tunnel to the right he adds, Several creatures are in either direction. Putting a pale hand to his ear, I hear laughing. Sounds like high pitched laughing to me.


Character sheet here

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

"All the same, she raises a good point. Allow me, my lady." Dahren waits until all have crossed, then pulls one of the planks from crossing a gap. "It should slow them down a bit, at least."


Let me know which direction you're heading guys. North and East are the two available directions that don't present obvious dead ends or involve going back the way you came. These are also the directions the planks take you across to.

Keil:
The sound came from the North from what you can gather in such an echoed space.


Male Human (chelaxian) cleric 3/sorc 4 HP:42/43 AC 17 T - 13 FF 15 F-+5 R +4 W +9

perception: 1d20 + 6 ⇒ (9) + 6 = 15

Everyone be alert!"

He whispered loud enough to be overheard by the group he hoped as Dahrehn lifted the planks. He wanted to roll his eyes at those two.. then again, She was pretty enough he supposed. He ddint think now was the time for such gestures though but it took all kinds. He moved forwards readying his Guisarme.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Any sign of those markers?
Perception for Marker: 1d20 + 6 ⇒ (13) + 6 = 19

Keil waits beside Dahrehn as the actor lifts the planks from the crossing. Still listening, he closes his eyes, North or east.... The echoes in the tunnels may have played on his ears. Opening his eyes again, the ashen devil scans the walls for any sign of the markers Janiven has been using. Exhaling a breath of smoke, the Tiefling struggles to make a sound suggestion, The echoes in here make it difficult, but... turning his head, he looks north, then east, I'd head east.
Stealth: 1d20 + 10 ⇒ (9) + 10 = 19
As the group makes up their minds, Keil remains. Squatting down by the junction he watches the tunnels to the north and south, the direction they'd just come.


Male Tiefling Paladin of Iomedae 1; HP 8/8, AC 17, Fort +4, Ref +1, Will +2, Init+4, Greatsword +4 (2d6+4/19-20x2)
Skills:
Bluff +4, Diplomacy +2, Perception +1
Tracked Resources:
1/1 Smite Evil

Perception: 1d20 + 1 ⇒ (11) + 1 = 12

Araraxus shrugs, "East is as good as north to me."


Character sheet here

"I've no head for direction down here, friends. Simply lead on, and i will but follow."


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Init.: 1d20 + 3 ⇒ (10) + 3 = 13


Character sheet here

Initiative: 1d20 + 4 ⇒ (12) + 4 = 16


Okay, updated the map and while I'm still waiting on initiative, I'll begin with the combat.

GM Rolls:

Initiative Goblin 1: 1d20 + 1 ⇒ (3) + 1 = 4
Initiative Goblin 2: 1d20 + 1 ⇒ (12) + 1 = 13
Initiative Goblin 3: 1d20 + 1 ⇒ (6) + 1 = 7
Initiative Goblin 4: 1d20 + 1 ⇒ (4) + 1 = 5

Surprise Round Initiative:

Keil - 13
Goblin 2 - 13
Goblin 3 - 7
Goblin 4 - 5
Goblin 1 - 4
Trendon - ???

Main Initiative:

Dahrehn - 16
Keil - 13
Goblin 2 - 13
Goblin 3 - 7
Goblin 4 - 5
Goblin 1 - 4
Trendon - ???
Lirandra - ???
Araraxus - ???

Surprise Round - First up is Keil. The Goblins are currently wading through the sewage silently and have just made it to Dahrehn and Lirandra unseen at ankle height to them, bar yourself and Trendon who can see them.

1d20 + 1 ⇒ (1) + 1 = 2
1d3 ⇒ 2


Male Human (chelaxian) cleric 3/sorc 4 HP:42/43 AC 17 T - 13 FF 15 F-+5 R +4 W +9

initiative: 1d20 + 4 ⇒ (4) + 4 = 8


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

The Tiefling's eyes grow wide as he watches the approaching goblins; seemingly before he can react the creatures are upon them. Alerting the others to the impending threat, Keil points to the two goblins wading through the sewage, Goblins! There in the water! Drawing the old sword he carries at his side, the Tiefling gets ready to fight.

One action allowed in SURPRISE ROUND | MA Draws sword |


Male Tiefling Paladin of Iomedae 1; HP 8/8, AC 17, Fort +4, Ref +1, Will +2, Init+4, Greatsword +4 (2d6+4/19-20x2)
Skills:
Bluff +4, Diplomacy +2, Perception +1
Tracked Resources:
1/1 Smite Evil

Initiative: 1d20 + 4 ⇒ (13) + 4 = 17


HP: 8/8 | Init: +5 | Perc: +4 | AC: 13 | Touch: 13 | FF: 10 | Fort: +1 | Ref: +3 | Will: +4

Init: 1d20 + 1 ⇒ (13) + 1 = 14


Male Human (chelaxian) cleric 3/sorc 4 HP:42/43 AC 17 T - 13 FF 15 F-+5 R +4 W +9

Since I see my name up in the surprise round init with some ??? I assume you needed my initiative and I can act in it?

He too saw the goblins but was in no position to do much more then ready himself to keep the bastards from the others, particularly the womenfolk.

I cant manage to find the map where I can move myself but I would take my surprise round action to move myself between Janivan and Liranda Figuring any goblins to get close are going to meet my glave.


Male Human (chelaxian) cleric 3/sorc 4 HP:42/43 AC 17 T - 13 FF 15 F-+5 R +4 W +9

Edited from earlier post with permission

He too noticed the goblins, but since Keil already helpfully called out their position he moved to try and close and partially flank them. He took a step to the side and then stood right on the edge and half crouched jumping across to the other pathway.

acrobatics: 1d20 + 1 ⇒ (17) + 1 = 18

Looking up the jump rules I figured 6 feet covers me making it across with no running start thats a DC 12 check... yay 18's. I am in reach of the goblin at the edge with my Guisarme (it has reach) and I have combat reflexes so both he and his friend behind him can get an AoO if they move through that square. On a note do you prefer to Roll teh AoO's GM Cortez? I certainly dont care if you do.


If you get the AoO's, I really don't mind. It would save time if I did it, but if you have more fun rolling your AoO's, you're free to roll it yourself. That goes for everyone! :)

I finish work in just under 2 hours, so I'll have some posts up for you then, and if you're all able to post fairly quickly, I'll be able to get the second round started as well tonight as I'm a lot more on top of things today. Also, with Surprise Combat, I had always played with a GM who had the attackers able to move and attack in the surprise round, but unless they have feats for that and taking into account your low hp, it looks as though the correct rules are that surprise attackers and/or defenders can only move or attack. They can't do both. Also, you're lucky Trendon. You nearly landed in the s***** water!

To everyone - Thanks for your patience! I'm not stopping running this at all. Just with my work schedule and life sometimes my posts are a lot slower than I'd like, and other times they're a lot faster, so if you're all okay with that, I'm happy also.


Male Human (chelaxian) cleric 3/sorc 4 HP:42/43 AC 17 T - 13 FF 15 F-+5 R +4 W +9

Feel free to roll my AoO's and yeah.. im glad i didnt eat it either but i mean go big or go home or something right? just figured with the reach weapon and the tight quarters I would be the most useful over there.. lets get those gobbo's!


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

I suppose now would be a bad time to ask about the ceiling height...sewer pipes aren't exactly known for their 9ft vaulted ceilings :P


Ha! No they're not. I think I mentioned it earlier on but they're roughly 5ft tall, apart from the area you're in which judging from the circular grate in the ceiling (the lit area in the cross section of the map) is actually about 10ft up. It seems you're in a particular deep part of the sewer, but not the deepest and the tunnels themselves (North, East, South) are actually only about 5ft in height from the platform you stand on, minus the pipe to your west which is 3 foot i diameter.


GM Rolls:

1d2 ⇒ 1

Goblin 3: 1d20 - 6 ⇒ (11) - 6 = 5
Goblin 3: 1d4 - 1 + 1d6 ⇒ (1) - 1 + (2) = 2
Goblin 4: 1d20 - 6 ⇒ (17) - 6 = 11
Goblin 4: 1d4 - 1 + 1d6 ⇒ (4) - 1 + (2) = 5

AoO from Trendon: 1d20 + 3 ⇒ (4) + 3 = 7
Goblin 4: 2d4 + 1 ⇒ (1, 4) + 1 = 6

With Keil and Trendon being the only two party members aware of the smaller, more vicious and vastly stupid Goblins, Keil draws his weapon and readies himself for action, while Trendon makes a daring leap across the foul smelling sludge that flows through the vein like tunnels of this underground sewage system.

Lirandra and Dahrehn however, find themselves in a spot of trouble as the two Goblins to the west wade through the thick slurry in an attempt to stealthily kill the weaker members at the back, each taking a slice at Dahrehn's ankles.....though out of their over-excitement and rashness to attack, they both miss entirely.

It doesn't take long for one of the northern Goblins to make his way towards Trendon, though Trendon is already more prepared than the Goblin and takes a swing at the speedy little pest with his Guisarme, only to miss completely as the daring little Goblin gets into melee range of the pale human man.

Whether Goblins or Party Members, the darkness seems to be playing its part well, as it hinders the vision of all who dwell in the dirty, rotten sewers of Westcrown.

Initiative:

Araraxus - 17
Dahrehn - 16
Lirandra - 14
Keil - 13
Goblin 2 - 13
Trendon - 8
Goblin 3 - 7
Goblin 4 - 5
Goblin 1 - 4

You're up Araraxus!


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Next question, how tall are the goblins? The ones in the water likely have partial concealment due to the water, or PARTIAL-COVER. Should we roll a 20% miss chance for the ones in the water? and do those Goblins take any penalties for the height differences? FOUND THIS but rather than guess, how would you like us to proceed?


Male Tiefling Paladin of Iomedae 1; HP 8/8, AC 17, Fort +4, Ref +1, Will +2, Init+4, Greatsword +4 (2d6+4/19-20x2)
Skills:
Bluff +4, Diplomacy +2, Perception +1
Tracked Resources:
1/1 Smite Evil

Strange, posted once and it disappeared.

Round 1

"Goblin vermin!" Araraxus drops his sword, draws his sling and fires at the goblin behind the goblin engaging Trendon.

Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

map link


Araraxus - It posted to the Discussion thread.

Keil - Using the trench and improved cover rules, I'm going to mix the two and simplify things a little. Anyone attacking the ones in the water from above will get +1 to (melee) attack due to higher ground, but the Goblins due to only having their heads just above sewage level, get +4AC and +2 Reflex Saves, due to the sewage and darkness around making it hard for human or Tiefling to see where to attack. Goblins are always around 3 foot tall, as are these, give an inch or three difference for most.

I'll do end of round descriptions of the encounters each round, stating who hits and misses etc. Dahrehn's up now!


HP: 8/8 | Init: +5 | Perc: +4 | AC: 13 | Touch: 13 | FF: 10 | Fort: +1 | Ref: +3 | Will: +4

Just going to post before Dahrehn to keep things flowing. Lirandra's action obviously happens after his.

Lirandra screams as she drops Dahrehn's hand and jabs downwards at a goblin with her rapier.

Attack: 1d20 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Character sheet here

Sorry, visiting in-laws!

Dahrehn draws his shortsword (Move Action: Draw Weapon), and calls out, "Courage friends! We shall prevail!" (Standard Action: Inspire Courage +1, 7/8 remaining)


With a few splashes, one of the western Goblins moves slowly 5ft step through the sewage and lashes out at Dahrehn with both of his dogslicers, as he smiles with glee, covered in crap, once again targeting the mans ankles.

rolls:
Attack 1: 1d20 - 6 ⇒ (1) - 6 = -5
Damage: 1d4 - 1 ⇒ (1) - 1 = 0

Attack 2: 1d20 - 6 ⇒ (13) - 6 = 7
Damage: 1d4 - 1 ⇒ (1) - 1 = 0

Though, his first attack flails around uselessly as the weapon slips about in the little menace's hand, while the second one is just poorly aimed as it swishes through the air wildly.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

With no where to maneuver in to melee with the goblins Keil curses. Before the smoke clears his face, the Tiefling puts his sword away and makes for the other side of the sewage, reaching for his crossbow as he goes.

MA sheath weapon | MA 30ft to opposite side and clear shot


Like Trendon, you need to roll an acrobatics check if you're trying to move fast or jump the 5ft sewage gap here. The planks were pulled up. :-)


Male Human (chelaxian) cleric 3/sorc 4 HP:42/43 AC 17 T - 13 FF 15 F-+5 R +4 W +9

The little things were fast, he took a step back again stabbing with his glaive trying to skewer the goblin on the end of his guisarme
5 foot step back and attack
attack: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
damage: 2d4 + 1 + 1 ⇒ (2, 3) + 1 + 1 = 7


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Was wondering what the deal with the planks was. As they were visible, I just presumed...incorrectly it seems. Slight retcon then, Keil won't go that far as there is no plank on the other side either.
Acrobatics: 1d20 + 7 ⇒ (20) + 7 = 27


Take it you're jumping across where they were still though? Will look at the map after work.


Male Tiefling Paladin of Iomedae 1; HP 8/8, AC 17, Fort +4, Ref +1, Will +2, Init+4, Greatsword +4 (2d6+4/19-20x2)
Skills:
Bluff +4, Diplomacy +2, Perception +1
Tracked Resources:
1/1 Smite Evil

Round 2

Araraxus will fire his sling again at the same goblin.

Attack: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d4 + 3 ⇒ (4) + 3 = 7


Not sure where your +1 attack and damage are coming from Trendon. Attacking foes below you gives +1 to attack only, but these creatures are on the same level as you, so that doesn't apply.

The party move into position.

Dahrehn warns those he travels with while Araraxus fires off his sling, hoping to catch one of the little pests off guard. As Lirandra lashes out with a shriek, Trendon jumps back in an attempt to skewer one of the smaller folk, only missing due to the poorly lit lighting around, and Keil jumps the gap filled with fecal matter and moves in behind one of the western Goblins.

The northern Goblin then runs past his kin currently engaged with Trendon, taking a wild leap across the mucky sewage stream as he attempts to slice through Araraxus mid-flight with his poorly constructed Dogslicer, succeeding only in creating a tiny splash below, as Trendon, ever ready, attempts another misplaced attack against the distracted creature.

At the same time, the Goblin engaged with Trendon steps closer, swinging its arms around wildly as his sword catches on the ground and adjacent wall. The sewer wading Goblin to the far west also struggles to do much as it violently swings at Dahrehn and Lirandra's ankles once more.

It would seem the shadows proved a distraction for all, as many blows were exchanged but none delivered.

GM Rolls:
Goblin 3: 1d20 - 4 ⇒ (6) - 4 = 2
1d4 - 1 ⇒ (4) - 1 = 3

Trendon AoO: 1d20 + 3 ⇒ (3) + 3 = 6
2d4 + 1 ⇒ (2, 3) + 1 = 6

Goblin 4: 1d20 - 6 ⇒ (18) - 6 = 12
1d4 - 1 ⇒ (2) - 1 = 1
Goblin 4: 1d20 - 6 ⇒ (19) - 6 = 13
1d4 - 1 ⇒ (4) - 1 = 3

Goblin 1: 1d20 - 6 ⇒ (9) - 6 = 3
1d4 - 1 ⇒ (4) - 1 = 3
Goblin 1: 1d20 - 6 ⇒ (7) - 6 = 1
1d4 - 1 ⇒ (1) - 1 = 0

151 to 200 of 231 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Bastards, Devil's and Treason! Council of Thieves Gameplay! All Messageboards

Want to post a reply? Sign in.