CB's The Sunless Citadel v3.5

Meepo looks wild-eyed at Grotzkoshter then tugs at Elyan's sleeve. With a soft whinny, the kobold yips at the bard.

[sblock=Draconic]"Meepo needs club. Youses gots club? Meepo nothing."[/sblock]

The kobold holds up both hands, empty.
 

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Karl moves to open the door, but at the kobold's yipping, he pauses with his hand ready to swing it open while he turns to watch Meepo and Elyan, awaiting a signal of readiness.

[sblock=ooc]As soon as everyone is ready, he will go ahead and open the door.[/sblock]
 

Moving this along...Elyan can be assumed to have handed Meepo a weapon or not, his choice.

Karl flings open the door to find a spacious L-shaped room, the northern third of which is set apart by a crudely mortared and crenellated half-wall from which three roughshod sewn cloth human targets hang, two of them with javelins piercing their straw stuffing. A camp of sorts lies north of the wall near the freshly opened door. Three small iron cook pots lie scattered beside a fire ring, and the four goblins sitting around the ring look up in shock to see Karl and Company towering over them from the doorway.

Surprise Round. Each of you gets a standard action, the goblins do not.
Elyan 21
Karl 21
Kaeleen 9
Grotz 3
 

Kaeleen : Female Elf Cleric of Corellon Larethian 2

Kaeleen waves her arms in odd motions while uttering her words of power. Elyan, Karl and Grotz feel more confident in there attack actions as does Kaeleen, as the spell completes.

OOC: Cast Bless; duration: 2 minutes; effects: +1 morale bonus on attack rolls and on saving throws against fear effects.
 

Map.
 

Attachments

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Elyan and Rogue step to one side to allow Grotz to charge through, accidentally pushing Meepo into a corner, where he cannot get involved in the melee to come.
 

Grotzkoshter

Haaaa !!!!
Grotz calls and runs into the room, axe up in the air, he lowers it on the nearest goblin (G2).
Hoping to catch one more with a wide arch swing

Greataxe [1d20+10(+1 bless +2 charge included), 1d12+5, crit x3, 12 lb, two-handed, slashing], Cleave.
 

Karl sweeps diagonally into the room, clearing a path for Grotz.

[sblock=ooc]Northeast. . . I don't know if it counts as a 5-ft step with the wall there. . .

If so, attack. Attack +6; 1d6+4[/sblock]
 

[sblock=Grotz]On a surprise round, you get one standard action. Charging is a full-round action. I'm happy to give Grotz the charge, but this round we can call it that he moves as his standard action, and his attack will go off on his turn next round. If you're not content with this, re-declare your suprise round action when you state your action for the first full round of combat and I'll combine the two. Taking a 5 ft step then attacking would count as a standard action. As always, if you feel I've got any of the above in error, please let me know.[/sblock]

Elyan steps to the side, artfully sweeping Meepo into the corner between a barrel and a crate. Karl steps into the room, swinging and catching the surprised goblin sitting by a wooden door to the north quite off guard. The blade of Karl's short sword cries out as he whirls the weapon through the air and slices into goblinflesh, dealing 7 points of damage and killing Goblin 1 outright. Kaeleen casts a bolstering spell that heightens everyone senses and strengthens resolve. Coupled with the tingling effect from just a minute ago when Grotzkoshter picked up the signet ring, the sensation of hope for the future is magnified.


Initiative
Elyan 21
Karl 21
Goblins 10
Kaeleen 9
Grotz 3
 

Attachments

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Kaeleen : Female Elf Cleric of Corellon Larethian 2

Kaeleen moves in behind Grotz and then tosses her borrowed dagger at Goblin #3.

[sblock=Charge]Excerpt from the SRD (note italicized part towards the bottom):
Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. (Helpless creatures don’t stop a charge.)
If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.
You can’t take a 5-foot step in the same round as a charge.
If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.

Also this is a good online source for the SRD: http://www.d20srd.org/
One of the best parts is that it is searchable.[/sblock]
 
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