SeanDM's Leverage

Game Master Mur

Heroic-Level Eberron Campaign
Starting at 2nd lvl


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@Orla: Since the Effect line follows both Hit/Miss, it takes effect regardless of the outcome. So, you can still do the, "choose an ally within..." part.
ALSO, you still have a move action if you want to start down the rope too...


Female Eladrin Bard 2

Oh, sweet! Zvia, of course. :)


Female Eladrin Bard 2

Posted so fast (right before taking H up for bed) that I forgot to say Orla is planning on being the last one down the rope, so she will not start down it yet.


Female Genasi - Cindersoul Swordmage 2

I tell Gossin to keep moving and that I will do my best to shield him from the warrior. I keep pushing us to move, putting all of my energy into getting them through the gate and out of the way.

Aegis of Shielding on Warrior2

If we double move, we can clear the gate and make room for others to come through. When I step beyond the gate, does anything feel different?

HP: 13/37 (bloodied), Surges: 6/11(-1), AP: 1/1


Gossen nods to Savi and tries to keep up with her even with the cold touch of the Skeletal Warrior breathing down on you both.
@Savi - When you two move, the Warrior will take an OA on Gossen:
Karrnathi Warrior OA (Death Touch) vs Gossen: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16 vs (any defense) WILL, HIT! for 1d8 + 6 ⇒ (1) + 6 = 7


Female Genasi - Cindersoul Swordmage 2
SeanDM wrote:
@Savi - When you two move, the Warrior will take an OA on Gossen.

I figured as much...Aegis of Shielding protects him from taking any damage.


The death touch of the skeletal warrior is met by a shimmering field that absorbs the damage and Gossen and Savi quickly make their exit carrying the unconscious (but stable) Aeb.

@Savi, once outside you feel refreshed and finally get to enjoy the summer sun... Your spellcraft senses tell you that the keep is shrouded in a strong and complex transmutation and a bit of abjuration (transmutations alter the world and abjurations are protection magics). Particularly the dungeon area you came from. Now that you are outside of it, you can really feel the difference. But no illusion magic that you can sense. The summer sky is real.

Alester, you're still up


Male Human Blackguard Level 2

So sorry about the delay guys! Its been a long few weeks for me...So anyways..Looking at previous posts are we running away or should I stand guard or go on the attack? I know we can hear reinforcements and all...


Male Human Fighter 2

We are basically running away, however Thringorn stopped outside at the side of the outside gate and is delaying until everyone else is out and will attack anything that immediately follows. If no enemies come out with the last of the group he will just follow the group.


Male Human Blackguard Level 2

Ok then I will basically wait until everyone is out unless someone calls for help! I will then of course charge in recklessly! So I am delaying/skipping my turn unless someone needs me!


Note, I adjusted the map, since most of you are outside now. The only new thing is the rocks near the Keep's wall.
--You cannot move on the Dark Brown (unless you're climbing). It's a DC 25 Athletics Check to freehand it (or DC 10 with the rope).
--The path by the gate is Difficult Terrain until you reach the grassland (that's the reason for the white V marks).
Everyone's relative position remains the same.

The retreat continues...
Nirifanya's spectral tiger claws through the last archer on the ground. It explodes in necrotic energy that rains harmlessly to the ground.
Rallnik gives a thankful nod to Alester on his way past, as does the last ally heading that way. Everyone else is heading for the rope that Zvia is climbing down.
Thanis takes a moment to slide up to the enarest archer and finish him off, then he nods to Orla, "Miss, I can hold the line here - you are welcome to go first." He may be bloodied and beaten, but he is a proud soldier of Karrnath and some habits die hard (he has 8hp).

The skeletal warrior advances on Alester and begins whirling its scimitars, just barely catching the paladin with one swing. Meanwhile the last archer leans over the wall and tries to take out Zvia while she's climbing on the rope. A perfect shot catches her, threatening her grip on the rope.

ZVIA - YOU NEED TO MAKE AN IMMEDIATE ATHLETIC CHECK (DC 10) TO AVOID FALLING FROM TAKING DAMAGE.

-- ROUND 9 --

COMBAT DETAILS:


::ALLIES::
Nirifanya: moves to I6 (under the walkway) (dragon to F6); Attack with Spectral Tiger vs Archer8: 1d20 + 5 ⇒ (20) + 5 = 25 vs Will, CRIT! for 8 + 4 = 12 ---> Archer8 dies, only the tiger is in the area and even on a hit, its explosion can't hurt the tiger.
Rallnik: double moves to H6 - Nirifanya now helps with the dying ally.
Rallnik's Men: Duller grabs Corin and runs for the wall and the rope down
Thanis: use halfelf power (minor) to shift forward and attack Archer3: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 vs AC, hit! for 1d8 + 4 ⇒ (4) + 4 = 8 ---> Archer3 dies (Immediate Reaction) burst vs Thanis: 1d20 + 5 ⇒ (9) + 5 = 14 vs REF, HIT! for 1d6 + 2 ⇒ (4) + 2 = 6 necrotic damage, then he moves towards the rope.
Thanis's Men: #E and #F flee running on a double move, #G will move with Savi, #H runs and makes it outside.


::ENEMIES::
Warrior2 ignores Savi's Mark and Orla's Power and moves to Alester to use: Karrnathi Skill (2 attacks)
Scimitar1 vs Alester: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23 vs AC (that just hits you, the dragon gives you +1 defense, but 23 is the magic number), HIT! for 1d8 + 8 ⇒ (7) + 8 = 15
Scimitar2 vs Alester: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11 vs AC, miss!

Save vs Orla's Power: 1d20 ⇒ 9 -- failed.
-
Archer Ranged Shots vs AC:
2: Moves to start shooting at Zvia on the rope: 1d20 + 6 ⇒ (20) + 6 = 26 CRIT!! for 8 + 4 = 12

Total Damage to PLAYERS:
Alester: 15 (assuming Savi invokes her shield on you) it's only 6hp damage.
Zvia: 12

Current Player Imprisonment Status:

Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
Savi-Kai: suffering minor imprisonment effects (lose 1 Healing Surge per day).
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
**Imprisonment effects last till you reach 1 more milestone.

Enemy Defenses:

Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed

Karrnathi Skeletal Warriors == AC: 20, Fort: 16, REF: 18, WILL: 14


Map Notes:

The exit to the SouthWest (U2), but it is blocked by a gate (T2). Several other doors lead from the courtyard.
There is walkway about 30feet up - it provides cover (+2 AC) to those on it - it can be accessed by the ramp on the Eastern side (T18) or climbing.
There is probably a main enterance to the Keep on the other side of the courtyard (off map)

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.


======================================================================
Initiative!:
INITIATIVE -- bold shows who's turn it is
Skel Warriors
: 2: Hit with Saga of Rivalry (se)*, Marked by Savi
Skel Archers
: 2:
Alester
Thringorn
Savi: carries AllyA
Orla
Zvia: Saga* +2 to hit SkelWarrior2, 3/10 squares dowm the rope

Nirifanya: carries AllyB
Rallnik: Bloodied! carries AllyB
Rallnik's men
: Aeb : stable - being carried by Savi and Gossen
: Beeld : dying - being carried by Rallnik and Nirifanya
: Corin : dying
: Duller :
Thanis's men
: Egger : OUTSIDE!
: Feln : Bloodied! OUTSIDE!
: Gossen : Bloodied!, carries AllyA
: Haas : Bloodied! (near dead) OUTSIDE!
Thanis: Bloodied!
======================================================================
*"Hit by Z": Target takes a –2 penalty to ranged and area attack rolls (Zvia's bow property)
*"Saga of Rivalry": Target take -5hp if they do not end up adjacent to Zvia.

All players are up!

<<map>>

Other Important Notes:

The exit is I6. It leads to a sloping path that is the only way down from Fort Bones without a difficult Athletics Check. The path is diffult terrain until it levels out on the grassy plain: J6, K6, and L6 are all Difficult Terrain, the dark brown is impassible (without a DC 25 Athletics Check)

There is walkway about 25feet up that runs along the wall - it provides cover (+2 Defenses)[b/] to those on it - it can be accessed by the ramp (regular movement) on the Eastern side (H22), or you can Climb up any of the walls (Athletcis Check, DC 22)

There is [b]debris all over the courtyard. It doesn't affect movement, but you can spend a Move Action to Create a Barricade. Pick TWO squares you want it in, and it provides cover (+2 Defenses) from all attacks that pass through those squares (as long as you are closer to the barricade than the attacker), additional Move Actions can provide additional squares of cover with the same rules.

There is a ROPE hanging over the edge of the Keep at I18.

Climbing Rules:

CLIMBING - an Athletics Check (DC 10 for a rope) made while moving (once per Move Action)
Fail by four or less and you lose your Move Action (don't move). You don't fall, and you can spend another Move Action to keep trying.
Fail by five or more and you lose your Move Action and you are FALLING.

Climbing is effectively Difficult Terrain (it costs two squares of movement to move 5ft). The Walkway is about 50 feet up on its southern side, so that's 10 squares of climbing, or 20 squares of movement. That also means, that most characters need TWO or THREE Move Actions to get to the bottom (and thus, TWO or THREE Athletics Checks) -- unless you decide to drop down off the rope towards the bottom.

TAKING DAMAGE: If you take damage while climbing, you need to make another Athletics Check at the same DC (or DC+5 if you are Bloodied). If you succeed, no harm - you are fine. If you fail the check, you are FALLING.

FALLING: You may attempt to grab hold as a Free Action, it is an Athletics Check, DC + 5 (so, in the case of climbing this rope, the DC to avoid falling is 15). If you succeed, you're fine. If you fail, you actually fall and take 1d10 per 10feet of the fall.

HOP DOWN
Make an Acrobatics Check (DC 15) to hop down 10 feet and land standing.
Action: Free check as part of a Move Action
Success: The creature hops down, lands standing, and takes no falling damage. The downward move uses no movement from the action.
Failure: The creature falls.

REDUCE FALLING DAMAGE (Trained in Acrobatics only)
If a creature that has training in Acrobatics falls, it can make an Acrobatics check to reduce the amount of falling damage it takes. The creature can make this check whether or not the fall is intentional.
Action: Free action. The Acrobatics Check is a response to falling.
Result: The amount of falling damage that the creature takes is reduced by one-half the check result (rounded down). If the falling damage is reduced to 0, the creature lands standing.


Female Githzerai Seeker 2

I do my best to neither scream nor lose my grip when the arrow hits me.

Athletic check: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3 Uh-oh...

HP: 16/28 surges: 5/7 AP: 0/1


Zvia, you are "falling". You get one free check to try and regrab the rope the Athletics Check is now a DC 15. If you fail this one, you fall the rest of the way down. If you make it, no worries and you're still climbing.
7squares or 35 feet -- which will cause 3d10 damage... but at least you'll be on the outside :{


Female Githzerai Seeker 2

No need to panic, I calmly try to regrab the rope.

Athletic check: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16 Any chance I actually fell a square down before I regrabbed it? ;)


Maybe it's Zvia's Githzerai nature showing (calm and zen-like) or just her high wisdom that keeps her level headed in the face of death... a slip on the rope, a moment of panic (from the DM who thought for sure you were dropping like rock), and Zvia is back firmly attached to the rope and actually a bit closer to solid ground.

Sure, I think dropping 5ft is reasonable.)

Zvia's Progress on the rope: 4/10 squares


Male Human Fighter 2

Thringorn is delaying until after all allies who are exiting through the gate exit the gate, so he will be asking the last member of the group exiting if anyone else is still heading for the gate and will wait for the last one. He can see others are using the rope as well and it appears everyone is generally aware of who is heading for the gate and who is going for the rope. If a skeleton immediately follows the last person out he will attack as a delayed attack/action; if not he will continue retreating with the group. Hopefully that all makes sense.


Makes perfect sense to me.


Female Githzerai Seeker 2

Once again in a proper state of Zen, I attempt to let myself down the rope carefully.

Athletic check: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2 Apparently my muscles are overtired from the fight, and I lose my grip again. No worries, I'll just catch it again.

Athletic check: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14

No worries, I'll just hit that nice rock and bounce...

Acrobatics roll to take the fall well? For some weird reason I cannot get to my character page right now, every time I click on paizo.com/people/Zvia it takes me to Pazio's store blog...


You can only use Acrobatics to reduce damage if you are trained in in it - I don't think Zvia is... so you are falling the full 30ft.

Zvia was so excited in catching herself the first time that she misjudges the next handhold on the rope and falls. Zvia is probably too cool to scream on the way down, but everyone hears the disturbing and unmistakable sound of her body hitting the ground below (a combination of hollow thump and too many sticks snapping at once).

Damage to Zvia: 3d10 ⇒ (3, 6, 8) = 17

Zvia is now unconscious and dying.

DEATH AND DYING:
At the end of every turn Zvia needs to make a regular saving throw.
Success = no change in your condition.
Failure = 1 "death mark", if you accumulate 3 death marks, you're dead-dead.
Natural 20 = You Recover! You get to spend a healing surge and you bounce back from unconsciousness.
Ps - all healing applied to someone at negative hp: FIRST, the person's hp is reset to zero; THEN, the full healing power is applied.

Zvia needs to make her first Death Save.


For Zvia Only:

Time seems to slow as you fall to the ground.
You have time to recollect a great many things in your adventures... long enough to ponder whether this is the first time you've faced death and lost - and to a rope of all things...
Long enough to ponder the meanings of death and mortality...
Long enough to wonder if your new friends will be able to make it out of this place without your aid.
You consider your journies, your challenges, your path of enlightenment...

That's a lot to consider, but the fall does seem to take a long while.

And then you're positive you feel the ground.
No pain, just an instant of shock and the world goes black.

Black and cloudy/smokey??? (it's black, you can't see the clouds, but you feel them...)

A voice fills your mind, [deep and all James-Earl-Jonsey] "YOU ARE NOT ONE OF MINE. YOUR PROPHECY DOES NOT END NOW, LITTLE ONE. WHY ARE YOU HERE?" There's a strange mixture of concern, apathy, anger, and care in the voice. A mixture that both comforts you and chills you...

Most Githzerai don't have a religious bent - they perfer personal enlightenment to worship, and you have a very low Religion Skill (makes sense), so you do not recognize anything "afterlifey" in the statement -- your character may be convinced that everyone experiences this upon dying or you might be convinced that you are special.


Female Eladrin Bard 2

Is it possible to slide quickly but in a controlled fashion down a rope? Orla does have Acrobatics trained and Athletics from Bard of all Trades...


Female Githzerai Seeker 2

For SeanDM Only:
"One leaves on a journey. One does not always know the destination." I suppress a little grin at this interesting turn of events.

Death Save: 1d20 ⇒ 12


Female Genasi - Cindersoul Swordmage 2

Alester:
I cannot save you the 9 damage. I'd already used that power and I can only do it once per round. The skeleton got to take its turn before my refresh. This turn I can.

I hear the sound. It sends a shiver down my spine and before I even think about anything, I give the full weight of Aeb to Gossen, turn and run towards the rope.

Everything speeds up and slows down...As I run, I see Orla's face go ashen and her grip change on the rope as she looks down on Zvia. Then I feel that almost imperceptible tug of my shield reminding me not to move too far. And then Zvia is at my feet...I gently tug her arm so that it bends in the right direction.

DM:
I didn't actually run. It just sounded better. I double moved to L17. The Skeleton Warrior is just within 10, so it will depend on his next move whether or not I can shield anyone from his hit.

Savi's stats
HP: 13/37 (bloodied), Surges: 6/11(-1), AP: 1/1


Zvia is now at L18 on the map.

For Zvia Only:

(Again in the deep Mufasa voice - with the mixture of caring and anger)"WISE... BUT ONE SHOULD NOT ARRIVE SO EARLY."

You feel as if you are being scrutinized...(but it's near pitch black)

--------
Zvia: Failed Death Saves: 0/3


@Alester: Sorry, Savi can't shield you from the warrior's hit - I had forgotten she had already used it. You take the full 15hp


@Orla: About sliding down a rope:
There's nothing in the rules anywhere about it, but it seems a reasonable action - I think the military calls it "fast-roping"... and it's very effective. Basically, it sounds like a controlled fall.
Since there are already rules for catching yourself when you're falling, I think we can just adapt those rules to this situation. I've been trying to think of a good athletics mechanic that would make it a reasonable action, but not something that anyone off the street should be able to do...
Here's my thought:
Fast-Roping:
Free Action as part of a Move Action to decend a rope or similar surface.
Athletics Check = DC for surface you are climbing (rope DC = 10).
For every 5 you beat the DC, you gain one free square of decent.
However, you also take (0-3)hp of damage per free square (unless you are Trained in Athletics).
IF you fail the DC by any amount you are FALLING.
This "Fast-Roping" check can be performed ONCE per Move Action, and you can still perform the rest of your Move Action (like continuing to climb).


Female Eladrin Bard 2

Orla briefly ponders fast-roping, but decides taking her time would be best -- and a little insurance wouldn't hurt.

Vicious Mockery on Archer2
1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17 versus Will, hit!
1d6 + 6 ⇒ (2) + 6 = 8 damage, plus he gets a -2 to hit until Orla's next turn.

Orla starts down the rope.
Athletics Check: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14


Orla's arcane insult is enough to bloody the last skeletal archer.

Alester, you're up.


Etienne has been crazy busy studying for exams and now he's going to be out of communication for a bit, so I'll post for him... I'm just going to have him swing for the fences and then back out of the courtyard as soon as possible.

<< Alester's Turn >>

Alester shouts one of his religious oaths and swings for the skeletal warrior... landing a solid crack with his flail.
Vengeance Strike vs Warrior:
1d20 + 5 ⇒ (19) + 5 = 24 vs AC, hit for 1d10 + 5 + 2 ⇒ (6) + 5 + 2 = 13

The DM will post the NPCs when he gets home from work.


hmm... my mapping software is failing me.
will try to fix it and post later :(


The retreat continues... Nearly everyone is out of the courtyard. Duller drags Corin and is almost to the top of wall and Zvia's rope. A few of your allies are long gone now (Egger and Feln).

Niri takes a moment to stablized Beeld and shouts over to Savi, "Savi! Do you need a hand over there?!"

Thanis hurls a daggers at the last archer and adds a bit of his natural fighter strength. The archer expolodes in necrotic energy (the last archer is now dead). Thanis then runs to help Duller carry Corin.

The Karrnathi Warrior begins spinning its blades. Alester easily dodges the first, and the second should've made contact, but Savi arcane distraction and the bolstering presence of Niri's dragon spirit save Alester from a nasty wound (that second swing just misses Alester).

-- ROUND 10 --

COMBAT DETAILS:


::ALLIES::
Nirifanya: stablizes Beeld (1d20 + 10 ⇒ (14) + 10 = 24-success!) and then moves with Rallnik and AllyB (Tiger moves to E8 to flank the warrior).
Rallnik: double moves to H6 - Nirifanya now helps with the dying ally.
Rallnik's Men: Duller grabs Corin and runs for the wall and Zvia's rope down.
Thanis: thrown dagger vs Archer3 + fighter power bonus: 1d20 + 8 ⇒ (10) + 8 = 18 vs AC, hit! for 2d4 + 3 ⇒ (3, 4) + 3 = 10 - this drops the archer!
Thanis's Men: #E/#F are now off the map... they are not waiting for anyone, #H catches up to #G and together they carry #A


::ENEMIES::
Warrior2: Karrnathi Skill 2 attacks and can shift at any point during the attack. He ignores Savi's mark and goes after Alester:
Scimitar1 vs Alester: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12 vs AC, miss
Scimitar2 vs Alester: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22 vs AC, would be a hit, but the Spirit of Eberron grants a +1 to all defenses to adjacent allies -- so miss!!

Total Damage to PLAYERS:
none

Current Player Imprisonment Status:

Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
Savi-Kai: suffering minor imprisonment effects (lose 1 Healing Surge per day).
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
**Imprisonment effects last till you reach 1 more milestone.

Enemy Defenses:

Karrnathi Skeletal Warriors == AC: 20, Fort: 16, REF: 18, WILL: 14

Map Notes:

There are rocks near the Keep's wall (dark brown).
--You cannot move on the Dark Brown (unless you're climbing). It's a DC 25 Athletics Check to freehand it (or DC 10 with the rope).
--The path by the gate is Difficult Terrain until you reach the grassland (that's the reason for the white V marks).

All grassland is the same, the light brown path is just for looks.

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.


======================================================================
Initiative!:
INITIATIVE -- bold shows who's turn it is
Skel Warrior
: 2: Hit with Saga of Rivalry (se)*, Marked by Savi
Alester
Thringorn
Savi
Orla: 3/10 squares down the rope
Zvia: Saga* +2 to hit SkelWarrior2, Dying (Failed Death Saves: 0/3)

Nirifanya: carries AllyB
Rallnik: Bloodied! carries AllyB
Rallnik's men
: Aeb : stable - being carried by Gossen and Haas
: Beeld : stable - being carried by Rallnik and Nirifanya
: Corin : dying
: Duller :
Thanis's men
: Egger : (14 squares off the map - running)
: Feln : Bloodied! OUTSIDE! (14 squares off the map -running)
: Gossen : Bloodied!, carries AllyA
: Haas : Bloodied! (near dead), carries AllyA
Thanis: Bloodied!
======================================================================
*"Hit by Z": Target takes a –2 penalty to ranged and area attack rolls (Zvia's bow property)
*"Saga of Rivalry": Target take -5hp if they do not end up adjacent to Zvia.

All players are up!

<<map>>

Other Important Notes:

The exit is I6. It leads to a sloping path that is the only way down from Fort Bones without a difficult Athletics Check. The path is diffult terrain until it levels out on the grassy plain: J6, K6, and L6 are all Difficult Terrain, the dark brown is impassible (without a DC 25 Athletics Check)

There is walkway about 25feet up that runs along the wall - it provides cover (+2 Defenses)[b/] to those on it - it can be accessed by the ramp (regular movement) on the Eastern side (H22), or you can Climb up any of the walls (Athletcis Check, DC 22)

There is [b]debris all over the courtyard. It doesn't affect movement, but you can spend a Move Action to Create a Barricade. Pick TWO squares you want it in, and it provides cover (+2 Defenses) from all attacks that pass through those squares (as long as you are closer to the barricade than the attacker), additional Move Actions can provide additional squares of cover with the same rules.

There is a ROPE hanging over the edge of the Keep at I18.

Climbing Rules:

Climbing - an Athletics Check (DC 10 for a rope) made while moving (once per Move Action)
Fail by four or less and you lose your Move Action (don't move). You don't fall, and you can spend another Move Action to keep trying.
Fail by five or more and you lose your Move Action and you are FALLING.

Climbing is effectively Difficult Terrain (it costs two squares of movement to move 5ft). The Walkway is about 50 feet up on its southern side, so that's 10 squares of climbing, or 20 squares of movement. That also means, that most characters need TWO or THREE Move Actions to get to the bottom (and thus, TWO or THREE Athletics Checks) -- unless you decide to drop down off the rope towards the bottom.

TAKING DAMAGE: If you take damage while climbing, you need to make another Athletics Check at the same DC (or DC+5 if you are Bloodied). If you succeed, no harm - you are fine. If you fail the check, you are FALLING.

FALLING: You may attempt to grab hold as a Free Action, it is an Athletics Check, DC + 5 (so, in the case of climbing this rope, the DC to avoid falling is 15). If you succeed, you're fine. If you fail, you actually fall and take 1d10 per 10feet of the fall.

HOP DOWN
Make an Acrobatics Check (DC 15) to hop down 10 feet and land standing.
Action: Free check as part of a Move Action
Success: The creature hops down, lands standing, and takes no falling damage. The downward move uses no movement from the action.
Failure: The creature falls.

REDUCE FALLING DAMAGE (Trained in Acrobatics only)
If a creature that has training in Acrobatics falls, it can make an Acrobatics check to reduce the amount of falling damage it takes. The creature can make this check whether or not the fall is intentional.
Action: Free action. The Acrobatics Check is a response to falling.
Result: The amount of falling damage that the creature takes is reduced by one-half the check result (rounded down). If the falling damage is reduced to 0, the creature lands standing.

FAST-ROPING:
Free Action as part of a Move Action to decend a rope or similar surface.
Athletics Check = DC for surface you are climbing (rope DC = 10).
For every 5 you beat the DC, you gain one free square of decent.
However, you also take (0-3)hp of damage per free square (unless you are Trained in Athletics).
IF you fail the DC by any amount you are FALLING.
This "Fast-Roping" check can be performed ONCE per Move Action, and you can still perform the rest of your Move Action (like continuing to climb).


Alester can't really see it, but Thanis has a clear view from up on the wall. And in a near panic he yells out, "We've got more incoming! MOVE IT!!"

I'm sure on Alester's turn, he will be moving out of the courtyard.
@Thringorn: you might consider trying to find a way to wedge/break/force the door shut - something to slow them down this path and maybe even make them go around.

If you have an action point, it can be used for extra actions - like a move.
And remember you can also take the RUN Action (a move action that gives you +2 to your base speed but means you grant combat advantage to all enemies and you take a -5 to attack rolls for that turn)


Female Eladrin Bard 2

Orla continues climbing down.

Athletics Check: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16, no problem for the first stretch.
Athletics Check: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20, and the second is even easier, apparently. Orla must be getting the hang of this, she cockily tries to hop down the last 5 feet.
Acrobatics Check: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7 And that doesn't work so well.

HP: 17/29 Surges: 4/8 AP: 0


That was your "Hop Down" Check - failure means you're falling the last 5 ft.
Since you're trained in Acrobatics you can make a free check to reduce your falling damage. There is no damage for 5ft, so being trained just means you can land on your feet those last 5ft...

Orla slides down the rope, tries to gracefully dismount at the end... it doesn't look as fancy as she hoped, but her training kicks in and she cooly lands on her feet. Orla is now on the ground outside the walls.


I still think that Et is out so I'll post for him to keep us rolling... he's just going to attack and back out.
<< Alester's Turn >>

Boldened by his dodging of the Skeletal Warrior, he shouts some Thranish insult, just misses the undead with his flail, and then backs out the front door.
Vengeance Strike vs Warrior:
1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 vs AC, miss :(
He then moves as far as he can to J6 - drawing an OA from the skeleton

Skeleton's attacking coming up.


Male Human Fighter 2

Thringorn will wedge his greatsword into the gate and try to force it to cave in after the last ally runs out.

Strength Check (Delayed Action)

1d20 + 4 ⇒ (17) + 4 = 21

Thringorn will then move to J10 and move to assist those coming over the wall.


As Alester tries to back out of the courtyard, the Karrnathi Warrior reaches out with its blade and tries to use the magic of undeath to shock Alester's mind. But (I'm assuming) Savi-Kai's arcane shield springs up in the space between and saves Alester from any damage.

Karrnathi Warrior OA (Death Touch) vs Alester: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22 vs (any defense) WILL, HIT! for 1d8 + 6 ⇒ (1) + 6 = 7 damage.


Nice roll, Thrin!

Thringorn uses his blade to wedge the door closed. You imagine that it will hold for a bit... it may provide you a few turns before they get through it.

You may not want to move to J10 -- you would still be on the "ledge" of the Castle Bone's mound, and you would have to climb/jump down the small cliff which is about 25-30 feet down to the ground from this ledge.
Now, you do have the athletics to probably attempt it... so you can, just pointing it out.


Female Genasi - Cindersoul Swordmage 2

Absolutely, I would use the shield to protect Alester as he's leaving. I stood just where I stood to be within range to trigger the shield, so we're good.

As soon as Orla lands I would assist in whatever she needs to bring Zvia back to consciousness.
Heal check for help Orla
1d20 + 1 ⇒ (9) + 1 = 10 Whew! DM, is that a +1 to Orla or nothing?

If Orla get's her up, I would use my move action to help carry Zvia farther away from the prison.


Female Eladrin Bard 2

Orla already used up all her actions for this round, alas. On the plus side, if Zvia doesn't die before Orla gets her next action, she should be good.


Male Human Fighter 2

I see, was thinking that was ground level. Thringorn will just head down the trail then to O10.


@Savi: I was going to write the same thing as Orla -- she's already used all her actions. You would be better spent, either:
A) Starting to move Zvia -- you can get 4 squares away, if you spend two move actions... Next turn you could carry her another 2 sqrs and Orla could still catch up on that turn, stablize Zvia, and then on turn 3 you two could both carry her forward...
--or--
B) Spend two actions attempting to stablize her yourself. You need to hit a DC 15 Heal Check - it's unlikely, but possible. And there's no harm in trying especially if you're just going to wait for Orla's next turn.

@Thringorn: sounds good... I'm going to have to work on my 3D modeling so it all makes sense :P


Female Eladrin Bard 2
SeanDM wrote:
You need to hit a DC 15 Heal Check - it's unlikely, but possible. And there's no harm in trying especially ...

No critical failure chance? "You rolled a 1?!? Don't you know cutting off her head will not help stabilize her?!!


LoL -- "That is *NOT* how you apply a bandage... ewwwww."
...
No, they've done away with critical failures on skill checks - and really even critical failures in general are gone (they only really hurt the players in the long run, so I can see why they're gone).


Female Genasi - Cindersoul Swordmage 2
SeanDM wrote:

A) Starting to move Zvia -- you can get 4 squares away, if you spend two move actions... Next turn you could carry her another 2 sqrs and Orla could still catch up on that turn, stablize Zvia, and then on turn 3 you two could both carry her forward...

I say a small prayer to Aureon (hoping that my choice is the intelligent one) and wrap my arms around Zvia. Picking her up enough that I can safely pull her with me, I move backwards slowly.

Double move. I have more confidence that the reinforcements are coming than I have in my healing skills. Distance is far better a choice.


Thrin, Savi, sounds good.

Zvia Only:

The voice in the darkness continues (In it's deep James Earl Jones voice), "Your time here is over. We will meet again soon... but you will have found the ikensta."
"Good luck little one."

The darkness fades for a moment and you get the feeling of scales and dragon's breadth.

Zvia still needs to make her Death Save for this turn, but I don't think it will impact things too much... even if she fails she'll be okay soon enough.


We'll keep you in turns just a moment longer... as you decide on plans for the next few moments.

Nirifanya offers a small prayer of thanks and wishes his summoned guardians well as they are left behind to hopefully slow down the horde that is sure to follow (that and Thringorn's disabled door).

Egger and Feln have run off to the southeast.
Aeb, Gossen, Haas, Rallnik, Nirifanya, and Beeld all appear to be heading to the southwest.
Thanis and Duller run for the rope. Duller goes over first - slides partway down and then lets go, leaping to the ground below in a painful, but survivable fall. Thanis follows but doesn't get very far down the rope while carrying the unconscious Corin (He's got a good Athletics Normally, if he rolls well he might be able to make it to the bottom next turn... maybe) Duller looks like he will wait for them at the base of the rope.

-- ROUND 11 --

COMBAT DETAILS:


::ALLIES::
All Allies are retreating.
Duller makes a Fast Rope Check: 1d20 + 8 ⇒ (18) + 8 = 26 giving him 3 free squares and he's able to climb 3 squares on his own. He then leaps for the ground, taking 2d10 ⇒ (7, 6) = 13 falling damage, but he's ready to run next turn.
Thanis (carrying Corin on the Rope) also make a Fast Rope Check: 1d20 + 10 ⇒ (2) + 10 = 12... it doesn't get him very far, and he is only able to climb one square while carrying Corin.


::ENEMIES::
UNKNOWN

Total Damage to PLAYERS:
none

Current Player Imprisonment Status:

Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
Savi-Kai: suffering minor imprisonment effects (lose 1 Healing Surge per day).
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
**Imprisonment effects last till you reach 1 more milestone.

Enemy Defenses:

Karrnathi Skeletal Warriors == AC: 20, Fort: 16, REF: 18, WILL: 14

Map Notes:

There are rocks near the Keep's wall (dark brown).
--You cannot move on the Dark Brown (unless you're climbing). It's a DC 25 Athletics Check to freehand it (or DC 10 with the rope).
--The path by the gate is Difficult Terrain until you reach the grassland (that's the reason for the white V marks).

All grassland is the same, the light brown path is just for looks.

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.


======================================================================
Initiative!:
INITIATIVE -- bold shows who's turn it is
Skel Warrior
: 2: Hit with Saga of Rivalry (se)*, Marked by Savi
Alester
Thringorn
Savi
Orla
Zvia: Saga* +2 to hit SkelWarrior2, Dying (Failed Death Saves: 0/3)

Nirifanya: carries AllyB (5 squares off the map heading S/SW -running)
Rallnik: Bloodied! carries AllyB (5 squares off the map heading S/SW -running)
Rallnik's men
: Aeb : stable - being carried by Gossen and Haas
: Beeld : stable - being carried by Rallnik and Nirifanya
: Corin : dying
: Duller :
Thanis's men
: Egger : (28 squares off the map heading SE - running)
: Feln : Bloodied! OUTSIDE! (28 squares off the map heading SE -running)
: Gossen : Bloodied!, carries AllyA (14 squares off the map heading S/SW - running)
: Haas : Bloodied! (near dead), carries AllyA (14 squares off the map heading S/SW - running)
Thanis: Bloodied! Slowed by carrying AllyC, 1/10 squares down the Rope
======================================================================
*"Hit by Z": Target takes a –2 penalty to ranged and area attack rolls (Zvia's bow property)
*"Saga of Rivalry": Target take -5hp if they do not end up adjacent to Zvia.

All players are up!
AND ZVIA needs to make her Death Save from last turn.

<<map>>


Even though we're still in rounds, feel free to discuss your next move. Which way would you like to flee?
SE towards Egger, Feln, and the Talenta Plains (Halfling country)
S/SW towards the rest of the group and the Mournlands
Wait for Corin, Duller, Thanis?
Pick a completely different route and follow nobody?
Walk back into Fort Bones and turn yourself in? lol
...
You will definitely need to find someplace to catch your wind (a short rest - heal/regain encounter powers) and somewhere to hole up for the night (an extended rest - completely heal/regain all powers).

Thoughts?


Female Githzerai Seeker 2

For SeanDM Only:
"Until then," I say to the stranger in the dark as he fades.

Death Save: 1d20 ⇒ 10 (last turn)
Death Save: 1d20 ⇒ 6 (this turn)


Female Eladrin Bard 2

Orla quickly moves to catch up with Savi, and touches Zvia with the Healer's Gift.


Female Eladrin Bard 2

My original plan (from 2011!) was to head east to a Ghallanda Inn to recover, eventually making our way into the Talenta Plains. (Or possibly the Inn was in the Plains? I haven't dug up the old maps to check!) I was thinking it would be best if we split up with Thanis & Rallnik & co, going different directions to hopefully split the pursuit.

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