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Post by Art Teach on Oct 13, 2014 7:02:27 GMT -6
OOC: We have decided to be in the middle of tactical and narrative styles so sheathe and draw can be in the same movement because we are not going to be crazy strick about free movements.
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Post by Art Teach on Oct 13, 2014 17:45:30 GMT -6
The hall shakes with an explosion on the north wall. You hear stone shatter and smash. (OOC make and athletics check to not be thrown prone. DC15 to stay on your feet. If you roll less than a 10 take 1d4 in damage from being thrown to the ground. The sleeping goblins are thrown to the ground beside the cases. They are each injured but awakened. The goblin next to them keep her feet. The two between Fargrim and Blackarrow both fall prone. The goblin climbing in fear falls into the fire of the burning Elsir Vale. Next round
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landovers
Noob
Hill Dwarf Cleric of Duin
Posts: 45
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Post by landovers on Oct 13, 2014 18:11:59 GMT -6
Athletics check: Here goes... 11. I'm also taking the first PC initiative slot, if that's OK with everybody.
Looks like the blast was quite heavy in that side of the room. It's all Fargrim can do to avoid a huge flying block from the blasted wall; he falls prone alongside the nearby goblins.
"Now the whole place is going up in the air? Should'ave stayed in bed today, it seems!" Fargrim struggles back to his feet, places his hand upon the stab wound he got from the goblin earlier and whispers a prayer. (OOC: Cure Wounds roll = 10. Back to 11 HP!). The bleeding stops at once and Fargrim feels his strength returning. Seems like Duin is willing to let him redeem himself in this battle. It isn't going well so far.
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Post by Art Teach on Oct 13, 2014 18:48:56 GMT -6
One of the two prone goblins crawls toward the dwarf and pounces on him with a piece of rubble in her hand. She smashes it at his head misses and hits the ground next to him shattering the rock.
Next PC
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Post by blackarrow on Oct 13, 2014 20:06:31 GMT -6
OOC: I've already acted in this round (I think) so this'll just be the result of the Athletics Check.
Thanks to knowledge gained from years of swordplay, Blackarrow is able to plant his feet in a stance that allows him to hold his ground.
Athletics Check: 16. I'm glad I took that skill proficiency.
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Post by Art Teach on Oct 13, 2014 20:38:43 GMT -6
It is the next round so Blackarrow may take the next move.
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Post by blackarrow on Oct 13, 2014 21:27:33 GMT -6
Blackarrow hops onto the rafter and quickly hops off it to safely land behind the two goblins harassing Fargrim. He slashes one's back and twists the momentum to drive his rapier straight through the gullet of another. As he pulls out his blade, he sees Sertanian on the ground and looks up at Fargrim "Sertanian, is he..."
Acrobatics Check: 24! He's definitely leaping down safely! Attack Roll (with advantage, thanks Fargrim): Higher roll is 22, so extraordinary success! The first goblin takes 10 damage. Second Attack: 21. The second goblin takes 6 damage.
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landovers
Noob
Hill Dwarf Cleric of Duin
Posts: 45
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Post by landovers on Oct 13, 2014 22:33:07 GMT -6
Fargrim, stunned by the sudden appearance, pauses for a second to consider the man who landed in front of him out of nowhere, before readying his mace again. "Wha? Oh... Don't know if there's much we can do to help him now. Let's take care of our own safety first, and quickly, then I'll see what I can do! Are you the one who caused the explosion? Nearly killed me, it did!"
OOC: GM, can I tell if Sertanian is dying or dead? May I ask if you're using the same rules for dying that PCs use? I have the Spare the Dying cantrip and I'll consider using it if it can help.
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Post by Paelias on Oct 14, 2014 1:08:05 GMT -6
OOC: Athletics roll 4+0=4, damage 3.
Paelias falls to the ground hard, on the back of his head, taking almost maximum damage from the fall. He gets to his feet, sees that the sleeping goblins have been awakened and starts his lullaby again: sleepy, sleepy hollow, rest now and rise tomorrow.
OOC: sleep spell, 5d8= 28 hitpoints sleeping goblins.
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Post by Art Teach on Oct 14, 2014 5:50:40 GMT -6
He is using the pc rules and is dying not dead. So you can stabilize him or any Golden Lions.
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Post by Art Teach on Oct 15, 2014 1:31:04 GMT -6
Order: PC Fargrim GM Goblin with rock PC BlackArrow 2GM 2 of the fallen but awake goblins grab what they can from the case and use their extra hide/run action the run for the doorway that was blown open by the explosion. PC Paelis casts sleep catching two of the goblins by the museum cases and the prone goblin near Fargrim. GM they are all sleeping. PC they are all dying. The round ends with Blackarrow and Fargrim beside a dying Sertanin, Paelis on the other side of the smoke and flame filling room. Two goblins are almost out the door. You can hear tossing of rubble and deep groaning in what is left of the northmost room of the Hall of Valor. Next round
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Post by Paelias on Oct 15, 2014 2:40:17 GMT -6
OOC: Paelis acts only after Blackarrow and Fargrim have acted.
Paelis moves to the northern door and tries to open it; if it's locked, he tries to kick it open.
OOC: If he can do an action as well (you can move, interact with one object like a door and take an action) he chooses the dodge action.
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Post by blackarrow on Oct 15, 2014 23:39:49 GMT -6
Blackarrow states "I was one of you did it." as he gives chase to the fleeing goblins. He slashes one's neck left then right, beheading the beast. As the head lands, Blackarrow looks to the other goblin and orders "Surrender. Now."
Attack: 20. Extraordinary success. Second attack on the same one, 18. First damage is 4, second is 11 for total damage of 15. Intimidation Check (Not sure I can this turn. If not, next turn.) 13.
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Post by Art Teach on Oct 16, 2014 7:17:46 GMT -6
The second goblins gives up pulling up it's hands filled with a platinum sword and a crow of some type taken from the cases.
Fargrim's turn then Paelis will act.
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landovers
Noob
Hill Dwarf Cleric of Duin
Posts: 45
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Post by landovers on Oct 16, 2014 10:28:00 GMT -6
Fargrim looks at the destruction around him and the many slain and unconscious goblins on the floor. He takes the opportunity to kneel beside the one they call Sertanian. With a hand upon his chest, Fargrim lets divine magic flow, stabilizing the man. He's still unconscious, but at least he's out of danger for now.
OOC: I used the Spare the Dying cantrip. No roll required.
Edit: I don't know if we are dangerously close to the burning map, but if so, can I attempt to drag Sertanian away towards the northern exit?
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