"Oh, I can think of several palaces that would suit me quite well right now," Atram responds with a dangerous smile; "Of course, present company excluded, there would not be much for engaging dialogue. Not that such things interest me."
Just waiting for everyone to decide to go up the path. It's hard for me to move this game along at the moment, since there aren't any NPCs to say "Hey, let's go over there!".
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Ryttare steps forward, pointing to the warehouse ahead. "If you're quite done, you'll notice. There's no tracks ahead. The place has been abandoned since the snowfall. The siege must be moving forward, or our contacts have been eliminated." She surmised, moving ahead carefully and keeping her eyes and ears open.
As the five move up the zig-zag path, they finally get a view of the city herself.
Large wooden buildings are placed in random positions throughout the area. There doesn't appear to be roadways or paths of any kind, though that could just be the snow concealing them. The near buildings are all made of timber, in a log cabin-type style. The falling snow and mist conceal anything beyond a few dozen feet.
Other than that, there's nothing. As at the docks, there are absolutely no footsteps or blemishes on the snow. It's even deeper up here, away from the spraying sea. A little over a foot of snow blankets the ground.
No lights are on in any houses. No smoke rises from chimneys. No sound at all reaches your ears, except the breathing of the others. Even the noise of the sea is strangled by the pressing snowfall.
Something I forgot to mention anywhere else:
This is not a very high-level world. The average level of adventurers, mercs, and spellcasters is somewhere between 5 and 10. Famous or well-known heroes and villians might be 13-17. The high priest of a deity or the leader of a multi-kingdom spanning organization might be 18. And the number of epic characters can be counted on a single hand.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
i wish we where implementing passive and active perception from 4e at least that way i wouldnt fail ALL the time
As Haldi moves closer to the group he cannot help but be restless "Wrong to one who craves no bloodshed perhaps, but to one such as me everything feels like the dawn before a battle, tense and ready, with blood ready to bathe my blade" he says as his eyes take on an intense glow to them
Private Mod Note
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Rollback Post to RevisionRollBack
Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Ryttare drew her sword and crept ahead, but not too slowly. "Keep it quiet." She whispered, creeping forward silently and approaching. "And keep both eyes open."
As the group cautiously advances, they spot several interesting things. Ryttare, ghosting quietly ahead, is first to spot it. First, she sees a large wooden sign above one of the bigger buildings. The sign says The Herald's Tavern. Second, there is light in the windows. It's faint and flickering, perhaps only a few candles, but it's there.
Third, the snow around the door of the tavern has been disturbed. It looks as though someone opened the door very recently. There is only an inch or two of snow in a 90 degree angle around the doorway.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Sorry guys you just KNOW i have to screw the stealth right? no hard feelings
As Haldi notices the sign and lights he belows with pride while holding his scythe to the side.
"Ye who stands inside this tavern open up the door and lighten thy hearth;
For Haldi Firlgensbani has come and demands to know where his blade can find the most bloodshed!"
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Reynard, seeing the rest of the group etiehr too cautious to approach the door or, in Haldi's case, too preocupied with their own methods of solving the problem, decided to step to the door, and test the handle.
The door opens. Which, naturally, is when the trap is sprung.
As everyone's attention is focused on the tavern, there is a sudden whirling sound as a barrage of spears flies through the air from behind the group.
You guys are flat-footed as the trap is sprung. Two javelins at each player.
Attacks at Reynard
Dice Roller2 D20s rolled with a +4 modifier
18 + 4
12 + 4
Damage
Dice Roller2 D4s rolled
2
3
Attacks at Kosj
Dice Roller2 D20s rolled with a +4 modifier
9 + 4
12 + 4
Damage
Dice Roller2 D4s rolled
3
2
Attacks at Atram
Dice Roller2 D20s rolled with a +4 modifier
16 + 4
12 + 4
Damage
Dice Roller2 D4s rolled
4
1
Attacks at Haldi
Dice Roller2 D20s rolled with a +4 modifier
3 + 4
6 + 4
Damage
Dice Roller2 D4s rolled
1
3
Attacks at Ryttare
Dice Roller2 D20s rolled with a +4 modifier
5 + 4
18 + 4
Damage
Dice Roller2 D4s rolled
2
1
Initiative:
Dice Roller10 D20s rolled with a +1 modifier
10 + 1
10 + 1
20 + 1
6 + 1
8 + 1
20 + 1
17 + 1
5 + 1
13 + 1
14 + 1
Initiative rolls from you guys, please.
There are no visible spear-throwers, but it's fairly obvious the javelins were thrown from the building (or possibly buildings) about 20 feet away directly across from the tavern.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Luckily for Reynard, the first javeling missed him by inches, and it allowed him the moment's notice he needed to turn. The second javelin scraped the front of his armor, which was a much more desirable outcome than it skewering his heart, as it would if he hadn't moved.
Reynard stepped to the left, opposite of the now-opened door, and waited, with blades at the ready, for anyone who would try and exit the tavern.
Ryttare groans softly as Haldi completely destroys their element of stealth. Thankfully, she isn't caught completely by surprise as the trap unloads spears. She dodges them in the nick of time, glaring at Haldi. "Next time you see us being quiet, how about you do the same!" She snapped.
As the group whirls around to face the javelins, another wave is let loose. This time, the party can see exactly where it's coming from: Open first-floor windows and doors in the two buildings across from the tavern. The first wave is thrown, then a second right on its heels.
Reynard:
Dice Roller2 D20s rolled with a +4 modifier
8 + 4
18 + 4
Damage
Dice Roller2 D4s rolled
1
3
Atram:
Dice Roller2 D20s rolled with a +4 modifier
19 + 4
10 + 4
Damage
Dice Roller2 D4s rolled
1
4
Kosj
Dice Roller2 D20s rolled with a +4 modifier
18 + 4
19 + 4
Damage
Dice Roller2 D4s rolled
3
4
Ryttare
Dice Roller2 D20s rolled with a +4 modifier
17 + 4
16 + 4
Damage
Dice Roller2 D4s rolled
4
2
Haldi
Dice Roller2 D20s rolled with a +4 modifier
14 + 4
10 + 4
Damage
Dice Roller2 D4s rolled
2
3
After the spears are let loose, there are scuffles and grunts from inside the building. A group of goblins shuffles out into the snow, unsheathing morningstars as they pile out of the buildings and spread out to form a half-circle facing the group.
10 goblins, each 20 feet from the group in a rough half-circle, and 5 feet from eachother.
Initiative order (and the actual fight) starts once Sep rolls and everyone posts their actions.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
As Haldi stands the spears fly but Haldi does not move, the spears flying wildly around him. As the second volley flies however one of the spears hits Haldi solidly on the shoulder, Haldi's eyes glower with bloodlust at this, as he simply grabs the shaft and pull the wicked weapon out.
Lifting the scythe he grins wickedly and runs towards the group least engaged by his allies.
Entering Rage, stat adjustments are already on the sheet.
Moving towards the closes Goblin and attack.
Dice Roller1 D20 rolled with a +13 modifier
8 + 13
Damage:
Dice Roller2 D4s rolled
2
3
+11
Also effects of Righteous Wrath apply so just letting you know in case it applies in this case
EDIT: ☺☺☺☺! no way a goblin has an AC higher than 30 oh yeah rage will last for 9 rounds so 8 more rounds of fun.
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Ryttare grunts as her side is pierced by one of the two spears, spinning around to see they've been cornered. "Damn half-orc, blowing our cover," she mutters as she suddenly lets fly a loud whistling noise and throws her cloak up, trying to distract her enemies.
Bluffing to distract them as a move action, then using Ghost Step (swift action) to turn invisible (regardless of results.) Then using remaining move action to flank the nearest goblin. Will lose invisibility at the beginning of the next round.
Bluff:
Reynard, seeing the tracks leading away from Ryttare's original location, tries to follow in her trail, but veers off to the opposite side of the nearest goblin.
As soon as he gets within distance, he sends one blade towards the goblin's heart and the other to its throat.
The end goblin (10) on the right side leaps forward, swinging his morningstar directly at Atram and snarling. A goblin near the middle (6) also leaps forward toward Atram. Apparently not smart enough to flank the mage, the goblin attacks right next to the other one.[spoiler
Dice Roller2 D20s rolled with a +3 modifier
20 + 3
8 + 3
Damage
Dice Roller2 D6s rolled
2
4
Critical confirmation for goblin 6:
Dice Roller1 D20 rolled with a +4 modifier
7 + 4
Damage if confirmed:
Dice Roller1 D6 rolled
1
Ryttare leaps into action, throwing her cloak and turning invisible, before sneaking toward the leftmost flank of the goblins. All the goblins on the left side look at the cloak for the critical split-second. When they look back, the woman is gone and they are left looking quite confused.
Kosj unleashes a strange breath weapon, designed to slow the actions of the several goblins.
Another of the goblins on the right (7), apparently not affected by Kosj's breath-weapon, leaps forward to harass the kobold shaman with his morningstar.
Dice Roller1 D20 rolled with a +4 modifier
7 + 4
Damage
Dice Roller1 D6 rolled
2
One of the goblins on the left side (2) retreats a few steps, still looking around confusedly at Ryttare's disappearance.
The goblin right in the middle (5) also charges Kosj, trying to ensure the strange creature could not use the breath attack again.
Dice Roller1 D20 rolled with a +4 modifier
12 + 4
Damage
Dice Roller1 D6 rolled
4
Reynard dashes forward and swings his blades in a pair of quick strokes at one of the goblins near the middle (4). Unfortunately, the goblin sees him coming, and avoids the first stroke. The second bounces off the goblin's wooden shield, brought up just in time.
Another goblin on the right side (9) rushes Reynard from behind, swinging his morningstar from an advantageous flanking position.
Dice Roller1 D20 rolled with a +5 modifier
6 + 5
Damage
Dice Roller1 D6 rolled
3
The furthest goblin on the left (1) moves near his friend, and they stand back-to-back, waiting for an attack from their invisible foe.
(OOC: I'm assuming Atram will take a 5-foot step back from the goblins attacking him)
Atram steps back, unleashing a bolt of arcane energy. It splits in two, and connects with both goblins (10, 6) who attacked him. It obviously causes them pain, but doesn't drop them.
The powerful barbarian speeds toward one of the goblins on the right side who is not currently fighting (#8), and swings his mighty scythe. The goblin is cleaved nearly in two by the might of the attack.
The goblin near Reynard's target (#3) swings his mace at the warrior .
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
At the last catty remark he winks suggestively.
{Magic: The RPG}
Move Silently:
Spot:
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Large wooden buildings are placed in random positions throughout the area. There doesn't appear to be roadways or paths of any kind, though that could just be the snow concealing them. The near buildings are all made of timber, in a log cabin-type style. The falling snow and mist conceal anything beyond a few dozen feet.
Other than that, there's nothing. As at the docks, there are absolutely no footsteps or blemishes on the snow. It's even deeper up here, away from the spraying sea. A little over a foot of snow blankets the ground.
No lights are on in any houses. No smoke rises from chimneys. No sound at all reaches your ears, except the breathing of the others. Even the noise of the sea is strangled by the pressing snowfall.
This is not a very high-level world. The average level of adventurers, mercs, and spellcasters is somewhere between 5 and 10. Famous or well-known heroes and villians might be 13-17. The high priest of a deity or the leader of a multi-kingdom spanning organization might be 18. And the number of epic characters can be counted on a single hand.
{Magic: The RPG}
"Stay alert everyone. Everything's wrong here."
As Haldi moves closer to the group he cannot help but be restless "Wrong to one who craves no bloodshed perhaps, but to one such as me everything feels like the dawn before a battle, tense and ready, with blood ready to bathe my blade" he says as his eyes take on an intense glow to them
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Third, the snow around the door of the tavern has been disturbed. It looks as though someone opened the door very recently. There is only an inch or two of snow in a 90 degree angle around the doorway.
{Magic: The RPG}
As Haldi notices the sign and lights he belows with pride while holding his scythe to the side.
"Ye who stands inside this tavern open up the door and lighten thy hearth;
For Haldi Firlgensbani has come and demands to know where his blade can find the most bloodshed!"
{Magic: The RPG}
If it wasn't locked, he slowly opened the door.
As everyone's attention is focused on the tavern, there is a sudden whirling sound as a barrage of spears flies through the air from behind the group.
Attacks at Reynard
Damage
Attacks at Kosj
Damage
Attacks at Atram
Damage
Attacks at Haldi
Damage
Attacks at Ryttare
Damage
Initiative:
Initiative rolls from you guys, please.
There are no visible spear-throwers, but it's fairly obvious the javelins were thrown from the building (or possibly buildings) about 20 feet away directly across from the tavern.
{Magic: The RPG}
Readying an action to cast a spell if needed.
Reynard stepped to the left, opposite of the now-opened door, and waited, with blades at the ready, for anyone who would try and exit the tavern.
Initative:
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Poke. Jab. Stab.
Get yo' butt over to the other thread and help everyone not die.
You are no longer flat-footed.
Damage
Atram:
Damage
Kosj
Damage
Ryttare
Damage
Haldi
Damage
After the spears are let loose, there are scuffles and grunts from inside the building. A group of goblins shuffles out into the snow, unsheathing morningstars as they pile out of the buildings and spread out to form a half-circle facing the group.
Initiative order (and the actual fight) starts once Sep rolls and everyone posts their actions.
{Magic: The RPG}
"Goblins never tip," Atram spat acidly.
Then, his face contorts as he yells out an unlikely battle cry:
"I ain't yo' ho, *****!"
Then pure arcane force shoots from his hands out to the farthest two goblins.
Casting magic missile.
Damage:
As Haldi stands the spears fly but Haldi does not move, the spears flying wildly around him. As the second volley flies however one of the spears hits Haldi solidly on the shoulder, Haldi's eyes glower with bloodlust at this, as he simply grabs the shaft and pull the wicked weapon out.
Lifting the scythe he grins wickedly and runs towards the group least engaged by his allies.
Moving towards the closes Goblin and attack.
Damage:
Also effects of Righteous Wrath apply so just letting you know in case it applies in this case
EDIT: ☺☺☺☺! no way a goblin has an AC higher than 30 oh yeah rage will last for 9 rounds so 8 more rounds of fun.
Bluff:
Really wish we had action dice right about now...
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
As soon as he gets within distance, he sends one blade towards the goblin's heart and the other to its throat.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Goblin #10
Goblin #6
Ryttare
Kosj
Goblin #7
Goblin #2
Goblin #5
Reynard
Goblin #9
Goblin #1
Atram
Haldi
Goblin #3
Goblin #4
Goblin #8
Saves vs. slow breath (Goblins 7, 8, 9)
The end goblin (10) on the right side leaps forward, swinging his morningstar directly at Atram and snarling. A goblin near the middle (6) also leaps forward toward Atram. Apparently not smart enough to flank the mage, the goblin attacks right next to the other one.[spoiler
Damage
Ryttare leaps into action, throwing her cloak and turning invisible, before sneaking toward the leftmost flank of the goblins. All the goblins on the left side look at the cloak for the critical split-second. When they look back, the woman is gone and they are left looking quite confused.
Kosj unleashes a strange breath weapon, designed to slow the actions of the several goblins.
Another of the goblins on the right (7), apparently not affected by Kosj's breath-weapon, leaps forward to harass the kobold shaman with his morningstar.
One of the goblins on the left side (2) retreats a few steps, still looking around confusedly at Ryttare's disappearance.
The goblin right in the middle (5) also charges Kosj, trying to ensure the strange creature could not use the breath attack again.
Damage
Reynard dashes forward and swings his blades in a pair of quick strokes at one of the goblins near the middle (4). Unfortunately, the goblin sees him coming, and avoids the first stroke. The second bounces off the goblin's wooden shield, brought up just in time.
Another goblin on the right side (9) rushes Reynard from behind, swinging his morningstar from an advantageous flanking position.
Damage
The furthest goblin on the left (1) moves near his friend, and they stand back-to-back, waiting for an attack from their invisible foe.
(OOC: I'm assuming Atram will take a 5-foot step back from the goblins attacking him)
Atram steps back, unleashing a bolt of arcane energy. It splits in two, and connects with both goblins (10, 6) who attacked him. It obviously causes them pain, but doesn't drop them.
The powerful barbarian speeds toward one of the goblins on the right side who is not currently fighting (#8), and swings his mighty scythe. The goblin is cleaved nearly in two by the might of the attack.
The goblin near Reynard's target (#3) swings his mace at the warrior .
Damage
{Magic: The RPG}