GM Blood |
Can you not step diagonally over the corner of the pit DM?
You can step diagonally around a pit unless there is a corner, so in this case, no it would have to be a jump or potentially climb in Quirmydt's case
You can't move diagonally past a corner (even by taking a 5-foot step). You can move diagonally past a creature, even an opponent.
You can also move diagonally past other impassable obstacles, such as pits.
Jonas Hearth |
"Pull back, Qui. Hermann, give me a hand." Jonas says grimly, obviously not intending to retreat.
Jump DC 5ish?: 1d20 + 2 - 6 ⇒ (10) + 2 - 6 = 6 That should do. Even with the weird diagonal rules, I'm actually only jumping across the corner of the gap, which should be less than 3 feet. If I'm wrong on that and the distance is more than 5 feet for some reason, I'd like to not try for the jump.
Rest of my action pending whether I throw myself down the pit or not.
Jokbur 'The Thorn' Oakenshield |
"Qui, let me take a shot before you engage."
hit/damage: 1d20 + 4 + 1 - 4 ⇒ (18) + 4 + 1 - 4 = 191d8 + 1 ⇒ (8) + 1 = 9
Jokbur takes a shot through cover and retreats back right. Step to L26 after shooting at #4 Hp=10/12 In hands=longbow conditions=blessed REMEMBER THE BLESS
Edmund Gwenn |
Edmund casts another spell, and a pool of grease appears on the floor in the centre of the three bandits, spreading outwards to fill squares F27, F28, G27, and G28. They each need to make Reflex saves DC 16 or fall in the grease.
Hermann von Rabenstrange |
Round 5
Hermann looks nervously at the bit in front of him, and decides against making the attempt to jump over it. Stepping over the to the side to get a better shot, he drops his pike and instead draws his light crossbow to let fly at the standing archer.
Attack: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10 Miss
Actions
No: 5'-step to (L,25)
Free: Drop weapon (pike)
Move: Draw weapon (light crossbow)
Standard: fire weapon (light crossbow) at #2 (G,27)[/spoiler]
AC 20, Touch 13, Flat 17
In Hands: Both - Light Crossbow
Conditions: Bless
Quirmydt Dephroug |
Not sure about the initiative order. I am hoping that Ariella will give me one more channel, then it is back to help the big people. I will delay until at least after Jonas as he is standing where I have to move through.
GM Blood |
So far Jonas jumped over the gap, Ariella channeled. At that point you retreated then Jokbur fired an arrow, Edmund greased, then Hermann missed with an attack.
Bandit #3 fires at Jonas, nervous that he is that close. He then tries takes a step back out of the grease but it is too slippery
Shortbow 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Damage 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Acrobatics #3 1d20 + 2 ⇒ (2) + 2 = 4
Bandit #4 Stands up then tries to retreat back into the room (Provoking an AoO twice from Jonas), but it is too slippery
Acrobatics #4 1d20 + 2 ⇒ (6) + 2 = 8
Since both failed their acrobatics to move, reflexes for both or fall prone
Reflex #3 1d20 + 2 ⇒ (10) + 2 = 12
Reflex #4 1d20 + 2 ⇒ (13) + 2 = 15
Both Bandits fall on back to ground, unable to keep their footing
Round 4
Initiative Order - Hermann, Bandits, Jonas, Ariella , Quirmydt, Jokbur, Edmund
Bandit Stats AC 17 T 13 FF 14
Ariella Hearth |
Ariella peeks around the corner and says, "Jonas leave me a clear shot!"
Assuming he does so...
Round 4
Ariella moves forward and flings another fiery bolt at the bandits.
Move to J25
Ranged touch on #4 1d20 + 4 ⇒ (20) + 4 = 24
Confirm critical 1d20 + 4 ⇒ (20) + 4 = 24 Bawahhahahahaha double 20.
Damage 2d6 + 2 ⇒ (5, 4) + 2 = 11
Quirmydt Dephroug |
Feeling somewhat better after the healing surge, Qui spins around and heads back to help Jonas.
Move to H28. I do not know if this will work, but I will double move and climb across the edge of the pit. (or jump if that is easier).
Climb: 1d20 + 7 ⇒ (8) + 7 = 15 <-- this would be an acrobatics roll of 12 if I can jump easier.
GM Blood |
Qui, You can make the same jump as Jonas now that he moved out of the way
Jonas misses the prone bandit, but Ariella blasts that same bandit who will never rise again.
Jonas even though the bandit was prone, the 12 still missed. Ariella, your attack roll would have been adjusted since he is prone (-4) but obviously that doesn't matter!
The remaining bandit, covered in grease and un-able to find his footing throws his bow to the side and raises his arms in surrender when Jokbur yells out.
Quirmydt Dephroug |
Qui moves around and strips the other bandits while gathering their weapons and equipment.
Not a good day to be an evil bandit. The golden boy will probably be lenient on you, the rest of us are less likely to be so nice unless you have some very good answers.
Diplomacy: 1d20 + 7 ⇒ (2) + 7 = 9
I probably sound like I have a frog stuck in my throat.
Ariella Hearth |
Ariella will channel once more after the fight, once everyone is gathered.
Channel: 1d6 ⇒ 5
Channels:4/6
Firebolts:3/6
Ariella walks over to Jonas and whispers in his ear "Good cop, bad cop?"
Quirmydt Dephroug |
Qui smiles at the Dawnflower priestess as he feels the healing power of the radiant sun flow through his body.
Back to full, thanks.
Quirmydt Dephroug |
Qui carefully moves across the greased area and then listens at the door.
Acrobatics: 1d20 + 4 ⇒ (8) + 4 = 12
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
GM Blood |
Qui the door is still open
Qui looks inside and it is a plain room with some bedrolls and a couple of crates.
Each of the bandits wear studded leather and a buckler and wield a composite longbow (+1 Str), 20 arrows, and a shortsword.
The bandit complies to Jonas's commands allowing you to strip him of his weapons, "I will cooperate with with you. I assume you are going to take me to Zelkor's Ferry for the reward?"
Quirmydt Dephroug |
Qui looks back at the bandit: If we do not feed you to some hungry monster first.
GM Blood |
The man says, "We don't go into much of the dungeon, we just use this room as a staging area in our raids to the surface. The pit keeps us fairly safe from the dungeon monsters, and anything that doesn't trip the trap usually can't open the door."
"We don't go to the south, to the east there is a door that leads to a room with some strange pools, we have left that alone. The only other room we go to is to the north of the initial room. Its hidden by a pair of secret doors, so it makes a great hiding place."
Quirmydt Dephroug |
How do you reset the trap? And is there a method to reset the pit?
GM Blood |
The bandit shows you a wheel and a switch in their room to raise the floor above the pit to reset the pit trap. He explains there are three positions. He explains that when you want to reset the floor, you turn the wheel to the right until it clicks in place. If you want to be able to walk over the pit without falling in, you pull the lever to the down position and the floor will be able to support a single person's weight or two small sized.
Quirmydt Dephroug |
I search the room. Are there any shackles or other items that could be used to bind him?
We need to secure him while we search some more of these rooms.
Ariella Hearth |
Ariella pulls everyone except Edmund aside while he has the bandit draw a map. "Do we really want to risk a journey back to town just to turn this guy in? I guess we might be able to get some better gear with the reward money. I'm just worried we'll get ambushed by more monsters. Opinions on how to handle this?" She asks the group.
Quirmydt Dephroug |
I cannot kill a man who has surrendered. The Dawnflower would not condone such actions. I say we tie him up here. Heck, we can use this room as a resting and staging area with the pit to protect up. The fact that he is alive should be a bonus for him. Once we have searched a little more and hopefully have items to sell in the town, we can return with him.
Edmund Gwenn |
Once he gets his map, Edmund carefully takes his journal and quill back from the bandit.
"I'm curious. How long have your men been encamped here? Perhaps you know of this young man. We are hunting him."
Edmund pulls out the portrait of his son and shows the bandit.
Sense Motive: 1d20 + 2 ⇒ (5) + 2 = 7
Ariella Hearth |
"I was thinking of throwing him in the pit as well. For the same reasons he stated. I agree we can't kill him." Ariella says after listening to Qui, Hermann and the prisoner's interjection.
Quirmydt Dephroug |
Before we put him in the pit, let me check it out.
I will go to the pit and carefully climb down into it, with help from a rope if necessary.
Climb: 1d20 + 7 ⇒ (4) + 7 = 11 <-- take 10 if I can for a 17
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Quirmydt Dephroug |
There is nothing in the pit. However, I am hesitant to leave him in there. He would only be protected if we kept the pit from triggering, which would defeat it's defensive value. Lets bind him here in the room and then I will trigger the pit once the rest of you have passed safely across the pit.
Quirmydt Dephroug |
Depends on what we find. You big strong people can carry lots. Us little manfrogs, not so much. I figure we can use it as a base and storage area.