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Nvlutz
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Post by Nvlutz »

Khannon

Azhag has already drained you out as he flings into a panic... He gets ready for the manacles but he's visibly trembling and in tears. "I can't do slavery with gnolls, they hate greenskins... It's just a matter of whether I meet my end as a snack for their dire hyenas or as their own meal!"

The manacles are placed and the gnolls take your backpacks and your weapons putting them in the muntant gnoll's giant sack. The gnolls talk amongst themselves for abit quickly before getting up the stairs the dungeon shifts just as you leave.

The gnoll leader runs back to examine the entrance and stares in amazement as the path is now sealed. Azhag says something in gnollish you don't understand and the gnoll sneers before they make their way out of the vault.

Leaving the vault is an awkward experience since the gravity outside of the vault is projected to send you hurtling back through the vault entrance, but when that happens you fall onto the floor of the vault. The giant mutant captor isn't the most agile in being able to escape the vault but he eventually manages pulling the 3 of you in tow.

The gnolls march you back towards their village through the blistering sands, Rhag'nuul seems to be faring the worst the sun beating down on him and crippling him. He keeps fighting to keep walking but falls more and more frequently. Azhag, by this point has fully registered that he'll probably die and after struggling futilely in escaping his chains has latched his wracked and diseased body against the cracked wasteland his claws in the dust as the mutant drags the two of them through the blasted landscape without ever slowing down his trot.

You try several times to see if you can slip out of the shackles, but despite their rusted and worn make they still hold true to their purpose and you are stuck.

Eventually arriving at the village. The gnolls are greets with whoops and hollers from the rest of their tribe. Their belongings are scant and their buildings looks to be made from glazed sand, reinforced with bones of humanoids and topped with straw and other gnoll pelts. The village is fairly small with only twenty odd buildings with a larger hut with a porch at one end of town. Possibly the tribe leader's hose. There on the front of the lawn there sits the leader himself rising from his chair made of skulls to greet the warriors....
But the most interesting part of this village is what lays in the centre. A giant pit with a single large bone that curves overhead. It looks like the rib may have belonged to and ancient great dragon long long ago which died in the desert and all that remains is the single rib. The pit itself is about 30 feet deep and the apex of the bone is 50 feet in the air.
You, along with Rhag'nuul are then placed into cramped bone cages, while still wearing the manacles. You bake in the sun some more as warty and lanky gnoll swings by and grabs Azhag, who is released. The gnoll aside from being disgusting to look at has what looks like two merged iris in one eye with two seperate pupils, forming an 8 so to speak.
Azhag is released and grasped by the freakish gnoll who they pass rope to the gnoll then swings it's body like a monkey up to the top of the bone with the rope in it's hand and ties the goblin to the top of the bone dangling down.
Azhag, is kicking and screaming until he is tied up at the top, he looks down and sees something in the pit... Something he doesn't like. He stays deathly still, worried that any wrong movement could fling his form down the 80 foot drop and down into the pit with whatever lay in there.
The gnolls then begin to celebrate and party as the day wears on and the sun sinks in the sky.
You struggle in futility with the bindings before giving up... the harsh sunlight and forced march have worn you very much... and now with the darkness of the sky, you find yourself asleep.


Updated further later tonight. In the meantime.
You regain your H.P.,
Gain 625 exp.
Also in other news, Azhag has leveled up to lvl.3...hopefully he get's to keep that.

Whistler

"Hmmm.", Steeltooth ponders, "Very interesting, that's a pretty useful trick in a profession like yours. Honoured to be in the loop."
After you mention the armour he waves, "I'll see what our boys can do."
Then Steeltooth trails behind a bit and sneaks off back into the building and presumably towards the exit.
You have a full day to prepare and figure out how to do this assassination... time to do your magic.



Arvall

The blades slices through the demonic gnome's arm as easily as it swings through the air. Rather than a spray of red blood spew forth the limb falls off and shrivels up against the floor revealing bloated maggots eating away at the insides. From the shoulder black ichor pours out of the wound. The gnome lets out a terrible wail as a tumours scissor-like appendage grows in the place of the missing limb in rapid speed.
The gnome's eyes melt out of it's head revealing a dark and sinister glow of green...


Arvall must make a Will save

Cernd-ar's Will save: D20+5=9+5=14 Fail

-1 to wisdom for Cernd-ar.

Cernd-ar's mind is wracked with terrible visions of hellish landscapes... He uses all his willpower to forget what he has seen, but also finds that he's forgotten some of his deity's teachings as well.
Going into a mad rage at this treachery Cernd-ar wastes no time trying to shift into position behind the foul creature.
The gnome continues to mutate it's skin sloughing off like paper to reveal a red scaly flesh underneath. The creature then swings out with it's tongue hoping to sting the priest...


Attack of opportunity:
11+2=13
vs 22, fail.

The bladed tongue bounces off of the finely crafted armor harmlessly. Cernd-ar, now in position winds up his flail and swings down on the beast with all his mighty wrath.

d20+3+2(flanking)
16+3+2=21
8+2=10!

The heavy spiked head crashes down on the creatures head. Causes a mixture of skull dust and black ooze to spray out of it's emptied eye sockets as the body falls to the ground and slowly gets eaten away by the various vermin infesting the inside of the body.

Strength Check
d20+4 vs 13
2+4=6 vs 13
Fail

Before the two of you can celebrate this victory though the door is slammed again, and you remember that you are not out of this just yet...
Cernd-ar explains that the visions he saw in the creature's eyes wiped out the most powerful of his prepared prayers.


If you wish to search for your crossbow in the darkness you must make a search check. If you want though you can wait and Cernd-ar can cast light on you the next round he gets... but then you lose your turn. Also don't forget the will save, your -1 wisdom is still in effect.
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kozeph
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Post by kozeph »

Arvall Marsharness
D20=17-1=16? (please check if its right)

''Cernd-ar lets get to the sides of the door... once it breaks and they come in we can take them from behind having a edge on this creatures! How does it sound?'' I ask the shaken priest.

If he agrees then I tell him to turn of his light spell and take the left side while I take the right one.. We both wait until the door breaks down and watch as the beasts come in..
Have you seen my brain around here? No? well in case you see it its brainy and squishy looking. If you see it let me know
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Shaggypichu
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Post by Shaggypichu »

sorry about taking so long to post. just got busy.

Belfore:

Swim check d20=11+5=16
Sokoku no tame ni
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rustinpeace91
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Post by rustinpeace91 »

Nvlutz wrote:Garazoth

Basically your ability modifiers are determined by your stats. Here's a simple chart to illustrate the ability modifier granted per ability score. Ability mod. in bold.

1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5

And so forth. Since it's your first time and I can't be physically there to guide you through the process I have filled out a 2 page character sheet to this post. There's going to be 3 files, the first 2 are the regular character sheet, the third is a repeat of the first sheet with things highlighted and with numbers.
Note:in the first sheet I forgot to add your racial +2 to spot, listen and search. I also forgot synergy bonuses, so take a look at the sheet to be fully away of everything for example you actually have a +7 to search!
Below I'll explain what they all mean.

While going through I forgot to mention that you know the languages Common & Elven, but you also know two more from this list.

Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

I'll admit I forgot how much Gold you have, but It was rough 17Gp, was it not?

Anyways, don't worry it seems like a lot, but you'll get into full swing of it in no time.

So on CS Highlight, here's what the terms mean.
1. These are your ability modifiers they are how your attributes effect skills and combat actions. They are rarely used in themselves, but sometimes you may need to do something like smash a door or lift a boulder. That's when you'd do a Strength check since there is no Bash doors skill.

2.HP and AC. Everytime I try to attack you a monster will first roll to see if it hits you. If the number equals or is higher than your AC, or is a natural 20, you are hit. Then I roll for damage, the next number then determines how much HP you lose. At 0, you are unconsious, at -10 you Die.

3.Speed, you move 30ft. In battle, battlegrids are used. On the grid a standard move action will be 6 squares.

4.Initiative. For most of the game you can make actions whenever you please, however in combat or other dire situations you need to roll a d20 and add initiative to see what order people move at.

5.Saving throws. As I mentioned before whenever you are hit with a special attack I'll ask you to make a saving throw such as Make a will save. Then you'd roll d20 and add 1.

6.This is a reminder that you are immune to sleep spells and get a +2 against enchantments.

7 & 8. These are your weapons. Whenever you choose to attack you roll a d20 and add your attack bonus. If it beats the monster's AC, you then roll for damage. For the longbow you would roll a d20 add 4, if it hits you roll 1d8 to see how much it damages.
The big thing is the criticals. Your longbow has a x3, this means on a critical, a natural 20, you do triple damage. Your dagger makes a critical on a 19 or a 20, however it only does double damage.

9.Finally, Skills. Whenever you have to make a skill check look up the skill roll a d20 and add the number from the highlighted column, if it isn't highlighted you Can't use it. It should be noted that some of your skills, charisma based ones for you actually have penalties, generally -2.

The final big note is the Survival skill. Normally this skill which you use for foraging for food in the wild and such is a +5. However, if you are using it to track an animal using your feat it's a +7. If you are using it to not get lost in the woods you get +7 as well. If you use this skill to track something down in the woods, let's say a goblin.. wink wink... then you get +9!
thanks a bunch man, i tried filling out a character sheet myself but i didnt know what a lot of the blanks meant, this helps a lot, sorry i havent been able to update yesterday. Graduation :p
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rustinpeace91
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Post by rustinpeace91 »

Nvlutz wrote:Garazoth

Due to your elven +2 bonus to search, which I forgot you actually have

Search:25! (A fantastic result)

You arrive at the edge of the forest. There is a faint mist in the valley leading up to the forest and outside of the forest there are an arrangement of stones and burn marks which indicate that somebody was camping hereYou see the embers still faintly glow, your hawk-eye vision would have noticed anyone moving away from the camping grounds towards the valley, and you didn't pass anyone on your way here. This means only one thing, they've retreated into the forest.
You make your way through the foliage finding a pathway in the nature where the roots of the trees are more out of the way and the shrubbery is less obtrusive.


Make a spot check, and if you wish to move through the forest unnoticed make a move silently check.
ill roll a move silently check: 11+7 (move silently)= 18, a good result
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Post by Nvlutz »

Sorry, probably not going to update tonight, I have to work on 2 dungeon maps and a bit of other DM work. Will update first thing when I wake up.
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Siberys
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Post by Siberys »

Whistler-

~~~~~~~~~~~~~~~~~~~~

Contingent Action- This action will only occur if conditions are met. If this action is not possible by your next response, I will simply copy this message with the same contingency note in my next post to remind you I'm still wanting to do this.

When (and only when) the festivities begin to occur, I search around the premises and even farther out if possible for a balcony overlooking a relatively medium to large AND populated room. If there are rooms like that but no balcony, then I instead mingle in the crowd, making small talk for the time being but closely observing everyone around. It doesn't matter why they are all in the same area, just that they are there.


Listen (for names and general tones of voice)-
1d20+2
13+2 = 15

Spot (For distinguishing characteristics of faces; moles, birthmarks, etc)-
1d20+4
20+4 = 24

And finally, this may be the trickiest one-

Sense Motive (to figure out the least important clan member [different clan than mine], one that people might ignore or care little about, and is not a warrior, Akin to Kelnoz and how people treat him as a whipping boy as opposed to anyone of real importance)-
1d20+4
19+4 = 23

If there is anyone of less importance than Kelnoz in other clans, that would be preferable. Even slaves would suffice. Basically I'm looking for an expendable person, someone that a clan member would likely not care too much if they went 'missing' every now and then mainly because they have more people like him/her.

Wow...nice, a 20 and a 19.

~~~~~~~~~~~~~~~~~~~~

If it's before the festivities when Steeltooth and mine's conversation is finished, I'm going to go to the stables where the weird creatures, including the one for Syphile, is.

First I'm going to see how many people are here, slaves and clan members alike. Secondly I'm going to get a good look at each creature again (I don't care about horses or general mounts, but rather the bestial/feral ones).

I examine the one for Syphile closely, and see which area of it's body would likely be used as a weapon (claws, bite, gore, etc)-

Spot-
1d20+4
10+4 = 14
Intelligence-
1d20+2
11+2 = 13

If I can't figure it out, and if there are only slaves here, I ask if they know.



If the festivities are occurring as I end my conversation with Steeltooth, then I make my appearance to her, wish her congratulations, clutch the area she stabbed me (despite it being healed already) and then leave, making it obvious I'm still pissed with a small grunt and quick turn or something to the like (but not saying anything). If they ask me to stay I'll stay but it's mostly to give them a rational reason for why I'm leaving so shortly.

If I can get away after that, then I go to the stable area with the weird creatures, as stated above (doing all the same actions).



Also, if there are only one or two slaves and no one else around to hear us, I say this-

"It must be tough being a slave...but then being a slave to us would get you certain benefits compared to being a slave to say...someone else, at least I should think you'd be treated a little better than most.

Let me ask you...despite all that, what would you do for freedom?"

If they look confused.

"Hehe...I apologize, let me explain. I lost my memory a while back, and now I'm trying to get a perspective of myself in the world, where I belong, where everyone else belongs. A simple "Who are you" to everyone I meet wouldn't really do the trick, so instead I find it a little easier to understand everything by asking about what you do in the world, as opposed to who you are.

So...I realize it's an odd question, but please, enlighten me. I'm not going to call the guards, not going to threaten you, I simply want to know what freedom is worth to you."

Since that's not even close to the real reason I'm asking them this, I'll include a bluff (not that it would really matter considering even if he/she thought I was lying, it's not like they could actually rat me out, they're slaves afterall)-

1d20+5
10+5 = 15


The actual reason is to find out where their loyalties lye, whether they're okay with being treated like a slave so long as they get to live and eat and have at least a decent living for a slave in this castle or if they would do virtually anything to gain freedom. The former is beneficial to the clan, the latter is beneficial to me.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Nvlutz
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Post by Nvlutz »

Garazoth

Haha, no problem. Hope that went well.

You make your way deep into the forest, the fog getting thicker with each step. But then you arrive at a clearing in the forest. It is here that you see quite possibly the most bizarre site you have laid eyes on since you've left your homeworld.
There is a series of stones set up in a circle in the middle of the clearing, most likely a fairy ring. Then there is a heavily armored kobold riding about, albeit clumsily, on the back of a tiger. Beside him there is a strange man with an otherworldly look to him. The man has his left arm in a sling as if injured, meanwhile the rest of his body is protected by a suit of wooden armor.
You are not sure what to make of this. The kobold then seems to be slowly be making his way towards a trail at the other end of the clearing. The wooden warrior following closely behind.


Brauer & Belfore

Actually your swim check receives a +10 as far as I remember (+8 for being a tortle, +2 for strength)...

Swim: 11+10=21

Belfore just barely manages to make it against the roaring tide, coming dangerously close to being swept by the current and sent off the waterfall. But he perseveres and arrives on the otherside. Having reached the other side Belfore takes a quick breath while beached against the other side before getting back on his feet. Ariel silently applauds him as he gets back up. Raz then throws Belfore the rope. Then together the two of you hold on to the rope's ends as the rest of the party begins to make their way across. Brauer, Ariel and Soloman have no problems crossing the raging river thanks to the rope you suspended above it.
As the party begins to get a hold of the rope in hopes to get Raz across the Bullywigs return, and they are infuriated by Brauer’s trickery. Raz backs up, quickly ties the rope around his waist. He then makes a peculiar hand gesture with his right hand spreading his fingers and bringing the tips close towards the palm but not touching. “MAY TIAMAT GRANT ME WINGS!”, the furyian shouts. Then he charges towards the river flinging himself into a rage and jumps!


Rage activated +4 to strength,
Jump:20 (crit!)+7 (str)+5 (ranks)=32!

DM Sidenote: Holy christbuckets!

What you bear witness to can only be that of a miracle in itself as the 300 lb scaled lizard leaps across the river with ease, then soars overtop over you and the rest of the awestruck party. You think that even the Bullywigs stopped for a second to marvel as Raz leaps over everyone and lands on the other side of the river.
Raz then turns around somewhat surprised himself before saying, “ALL RIGHT LET’S MOVE!”
Everyone then runs away as the Bullywigs shoot their spears behind you in futility cursing your names in their guttural ribbits. Once, the party is a safe distance away, the party re-examines the map and they follow it to make their way to the edges of a vast swamp, at one end of the swamp it is a bog with a crudely set up encampment of 8 Bullywigs, who all seem to be bidding their time waiting for something rather than guarding a position. You notice that 4 of the Bullywigs are simply armed with spears and seem to be regular sized. Then there is a commander, or at least someone of higher rank, who appears to be wearing a large lizardman pelt with the top part of the lizardman’s head still intact and resting on his head like a helmet. 2 of the Bullywigs are fairly large but do not have any sort of equipment on them. The final Bullywig looks truly peculiar to the rest of them. While most of them are about 200lbs or so, this one appears to be far frailer with longer lankier legs and seems to be about 100lbs. This frailer Bullywig is adorned in birdman feathers in a crown and is wearing a fair amount of jewelry. At his sides he has 2 highly decorative Sianghams (A sickle-like weapon).
At the other end of the marsh there is a giant pool of water that appears to be much deeper than the rest of the marsh. Belfore says that at nighttime the temple arises from the depths of the waters there. The Bullywigs haven’t spotted you yet and probably won’t if you stay where you are.
“It’s all up to you guys, but I’m going to guess that if we do attack them they will have the advantage of being able to move the marshes unhindered.”, Soloman quips.


Battlemap attached.
1. Regular Bullywig Warriors
2. Bullywig Captain
3. Large unarmed Bullywigs
4. Bullywig Shaman

The grayish brown patches are marsh sinks, you move half speed in this area.
The pond with the temple is south of the map, I couldn’t show the whole thing due to file sizes.
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Nvlutz
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Post by Nvlutz »

Jarrackt[U/]

You decide to move back to the pathway where you first met the goblins robbing the oncoming villagers. Although you have no idea of where the goblin went from that point in the road back to his base. You rack your brain hoping to come up with ideas, you look at Mao-Ling, sometimes you wish you had a second person to bounce ideas off of.

Arvall
You did your will save correctly considering the effects of the previous -1 to wisdom. That said you manage to have looked into the creature’s eyes without much harm aside from being slightly disturbed from what you think you saw…

Cernd-ar agrees to your plan and the two of you move into position as you await for the door to break in.

Strength Check:
D20+4 vs 13
=12+4 vs 13
=16 vs 13

And not a moment too soon as the door crashes down. Despite the effects of the magical darkness some light still manages to faintly illuminate the room from the outside casting a dark silhouette of a hulking figure on the only visible wall of the cathedral. The large hulking female demon barges in with the ballista bolt having gone straight through the creature’s chest. From what you can see the creature has a hideous spiked macehead where a right hand should be…
It’s hard to tell because of how dark it is, but you recall that there is a barricade still between you and the creature, a church pew. You could either wait for the creature to smash through this barrier before attacking or run at it in the dark, jump off the pew and make a devastating attack from the air. You are tempted to do the first option but the darkness would make it a tricky ordeal.


If you wish to attack this round you must make a jump check.
Battle Map attached.
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Post by Nvlutz »

Khannon and Rhag'nuul

You re-awaken to a large crash and a huge explosion. You try to spring towards action but after hitting your head against the bone cage, or "rib cage", you recall why you hadn't done anything sooner. It seems like nighttime has settled upon the camp and the gnolls were in the process of lowering Azhag into the pit of horrors. In the gnolls' desperate retreat to avoid being blasted by whatever was coming their way the lankier gnoll let's go of the rope and let's Azhag plummet to his death. Azhag screams as he falls. Suddenly a familiar black leather clad figure moves into view he makes a rising motion with one hand out stretched and begins snapping his fingers with the other hand. Everytime he snaps his fingers you see a small crimson bead jet out from his hand and then a huge explosion of flames out of view.
Then the form of the tied up Azhag hovers up from the pit. Melkior then shifts him out of the pit and makes a weird hand motion with his fingers and the ropes magically come undone.
"Goblin-friend, where are the other two?", Melkior asks.
Azhag points them over to your direction, you just glare at the wizard.
Melkior does the bizarre hand gesture again and the bone cages burst open and the manacles on you and Rhag'nuul become undone.
You get out of the cage, it feels nice to be out of the cramped space. Rhag'nuul despite being free isn't as chipper, still looking gaunt as can be after his forray in the sun.
Melkior comes into the hut where the two of you were stashed.
"I said I'd be back in 3 days...", Mekior says, "Perhaps I should have come sooner... We'll have much to talk about."
His leather armor opens up at the chest area and some sand pours out as he pulls out an ornate metal sash with Dwarven clasp fashioned to look like a face on it. The face is golden while it's Beard is bronze. The belt itself looks to be made of steel with three leather straps on both sides of it to keep it shut. The entire piece is very ornate and you assume it to be an artifact.
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Post by Siberys »

Khannon-

Ignoring the artifact I first turn towards Azhag. As best I can in this cage, I bow my head, "Please forgive me Azhag. It was my decision to surrender, I was wrong to think they would show us any mercy. I am truly sorry."
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Post by kozeph »

Brauer Drudoc.
I suggest that Raz goes ahead of the group and tries to flank the Bullywigs once the battle is engage. We should stick to the left side of the map and use the cover from the plants and try to get as close as we can without being spotted.

When we are close enough the for first spell I cast Grease trying to target the shaman and get as many bullywigs in the area of effect.

if shaggyy agrees ;)

Arvall Marsharness.
I wait until the creature breaks through the barricade and passes inside to perform a surprise attack. If Cend ar should cast a spell that either helps me or weakens the creatures, then he can attack.

iniciative: 14+3=17
to hit 9+6=15 (dont know if I get a bonus)
damage 1d8+4=8+4=12
Have you seen my brain around here? No? well in case you see it its brainy and squishy looking. If you see it let me know
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Post by Shaggypichu »

Belfore:

Thats no problem. i will cast bless on us.

Jarrackt:

I begin to think of the best way to ask Mao-Ling if he remembers the goblin. if the nets are still there i will head to them and then i will survey the area and see if i can recognize something while chasing the goblins.

Search:d20=1 (well i know that wont work)
Sokoku no tame ni
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rustinpeace91
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Post by rustinpeace91 »

Nvlutz wrote:Garazoth

Haha, no problem. Hope that went well.

You make your way deep into the forest, the fog getting thicker with each step. But then you arrive at a clearing in the forest. It is here that you see quite possibly the most bizarre site you have laid eyes on since you've left your homeworld.
There is a series of stones set up in a circle in the middle of the clearing, most likely a fairy ring. Then there is a heavily armored kobold riding about, albeit clumsily, on the back of a tiger. Beside him there is a strange man with an otherworldly look to him. The man has his left arm in a sling as if injured, meanwhile the rest of his body is protected by a suit of wooden armor.
You are not sure what to make of this. The kobold then seems to be slowly be making his way towards a trail at the other end of the clearing. The wooden warrior following closely behind.

I slowly draw my bow, and follow the 'wooden warrior' silently

Move silently d20 rolled an 8+3 intelligence +4 skill=15
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Post by Nvlutz »

Whistler

Alright, you have alot of stuff so I'm going to go through it in sections. That way you can deal with interruptions and such without feeling rushed to move onto the next part of the plan or so you can make changes if something doesn't work as well as you had hoped.

It should be noted that today is the day right before the celebration. The celebration is the next day... (I'll save your rolls for the spot and such though, since they're pretty good.)

~~~~~~~~~~~~~~~~~~~~

You re-enter the palace from the cold mid-night breeze and find that the interior is damp with moisture as slaves and workers alike hustle about from the third to first floor. All of them are working hard to decorate the first floor making the barren and lifeless halls look as regal and proper as possible. You must admit, as you walk through the palace, that this has been the most lively you've seen the place in a long while.
You arrive at the stables and find the only slave who doesn't seem to be breaking his back in the moment, the stable boy. As you walk closer into full view, he see you and immediately flies to his feet. "Just taking a small break. Won't happen again.", he says quickly before grabbing a broom and sweeping about.
Ignoring him you look about the stables at the various steeds. You see the giant spiders, the bizarre dog-bats (Cavvekans, you believe Koil called them.) and the raptors... Looking about you ask yourself where the strange furred serpentine creature is... Then recall that it was too large for hear and was put in the basement.
You look back at the mounts here and try to figure out which of these mounts would be the most feral of the steeds. You examine the spiders carefully and immediately scratch them off the list since they seem to be moving about the least, standing straight at attention only playing with their mouth pincers from time to time. You also note how the spiders could easily climb out of the stable at any time they wished unless (As you suspect) they have been thoroughly trained to obey commands and stay in their stalls.
The other two are a closer bet. The Lizards (weren't they called 'Cold ones') seem to be a fairly sketchy mount. You imagine they only behave because they are being full fed at the moment and restrained in their iron re-inforced stalls. Then the Cavvekans, seem to be well behaved, but you recalled Koil saying that the ones still being trained were also kept downstairs to avoid having a pack of underdark wolves running through the castle.
After staring at them for awhile, the stable hand slows down in his sweeping activities and says, "Freaky looking things, eh?"


Khannon

Just as a heads up the locks for the cages and such are all unlocked.

"It wasn't your fault, we gave it our best, and we were outmatched, it was surrender or die. The way I see it I'm still alive, so no harm done on my end...", Then the goblin pivots around, "However, I'm more than a little upset with you at the moment!" Azhag shouts at the undead wizard.
"Seriously! You sent us into a shifting labyrinthine maze, on some sort of cryptic fetch quest- and while I'm perfectly fine with all of that in exchange for freedom... I am not fine with booby-traps and rodents galore!"

You have to admit, despite all of that being true, it sure takes alot of spine for the wee-little goblin to stand defiantly before the looming wizard.

"I'm truly sorry for the events that have transpired since my disappearance for the past 3 days. I will however make it up to you in the following days to pass.", Melkior says crouching down to meet eye to eye with the goblin.

Azhag diverts his eyes from the lifeless orbs, "Fine... fine... but you better help him out first, his current state is your fault... more or less.", the goblin indicates at the gaunt Rhag'nuul still drained and lifeless in his cage. "Also, don't expect me to do anymore of your crazy stunts... Seriously doesn't the resistance, if there is one, have like a more background job. I'm a blacksmith not and adventurer." Azhag finishes with.

"True enough.", Melkior says nodding, "Well before, I retrieve your personal affects and return us to Dorwick monastery, I do want to say that I wasn't just abandoning you without just cause.", the Baelnorn rises to his feet. Pointing his index finger he fires off 4 magic missiles at a gnoll sneaking up with a javelin. One of the missiles shatters the spear, while the other 3 hit the gnoll. One smashes into it's jaw, one cracks it's ribs and the final one hits the beast's ankle sending it toppling to the ground.

"Unless you think it can wait until later... But just to let you know Khannon...", Melkior says head turned to you and face going grim, "I've found your man..."


Brauer & Belfore
Well since you guys have the surprise round you could determine what order you want to go in. But for the prepping as a DM, I'm going to suggest that before the combat. Belfore casts bless first that way Brauer gets the effects before getting into position.

Pre-Combat:
Belfore casts bless, +1 attack rolls, +1 to will vs fear (last 10 rounds)
Raz has camoflague activated
Soloman examines the battlefield to see if he can decipher anything of use...

Knowledge (Nature): 18+6=24

Soloman then looks over the battlefield and shares two gems of wisdome before the party strikes...
First off, he points to some shrubbery, the shrugs could be used to offer concealment and would be good to avoid any ranged attacks the bullywigs make make.
Second and more importantly he points at some plants with purple flowers. "Poison Blooms", he explains, "There pollon is fairly nasty for all non-reptilian people, avoid hitting them or touching them, since the slightest breeze could send the pollen everywhere. Don't try using it against the Bullywigs, they don't seem worried and chances are they don't have to be."

Brauer then slips into position and begins to cast his grease spell...


Map updated
Red is for concealing bushes.
Orange is for poison blooms.

Brauer will begin combat, but he can change his position to be in the bushes if he wants, but it'll risk causing regular initiative and make the party lose there initiative advantage.
That goes for Belfore as well if he wishes to hide in one.
The party can either stay where they are or place themselves under a tree in the north, minus the dead one, to maintain the sneak bonus.
The Lone tree in the west before the puddle can be hidden in but requires a hide check to successfully position yourself there, failed check warns the Bullywigs.
Hiding in the red bushes requires a successful move silently check.

Another big note: Assuming the element of surprise is kept, Brauer goes first but Belfore must decide in what order the rest of the party will go in, if no decision is made randomly roll initiative.

Finally, Brauer and Belfore and discuss where party members should be, if they have a specific location in mind.
I suggest that Raz goes ahead of the group and tries to flank the Bullywigs once the battle is engage. We should stick to the left side of the map and use the cover from the plants and try to get as close as we can without being spotted.

Rest of updates tommorrow.
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Siberys
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Post by Siberys »

Khannon-
"It wasn't your fault, we gave it our best, and we were outmatched, it was surrender or die. The way I see it I'm still alive, so no harm done on my end...", Then the goblin pivots around, "However, I'm more than a little upset with you at the moment!" Azhag shouts at the undead wizard.
"Seriously! You sent us into a shifting labyrinthine maze, on some sort of cryptic fetch quest- and while I'm perfectly fine with all of that in exchange for freedom... I am not fine with booby-traps and rodents galore!"

You have to admit, despite all of that being true, it sure takes alot of spine for the wee-little goblin to stand defiantly before the looming wizard.

"I'm truly sorry for the events that have transpired since my disappearance for the past 3 days. I will however make it up to you in the following days to pass.", Melkior says crouching down to meet eye to eye with the goblin.

"I was sucked into this whole ordeal and didn't really give a lot of thought to my comrades or what was going on with them.

Rahg'nuul proved to me he can overcome his heritage and all that it entails, and became a valuable ally. Azhag did as well, however it must have slipped past me at some point that he was a slave and you were the one to control that.

In that case...in order to make up for my actions earlier, I would like to buy his freedom...with mine."

"Unless you think it can wait until later... But just to let you know Khannon...", Melkior says head turned to you and face going grim, "I've found your man..."
"It can wait, we must focus on our current situation before making any brash decisions.

However, I want to remind you of something. Unless you can find the vault again, if we head to Dorwick and regroup there, our mission is for naught."



Whistler-
It should be noted that today is the day right before the celebration. The celebration is the next day... (I'll save your rolls for the spot and such though, since they're pretty good.)
Whoops, must have had my days confused. In that case, I'll have a different set of actions after the stables.

You re-enter the palace from the cold mid-night breeze and find that the interior is damp with moisture as slaves and workers alike hustle about from the third to first floor. All of them are working hard to decorate the first floor making the barren and lifeless halls look as regal and proper as possible. You must admit, as you walk through the palace, that this has been the most lively you've seen the place in a long while.
You arrive at the stables and find the only slave who doesn't seem to be breaking his back in the moment, the stable boy. As you walk closer into full view, he see you and immediately flies to his feet. "Just taking a small break. Won't happen again.", he says quickly before grabbing a broom and sweeping about.
Ignoring him you look about the stables at the various steeds. You see the giant spiders, the bizarre dog-bats (Cavvekans, you believe Koil called them.) and the raptors... Looking about you ask yourself where the strange furred serpentine creature is... Then recall that it was too large for hear and was put in the basement.
You look back at the mounts here and try to figure out which of these mounts would be the most feral of the steeds. You examine the spiders carefully and immediately scratch them off the list since they seem to be moving about the least, standing straight at attention only playing with their mouth pincers from time to time. You also note how the spiders could easily climb out of the stable at any time they wished unless (As you suspect) they have been thoroughly trained to obey commands and stay in their stalls.
The other two are a closer bet. The Lizards (weren't they called 'Cold ones') seem to be a fairly sketchy mount. You imagine they only behave because they are being full fed at the moment and restrained in their iron re-inforced stalls. Then the Cavvekans, seem to be well behaved, but you recalled Koil saying that the ones still being trained were also kept downstairs to avoid having a pack of underdark wolves running through the castle.
After staring at them for awhile, the stable hand slows down in his sweeping activities and says, "Freaky looking things, eh?"

"Indeed, and don't mind me, I'm not some whip-cracker that will beat you any time you do something even remotely disobedient. The way I see it, so long as you complete the tasks you are assigned, who the hell cares if you take a moment to rest."

If they find that suspicious-

"To better serve us later of course..."


How many slaves are currently in this area, and are there any other people around aside from them. Guards, clan members, anyone who could hear the words I say other than slaves.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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kozeph
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Post by kozeph »

Brauer Drudoc.

DM: have Soloman and ariel hide behind the bushes and use range attacks, Balfore should stick to me. Raz should attack once my grease spell runs out and strike at the Bullywugs that rely on range attacks or the spellcaster.
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Post by Nvlutz »

Jarrackt

The pathway seems to be empty and you can’t see any remenants of the struggle from yesterday, or of any activity since you were hear last time. Perhaps they moved their ambush position to some other area. You ask Mao-Ling if he remembers where the goblin went when you followed him and he simply shrugs and waves his one arm along the right side of the forest…
Makes sense… you hid behind the bushes on the left hand side of the road.


Search:d20=1 (well i know that wont work)[/QUOTE]

Arvall Marsharness.

Cernd-ar casts bane on the dreadful creature.

Will save:5+1=6 fail

The demon, to your surprise actually appears to be shaken, which is a nice change of pace… The creature then smashes at the Barricade between you and it. After bring it’s mace-like appendage down on the furtniture utterly destroying it, you waste no time charging up it’s forearm and imbedding your blade in the creature’s skull…

Attack hits
Damage reduction [??? Or ???/5]: 12-5=7

Your blade meets resistance with the creature’s scaled head. But you definaintly fight it putting all your might into slicing, splitting it’s head in half… The creature falls back and crashes into the pew behind it.
The moonlight refills the room as the magical darkness dissipates. The creature’s body begins to bubble and boil away the mutated limb cracking and turning slowly into flesh dust. All that remains in the room with you now is a dead gnome in one corner of the room with no tongue or eyes and a half-orc female with a split face, a missing arm and a ballista bolt through her chest.
Cernd-ar walks over, “It seems Hextor guides your blade this day… But I sense something far worse awaits us…” Cernd-ar’s mood going from celebratory to grim.
“While I suspect we managed to take out these minions quicker than the cult would have liked thanks to some tactics and divine favor, I assume they were just stalling for time.”, Cernd-ar, peaks around the corner of the church and curses.
“Looks like they left behind a necromancer in the graveyard to bring the dead back to stall us even further… My faith in Hextor grants me the ability to stall the undead… perhaps I could even send his own minions against him… but I don’t think we should test Hextor’s patience further. Instead I’ll try my best to stall the zombies, you need to kill the Necromancer to stop him from summoning more of the fallen. Sound good? “


Just as a heads up, initiative can stay the same. So the order is,

Arvall, Cernd-ar, Dead Door Demon, Necromancer, Dead Tongue Demon, Zombie x5

Also three final notes…
The rain gives a -2 to ranged attacks.
Because of the rain the mud in the graveyard is thick, meaning you only move half speed as you trudge through the difficult terrain and you lose your dexterity bonus to AC since you can’t dodge as effectively.
Finally, your crossbow is still in the north east of the church from when you dropped it to attack the gnome more effectively. Indicated in red square, of course retrieving it now will cost you a turn or two.

Battlemap updated.

Garazoth

Just as a quick heads up, while you added the proper amount to your roll for move silently, you actually get the +3 bonus from your dexterity. Each skill is effected by a different stat indicated in brackets. Not really a big deal but if you ever gain or lose dexterity for example it might effect skills like your move silently. That aside…

Listen check: 3+3=6

Also sometimes I’ll make rolls for you.

Silently you follow the duo using the combined cover of foliage and the thickening fog to your advantage. You stalk the wooden warrior and his armored companion you arrive on a forested pathway where they stop. Hiding behind a tree you spy on the two of them, bow at the ready. The Armored kobold seems to be searching for something. He then turns to his companion behind him and you recoil back behind the tree. You hear him say something about Goblins possibly… You really can’t be sure since your heart is racing so hard that it’s pounding in your ears. ‘Did he see you?’ You wonder…
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Post by kozeph »

Arvall Marsharness.

I sent Cernd ar to look for the crossbow while I look at the remains of the barricade and see if I can use anything as a ammunation for the Ballista.

turn 1: look for ammunition (search 14+4=18) (Craft weapon 11+2)
If I dont spot anything to use then I dismember the corpses (legs and arms) and wait for Cernd ar to get back

Turn 2: Should I spot amunition I use the giant Ballista (17+4-2=19) 4d6=5+3+2+6=16 aiming at the necromancer.

Should zombies get at least 20 to 10 feet from cernd ar then he should use his turn undead ability (forgot the real name of the ability I know its the oposite of turn hehe)

EDIT: Just noticed the door demon had the ballista bolt in her chest I try to pry it off and shoot with it. :o
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Post by Shaggypichu »

Belfore:

I will stick with Brauer.

Jarrackt:

"Hmmm...." I'll look at Mao-Ling. "well i dont think we will find the goblins that easily." I will point into the direction Mao-Ling pointed into the forest and will go back into the forest hoping to find where we were yesterday.
Sokoku no tame ni
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