Savage Kirthfinder

Game Master Kirth Gersen

"Savage Tide" AP using Kirthfinder houserules.


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HP 18/18 | AC 12 {16} DR: 3/CI | CMB 2 CMD 14 |Perception +6/+8 {Bright/Not Bright Light}

Init: 1d20 + 2 ⇒ (10) + 2 = 12


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Initiative: 1d20 + 4 ⇒ (5) + 4 = 9


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Initiative: 1d20 - 1 ⇒ (5) - 1 = 4

Uh oh.


M Goblin Beer Snob 1/Freethinker 3

Opposition: 1d20 + 1 ⇒ (16) + 1 = 171d20 + 6 ⇒ (9) + 6 = 15
Yikes.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Initiative: 1d20 + 1 ⇒ (5) + 1 = 6

Gwl whispers to Jym, hoping the spell is still in range.

Message:
There's a giant crocodile loose down here. It was chained up a second ago, but it's free now.


M Goblin Beer Snob 1/Freethinker 3

Count 17: The crocodile lunges at Gwl. 1d20 + 5 ⇒ (11) + 5 = 161d8 + 6 ⇒ (4) + 6 = 101d20 + 10 ⇒ (17) + 10 = 27
Count 15: A bolt comes flying through the north wall, targeting Uro: 1d20 + 1 ⇒ (7) + 1 = 81d4 + 1d6 + 1 ⇒ (2) + (1) + 1 = 4 and a voice from that direction yells, "Hey! Mugsy, Bumbo! We finally got company!"
Count 12: Elebrin acts
Count 9: Jym acts
Count 6: Gwl tells Jym about the crocodile, and gets his turn.
Count 4: Uro.

Gwl took 10 damage and is grappled in the croc's jaws.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Round 1 HP 13/23, AC 14, CMD 19
Grappled: -2 atk, -4 Dex

Caught in the reptiles jaws, Gwl reacts by savagely slicing at the crocodile's eyes and biting at its thick snout.

Claws: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 71d4 + 4 ⇒ (4) + 4 = 81d20 + 6 - 2 ⇒ (12) + 6 - 2 = 161d4 + 4 ⇒ (1) + 4 = 5
Bite: 1d20 + 1 - 2 ⇒ (6) + 1 - 2 = 51d4 + 2 ⇒ (2) + 2 = 4


M Goblin Beer Snob 1/Freethinker 3

5 damage to crocodile


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

How many arrow slits in the north wall?


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

How thick is the pipe that water is pouring through? Is it something that Uro could squish/ smash to slow down the flow of water?


M Goblin Beer Snob 1/Freethinker 3
Jym Withawye wrote:
How many arrow slits in the north wall?

None. There are three arrow slits midway up the south wall. The bolt that missed Uro came through the north wall.


M Goblin Beer Snob 1/Freethinker 3
Uro Taraka wrote:
How thick is the pipe that water is pouring through? Is it something that Uro could squish/ smash to slow down the flow of water?

It's about 2 feet in diameter.

DC 10 Craft (Construction) or untrained Int check:
Spoiler:
If the water is under enough pressure, constricting the opening will make it spray out faster over a smaller area -- like putting your thumb partway over the end of a garden hose -- maintaining the same net flux (volume over time). Only by shutting it almost completely closed, using a seal that's stronger than the water pressure, would reduce or shut off the flow of water into the room.

DC 10 Profession (mining) or untrained Wis check:
Spoiler:
If the whole complex were below sea level, it would all be flooded unless they constantly pumped it out, which seems unlikely. If the room you're in is above sea level, they'd need to pump the water into the room, and it would soon drain. More likely, the bottom of the well (the room you're in) is below sea level, with most of the rest of the complex above -- like the zombie tunnels.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

"The north wall isn't real, I think."

Using the tunnel's unique acoustics, Jym begins a tune about designed to inspire courage in his allies.


M Goblin Beer Snob 1/Freethinker 3

Jym, make an Intuition save!


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Int: 1d20 ⇒ 4

Wis: 1d20 + 2 ⇒ (12) + 2 = 14

Hmm maybe there is a plug below the water we can open..


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

INT: 1d20 + 2 ⇒ (20) + 2 = 22

Jym is so smart, you guys!


M Goblin Beer Snob 1/Freethinker 3

Yeah, the top half of the north wall is a one-way illusion. Jym knows that, but still can't see through it.


HP 18/18 | AC 12 {16} DR: 3/CI | CMB 2 CMD 14 |Perception +6/+8 {Bright/Not Bright Light}

Shocked into action despite her attempts to be "ready", Elebrin twists the ring on her finger to activate the Mage Armor spell contained there in.

She then spends the next few heartbeats struggling to pull our her crossbow...


M Goblin Beer Snob 1/Freethinker 3

Making a reactive check doesn't eat up Uro's turn, so he can spend it looking for a plug, or running to see what's going on with Gwl, or moving to provide cover for his squishier friends, or something else.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

With Jyms revelation, Uro realizes where the arrow came from and rushes in that direction. In a hope to demoralize the archers, he lets out a furious bellow.

"Waaaagggghhh!!"

Rage!!!

Intimidate: 1d20 + 8 ⇒ (6) + 8 = 14


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map
Uro Taraka wrote:
With Jyms revelation, Uro realizes where the arrow came from and rushes in that direction.

"Only the top part of the wall is fake, Uro!" Jym hollers, 75% hoping that he communicates this fact in time, but 25% hoping that something really comical will happen.


M Goblin Beer Snob 1/Freethinker 3

1d20 + 6 ⇒ (7) + 6 = 13
Cowering behind the illusory wall, the crossbowman is terrified that Uro can somehow see through illusions and is coming to kill him.


M Goblin Beer Snob 1/Freethinker 3

Round 2:
Count 17: The crocodile attempts to maul Gwlybwr: 1d20 + 10 ⇒ (20) + 10 = 30
Ouch! 1d8 + 6 ⇒ (1) + 6 = 7 Gwl takes 7 more points of damage and is pinned, prone, under the crocodile as the tunnel begins to fill with water.


M Goblin Beer Snob 1/Freethinker 3

Count 15: A shaken crossbowman fires at Uro again: 1d20 - 2 ⇒ (8) - 2 = 61d4 + 1 ⇒ (1) + 1 = 2
12: Elebrin; 9: Jym; 6: Gwl; 4: Uro.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

If he has gotten to the wall this turn, Uro will do his best to leap through the illusory wall at the same height as the arrows came through.

Athletics: 1d20 + 8 ⇒ (13) + 8 = 21


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Jym continues to inspire his allies while he loads a stone into his sling and flings it at the croc.

Sling: 1d20 + 2 ⇒ (10) + 2 = 12

I can't imagine that hits...


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Round 2 HP 6/23, lightly wounded, pinned, inspired

Gwl's thrashing becomes frantic as the croc begins to death roll.

CMB: 1d20 + 6 - 1 + 1 ⇒ (5) + 6 - 1 + 1 = 11

Not looking good for our hero!


M Goblin Beer Snob 1/Freethinker 3

No, but since you don't have Precise Shot, it might hit Gwl...
We have a winner! Gwl, take another 1d4 - 2 + 1 ⇒ (2) - 2 + 1 = 1 from Jym's sling bullet.


M Goblin Beer Snob 1/Freethinker 3

Gwl fails to turn the tables on the croc, and takes a glancing hit from a sling to boot. Things are looking very grim unless Elebrin successfully intervenes.

Meanwhile, Uro starts to take a furious running leap at what is apparently a blank wall. Normally he'd easily clear a height of 5 feet with that kind of jump, but unfortunately, in this case the pool of water is 10 feet deep at the north end of the room, meaning he's in over his head and can't effectively run. Belatedly, he realizes that the height of the actual wall would need to be significantly taller than a person if they intend flooding the pit to be an effective trap.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Visualization fail on my part, lol. Looking back at the description, I realized I pictured this room completely wrong. Sorry about that.


M Goblin Beer Snob 1/Freethinker 3

If I had time, I'd draw all of the rooms that are more complicated than simple boxes, and post all the illos somewhere. But there aren't that many hours in a week.


HP 18/18 | AC 12 {16} DR: 3/CI | CMB 2 CMD 14 |Perception +6/+8 {Bright/Not Bright Light}

sorry I'm having access issues but need a terminal to look at my sheet properly, post incoming tomorrow. Apologies for delay

-Posted with Wayfinder


M Goblin Beer Snob 1/Freethinker 3

Elebrin -- You still with us?


HP 18/18 | AC 12 {16} DR: 3/CI | CMB 2 CMD 14 |Perception +6/+8 {Bright/Not Bright Light}

Absolute post fail,my apologies.

Elebrin, desperate to do anything attempts to move and lob her magic at the crocodile...

Range Touch: 1d20 + 1 ⇒ (8) + 1 = 9 Uhhh....maybe I catch it unawares?
Damage?: 2d6 ⇒ (6, 5) = 11


M Goblin Beer Snob 1/Freethinker 3

The crocodile, busily mauling Gwl, is too preoccupied to dodge effectively, and its scales are of no use against Elebrin's massive blast of force. On top of the damage already inflicted by Gwl's claws, the crocodile is now wounded -- and, being a normal animal with no one controlling it, it doesn't like it when the food becomes too difficult to eat. (Also, not knowing any better, it assumes that Elabrin can keep blasting it if it stays put.) Reluctantly releasing Gwlybwr in order to do so, the big reptile slides into the deep water in order to make good its escape.


HP 18/18 | AC 12 {16} DR: 3/CI | CMB 2 CMD 14 |Perception +6/+8 {Bright/Not Bright Light}

*insert dramatic exhale here*


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Jym gets Gwl a CLW potion.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Stunned by his unexpected turn of fortune, Gwl gulps down the potion and breathes a heavy south of relief.


M Goblin Beer Snob 1/Freethinker 3

Another bolt through the north wall is joined by two more from the arrow slits to the south: 1d20 + 0 ⇒ (20) + 0 = 201d4 + 1 ⇒ (4) + 1 = 51d20 + 0 ⇒ (10) + 0 = 101d4 + 1 ⇒ (2) + 1 = 31d20 + 0 ⇒ (6) + 0 = 61d4 + 1 ⇒ (2) + 1 = 3
The main room, even outside of the pool, is rapidly filling; Uro is now knee-deep in water (difficult terrain). The end of the tunnel (where the crocodile was chained, and is now hiding) is also underwater, although the middle of the tunnel floor is uneven and has some deep water segments and some with just puddles.

Crit confirmation fail: 1d20 + 0 ⇒ (8) + 0 = 81d4 + 1 ⇒ (2) + 1 = 3
Uro, you've taken 5 damage from a bolt. Make a Fort save, please.


M Goblin Beer Snob 1/Freethinker 3

Round 1: 17--croc grapples Gwl; 15--bolt fired from north; 12--Elebrin activates mage armor; 9--Jym begins inspiration, moves to Gwl; 6--Gwl attacks croc; 4--Uro intimidates north wall.

Round 2: 17--croc begins death roll; 15--demoralized bolt fire misses; 12--Elebrin moves to Gwl; 9--Jym fires sling, hits Gwl; 6--Gwl attempts to escape croc, fails; 4--Uro sloshes about, fails to find jumping point for north wall.

Round 3: 15--more bolts fired, Uro hit once; 12--Elebrin magic missiles croc, which disengages; 9--Jym pulls potion, hands it to Gwl; 6--Gwl drinks potion; 4--Uro up.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

How far apart are the two rightmost and the leftmost arrow slits on the south wall? And how high up?


M Goblin Beer Snob 1/Freethinker 3

They're high enough up the wall that they don't inhibit the flooding of the room -- say 10 ft. above the normal floor level, or 20 ft. higher than the big pool in the middle of the room. There are two total, about 5 feet apart, and angled facing the main room below the well (so that people down the crocodile tunnel can't be hit from them) -- so far only Uro is still in that room and not in the tunnel.

Elebrin, please roll a Perception check.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Fort: 1d20 + 8 ⇒ (7) + 8 = 15

So Uro will try to climb the wall instead of jump over it.

Athletics: 1d20 + 8 ⇒ (18) + 8 = 26


M Goblin Beer Snob 1/Freethinker 3

Uro swims out to the north wall, grabs a handhold, finds a foothold on a small pipe, and begins to climb. The angle is such that people behind the illusory wall can't shoot at him, although he loses his Dex bonus to AC against the shooters to the south -- he's not too worried about that, because the little bolts they're shooting practically bounce off his skin, and the poison on the one that hit him doesn't seem to be having any effect.

Start round 4:
Two more bolts from the south, aimed at Uro:
1d20 + 0 ⇒ (10) + 0 = 101d4 + 1 ⇒ (4) + 1 = 51d20 + 0 ⇒ (12) + 0 = 121d4 + 1 ⇒ (4) + 1 = 5
Both of them miss. Come Uro's turn again, he reaches for the next handhold and finds his hand goes right through the wall there.

Elebrin, Jym, Gwlybwr are up. Elebrin is still entitled to that Perception check.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Jym sprints as fast as he can to the south wall below the two arrow slits.

Now, in Kirthfinder, spellcasting is a full-round action, so I can't start that until next round, right? I want to cast hypnotism, but that's a full round casting, so I'm not sure when I can start casting, and when it will finish.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Picturing little planes trying to shoot Godzilla. :-D


M Goblin Beer Snob 1/Freethinker 3
Kirth Gersen wrote:
the middle of the tunnel floor is uneven and has some deep water segments and some with just puddles.

Jym is unable to sprint through difficult terrain. With the water still pouring in, the deep parts are chest-deep on the little halfling.

It will take him 3 rounds -- one to reach and enter the deeper water, one to clear it, and another to enter the well room and position himself at the beach where he can cast at the arrow slits. And, as he knows from experience, he won't be able to cast while moving.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

3 rounds?! How far away is it? And is there any place Jym can stand that's not in view of the south wall arrow slits that he can get to in one round?


HP 18/18 | AC 12 {16} DR: 3/CI | CMB 2 CMD 14 |Perception +6/+8 {Bright/Not Bright Light}

Elven Eyes!: 1d20 + 7 ⇒ (19) + 7 = 26

-Posted with Wayfinder


M Goblin Beer Snob 1/Freethinker 3
Jym Withawye wrote:
3 rounds?! How far away is it? And is there any place Jym can stand that's not in view of the south wall arrow slits that he can get to in one round?

Chest-deep water, dude. And getting deeper. So it's not run-run-run; it's more run-swim-run.

If only he had a bicycle he could make a mini-triathlon out of it!
Jym wrote:
And is there any place Jym can stand that's not in view of the south wall arrow slits

Remember, Jym's down the crocodile tunnel, so he's currently not in view of the south wall arrow slits.

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