|
|||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||
| 1,901 to 1,943 of 1,943 |
|
| Hezar |
|
M Skills: Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 11/25; AC19/14/15; CMD 18/19vs Trip; Fort +5; Ref +8; Will +4 (+2 fear/ME); Arrows 30/30; Blunt Arrows 20/20,
+2 Bluff, Perc, SM, Surv, Know vs Hum, +2 Stealth, Perc, Surv, Geo in forest Acro+8, Climb+6, Craft: Bowyer+8, Geography+8, Handle Animal +4, Heal+6, Nat+8, Perc+8, Ride+8, Stealth+10, Surv+8, SM +8, Swim +5 |
|
Keep swinging Sir Crane! We will track it by it's blood! Hezar roars.
| DM Locke |
|
|
@ Janiries: I retconned things a smidge to make sure Hezar and Landon were armoured; we can do the same with Janiries. Let's just say she got dressed REAL quick :-)
@ Matthias - yes, you had time to cast those spells, sorry. Could you let me know your effective AC now please?
Also, new page, so link to the map is HERE
| Hezar |
|
M Skills: Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 11/25; AC19/14/15; CMD 18/19vs Trip; Fort +5; Ref +8; Will +4 (+2 fear/ME); Arrows 30/30; Blunt Arrows 20/20,
+2 Bluff, Perc, SM, Surv, Know vs Hum, +2 Stealth, Perc, Surv, Geo in forest Acro+8, Climb+6, Craft: Bowyer+8, Geography+8, Handle Animal +4, Heal+6, Nat+8, Perc+8, Ride+8, Stealth+10, Surv+8, SM +8, Swim +5 |
|
Hot :P
| Landon Crane |
| Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+6 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7 |
|
Swinging a wide slash in the area that Hezar's acid landed and the hag's hiss came from
attack: 1d20 + 7 + 3 ⇒ (18) + 7 + 3 = 28damage: 1d10 + 4 + 1 ⇒ (4) + 4 + 1 = 9miss chance aim high: 1d100 ⇒ 5
| DM Locke |
|
|
Okay, out of spoilers now!
Order of initiative:
Landon
Hag
Matthias
Janiries
Hezar
The door to the room is heavy, wooden, with iron bars reinforcing it. Break DC is 18; hardness is 5, HP is 15, and DC to pick the lock is 22.
Landon lashes out at the last place the Hag was - but his blade cuts nothing but empty air!
The door to the private bath and toilet slowly opens, creaking on it's hinges....Hezar is in a position to see what's in there!
| DM Locke |
|
|
@ Amestri - you would have arrived in the hallway by now as well - please roll initiative and either place yourself on the map or direct me where to place you, please.
| Matthias Valbrand |
| Cleric (Helm) Init +0; Perception +9; HP 25/25; AC25/16/25; CMD 14; Fort +5; Ref +2; Will +7 (+1 vs. fear, incl. any allies adjacent) |
|
The door handle rattled as Matthias tried it from outside.
Matthias' effective AC is now 25. Is Belgrin in sight down the hallway? If so, Matthias will cast Bull's Strength on him. Otherwise he'll sheathe his sword and use his adamantine mace to try to sunder the door.
Door sunder w adamantine mace (in case): 1d20 + 4 ⇒ (11) + 4 = 15 (or an additional +1 if it's a regular attack instead of a combat maneuver, I'm a little fuzzy on that)
dmg (ignores hardness): 1d8 + 3 ⇒ (4) + 3 = 7
| Hezar |
|
M Skills: Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 11/25; AC19/14/15; CMD 18/19vs Trip; Fort +5; Ref +8; Will +4 (+2 fear/ME); Arrows 30/30; Blunt Arrows 20/20,
+2 Bluff, Perc, SM, Surv, Know vs Hum, +2 Stealth, Perc, Surv, Geo in forest Acro+8, Climb+6, Craft: Bowyer+8, Geography+8, Handle Animal +4, Heal+6, Nat+8, Perc+8, Ride+8, Stealth+10, Surv+8, SM +8, Swim +5 |
|
I should have one more action before the door gets opened
Hezar looks for a sign of movement near the door Perception 1d20 + 8 ⇒ (5) + 8 = 13 I only do that if it is not a move action-edit not that it matterswith that roll
As the door opens again assuming Hezar is clever enough to realize that the hag had to move and then actually open the door, then it is probably at D2, he moves quickly around the bed and throws his knife at where the body would be if it is in D2
[ooc]Sharpended Dagger 1d20 + 7 ⇒ (14) + 7 = 21 for 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
miss chance High =Hit1d100 ⇒ 66
Upon hearing the door Hezar calls
Some beast in here has slain Lafali and Hannah, it is invisible! We need you now!
| Amestri Atezadeh |
| Female Fire Genasi (Ifrit) Tattooed Sorcerer (Primal Fire) 3 |
|
Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
I can't seem to figure out how to get the name in there, so put me by Matthias at F10. Also, she would have cast Mage Armor on herself in transit (to bring her AC to 17), if possible.
Wondering what could be terrorizing the people she had met the night before, Amestri follows on Matthias' heels, muttering a spell of protection upon herself on the way... Romra Egam
| DM Locke |
|
|
Corrected order of initiative:
Landon
Hag
Amestri
Matthias
Janiries
Hezar
Landon has attacked and missed; and who knows what the Hag (Hags?) is/are doing.....
Amestri has already cast Mage Armor on herself (on the way to the room), so can take another action this round, then I will process Matthias' attempt to break the door down. Janiries still needs to declare, and Hezar has already stated he'll toss a knife where he thinks there is a Hag.
| Hezar |
|
M Skills: Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 11/25; AC19/14/15; CMD 18/19vs Trip; Fort +5; Ref +8; Will +4 (+2 fear/ME); Arrows 30/30; Blunt Arrows 20/20,
+2 Bluff, Perc, SM, Surv, Know vs Hum, +2 Stealth, Perc, Surv, Geo in forest Acro+8, Climb+6, Craft: Bowyer+8, Geography+8, Handle Animal +4, Heal+6, Nat+8, Perc+8, Ride+8, Stealth+10, Surv+8, SM +8, Swim +5 |
|
ooooo they arrived ON round 3, I was thinking they arrived AFTER round 3. I r smrt!
| Amestri Atezadeh |
| Female Fire Genasi (Ifrit) Tattooed Sorcerer (Primal Fire) 3 |
|
Amestri will delay until after Matthias', hopefully, successful attempt at opening the door. Her first free action once the door is open will be as follows:
Amestri whispers softly, looking down at her hand, as the stylized tattoo of a viper pulls off her skin, flicking it's tongue out to taste the air, becoming a living viper, wrapped around her forearm.
This is a move action for the familiar (and nothing for her). Presumably the scent of an enemy within 30' is a free action, followed by another move action to find the direction, unless it happens to be within 5' (hope not) to pinpoint the source. If it can detect, direction from Amestri's vantage, it will point in that direction at which point Amestri will take another free action to tell the others the direction.
| DM Locke |
|
|
Matthias hits the door with a mighty blow, causing it to bend inwards on it's hinges. It still stands, however, and is a barrier to entry. Further blows will be required!
We still need actions from Amestri and Janiries; unless he says otherwise, Hezar is gonna go all John Locke on the invisible Hag and toss a knife at her.
| Janiries Shaelara |
| Female Sun Elf Rogue 3 |
|
Cursing as the door buckles but doesn't break, presumably rending it impossible to unlock, Janiries runs and leaps at the door, attempting to break it down with her own body.
"HEZAR! Don't do it! Don't you dare kill Ariael!"
She is kinda jumping at the door!
Strength Check: 1d20 + 1 ⇒ (14) + 1 = 15
Athletics Check: 1d20 + 10 ⇒ (13) + 10 = 23
| Hezar |
|
M Skills: Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 11/25; AC19/14/15; CMD 18/19vs Trip; Fort +5; Ref +8; Will +4 (+2 fear/ME); Arrows 30/30; Blunt Arrows 20/20,
+2 Bluff, Perc, SM, Surv, Know vs Hum, +2 Stealth, Perc, Surv, Geo in forest Acro+8, Climb+6, Craft: Bowyer+8, Geography+8, Handle Animal +4, Heal+6, Nat+8, Perc+8, Ride+8, Stealth+10, Surv+8, SM +8, Swim +5 |
|
Hezar almost chokes, almost messes up his throw.
What are you talking about?! Some monster did the deed. Now get in here before it does the same for me and Landon!
| Amestri Atezadeh |
| Female Fire Genasi (Ifrit) Tattooed Sorcerer (Primal Fire) 3 |
|
Amestri mutters Hsalps Dica in a sibilant voice, sending a small globe of acid at the door in an attempt to help, in some small way, with breaking through it.
Acid Splash: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d3 ⇒ 2
| Hezar |
|
M Skills: Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 11/25; AC19/14/15; CMD 18/19vs Trip; Fort +5; Ref +8; Will +4 (+2 fear/ME); Arrows 30/30; Blunt Arrows 20/20,
+2 Bluff, Perc, SM, Surv, Know vs Hum, +2 Stealth, Perc, Surv, Geo in forest Acro+8, Climb+6, Craft: Bowyer+8, Geography+8, Handle Animal +4, Heal+6, Nat+8, Perc+8, Ride+8, Stealth+10, Surv+8, SM +8, Swim +5 |
|
hezar is definitely throwing that knife at the invisible hag. Even though it would have been smarter to open the door lol
| DM Locke |
|
|
Okay, so remaining actions for round three:
Amestri casts acid splash on the door, inflicting 2 points of damage; the door is broken, but enough of it still stands to prevent entry to the room.
Janiries freaks out and throws herself bodily at the door. Though beaten quite badly, it doesn't budge, despite her efforts!
Hezar throws a knife!
Sharpended Dagger 1d20 + 7 ⇒ (14) + 7 = 21 for 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
miss chance High =Hit1d100 ⇒ 66
The knife hits only thin air, however, passing through the open doorway to the privy and lodging itself in the upside down, quite dead body of your former companion, Ariael!
End of round three!
Round four is up next! Belgrin and Soren, you're now in the hallway as well. Please place yourselves, or direct me to the grid coordinate you want to be in.
| Hezar |
|
M Skills: Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 11/25; AC19/14/15; CMD 18/19vs Trip; Fort +5; Ref +8; Will +4 (+2 fear/ME); Arrows 30/30; Blunt Arrows 20/20,
+2 Bluff, Perc, SM, Surv, Know vs Hum, +2 Stealth, Perc, Surv, Geo in forest Acro+8, Climb+6, Craft: Bowyer+8, Geography+8, Handle Animal +4, Heal+6, Nat+8, Perc+8, Ride+8, Stealth+10, Surv+8, SM +8, Swim +5 |
|
Hezar swears and readies his handax.
| DM Locke |
|
|
Also, forgot to mention, Belgrin and Soren should roll initiative, please and thank you :-)
| Landon Crane |
| Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+6 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7 |
|
Landon will 5ft step closer to the privvy door and wait for the hag to show itself. "Come on you wretch! Or am I too much for you and you intend to cower in a corner hoping i'll leave?"
Ready action:Strike the direction he gets attacked from
attack: 1d20 + 7 + 3 ⇒ (5) + 7 + 3 = 15damage: 1d10 + 4 + 1 ⇒ (10) + 4 + 1 = 15concealment high: 1d100 ⇒ 91
| DM Locke |
|
|
@ Soren: You also asked to be placed inside the room, while the door is, in fact, still sealed.
| Belgrin Stoneshield |
| Male Dwarf Fighter/3, HP 34/34 |
|
initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Belgrin is also likely to have heard the sounds of yelling and battle by now and seen the locked/sealed door. No question about it: he's beelining for it and that door's coming open, one way or another. Errr..which direction are we coming from? In case it matters.
| DM Locke |
|
|
Okay, initiative for round four:
Tranche #1: Soren, Landon
Tranche #2: Hag(s)
Tranche #3: Amestri, Belgrin
Tranche #4: Matthias, Janiries, Hezar
@ Belgrin: It really doesn't matter to me which direction you come in from; the area in front of the door is quite congested, however, so if you're going to charge, be careful of your allies!
@ Soren: The area in front of the door is quite congested, so I've placed you at I9. You can still roll an attack on the door, even though it is at a diagonal to you, so please go ahead when you have a moment.
| DM Locke |
|
|
Actions for Tranche #1:
Soren's lashes out at the hinges of the door, and his skillful strike is the last straw - the door crashes down and inwards, and the way to the room is clear!
Landon holds his action until a Hag drops out of invisibility to strike at him.
Actions for Tranche #2:
A Hag drops her invisibility (square H5) and lashes out at Landon, triggering his held action:
attack: 1d20 + 7 + 3 ⇒ (5) + 7 + 3 = 15 damage: 1d10 + 4 + 1 ⇒ (10) + 4 + 1 = 15 concealment high: 1d100 ⇒ 91
Landon's strike goes wide, missing the Hag.
The Hag lashes out with it's wicked claws:
Claw #1:1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Damage:1d4 + 4 ⇒ (1) + 4 = 5
Claw #2:1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
Damage:1d4 + 4 ⇒ (2) + 4 = 6
Fort save vs DC 16:1d20 + 7 ⇒ (7) + 7 = 14
One of it's vicious talons finds a hole in Landon's armour, leaving a nasty gash, as well as leaving Landon feeling weaker, depleted.
(Landon takes 2 temporary points of strength damage).
Hag B takes a 5 foot step to E2 and full attacks Hezar:
Claw #1:1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
Damage:1d4 + 4 ⇒ (2) + 4 = 6
Claw #2:1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Damage:1d4 + 4 ⇒ (4) + 4 = 8
Fort save vs. DC 16:1d20 + 5 ⇒ (1) + 5 = 6
Fort save vs. DC 16:1d20 + 5 ⇒ (5) + 5 = 10
Both of the Hag's wicked claws find flesh, cutting deeply into the heroic ranger. Hezar feels numb and weak after the attack, as well! (Hezar takes 4 temporary points of strength damage.)
Tranche #3: Amestri and Belgrin, up next!
| Hezar |
|
M Skills: Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 11/25; AC19/14/15; CMD 18/19vs Trip; Fort +5; Ref +8; Will +4 (+2 fear/ME); Arrows 30/30; Blunt Arrows 20/20,
+2 Bluff, Perc, SM, Surv, Know vs Hum, +2 Stealth, Perc, Surv, Geo in forest Acro+8, Climb+6, Craft: Bowyer+8, Geography+8, Handle Animal +4, Heal+6, Nat+8, Perc+8, Ride+8, Stealth+10, Surv+8, SM +8, Swim +5 |
|
Hezar cries out and staggers, almost falling to a knee, bloods pours down his arm from a gash in his shoulder and down his leg from a deep cut there.
| Amestri Atezadeh |
| Female Fire Genasi (Ifrit) Tattooed Sorcerer (Primal Fire) 3 |
|
Amestri cries out upon seeing the hag attack. Pointing her fingers at it, she chants Elissim Cigam and glowing balls of force fly from her fingertips to slam into the creature. Hearing Hezar's cries, she moves down the hall to better see into the room.
Standard Action: Cast Magic Missile on Hag A.
Move Action: Move to H10 to get a better view of the room.
Magic Missile: 2d4 + 2 ⇒ (4, 4) + 2 = 10
| DM Locke |
|
|
Actions for Tranche #3:
Amestri - casts magic missile at Hag A:
Spell resistance:1d20 + 4 ⇒ (16) + 4 = 20
Magic Missile: 2d4 + 2 ⇒ (4, 4) + 2 = 10
Amestri's magical power cuts deep into the Hag's gut, causing it to shriek and curse! Shar damn you, Calishite b++&@! I shall have your eyes!
Belgrin - pending!
| Belgrin Stoneshield |
| Male Dwarf Fighter/3, HP 34/34 |
|
"Never finish a fight without a Dwarf's say-so! I'll cleave it in two!"
Belgrin storms onto the scene, weapons drawn.
"Blast ye spindly fools! When I said call me if there's a fight, I meant before people start droppin' like flies! Let me in there!"
Not sure how much motion he can make on this first turn, but if Belgrin manages to get in range of big ugly, he'll take a solid swing. I'll let the DM make the call and place as appropriate, I've updated my 'starting position' for the moment, and will update regular once I've caught up in the order of things, heh.
attack: 1d20 + 7 ⇒ (17) + 7 = 24
slashing damage: 1d8 + 4 ⇒ (8) + 4 = 12 Hope that was the damage we agreed upon with this 'improved' maulaxe; I really need to write down those stats, and can't seem to find the exact post where you suggested it...
| Matthias Valbrand |
| Cleric (Helm) Init +0; Perception +9; HP 25/25; AC25/16/25; CMD 14; Fort +5; Ref +2; Will +7 (+1 vs. fear, incl. any allies adjacent) |
|
As Belgrin pushed past him, Matthias intoned a prayer to Helm, reaching out to touch the squat dwarf. "Helm, hear my prayer: lend Your strength to this dwarf as he wards against evil. In Your name let these monsters be felled!"
Matthias will move and touch Belgrin with Bull's Strength. In case it's necessary to cast defensively: 1d20 + 6 ⇒ (7) + 6 = 13 Uh oh... hope it's not necessary!
| DM Locke |
|
|
Actions for Tranche #3:
I've moved Belgrin up 20', so he can lay the hurt on Hag A:
attack: 1d20 + 7 ⇒ (17) + 7 = 24
slashing damage: 1d8 + 4 ⇒ (8) + 4 = 12
Belgrin lays a telling blow on the horrid fiend - it still stands, but it's looking wobbling on it's spindly legs!
Improved dwarven maulaxe! The blunt end strikes for 1d8 damage, with a x3 critical multiplier, whilst the sharp end strikes for 1d6 damage, 19-20 critical range with a x2 multiplier.
Let's retcon things a bit more and say each end does 1d8 damage, just for ease of use; and we'll leave the critical stats different. Is that okay?
Tranche #4 - Matthias, Janiries, Hezar - up next!
| Janiries Shaelara |
| Female Sun Elf Rogue 3 |
|
With the door finally down, Janiries rushes into the room with her rapier drawn, sweeping past the line of fighters to strike at the hag's flank.
Move Action: Move to I4 via H8, H7, I6, J5 (Provoking Attack of Opportunity), I4
Acrobatics Check to Avoid AOO: 1d20 + 10 ⇒ (14) + 10 = 24
Attack Roll with Aeketha: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Damage Roll: 1d6 + 2 + 2d6 ⇒ (4) + 2 + (4, 6) = 16
| Hezar |
|
M Skills: Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 11/25; AC19/14/15; CMD 18/19vs Trip; Fort +5; Ref +8; Will +4 (+2 fear/ME); Arrows 30/30; Blunt Arrows 20/20,
+2 Bluff, Perc, SM, Surv, Know vs Hum, +2 Stealth, Perc, Surv, Geo in forest Acro+8, Climb+6, Craft: Bowyer+8, Geography+8, Handle Animal +4, Heal+6, Nat+8, Perc+8, Ride+8, Stealth+10, Surv+8, SM +8, Swim +5 |
|
1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22 Hezar swings his sharpened handax at the beast for 1d6 + 1 + 1 - 2 ⇒ (2) + 1 + 1 - 2 = 2
not sure this is doable
Then he attempts to step back up onto the bed
5ft step, using acro to do it 1d20 + 8 ⇒ (1) + 8 = 9
but his wounded leg does not get him there.
To confirm
1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16 damn not going to confirm i dont think but if so 2d6 ⇒ (2, 5) = 7
| 1,901 to 1,943 of 1,943 |
|
| Paizo / Messageboards / Paizo Community / Online Campaigns / Play-by-Post / A storm over Tethyr - Gameplay thread | All Messageboards |
|
Want to post a reply? Sign in. |
|
|







