The Heroes of Brindin's Ford (Inactive)

Game Master loimprevisto

When the will defies fear, when duty throws the gauntlet down to fate, when honor scorns to compromise with death - that is heroism.


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HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Alviss looks around at the splattered fur and flesh.

At least I didn't need silver for these!

He watches Eles disappear out the window and turns to cleaning the gore off of his axe.


Golden-hued and resplendent, Elesandira's wings unfurl and catch the air as she leaps out the window. With a quiet ruffle and a slight breeze she is gone.

-----

@Elesandira: It's difficult to make sense of the tangle of ropes and pulleys that stretch through the belltower's upper reaches. The room is crisscrossed with the machinery that allows a single person to ring the immense bells by pulling on the ropes that stretch to the keeper's room on the ground floor. The wide-open room is capped by a 30' high vaulted ceiling with small openings where the ropes run to the bells and there are four large, sturdy wooden beams spanning the room about 20' above the floor that support the largest of the pulleys. Perhaps its the contrast of the tower's dingy innards with the bright sunlight, but the room's gloom seems downright impenetrable. You can hear the squeaking of rats coming from above but can see no sign of them.

Ascending to the roof, you see the familiar sight of the walkway around the perimeter of the tower's covered spire that runs around the edge of the roof. Decorative stone arches made from the same dressed limestone as the rest of the tower line the walkway with decorative gargoyles carved into each niche. A larger arch at each cardinal direction opens onto the roof's middle level, where the bells themselves are mounted at the apex of the arches. The middle level is 20' square, and more artful embellishments decorate the stonework at this level. The spire rises another 15' above the bells and provides a familiar and comfortable perch that you've often enjoyed resting on as you take in the city's sights.


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

Not eager to try landing in the window, I land in the street below and then hustle up the stairs to my allies: I can hear rats upstairs but it's hard to see anything amongst all of the ropes and cables. The roof is clear though.


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

"So it seems we have just sto go up and fight."
Lummel leads the way to the upper floor.


@Jon Silver & Raspin: Despite the festive atmosphere in the rest of the city, things are somewhat subdued in Southspur. This part of the city is an uneasy mix of industrious craftsmen, the laborers they employ, those who can't afford to live farther away from the stench of the tannery warehouses and alchemist's workshops... and those who prefer to be seen as just another dirty face in the crowd. The streets are quiet and many shops are closed- the proprietors having moved their wares out to the market street for the fair. Though the festival doesn't extend far into this neighborhood, at least one group of entertainers has decided to set up stage in Southspur hoping to find an attentive audience amongst those en-route to or from the fair.

A trio of actors are engaged in some sort of farce, prancing around on a stage improvised from the back of a wagon and a heavy drop cloth set up across the entrance of a narrow alleyway. The subject of their lampooning is not immediately apparent and although there are a few who stop to watch for a time most people simply glance over as they pass, shake their heads, and move on.

Suddenly the back curtain of the stage is torn down by a massive grey-skinned eyeless humanoid with a shock of wild black hair. It brandishes a large axe over its head and for a moment you think this must be part of the act since the creature seems to pause for just a moment to savor the screams of terror its entrance produces...

That impression is quickly dispelled as more of its kind spill onto the stage and street. One of the actors is struck with an axe and crumples, blood spilling across the stage- the crowd erupts in chaos.

Initiative:
Jon Silver = 1d20 + 4 ⇒ (2) + 4 = 6
Raspin = 1d20 + 9 ⇒ (4) + 9 = 13
Bad guys: 5d20 ⇒ (9, 12, 7, 13, 12) = 53
BG1 attack: 1d20 + 4 ⇒ (18) + 4 = 22, 1d8 + 3 ⇒ (4) + 3 = 7
Mystery GM Dice: 1d6 ⇒ 3

I am using initiative blocks to speed up PBP combat rather than have to go back and forth several times with PC and GM posts to resolve a single round. I will be resolving everything in initiative order, but there will only be two phases- PCs have two RL days to declare their actions and then I'll work out what happens that initiative round and post the results. Please describe your intentions as best you can along with the mechanics of your actions so that I can post a good narrative if the exact activity you've posted isn't applicable because the situation has changed or the enemy you are targeting has fallen.


Male Elf wizard 5(div and ench restricted) conjuration spec

Here are my knowledge checks modifiers:
Knowledge (History) +11, Knowledge (Local) +13, Knowledge (Nature) +12, Knowledge (Nobility) +9, Knowledge (Planes) +13, Knowledge (Religion) +13

Add the appropriate modifier as needed.
Here is my knowledge roll to determine what the creature is and to get as much info as I can:1d20 ⇒ 19

edit:So I have at least a 28, and possibly a 32 depending on what these things are. :)


@Raspin:
Knowledge (nature) is the most applicable. Do those modifiers include your equipment bonus from the pathfinder chronicles (when you have time to reference them) or would those be on top of the numbers you have in your profile?

Knowledge (nature) (DC 16) = 31 = success (4 pieces of information).

These appear to be Grimlocks, subterranean humanoids reputed to be extremely aggressive... you've read chronicles of encounters with them and examined a skeleton while you were at The Acadamae but this is your first time seeing one in person. There are said to be vast tribes of them in the darklands that occasionally scour the caves of anything edible- including sentient beings. They are carnivorous and are rumored to prefer the taste of human flesh above all else. Stories say that although they lack eyes they possess some sort of organ that allows them to 'see' their immediate surroundings in great detail and that their sense of smell is amazingly acute.

Other pieces of minutiae spring to mind, but little that could have any bearing on the present situation. A fanciful tale you heard over a tankard of ale late at night from a weary traveling scholar is that they are the pawns of the horrific, nightmarish beings that dwell in the bedrock depths of Sekamina- proxies in a war that has stretched back longer than all of human history. Another tale in the same vein states that they are the fanatical followers of cults led by the snake-haired oracles of the far North (or was it Tian-Xia?). A few unattributable, fragmentary legends also credit the occasional member of the race with sorcerous ability from whatever aberrant taint runs in their blood, but it has never been documented by a reliable source.

Also, don't forget the bonus campaign trait 'Hero of Brindin's Ford' that gives +2 to knowledge (local) and diplomacy checks within the city and its immediate surroundings.


Lummel quickly circles the tower again and arrives at the door to the uppermost floor. The stairs continue upward for a little farther before ending at a hinged set of doors that apparently open onto the roof. Bricker carefully probes the door and after a short time delivers his verdict that it is unlocked and unbarred.


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Jon's eyes go wide as the actor crumples on the stage, blood flowing from the axe wound. "That's no thespian!" Quick as the wind, (or a gentle breeze per that initiative) Jon sprints to a nearby building, hoping to scamper up the side and gain high ground from the approaching threat. Once he gains the roof, or a balcony, he draws his bow and starts shooting at the gray skinned brutes.

if unable to get to a building from the approach of the creatures, then Jon will move into combat, with a foe on the perimeter if possible, drawing his silver mace during the move and striking at the creature.

possible rolls for the set of actions

Acrobatics: 1d20 + 12 ⇒ (2) + 12 = 14

Climb: 1d20 + 10 ⇒ (12) + 10 = 22

Bow Attack: 1d20 + 8 ⇒ (12) + 8 = 201d8 + 2 ⇒ (1) + 2 = 3

Silver Mace Attack: 1d20 + 7 ⇒ (9) + 7 = 161d6 + 2 ⇒ (4) + 2 = 6


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

Lummel glances to the others, making sure everybody is ready and in position, then, with a kick it slams the door open, ready to fight.


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Alviss preparess to move past Lummell and into the room as he did in the one below, axe in hand.

[ooc[gambling they're just rats, as I'll lose a round if I have to switch to the short sword[/ooc]


@Jon: The buildings here are of average construction, and the occupants are well aware of the possibility of unwelcome visitors entering through the windows and keep them tightly shuttered. There are no balconies. Most buildings in the area are one or two stories tall with a loft/attic and stand a total of 12-25 feet tall, though there are few useful handholds.

Your climb check allows you to reach the top of one of the single-story buildings and be ready to fire as a double move action (move action to climb 5', move action to pull yourself up to the roof and draw bow).


Male Elf wizard 5(div and ench restricted) conjuration spec

loimprevisto:
I did not use the chronicles. I only use those out of combat since they take 1d4 rounds IIRC.


Male Elf wizard 5(div and ench restricted) conjuration spec

Raspin thinks to himself, [i]"Innocents mixed in with those savages. I can't even drop a fireball on them. I guess I better make myself a little harder to hit.

Raspin cast mirror image. 1d4 + 1 ⇒ (4) + 1 = 5

Are any of the town's guards around?


Raspin wrote:
Are any of the town's guards around?

Perception +8 = passive perception 18

You recall passing a patrol of four guards quite recently, it is almost certain that they are already en-route toward the commotion.


Lummel's flat-footed AC = 17+4 (cover) = 21
Readied actions: 1d20 + 6 ⇒ (16) + 6 = 22, 1d20 + 6 ⇒ (17) + 6 = 23, 1d20 + 6 ⇒ (11) + 6 = 17, 1d20 + 9 ⇒ (13) + 9 = 22. 1d8 + 1d6 ⇒ (3) + (3) = 6, 1d8 + 1d6 ⇒ (3) + (6) = 9, 1d8 + 2d6 ⇒ (3) + (2, 2) = 7 = Lummel takes 20 points of damage, and has 2 bleed damage.

Initiative:
Initiative
WR1: 1d20 + 5 ⇒ (2) + 5 = 7
WR2: 1d20 + 5 ⇒ (14) + 5 = 19
WR3: 1d20 + 5 ⇒ (8) + 5 = 13
WR4: 1d20 + 6 ⇒ (15) + 6 = 21

Lummel:1d20 + 6 ⇒ (12) + 6 = 18
Elesandira:1d20 + 5 ⇒ (18) + 5 = 23
Ziz:1d20 + 10 ⇒ (6) + 10 = 16
Bricker:1d20 + 4 ⇒ (16) + 4 = 20
Alviss:1d20 + 1 ⇒ (13) + 1 = 14

I'm tweaking our initiative block system slightly, as described above in the post for the new guys. I'm going to run the whole round at once, in initiative order. Everyone has two days to post their actions, and along with the actions needs to include their intent and any contingencies that they specifically want to cover in case their action is no longer valid due to the death of their target or some other change in circumstances. With any luck this will stop the battle from dragging out for a month of RL time like the last wererat fight did...

The door flies open with a crash, and Lummel is immediately pummeled by a hail of arrows. Alviss rushes into the dusty room, (described here) looks for a convenient head to sever, and is disappointed. The wererats have all hidden themselves amongst the rafters and pulleys, and are scrambling to reload their weapons. Ziz scampers in through the doorway as well and quickly hides his small body behind one of the bulky pulleys.

A voice booms out from the darkness above (WR4, for those who are in the room and can see the speaker) "Well, you're a persistent fellow Karson- I'll give you that. I didn't expect you to follow me here from the streets quite so quickly!" The voice gives a small grunt after this, probably from the exertion of reloading and cocking a crossbow from his precarious position.

Sense Motive DC 20:
WR3 has a grizzled muzzle and a visible knot on its head by its ear. Combined with how it carries itself and other subtle mannerisms, you are almost certain that WR3 is Turvin.

Creatures farther than 10' away have 20% concealment against those with normal human vision. The tangle of ropes and pulleys in the room can be used for cover or concealment, and have a climb DC of 10.

Here's a visual aid from the adventure...


Combat rolls:
Attacks: 1d20 + 4 ⇒ (13) + 4 = 17, 1d20 + 4 ⇒ (19) + 4 = 23, 1d20 + 4 ⇒ (13) + 4 = 17, 1d20 + 4 ⇒ (17) + 4 = 21, 1d20 + 4 ⇒ (20) + 4 = 24 / Confirm critical: 1d20 + 4 ⇒ (12) + 4 = 16
Damage:1d8 + 3 ⇒ (8) + 3 = 11, 1d8 + 3 ⇒ (5) + 3 = 8, 1d8 + 3 ⇒ (3) + 3 = 6, 1d8 + 3 ⇒ (2) + 3 = 5, 2d8 + 6 ⇒ (7, 6) + 6 = 19

Moving with the panicked crowd, Jon works his way to the edge of the street and shimmies his way to the roof of one of the buildings overlooking the chaotic scene. He has an excellent view of what follows next as the eyeless grey-skinned warriors charge out into the crowd, laying into whomever happens to be closest with ferocious abandon. A shout in some arcane language that doesn't quite register as words intrudes on Jon's attention and he notices a fellow on the street cast some sort of spell. The air around the wizard blurs and suddenly the street is crowded by half a dozen images of the man all twisting away from the axe that is descending toward him.

It does him little good. The jagged weapon descends unerringly and Raspin moves just in time to avoid loosing his leg. He escapes with a nasty gash in his thigh, but the monstrous warrior before him still regards him hungrily. In the streets around him, four other townsfolk have been struck down- one hewn clean in two.

Raspin takes 11 damage. On to round 2!

Hrumph! I didn't expect to be kicking things off by researching the interaction between an illusion (figment) and blindsense :) As best I can tell from looking up the definitions of the relevant effects in the PRD and cruising the forums (here and here), blindsense is unaffected by mirror image.


Male Elf wizard 5(div and ench restricted) conjuration spec

Blindsense does not bypass mirror image. It only tells you what square I am in, but he can already tell what square I am in just by looking at me. He still has to roll the miss chance for the images. He would need blindsight to determine my exact location.

PRD wrote:


Blindsense (Ex) Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Format: blindsense 60 ft.; Location: Senses.

Sean K Reynolds wrote:


Pinpoint in the game means "determine a creature's square." It's one of those times where the game rule's definition of the word isn't the same as the common definition.


Male Elf wizard 5(div and ench restricted) conjuration spec

Round 2 action
I am going to take a 5 foot step away from the creature.

I will then cast grease on whatever weapon that creature is using to attack me with. The Reflex save to hold on onto the axe is a DC 17

If the enemy has the step up feat then I will cast defensively after taking my 5-foot step.

Casting defensively if needed(DC 17):1d20 + 10 ⇒ (11) + 10 = 21


Sorry, typo on my part. Grimlocks have blindsight.


Male Elf wizard 5(div and ench restricted) conjuration spec
loimprevisto wrote:
Sorry, typo on my part. Grimlocks have blindsight.

Darn it. I knew that out of character, but when you said blindsense I was hoping you had downgraded them, lol. As an aside I use them to terrorize players also. :)


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

From the top of the building, Jon yells for any guards that may be in the area. "GUARDS! GUARDS! HELP US!"

Taking aim at a gray skinned creature, (preferably one not in combat, but assuming they all are at this point, if so I'll target the one threatening Raspin) Jon unleashes a cold iron arrow at the beast.

Bow attack: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 2 ⇒ (4) + 2 = 6

As he shoots at the creature, Jon taunts it from the rooftop. "Hey, grayskins, bet you can't climb up here, you best stay down in the street where I can pincushion the lot of you."


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

In the tower Lummel keeps on the same strategy, tripping opponents for Alvis to strike.

Trip Maneuver 1d20 + 11 ⇒ (9) + 11 = 20


@Lummel: There are no opponents visible on the floor. Alviss is the only one standing there; the rats are all up amongst the ropes, pulleys and support beams.


Combat rolls:
Climb checks: 1d1 + 7 ⇒ (1) + 7 = 8 = failure, 1d20 + 7 ⇒ (11) + 7 = 18 = success
Reflex save (DC 17) 1d20 + 4 ⇒ (9) + 4 = 13 = failure
Attacks: 1d20 + 0 ⇒ (11) + 0 = 11(improvised weapon), 1d20 + 4 ⇒ (16) + 4 = 20, 1d20 + 4 ⇒ (11) + 4 = 15, 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d10 + 4 ⇒ (5) + 4 = 9, 1d8 + 3 ⇒ (7) + 3 = 10, 1d8 + 3 ⇒ (2) + 3 = 5, 1d8 + 3 ⇒ (3) + 3 = 6

John's arrow catches one of the Grimlocks at a bad angle and just barely embeds itself in the leathery skin of the creature's bare chest below its collar bone. It tears the arrow out and looks toward Jon- with a snarl it sets to scrambling after the building after him! It tucks its axe into a rough harness on the only piece of clothing it wears, a combined belt/loincloth, and scrambles up. A stone comes loose in its hand but it immediately sets back to scrambling upward after the minor mishap.

@Jon: You can act just as your opponent is reaching the rooftop. It is considered prone, but not deprived of its dex bonus to AC.

The greased axe flies out of the grimlock's hands in a manner that would be comical in any other circumstance. Its look of surprise is quickly replaced by a murderous expression as utters what is surely a fowl oath in some unrecognizable language and casts about for a weapon. It grabs a heavy bag of props (improvised greatclub) and launches a clumsy swing at Raspin which he easily dodges.

The warriors have made quick work of the crowd. The street is awash in blood and the only people left standing are a man and the child next to him with their backs to the wall. The man is grievously injured, with bone showing through an injury to his upper arm. In his other arm he's holding the lid of a barrel as an improvised shield and desperately trying to keep the boy behind him. Down the way Jon can see a patrol of four guardsmen forcing their way through the panicked streets.


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Unwillingly to leave the man and child to a butchering at the beast's hands, Jon acrobatically springs from the rooftop to the street below, drops his bow and draws his short sword, and attacks the creature with an uncanny ferocity while continuing to call for the guards."GUARDS, HELP US!"

Acrobatics for leap from rooftop: 1d20 + 12 ⇒ (7) + 12 = 19

Short Sword attack on beast threatening the man and child: 1d20 + 8 ⇒ (19) + 8 = 271d6 + 3 ⇒ (5) + 3 = 8

"Have some courage and fight an armed man you gray skinned brute!" barks Jon at the creature, hoping to draw his attacks away from the man and child.

oohh, possible crit., and the confirm: 1d20 + 8 ⇒ (5) + 8 = 131d6 + 3 ⇒ (5) + 3 = 8


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

I take a few steps into the room and surge into the air, landing among the rafters with the silver sword in hand, ready to strike.
fly 1d20 + 17 ⇒ (11) + 17 = 28


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

Seeing Alviss' predicament, I call out:
Hey, Ziz, can you cast that spell on Alviss?


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

There is no much that Lummel can do in this situation, so he stays out of the room to avoid further hits.
"Is there any way we can drag them to the ground?"


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Alviss mutters, "More rat beasts." and sighs.

Moving to avoid being a standing target, he sheathes his axe.

"Send me up there if ye can"


Initiative:

WR1: 1d20 + 5 ⇒ (2) + 5 = 7
WR3: 1d20 + 5 ⇒ (8) + 5 = 13
Alviss:1d20 + 1 ⇒ (13) + 1 = 14
Ziz:1d20 + 10 ⇒ (6) + 10 = 16
Lummel:1d20 + 6 ⇒ (12) + 6 = 18
WR2: 1d20 + 5 ⇒ (14) + 5 = 19
Bricker:1d20 + 4 ⇒ (16) + 4 = 20
WR4: 1d20 + 6 ⇒ (15) + 6 = 21
Elesandira:1d20 + 5 ⇒ (18) + 5 = 23

Lummel takes 2 damage from bleed, Ziz takes 5 points of damage.

Combat actions:
Elesandira's fly check: 1d20 + 17 ⇒ (11) + 17 = 28 (success)
Elesandira attacks a wererat: 1d20 + 10 ⇒ (5) + 10 = 15 = miss
WR4 drinks a potion and watches the fight (knowledge (local) 1d20 + 8 ⇒ (11) + 8 = 19
Bricker drinks a potion and moves into the room
WR2 steps back and fires at Elesandira: 1d20 + 6 ⇒ (10) + 6 = 16, miss, then drops the crossbow and draws a rapier.
Lummel takes cover (+6AC) and readies an action to trip any rat he can reach
Ziz skitters over to Alviss and casts spider climb
Alviss works his way up a rope and climbs up into the rafters (weapon currently sheathed, threatening WR3)
WR3 fires at Alviss, 1d20 + 6 ⇒ (11) + 6 = 17 = miss
WR1 fires at Ziz, 1d20 + 6 ⇒ (19) + 6 = 25 = hit, 1d8 ⇒ 5 damage

Elesandira nimbly wings her way above one of the rats and hacks at it, but it manages to duck under her swing and dance a step or two back along the rafter to give it room to draw its weapon and face her. Bricker drinks a potion and fades from view; Lummel feels the halfling brush past him as he sneaks into the room.

Hearing his companion's request for aid, Ziz calls the power of the dragon's claws- a power that can make even someone as clumsy as the dwarf surefooted and nimble amongst the ropes. As he feels the power flow into him and infuse his limbs, Alviss charges up the ropes until he is eye-to-eye with a rather surprised wererat. The two wererats on this rafter had been taking aim at Ziz and waiting for the dwarf-shaped mound of armor to move aside. When it comes straight at one of them it abruptly changes its priority and snaps off a shot that harmlessly rebounds from the armored figure. Ziz is not so lucky, and the other bolt pierces his scales.

WR3 was getting ready to fire at Ziz and waiting for the dwarf-shaped chunk of armor to get out of the way

@Lummel:
Bricker's whisper comes to you as he passes, "Yeah, I can bring one of them down... just give me a few seconds."


Male Elf wizard 5(div and ench restricted) conjuration spec

Seeing the Grimlock fumble with its weapon:

5 ft step away

casting scorch ray

attack:1d20 + 5 ⇒ (2) + 5 = 7

damage:4d6 ⇒ (4, 1, 5, 3) = 13

edit:That was not good at all.

edit 2:How far away are the closest citizens? I might have to drop a fireball on him next round.


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Is it Alviss' turn, or does WR3 go first?


Combat Rolls:
Jon's crit doesn't confirm, but you get sneak attack damage to to flanking with the man protecting the boy. 3d6 ⇒ (6, 1, 5) = 12
AoO@Jon from prone grimlock on roof: 1d20 ⇒ 13
Grimlocks attack Jon: 1d20 + 4 ⇒ (14) + 4 = 18 = hit, 1d8 + 3 ⇒ (7) + 3 = 10 damage
Grimlocks attack Jon: 1d20 + 4 ⇒ (8) + 4 = 12 = miss
Grimlock attacks Raspin: 1d20 ⇒ 8 = miss
Grimlocks attack guards: 1d20 + 4 ⇒ (19) + 4 = 23 = hit, 1d8 + 3 ⇒ (2) + 3 = 5 damage
Grimlocks attack guards: 1d20 + 4 ⇒ (12) + 4 = 16 = hit, 1d8 + 3 ⇒ (4) + 3 = 7 damage
Guards attack grimlocks: 1d20 + 2 ⇒ (3) + 2 = 5 = miss
Guards attack grimlocks: 1d20 + 3 ⇒ (19) + 3 = 22 = hit, 1d6 + 2 ⇒ (6) + 2 = 8 damage
Guards attack grimlocks: 1d20 + 3 ⇒ (4) + 3 = 7 = miss
Guards attack grimlocks: 1d20 + 4 ⇒ (16) + 4 = 20 = hit, 1d8 + 2 ⇒ (1) + 2 = 3 damage
Raspin perception: 1d20 + 8 ⇒ (19) + 8 = 27

Jon takes 10 damage

Jon drops from the roof to land nimbly behind the grimlock that is trying to batter the man's improvised shield aside. He takes the monstrous creature's leg off at the knee with his wickedly sharp sword and gives it another stab or two for good measure. He turns just in time to not be overrun by the grimlock that had pursued him up to the rooftop but catches the blow from its axe squarely in the chest. His armor holds and rather than being disemboweled he just has the breath knocked out of him. It'll leave a bad bruise and perhaps a cracked rib or two, but he can still fight.

The grimlock threatening Raspin twists aside from his outstretched hand as a beam of incandescent light tears a small furrow in the cobblestones. Wary of further magic it steps forward and takes a cautious swing at Raspin's head with the bag of props; the clumsy blow is easily dodged.

The guard patrol finally reaches the bloody scene and sets to work. They engage the grimlocks with three men shoulder to shoulder wielding short swords and shields while the fourth stands behind them and supports them with a halberd. Their tactics are effective and they are obviously comfortable fighting together, but the grimlocks are fierce. Blood is spilled as the guards and grimlocks clash, but none of of the blows in these first few seconds has been decisive.

Raspin is at the southern side of the conflict, the guards arrive from the North. Jon is in the middle of the fray near the wagon where the actors were performing and the alleyway that the grimlocks emerged from. The only upright townsfolk are the man and boy near Jon, but from a quick glimpse around you note that at least a few of those who have been struck down are still bleeding or writhing in pain. A fireball would completely fill the narrow street and could damage the buildings on either side.


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Jon uses his body to shield the man and boy, if possible, not wanting there to even be a chance that the creature can strike towards them.

will shift if necessary to protect them, but if not then I'll save it for the later option.

"You gray monstrosity, I'll slice you apart like your companion!" Jon bellows at the creature, striking out with his short sword.

Short Sword Attack: 1d20 + 8 ⇒ (14) + 8 = 221d6 + 3 ⇒ (2) + 3 = 5

if the earlier shift wasn't required, and by shifting now Jon can provide the guards with flanking without exposing the man and child to attacks, then he'll shift to the location that provides the most benefit for the guards.


There are 4 grimlocks still alive, Jon is facing one immediately South of him. Another is attacking Raspin about 20' to the South and the other two are dealing with the guards about 15' to the North. The man has his back against the wall and is shielded to the North by the acting troupe's wagon. You stand between the man and the grimlock to the South, there is no way to support the guards without leaving the man at the mercy of the grimlock.


@Alviss: I've changed the way combat works, to speed things up. Alviss goes ahead of WR3 in initiative, but instead of resolving things sequentially I'm having everyone list their intended action then resolving the round in initiative order once everyone has posted what they want to do. You can give as much detail and as many contingencies as you'd like to, in case the battlefield changes before your initiative comes up and would invalidate your action. I'll be keeping with your expressed intent if your posted action isn't valid. You can post your attack since that would have happened as part of last round's spider climb/move, then post your intended action for this round.


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Jon's top priority would be protecting the townsfolk, so he'll stay right where he is at and keep that grimlock away from the man and child.

Once that grimlock is defeated he would move to help Rasputin or the guards, then as soon as the threat ends he'll start using his wand of cure light wounds to save any of the dying townsfolk that he can.

I'll be at PaizoCon this weekend, so probably no posts from Thursday to Sunday evening.


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Ah, Bach. MASH reference)

Alviss, once he gets his footing on the rafters, draws his short sword and lashes out at the nearest wererat.

Attack 1d20 + 8 ⇒ (15) + 8 = 23
Damage 1d6 + 3 ⇒ (6) + 3 = 9


Male Elf wizard 5(div and ench restricted) conjuration spec
loimprevisto wrote:
A fireball would completely fill the narrow street and could damage the buildings on either side.

If it the buildings can survive the blast, and nobody will be hurt I can accept that. Yeah I know I might get in trouble so I will keep it as a last option.

edit:Are we still in round 2 or can I post my round 3 action?


Ready for your round 3 action. If you want to fireball, you will need to make sure to 'air burst' it so that it doesn't hit those who are unconscious/dying on the ground. The buildings will probably survive, just don't roll max damage ;)


Male Elf wizard 5(div and ench restricted) conjuration spec

I will hold off on the fireball for now. :)

I will use my arcane bond to cast a scorching ray I did not have prepared.

I 5 ft step away again.
attack:1d20 + 5 ⇒ (19) + 5 = 24
damage:4d6 ⇒ (4, 2, 6, 5) = 17


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

Lummel will wait to see if someone manages to shrug a few rats to the ground


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

I swing for the wererat before me:

attack 1d20 + 9 ⇒ (10) + 9 = 19
damage 1d6 + 3 ⇒ (1) + 3 = 4


Combat Rolls:
Grimlocks attack Jon: 1d20 + 4 ⇒ (8) + 4 = 12 = miss
Grimlocks attack guards: 1d20 + 4 ⇒ (19) + 4 = 23, 1d8 + 3 ⇒ (8) + 3 = 11 damage
Grimlocks attack guards: 1d20 + 4 ⇒ (7) + 4 = 11 = miss
Guards attack grimlocks: 1d20 + 2 ⇒ (7) + 2 = 9 = miss
Guards attack grimlocks: 1d20 + 3 ⇒ (5) + 3 = 8 = miss
Guards attack grimlocks: 1d20 + 3 ⇒ (4) + 3 = 7 = miss
Guards attack grimlocks: 1d20 + 4 ⇒ (14) + 4 = 18, 1d8 + 3 ⇒ (3) + 3 = 6 damage

One of the guards is sliced nearly in half by a grimlock's crude stone axe and is dead before she knows what hit her. As it tries to pull the weapon free of the corpse the other guards hack it to bits. The remaining guards tighten their formation and square off against the other grimlock facing them.

Nearby, Jon makes good on his threat. A well calculated slash opens a line across his opponent's bicep and chest- it's not deep but it bleeds profusely. The grimlock is getting angry and responds with a blow strong enough to break bones, which Jon neatly sidesteps and guides away from the injured man he is protecting.

Down the street from that bloody conflict, Raspin steps back from his foe. With a look of intense concentration on his face he levels a fist at the grimlock. His ring glows a ruddy red color and a beam of heat erupts with a barely-visible ripple that hurts the eyes. A blackened, charred hole as large around as a dinner plate is punched through the grey-skinned beast; it staggers with an astonished look on its face and slumps to the ground unmoving.


Initiative Order:
WR1: 1d20 + 5 ⇒ (2) + 5 = 7
WR3: 1d20 + 5 ⇒ (8) + 5 = 13
Alviss:1d20 + 1 ⇒ (13) + 1 = 14
Ziz:1d20 + 10 ⇒ (6) + 10 = 16
Lummel:1d20 + 6 ⇒ (12) + 6 = 18 (-delay to 14)
WR2: 1d20 + 5 ⇒ (14) + 5 = 19
Bricker:1d20 + 4 ⇒ (16) + 4 = 20
WR4: 1d20 + 6 ⇒ (15) + 6 = 21
Elesandira:1d20 + 5 ⇒ (18) + 5 = 23

Combat Rolls:
Elesandira's attack: 1d20 + 9 ⇒ (10) + 9 = 19 = miss
Elesandira's fly check (hover, DC 15) 1d20 + 17 - 5 ⇒ (3) + 17 - 5 = 15 = success
WR4: Attacks Alviss (full attack) (AC 24): 1d20 + 6 ⇒ (10) + 6 = 16, 1d20 + 1 ⇒ (8) + 1 = 9 = miss/miss
Bricker casts true strike
WR2 attacks Elesandira (AC 20): 1d20 + 6 ⇒ (3) + 6 = 9 = miss
Lummel delays/readies action to attack a wererat that falls to the floor
Ziz's hydraulic push (bull rush, CMD 19): 1d20 + 9 ⇒ (9) + 9 = 18 = failure
((the rats are all the same distance from Alviss... 1d3 ⇒ 3 = WR4))
Alviss attacks WR4: 1d20 + 8 ⇒ (15) + 8 = 23 = hit = 9 Damage
Lummel performs coup de grâce
WR3 attacks Alviss (full attack) (AC 24): 1d20 + 13 ⇒ (4) + 13 = 17, 1d20 + 13 ⇒ (9) + 13 = 22, 1d20 + 8 ⇒ (15) + 8 = 23 = miss/miss/miss
WR1 attacks Alviss, 1d20 + 8 ⇒ (12) + 8 = 20, 1d20 + 3 ⇒ (6) + 3 = 9 = miss/miss

Lummel takes 2 damage from bleed

Ziz gives a loud "Yip!" as the bolt hits him then quickly scurries along a rope to take cover behind one of the massive pulleys that is almost as large as he is. From behind the solid wood block Ziz barks an arcane syllable and suddenly a torrent of water gushes out at the wererat who shot him. The rat gets very wet and looks somewhat incredulous but manages to keep its footing and is otherwise unaffected.

With the implacable determination his people are famed for, Alviss hurls himself into the knot of wererats. The paladin misses the heft of an honest axe but puts his borrowed weapon to good use- a quick thrust with all of his body weight behind it impales the aged wererat. It crumples around the blow and falls to the ground twitching. Lummel steps in to make sure it doesn't rise again. Alviss is momentarily stunned by the ferocity of the counterattack; the rats press him with a wall of steel and teeth and claws. Squim in particular moves with unnatural grace and speed, and it is only by sheer providence that Alviss escapes the onslaught uninjured.

To clear up any confusion about where the wererats were located, they were all perched on a rafter with a clear view down to the doorway when Lummel threw the door open. They spread out a bit after that, and when Elesandira flew up to engage them she started attacking WR2, which was on the end of the beam opposite the door. The other three continued to fire at the floor until Alviss climbed his way up, and are now grouped around him. WR4 is visibly grizzled and aged, and it is a reasonable assumption that he is Turvin, the tower's keeper. WR3 was the one who yelled down to Lummel about being followed from the streets, Squim.


Male Elf wizard 5(div and ench restricted) conjuration spec

Assuming nobody is around to harm me I cast haste on the guards. I can affect up to 5 of them. If I have to move closer than I will move closer.

This is going to be my next action.


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

I am having trouble hitting them: any chance Alviss and I can get flanking?


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Continuing to protect the man and the boy, Jon presses his attack against the creature he just slashed.

Short Sword Attack: 1d20 + 8 ⇒ (15) + 8 = 231d6 + 3 ⇒ (3) + 3 = 6


@Elesandira: As long as you can keep making your fly checks to hover you can flank wherever you want ;)

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