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  1. - Top - End - #271
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Rise of the Runelords [IC]

    "Yes, if you go that way, through the furnace room, you'll find them." Ylve answers, pointing at the door she just came in. Then she and Karin leave.

  2. - Top - End - #272
    Dwarf in the Playground
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    Dec 2015

    Default Re: Rise of the Runelords [IC]

    The man nodded and followed Ylve's directions and entered the furnace room. Upon entering, Reddick's attention was immediately drawn to all the dead bodies in the room, most of them seeming to be goblin in origin. Startled, Reddick took a step back before regaining his composure and examined the nearest body. Apparently the woman and her elk forgot to mention that there had been a goblin-massacre the furnace room.

    After briefly looking over the dead goblin, Reddick looked to the far side of the room to see what seemed to be a large frog carrying a gun. The day was just getting stranger and stranger. Regardless, Reddick did recall hearing about a frog-man among the heroes that saved the village. It seemed as if he had found his man.

    "Hey, frog!" Reddick called across the room, waving. Are you the one that offed these goblins?

  3. - Top - End - #273
    Ettin in the Playground
     
    Xhosant's Avatar

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    Dec 2012

    Default Re: Rise of the Runelords [IC]

    "Not alone, dryskin", Chirk replies in kind. "Thanks for removing all kinds of subtlety though, we really wanted to up the challenge."
    Quote Originally Posted by AvatarVecna View Post
    "What's this? A railroad? Well, we better cross it now, or the train will come along and sweep us down the tracks!"

    *kills important NPC, avoids entire planned out plot*

  4. - Top - End - #274
    Dwarf in the Playground
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    Dec 2015

    Default Re: Rise of the Runelords [IC]

    "What, on these guys?" Reddick asked, walking towards the frog-man. From what I've heard, a little extra challenge is nothing to your group." Nevertheless, the man stopped shouting until he reached the other side of the room, where he held out his hand to the frog-man, grinning.

    "The name's Reddick Smithman," he said. "Of the Korvosa branch of the Order of the Guard. A pleasure to meet you!"

  5. - Top - End - #275
    Barbarian in the Playground
     
    Sileniy's Avatar

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    Default Re: Rise of the Runelords [IC]

    Domenico puts a hand on Tymir's shoulder, letting some healing energy flow. Normally an Abadaran would charge, but this is an emergency. With a nod to the newcomer, he addresses them, "That last goblin went downstairs. Whatever is down there has probably already been warned, and I don't want to give them any more time to prepare for us."

    Spoiler: ooc
    Show
    Lay hands on Tymir for (1d6)[3]

  6. - Top - End - #276
    Dwarf in the Playground
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    Dec 2015

    Default Re: Rise of the Runelords [IC]

    Spoiler: OOC
    Show
    My bad, I was looking at the last map and thought that Chirk was still in the furnace room.


    "Well then," Reddick turned to the others and pulled a hand-axe. "What are we waiting for? Do you want to take the lead or should I?"

  7. - Top - End - #277
    Ettin in the Playground
     
    Xhosant's Avatar

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    Dec 2012

    Default Re: Rise of the Runelords [IC]

    Doing some simple-weapon equivalent of lock-and-loading, the little musketeer replies: "Name's Chirk. We got a lot of grudges with the stinkskins and a host to save, so... Lead the way!"
    Quote Originally Posted by AvatarVecna View Post
    "What's this? A railroad? Well, we better cross it now, or the train will come along and sweep us down the tracks!"

    *kills important NPC, avoids entire planned out plot*

  8. - Top - End - #278
    Orc in the Playground
     
    AssassinGuy

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    Mar 2014

    Default Re: Rise of the Runelords [IC]

    Tymir nods to Domenico, "Thank you. I feel a little better now."

    Before Reddick heads down the stairs, Tymir slips down, making sure he stays out of sight for another attempt at a sneak attack.

    Spoiler: Checks
    Show
    Stealth:(1d20+9)[19]
    Perception:(1d20+6)[12]

  9. - Top - End - #279
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Rise of the Runelords [IC]

    At the bottom of the stairs, Tymir finds himself in a split corridor used to store sand and other raw materials. Just to his left a brick wall has been dismantled to reveal an older passageway. Around the corner, he hears goblin voices.

    Spoiler: Map
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  10. - Top - End - #280
    Orc in the Playground
     
    AssassinGuy

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    Mar 2014

    Default Re: Rise of the Runelords [IC]

    Tymir nocks an arrow and continues toward the voices.

    Stealth: (1d20+9)[14]

  11. - Top - End - #281
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Rise of the Runelords [IC]

    There is a back hallway behind the rubble, and three doors come into view. The middle one is open, and it is from there that the noise of goblins come from.

    Spoiler: Map
    Show



  12. - Top - End - #282
    Orc in the Playground
     
    AssassinGuy

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    Mar 2014

    Default Re: Rise of the Runelords [IC]

    Tymir peeks into the doorway. If a goblin is visible and close enough for a sneak attack, Tymir waits a turn, fires an arrow, and runs away, stealthy-like.

    Spoiler: Dice:
    Show
    Perception: (1d20+6)[10]
    Stealth: (1d20+9)[12]
    Attack: (1d20+5)[24]
    Damage: (1d6)[6] +1 bleeding damage (Bleeding Attack)
    Stealth again: (1d20+9)[11] I think I take a -20 on this however. See "Sniping"

  13. - Top - End - #283
    Ettin in the Playground
     
    Xhosant's Avatar

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    Default Re: Rise of the Runelords [IC]

    Meanwhile, Chirk will want to check the upper room's unopened door.
    Quote Originally Posted by AvatarVecna View Post
    "What's this? A railroad? Well, we better cross it now, or the train will come along and sweep us down the tracks!"

    *kills important NPC, avoids entire planned out plot*

  14. - Top - End - #284
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Rise of the Runelords [IC]

    Tymir sees the two goblins standing in what looks like an office, with a desk close to the far wall. The goblins stand directly inside, their knives out, keeping watch on the door. Neither notices Tymir though, and they appear to be talking nervously to each other.

    ---

    Meanwhile, Chirk finds a preparation room behind the door. The primary agents for glassmaking (sand, soda ash, and lime) are prepared here, and they sit several buckets along the wall.

    ---

    While Tymir draws up his bow, he suddenly feels a blow glance off his leather armor. The door beside him, once closed, has been opened halfway. A half-elf stands behind it, apparently having opened the door without Tymir's noticing it.

    Spoiler: Map
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  15. - Top - End - #285
    Ettin in the Playground
     
    Xhosant's Avatar

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    Default Re: Rise of the Runelords [IC]

    "Chirk goes on to check the next door, gun at the ready."
    Quote Originally Posted by AvatarVecna View Post
    "What's this? A railroad? Well, we better cross it now, or the train will come along and sweep us down the tracks!"

    *kills important NPC, avoids entire planned out plot*

  16. - Top - End - #286
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Rise of the Runelords [IC]

    -End of surprise round-

    As Tymir puts up his bow, (move) the half-elf takes advantage of his distraction to take an attack of opportunity with his fists.
    14 misses.

    ---

    Meanwhile, Chirk finds behind the next door a reception room of some sort.

    Spoiler: Map
    Show
    Last edited by rockdeworld; 2016-02-23 at 10:25 AM.

  17. - Top - End - #287
    Ettin in the Playground
     
    Xhosant's Avatar

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    Default Re: Rise of the Runelords [IC]

    Happy to see it empty of goblins, yet sad to not see their host (yet certainly happy to not see both), Chirk moves on to the next door. At this rate, the floor would clear out in seconds.
    Quote Originally Posted by AvatarVecna View Post
    "What's this? A railroad? Well, we better cross it now, or the train will come along and sweep us down the tracks!"

    *kills important NPC, avoids entire planned out plot*

  18. - Top - End - #288
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Rise of the Runelords [IC]

    -Round 1-

    The half-elf swings at Tymir (full-round).
    11 misses. 5 misses.
    "Now!" He calls.

    The first goblin moves out of the small room (5' step) and spots Tymir. He attacks as well.
    5 misses.

    The second goblin runs out of the room and away from Tymir (full-round). He shortly reappears on the other side of Tymir, flanking him.

    Tymir draws his short swords and attacks the goblin blocking his escape (full-round).
    18 hits!
    He deals 6 damage, and the goblin drops.
    Then Tymir turns and strikes the goblin.
    15 misses.

    ---

    Behind the reception room, Chirk finds a small file room. Several cabinets and shelves containing files and contracts with dozens of exporters and businesses from Magnimar, Korvosa, and other local towns fill this room.

    Spoiler: Map
    Show

    Last edited by rockdeworld; 2016-02-24 at 12:19 AM.

  19. - Top - End - #289
    Ettin in the Playground
     
    Xhosant's Avatar

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    Dec 2012

    Default Re: Rise of the Runelords [IC]

    (1d20+9)[27] perception to hear the call from bellow?
    Quote Originally Posted by AvatarVecna View Post
    "What's this? A railroad? Well, we better cross it now, or the train will come along and sweep us down the tracks!"

    *kills important NPC, avoids entire planned out plot*

  20. - Top - End - #290
    Dwarf in the Playground
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    Dec 2015

    Default Re: Rise of the Runelords [IC]

    (1d20+5)[22] for Reddick hearing the call as well.

  21. - Top - End - #291
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Rise of the Runelords [IC]

    -Round 2-

    The half-elf attacks Tymir again (full-round).
    8 misses. 14 misses.

    Reddick is quickest to respond. He runs down the stairs (move action), drawing an axe at the same time. But when he gets to the bottom, he faces a fork, with no indication which way to go. He delays until it becomes clear (standard delay).

    The goblin attacks Tymir again.
    13 misses.

    Hearing the sounds of battle, Reddick moves to toward it (move). He can't get past Tymir though, and stands behind him.

    Chirk runs that way as well (full-round run). Like Reddick, he meets the fork without indication which way to go, but rather than waste his remaining movement, he picks a random direction to continue, and chooses right. He ends up at the back corridor, not yet seeing the battle.

    Tymir steps through the doorway to allow Reddick to advance (5' step), pushing the door the rest of the way open. Then he attacks the goblin.
    20 hits!
    He deals 1 damage.
    19 hits!
    He deals 1 damage.
    The sounds of fighting alert Chirk to the direction he ought to continue.

    Domenico descends the stairs (move action). Like Chirk, he chooses a random direction, and picks left. At the end of his move, he sees Freddick, Tymir, and (barely) a goblin around the corner of the corridor. Seeing that maintaining reach would be impossible, he drops the guisarme and moves forward while drawing his hammer (move). Then he spots the half-elf as well.


    Spoiler: Map
    Show

    Last edited by rockdeworld; 2016-02-25 at 08:43 AM.

  22. - Top - End - #292
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Rise of the Runelords [IC]

    -Round 3-

    The half-elf steps in front of the tunnel at the back of the room (5' step) and attacks Tymir (full-round).
    8 misses. 13 misses.

    Hearing the sounds of fighting in the room, Reddick moves in (move). The half-elf makes an attack of opportunity.
    23 hits.
    He deals 5 damage to Reddick.
    Reddick counterattacks (standard).
    26 hits! 21 confirms the crit.
    Reddick deals 14 damage.

    The goblin attacks Tymir (standard).
    3 misses.

    Chirk comes into view of the battle (move) and fires on the goblin (standard).
    13 misses.

    Tymir attacks the goblin (standard).
    15 misses.

    Domenico calls smite evil on the half-elf (swift), and charges him (full-round).
    28 hits!
    He deals 11 damage.

    Spoiler: Map
    Show
    Last edited by rockdeworld; 2016-02-26 at 12:51 PM.

  23. - Top - End - #293
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Rise of the Runelords [IC]

    -Round 4-

    Damaged and outnumbered, the half-elf turns and flees (withdraw).

    The group finds themselves alone with the (now panicked) goblin. What will they do next?

  24. - Top - End - #294
    Orc in the Playground
     
    AssassinGuy

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    Default Re: Rise of the Runelords [IC]

    Tymir chases after the half-elf!

  25. - Top - End - #295
    Ettin in the Playground
     
    Xhosant's Avatar

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    Default Re: Rise of the Runelords [IC]

    Chirk checks the door behind him, and then the next one above. Not worth reloading a bullet for a goblin about to be smitten.
    Quote Originally Posted by AvatarVecna View Post
    "What's this? A railroad? Well, we better cross it now, or the train will come along and sweep us down the tracks!"

    *kills important NPC, avoids entire planned out plot*

  26. - Top - End - #296
    Barbarian in the Playground
     
    Sileniy's Avatar

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    Default Re: Rise of the Runelords [IC]

    Domenico barks, "Someone take care of that goblin!" before taking off after Tymir.

  27. - Top - End - #297
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Rise of the Runelords [IC]

    Then the group begins a chase sequence!

    Spoiler: Rules
    Show
    In this chase sequence, there are 10 30' sqaures. Each round, the half-elf advances two squares, and if he reaches the finish before the adventurers catch up with him, he escapes.

    As the adventurers give chase through the tunnel, they encounter several obstacles that can determine whether or not they capture the half-elf. Each obstacle requires the adventurer to pass one of two checks to proceed, and the adventurers can make one attempt per round. For example, the first obstacle involves stalagmites creating rough terrain in the passage, and can be passed by either an acrobatics check, to tumble through without falling, or a perception check, to find a safe path.

    For each obstacle, the adventurer chooses which skill he wants to use to pass the obstacle, then makes the check. If he succeeds, he moves forward one square. If he fails, he makes no progress.

    Alternatively, an adventurer can attempt both checks for an obstacle. If he succeeds on both, he moves three squares forward. If he fails one by 5 or less, he moves forward one square. But if he fails both, or fails either by more than 5, he makes no progress.

    If an adventurer catches up to the escaping half-elf, he captures the half-elf and pins him (as the grapple rules).

    Here is a rough rendering of the squares in the chase sequence:
    Code:
    +---+---+---+---+---+---+---+---+---+---+
    | S | o |   |   | o |   |   | o |   | F |
    +---+---+---+---+---+---+---+---+---+---+
    
    Legend:
    S: the starting square
    o: an obstacle
    F: the exit
    The first obstacle is a series of stalagmites along the ground, creating rough terrain in the passage. The options for passing through are:
    DC 13 Acrobatics check: to quickly make your way through the terrain without stumbling.
    DC 14 Perception check: to find a safe path.

    The second obstacle is a narrow passage where the walls come closer together. The options for passing it are:
    DC 10 Escape artist check: to navigate the passage.
    DC 14 Acrobatics check: to jump through a hole partway up the wall.

    The final obstacle is a sudden drop of about 15 feet. The options for passing it are:
    DC 15 Acrobatics check: to jump down without taking damage. Alternatively, an adventurer can simply take 1d6 falling damage and keep moving.
    DC 13 Climb check: to quickly descend the tunnel.

  28. - Top - End - #298
    Dwarf in the Playground
    Join Date
    Dec 2015

    Default Re: Rise of the Runelords [IC]

    Reddick walks over to the goblin, hand-axe at the ready, and places himself between the door and said goblin.

    "So what's you're procedure on mercy for these buggers?" he called to Chirk, not taking his eyes off the creature.

  29. - Top - End - #299
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Rise of the Runelords [IC]

    -Round 4 continued-

    Finding itself surrounded, the goblin cowers in place.

    Chirk finds the door behind him locked (move), before moving to the other one (move).

    Tymir almost immediately overtakes the half-elf and pins him against the wall. (full-round)

  30. - Top - End - #300
    Orc in the Playground
     
    AssassinGuy

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    Default Re: Rise of the Runelords [IC]

    Tymir gruffly asks the half-elf, "Who are you and why are you helping the goblins?"

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