#91
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Current Games: The Knick Knacks of Doom | Star Wars: The Jensaarai | The Iron Gods | Goldmyr's Rise of the Runelords | Breach Runners | Black Sun Rising |
#92
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The goblins get tied up quickly, hardly stirring even as the ropes bind their limbs together. Once the job is completed, Father Zantis says, “Go ahead and double check the gates. If there’s a breach, the guards need to be notified. I can keep watch over these vermin until the guards get here. And I’m sure that Sheriff Hemlock will let you interrogate them in when they wake up.”
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Currently playing Rise of the Runelords-GM |
#93
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#94
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#95
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#96
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Throughout the town, remembrances of the goblin attack can be seen. While most of the bodies lining the streets are indeed goblinoid, you do see a few civilian casualties. Tristan doesn't recognize them as locals, however. Shouts from the surviving raiders echo down alleys and across sidestreets, followed by the calls of the town guardsmen. Whiffs of smoke occasionally blow past, remains of put out fires started by the burn happy menaces. One of the creatures darts out from hiding spot from behind just as you pass by, but before he can strike at you, a soldier takes it out with an arrow before quickly hurrying off to find more stragglers.
As you approach the gate, a cry for help catches your attention. Off to the side of the wall near the north gate, a pack of goblins have surrounded an overturned wagon. They are led by a goblin mounted on one of the specially bred rat-hounds that they call goblin dogs. Their leader wears sturdier leather armor than the others and carries a poleaxe like weapon instead of a little short sword. They cry for help came from a man trapped between the carriage and the wall. A large, snarling hound leaps from the wreckage and strikes at the leader, but it’s struck down in a single blow.
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Currently playing Rise of the Runelords-GM Last edited by Goldmyr; Apr 14th, 2023 at 06:10 PM. |
#97
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![]() STR 5(-3), DEX 20(+5), CON 14(+2), INT 13(+1), WIS 14(+2), CHA 7(-2)Stats | HP: 12/12 | HD 1/1d10 | AC 18 | Touch 16 | Flat 13 | Init +6 | Status: Normal Fort +4, Reflex +8, Will +2 | Melee -1, Ranged +7, CMB -3, CMD 12 | Speed 20 | Craft (Alchemy) +7, Knowledge (Engineering) +5, Knowledge (Dungeoneering) +5, Profession (Soldier) +6, Stealth +6Skills | Common, UndercommonLanguages Ratfolk: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.Tinker, Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.Rodent Empathy, Ratfolk can see perfectly in the dark up to 60 feet.Senses, Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.Swarming, Gunslinger: Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point.Favored Class Gulch Gunner: The gulch gunner gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (dungeoneering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), and Survival (Wis). Skill Ranks per Level: 4 + Int modifier.Class Skills | At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.Gunsmith | At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1).Grit 1/2, The first time each round the gulch gunner makes a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, she regains 1 grit point. Making an adjacent firearm attack against a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gulch gunner’s character level does not restore grit, nor do ranged attacks using some ability that prevents the gulch gunner from provoking an attack of opportunity.Daring Adjacent Shot, When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.Killing Blow Traits: You gain a +1 trait bonus on Reflex saves.Deft Dodger, If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.Never Stop Shooting, Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.Black Powder Bravado | Drawback: You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.Provincial | Feats: Gunsmithing Looking around, it wasn't all that pretty. Lots of havoc and property damage, and such. There was a bunch of goblins on the ground, but some townsfolk too. Too many townsfolk. It felt like he barely had time to catch his breath before the screams started again. "Oh no, no no no. We are not havin' dis!" Skones dragged the line of sleeping goblins and tied them to a post so he could get into the battle without worrying about one of these dumb buggers gettin' up an' walkin' away. He was already on the ground, and didn't feel like taking the time to hop on his back. He ran as fast as he could toward the party of goblins, looking to get in range.
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DEAR LORD I NEED FEWER EMERGENCIES |
#98
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#99
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"You're right." Tristan agrees with Utana, having returned to baring his sword and shield after helping tie up the bewitched goblins. "This is more than just a typical goblin raid." His brain churns, but there is also a lot to be distracted by. How can the goblins have penetrated the city through the gates and not been found before they sprung their trap? Why, if they raided a gate, are there not more average town folk dead in the street? (Not that he wants there to have been more casualties.) These are the kinds of questions he wants to sit and ponder, but there's too much going on, too much to process all at once and when the new cry for help reaches his ears all of those quandaries dump from his active thought and he races to help. Racing forward he runs parallel to Skones, but this time avoids running in front of him so the gunslinger has a clear shot.
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Current Games: The Knick Knacks of Doom | Star Wars: The Jensaarai | The Iron Gods | Goldmyr's Rise of the Runelords | Breach Runners | Black Sun Rising Last edited by DraconigenaArma; May 2nd, 2023 at 11:07 PM. |
#100
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#101
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A couple arrows slam into the wood of the wagon, just as the nobleman is about to make a run for it. However, the close calls cause him to duck back behind the cover for his safety. He calls for help, again.Jumping and cheering around the overturned carriage, the goblins seemingly are too focused on him to notice your approach.
You guys can have a surprise round to get yourselves set up in Roll 20. All of the PC tokens should be controllable.
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Currently playing Rise of the Runelords-GM |
#102
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#103
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![]() STR 5(-3), DEX 20(+5), CON 14(+2), INT 13(+1), WIS 14(+2), CHA 7(-2)Stats | HP: 12/12 | HD 1/1d10 | AC 18 | Touch 16 | Flat 13 | Init +6 | Status: Normal Fort +4, Reflex +8, Will +2 | Melee -1, Ranged +7, CMB -3, CMD 12 | Speed 20 | Craft (Alchemy) +7, Knowledge (Engineering) +5, Knowledge (Dungeoneering) +5, Profession (Soldier) +6, Stealth +6Skills | Common, UndercommonLanguages Ratfolk: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.Tinker, Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.Rodent Empathy, Ratfolk can see perfectly in the dark up to 60 feet.Senses, Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.Swarming, Gunslinger: Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point.Favored Class Gulch Gunner: The gulch gunner gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (dungeoneering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), and Survival (Wis). Skill Ranks per Level: 4 + Int modifier.Class Skills | At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.Gunsmith | At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1).Grit 1/2, The first time each round the gulch gunner makes a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, she regains 1 grit point. Making an adjacent firearm attack against a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gulch gunner’s character level does not restore grit, nor do ranged attacks using some ability that prevents the gulch gunner from provoking an attack of opportunity.Daring Adjacent Shot, When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.Killing Blow Traits: You gain a +1 trait bonus on Reflex saves.Deft Dodger, If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.Never Stop Shooting, Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.Black Powder Bravado | Drawback: You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.Provincial | Feats: Gunsmithing "Aw right, aw right." Skones leveled his pistol at the line of goblins, bouncing the barrel around and pointing at each of them, one at a time. "Eeny, meeny, miney, you." He settled on the most armed and armored goblin and fired a shot square in the chest. He was already beginning to reload as the goblin's body reacted to the force of the shot.
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DEAR LORD I NEED FEWER EMERGENCIES Last edited by FatherDondo; Apr 25th, 2023 at 10:07 PM. |
#104
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#105
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Dice *
Goblin Will:
Tristan and Hasim are easily able to kill two of the warriors on the charge. Azrael tries to take out the leader in one fell swoop, but an unyielding wall of rage and adrenaline refuses to let the goblin fall asleep. Skones gets its attention, though, with a bullet that pierces the tough leather. He yells in a pain and pulls his hairless, rodent-like mount around to face the approaching party. Utana's earthen energy sails over the heads of the raiders. Dice Initiative Azrael:
Dice Initiative Hasim:
Dice Initiative Skones:
Dice Initiative Tristan:
Dice Initiative Utana:
Dice Initiative Commando:
Dice Initiative Goblin 2:
Dice Initiative Goblin 3:
Skones is up first. Sorry for the late and lackluster post. It's been a busy week and I just wanted to get the game moving again. Warning: rolls have been deleted from this post.
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Currently playing Rise of the Runelords-GM Last edited by Goldmyr; May 7th, 2023 at 01:27 AM. |
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