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  #16  
Old 07-07-2011, 12:40 PM
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As you approach, all but the familiar take flight and you see the source of the stench... the remains of the horse that drew the wagon. Most of the remains are covered by a coating of snow but it appears that the goblins poked it a few times to make sure its dead, as they hate horses. The raven familiar squawks at you angrily as you attempt to shoo it away but it just hops just beyond your reach and continues to watch you intently as you poke about the remains of the wagon.

As you circle the wreckage, you crouch down (uncomfortably close to the horse carcass) and peer underneath the bench... only to see that the compartment has been beaten in and the contents taken!

The raven squawks and caws, hopping about the wagon wheel before it takes flight and flies away noisily to the North, as well. You can't help but to think that it was taunting you. Parting the snow, you sift through the rest of the wreckage and find a fine-looking bronze hammer with a pick on one side, partially wedged underneath the wagon. Other than that, it looks as if anything else of value was taken by the goblins or destroyed by the violent attack of the boar.

DMYou can't tell whether one of the goblins was a caster of some sort based on the tracks, but you do know that goblins abhor literacy. The elves told you that goblins believe that words steal thoughts from their heads... so for what it's worth, it could be a sorcerer rather than a wizard. Though it hardly matters as either way there could be a "boom".
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Old 07-07-2011, 03:16 PM
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"By Corellon's curse!" he mutters, seeing the smashed compartment. "I knew it couldn't be that easy." His attention quickly turns to the shiny hammer.

Neroth tugs and pulls, but ends up using the broken axel as a lever to lift the wagon a touch. He then places the Appraise (+1):
Dice Roll:
1d20+1 (1)+1 Total = 2
fine-looking hammer into his pack, sheaths his longsword and lets his eyes follow the raven to the north. The cold wind holds a chill that suggests that winter lingers further north and that ice may still drift over parts of the Moonsea. Readying an arrow, the young ranger pulls his hood up against the chill, steadies his bow in his hand, and proceeds north, Not sure if another track check was needed, but here's one anyway:

Track (Survival +6):
Dice Roll:
1d20+6 (5)+6 Total = 11
following the clear impressions of goblin feet.

In full hunter mode, Neroth uses the skills taught by the elves to move He wants to maintain as much speed as possible, but will monitor his noise level and visibility as best he can. Adjudicate as you will.

Move Silently (+4)
Dice Roll:
1d20+4 (10)+4 Total = 14

Hide (+2)
Dice Roll:
1d20+2 (2)+2 Total = 4

Spot (+8)
Dice Roll:
1d20+8 (17)+8 Total = 25

Listen (+6)
Dice Roll:
1d20+6 (15)+6 Total = 21
quickly and quietly, hoping to gain on the small band of goblins before they get too far away. His heart pounds with excitement at the thought of trying to pick off the little vermin one at a time like he saw the elves do time and time again.
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  #18  
Old 07-08-2011, 01:05 PM
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There is very little cover on the flat, snow covered plain, so you feel exposed as you follow the tracks, but to your relief you catch nary a sight of anything or anyone (not even the raven). With the tracks so well preserved and no distractions, you make good time and soon hear the splashing of the sea's waves against the rocks...

As the road parallels the Moonsea, it was a short jaunt to the cliff faces and you find it curious that the boar's tracks follow those of the goblins to a steep, rocky footpath that winds its way down to the shoreline.

Peering over, a stiff wind coming off of the sea stings your eyes, but you can see that there are several crags which could obscure a cliff-face cave which would seem too enticing for a brood of goblins to pass up...

Gauging the sun in the partially overcast sky, you still have four or five hours of daylight before the nocturnal goblins begin to stir...

DMI know there aren't a lot of options here, but I hate to just set you off barging down the pathway. Make a spot check or two as you descend and I'll replay again as quickly as I can manage.
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Old 07-08-2011, 05:03 PM
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Thinking he might still have a chance to dispatch these vermin and get home for supper, Neroth Spot +8
Dice Roll:
1d20+8 (14)+8 Total = 22

Listen +6
Dice Roll:
1d20+6 (8)+6 Total = 14
quickly assesses his options and starts down the cliff trail, ready for combat.

To DMIf possible, once combat begins, Neroth will do what he can to avoid being surrounded or flanked, and will try to find a position of height to avoid the boar if it is still around.
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  #20  
Old 07-11-2011, 12:01 AM
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You tread lightly down the rocky path, keeping your eyes and ears open for any sign of your quarry but see naught but the steep slope of dark rocks and the occasional bit of jetsam that the goblins probably dredged up from the nearby shore. As you begin your way down, the sounds of the surf intensifies, working to your favor as smaller pebbles and rocks slide away from you to go skittering down the pathway...

You have taken barely a dozen steps when you smell what is probably the remains of a cook-fire. With another two dozen or so steps, you can see that the rock-strewn path doglegs to a wide-mouthed cave just above the tide-lines. Although you cannot see the entrance as you descend, you can see the ground is littered with trash that washed in from the sea as well as the remains of any fish, turtles, and other critters that they've managed to get their hands on for dinner...

You don't see any sentries as you peer down over the mouth of the cave but you do spy a stack of skulls to either side, painted black with filth and small white hand prints upon the crowns, arranged into totems of sorts. Although you are crouched above, it appears that none of the skulls appear to be human or elven... for what it's worth.

As you listen and observe, you hear the faint tell-tale growl and high-pitched squeals that make up goblin speech echoing from deeper within...

You perch upon the rocky steps overlooking the cave, bow at the ready, considering your course of action. The darkness within the cave is heavy and you would surely be silhouetted against the sea as you entered with no way of immediately seeing any threat within...

DMFor reference, the cave entrance is directly below you with an 8 foot drop to the floor at the entrance. You have rocky beaches running East and West for as far as your eyes can see and the steep rocky slope behind you, which you descended for at least a hundred feet (at half of your movement rate). There is little available cover and concealment (50% maybe) apart from one or two rocky outcroppings off of the path that would require a bit of a climb. The terrain is unfavorable, to say the least, but not impossible.
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Old 07-13-2011, 08:15 AM
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To DMA thousand apologies... I wrote a reply Sunday afternoon at the same time my internet crapped out on me. Was wondering why you hadn't replied yet, but my post never made it in! Here's what I remember of my next action:


Neroth knew that being surrounded by a half dozen or so pesky goblins was not his best move, so he move silently
Dice Roll:
1d20+4 (19)+4 Total = 23
quietly and carefully removed a small leather bag from his pack, and gently spread about two pounds of sharp, metal caltrops onto the area in front of the cave entrance from above.

He then moved hide
Dice Roll:
1d20+2 (5)+2 Total = 7
quickly to a position a little further down the beach from where he could pepper the entrance with arrows, while maintaining a little bit of cover. Once he was in position, he called out... "intiative
Dice Roll:
1d20+5 (11)+5 Total = 16
It's a nice day for a picnic, isn't it!"
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  #22  
Old 07-14-2011, 11:13 AM
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For many long and uncomfortable moments, your shout goes unanswered... leading you to believe that they may be asleep or perhaps you were unheard above the ebb and flow of the Moonsea's waters nearby.

You wait patiently however, and eventually you hear a goblin cry out from the caltrops before you see it...

There is a slight ruckus that you can barely hear above the surf, and you even catch a glimpse of a goblin but you do not get a clear shot until one emerges with what looks to be... a broom.

They had to have found it lying upon the beach as you just cannot picture a goblin taking the time to create a broom.

Nevertheless, the dejected goblin sets about clearing the caltrops, oblivious to your presence.

DM The goblin is flat-footed. I'll let you pick your range since we didn't specify, and we'll just run with that.

Last edited by mad_gondsman; 07-14-2011 at 11:14 AM. Reason: Salt.
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  #23  
Old 07-14-2011, 02:57 PM
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To DMI was hoping to be about twice point blank shot range, i.e. 60'. Enough for one normal shot and then one point blank, provided they don't run full tilt (especially if the caltrops work).

I'll provide two rounds worth of rolls at a time to help speed things up. You may assume that if the first roll drops a target, then second is for the next obvious target. If an enemy closes to melee between the two rolls, Neroth will drop his bow as a free action, draw his sword as a move-equivalent action, then attack.


Neroth lines up the little brown creature with his bow and First attack:
Bow
Dice Roll:
1d20+3 (13)+3 Total = 16
Damage
Dice Roll:
1d8+2 (2)+2 Total = 4

Second Round attack:
Bow
Dice Roll:
1d20+3 (15)+3 Total = 18
Damage
Dice Roll:
1d8+2 (5)+2 Total = 7
lets loose his first arrow.
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Old 07-15-2011, 06:40 AM
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The goblin is taken out of its chore quickly, dead before it even hits the ground. Another goblin emerges, cackling at the fate of its counterpart... but its laughter is cut short as a well-placed arrow claims it as well!

It has been said that goblins can be quite clever, but they are undeniable lunatics.

You see two more dead before they wise up, peeking around the rocks to gauge where the attack is coming from. Once they've located your position, they grow much more excited and you can hear their howling amplified by the cave mouth...

There is a moment of quiet, however, leading you to believe that they are up to something. That is when you hear the angry snorts and squeals of what can only be the boar that ransacked Cid's wagon and lamed his leg...

As it emerges from the cave, it tentatively sniffs the air, avoiding the caltrops at first. Its coat is black and streaked with filth and even from a distance, you can see not two, but three sets of wicked tusks protruding from its jaws. You cannot be certain but it seems that a row of horns protrude from the back of its skull to tangle within a wild shock of hair that runs the length of its spine...

Its large front shoulders, standing higher than a goblin, spasm as it finally runs into a caltrop... and goes into a frenzy...

You watch the animal in disbelief, wondering of its origin, as it thrashes about madly in the caltrops... it is only a matter of seconds before it is aware of your presence, so you must act fast...

DMI'll give you a surprise round as the goblins were unable to speak Fiendish Boar to warn it of your tactics... heh heh. Its movement is halved but it will still reach you at the very end of the 2nd round as a successive attack from the I rolled just to move things along...caltrops failed to break its charge.

If you plan on engaging the boar in melee, go ahead and roll for two rounds of melee combat. I typically try to do at least 2 rounds per post just to move it along.
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  #25  
Old 07-15-2011, 07:48 AM
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Four arrows launched and four kills, Neroth feels encouraged until he sees the unnatural boar fixing its eyes on him. Gently tossing his bow to the side, he unsheathes his longsword and meets the boar head-on. With a slash of his weapon, he First attack
Dice Roll:
1d20+1 (6)+1 Total = 7
Damage
Dice Roll:
1d8+1 (5)+1 Total = 6

Second Attack
Dice Roll:
1d20+1 (12)+1 Total = 13
Damage
Dice Roll:
1d8+1 (8)+1 Total = 9
strikes out at the beast repeatedly.
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  #26  
Old 07-15-2011, 11:26 PM
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You can definitely empathize a bit more with Cid as the AC 16, HP 18fiendish boar thrashes its head about violently in an attempt to gore you with those massive, yellowed tusks. It chases you in circles over the rocks as you dodge to and fro, evading its best attempts...

Your attacks, although they land, do no damage, however. The beast's hide must be twice as thick as your armor! It roars and squeals, sounding the likes of which you have never heard from an animal in the wilds, as it presses the attack once more...

The goblins hoot from the safety of the cave, thoroughly enjoying the show...

DMYou had a surprise round and another round as the boar charged in to get off a few shots with your bow that you didn't take advantage of. It's a moot point now, but I'll try to be more clear in the battles to come... heh heh. Maybe you and Cid won't wind up with matching limps! Let's do four rounds of combat next and see if we can see who wins in man vs beast. Just let me know what your plans are if the boar gains the upper hand.
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Old 07-16-2011, 08:27 AM
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Undeterred by the fearsome boars attacks and horrible breath, Neroth looks for an advantagein the fight, knowing full well that the remaining goblins would probably finish him off if he were felled by the boar. He manoeuvres himself so that his back is to the cliff face, drawing the boar away from the cave with attack 1
Dice Roll:
1d20+1 (12)+1 Total = 13
damage 1
Dice Roll:
1d8+1 (7)+1 Total = 8

attack2
Dice Roll:
1d20+1 (16)+1 Total = 17
damage 2
Dice Roll:
1d8+1 (1)+1 Total = 2
each thrust and
attack3
Dice Roll:
1d20+1 (6)+1 Total = 7
damage3
Dice Roll:
1d8+1 (2)+1 Total = 3

attack4
Dice Roll:
1d20+1 (15)+1 Total = 16
damage4
Dice Roll:
1d8+1 (6)+1 Total = 7
slash of his sword. All the better to have a place to climb away if things get too nasty.

To DMIf things go badly and Neroth falls below 5 HP, then he will make an attempt to flee by climbing the cliff.

Last edited by myorke; 07-16-2011 at 08:36 AM. Reason: Making it easier to read
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  #28  
Old 07-18-2011, 06:52 AM
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It is easy to get the beast to follow you as you leap across the rocky beach, keeping just out of range of those attacks as you circle and use the terrain to your advantage. The boar shows no signs of slowing, however, in spite of your landing shots that would have stopped a lesser animal long ago...

You decide that there isn't enough of the beast's black blood and lunge for an opening to end the fight, driving your sword into its chest almost to the hilt!

The boar, however, isn't done. It drives hard against you and gores you with its wicked tusks! You manage to tear your sword free, eliciting an otherworldly squeal from the AC 16, HP 0 (Ferocity)monster, but it still presses on...

DMThe beast is at 0 hitpoints and dying but it will continue to fight until -10! You take 6 points of damage from the attack. Just for the record, Cid's injury is just for flavor and I won't force any specific injuries upon Neroth.

You currently have higher ground, so you gain a +1 to your attacks. Also, since the boar is already moving at 1/2 speed from the caltrops and 1/2 speed from the rocky terrain, you may safely distance yourself far enough away to begin climbing without giving the boar an AoO, if you choose to do so.

Last edited by mad_gondsman; 07-18-2011 at 06:53 AM.
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  #29  
Old 07-18-2011, 10:15 AM
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To DMJust checked my various stats and realized that I didn't have my correct attack bonuses. No matter, we'll move on from here, but note that my attacks are now +3 melee and +4 ranged. Talk about starting with a hand tied behind your back!


Seeing that the beast's mobility was severed hampered by its wounds, Neroth decides to continue his slashes at the beast, hoping to bring it down in short order. Being Applying a Defensive Attack as a Standard Action (http://www.d20srd.org/srd/combat/actionsInCombat.htm#fightingDefensivelyasaStandard Action) against the boar, -4 to hit, +2 to AC, AC now at 19 and Neroth is still moving about as beforecareful of the tusks, Neroth moves almost gracefully as he was taught by the elves, feeling the flow of the battle almost like music. His wound was serious, but did not hamper First attack:
Dice Roll:
1d20+3-4 (14)+3-4 Total = 13
First Damage
Dice Roll:
1d8+2 (5)+2 Total = 7
Second Attack
Dice Roll:
1d20-4+3 (16)-4+3 Total = 15
Second Damage
Dice Roll:
1d8+2 (3)+2 Total = 5
his attacks yet.

To DMIf the beast is not yet down, he continues his Third attack:
Dice Roll:
1d20+3-4 (13)+3-4 Total = 12
Third Damage
Dice Roll:
1d8+2 (6)+2 Total = 8
Fourth Attack
Dice Roll:
1d20-4+3 (8)-4+3 Total = 7
Fourth Damage
Dice Roll:
1d8+2 (3)+2 Total = 5
attacks until it falls, using the fighting defensively as above, all the while watching for any move from the goblins that remain. If the beast falls, he will take cover and retrieve his bow. If he takes another wound without the beast dying, he will retreat to the cliff face and climb to a safe distance.

Ack! I didn't add my +1 for high ground to the above attacks, so please adjust accordingly... means one of them actually hit!

Last edited by myorke; 07-18-2011 at 10:21 AM. Reason: I forgot my high ground advantage.
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  #30  
Old 07-18-2011, 12:09 PM
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Things were beginning to look grim as the fiendish beast continued its attacks against all logic and reasoning. It had practically chased you up the side of a rocky slope in its madness, leaving a long and disgusting trail of black blood in its wake.

The boar falters, however, upon a steep and slick rock face and as it loses its footing, you strike hard and fast, delivering a killing blow that actually stops its rampage! With a final howl, it shudders and slides to the base of the large slab of stone where you stand...

You quickly survey the beach for any sign of attacking goblins as you retrieve your bow, but they are nowhere to be seen nor do you hear their excited hoots any longer.



DMYou survived! The boar lost -1 HP per round for 4 rounds, so with your last attack (and a critical miss for the boar) that was the end of that. Your first success was a CR 2 critter that kept fighting until -10. Not bad!

I'll try to get in another quick update after you declare your actions. Make a spot check or two, regardless.
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