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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@Lummel:
No problem, take your time. I forgot to add sneak attack damage, 1d6 ⇒ 5, your actual damage from that attack was 23.

@Elesandira:
Your first arrow hit and clearly bloodied its cloak. The other two hit as well. The wererat tore the arrows out and dove for cover under a cart before returning fire.


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

Lummel, gets a nasty blow from the vicious creature, but tries nonetheless to hit one of the two rats trying to close on his back.

Attack of Opportunity 1d20 + 12 ⇒ (11) + 12 = 23
Damage 2d4 + 8 ⇒ (2, 1) + 8 = 11

Updated map


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

attack1d20 + 7 ⇒ (16) + 7 = 23
damage1d8 + 9 ⇒ (7) + 9 = 16
attack1d20 + 7 ⇒ (8) + 7 = 15
damage1d8 + 9 ⇒ (3) + 9 = 12

same target


Lummel disembowels one of the large rats that closes on him, but the other slips inside his guard and distracts him while the wererat's sword cuts deeply into his thigh. Attempting to kill the largest of the wererats (or at least pin it down), Elesandira rains arrows down on it; they sink deep into the cart that it is hiding behind, but the wererat is unharmed. It says something in a language that sounds like common, but it's hard to make sense of- you must have misheard ("buttered lobster"?). The creatures all drop their crossbows and pull out their swords as the charge pell-mell toward Lummel! They show no fear of your blade as they approach...

Perception checks to hear the message: Lummel & Elesandira DC13, Bricker DC25, Alviss DC27, Ziz DC30. If you make it you can roll sense motive...

DC15 Sense Motive:
Check to decipher secret message... They doesn't have silver! Ignore the bird, get the guard!

Round 2 Combat results:
Elesandira's target had partial cover (+4AC), it would have been more but her elevation gave a better angle.
K8 dies, K9 --> K8 (during round 1)
M11 --> M9*
K13 --> L9*
J16 --> K9*

* = provokes AoO

K8: 1d20 + 5 ⇒ (12) + 5 = 171d4 + 2 ⇒ (3) + 2 = 5
K9: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 4 ⇒ (5) + 4 = 9
L9: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 4 ⇒ (2) + 4 = 6, to confirm the critical 1d20 + 6 ⇒ (9) + 6 = 151d6 + 4 ⇒ (5) + 4 = 9
M9: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 4 ⇒ (1) + 4 = 5

@Lummel: 6 points of damage

((Lummel's Action))

M8 --> ?
K17 --> L11

Initiative & Distance: Beginning of Round 3:
22 Elesandira
20 Zizzafalithax 65' east of column 17
-- 3 wererats
13 Lummel
-- 1 wererat, 2 dire rats
7 Bricker 40' east of column 17
5 Alviss 60' west of column 5

"Tactical time" can be annoying since everything happens so slowly. It's only been a little over a minute since the disturbance started, and the rules for moving in the crowd as written in the module are frustrating. I'm going to say that the area on the combat map is clerared of (conscious & living) people, and it will clear farther east/west each turn so you can start taking double moves.


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

As the feys crowd around him Lummel swings Sweet Edge in a shining whirlwind.

AoOs:

to M9
Attack 1d20 + 12 ⇒ (13) + 12 = 25
Damage 2d4 + 8 ⇒ (1, 1) + 8 = 10
to L9
Attack 1d20 + 12 ⇒ (17) + 12 = 29
Damage 2d4 + 8 ⇒ (4, 4) + 8 = 16
to K9
Attack 1d20 + 12 ⇒ (8) + 12 = 20
Damage 2d4 + 8 ⇒ (3, 1) + 8 = 12

Steel rains on the critters, but they seem to ignore much of it.

Perception 1d20 + 3 ⇒ (3) + 3 = 6
Sense Motive 1d20 + 2 ⇒ (8) + 2 = 10

He shouts
"Nor silver, nor gold for you scum, just some sharp steel."
He steps outside the range of the minions (K7) and then attacks again the first one he ran to.
To M8
Attack 1d20 + 12 ⇒ (10) + 12 = 22
Damage 2d4 + 8 ⇒ (4, 1) + 8 = 13

updated MAP


While the creatures advance on Lummel heedless of his weapon, he strikes one smoothly across the head with a tremendous overhand blow. The attack would decapitate a normal person, but only manages to take half of the beast's ear off. Staggered, it continues to press its advance.

Lummel is not accustomed to fighting beings that have little regard for his blade. Rather than trying to protect itself, the wererat practically throws itself into his thrust- barely sliding past it and inside his guard. It slips under the haft and moves to cut off his retreat.

Details:
M8 --> K6
1d20 + 8 ⇒ (11) + 8 = 191d6 + 4 ⇒ (2) + 4 = 6

Onto round 3!

To be clear, the wererats were speaking in common but passing a secret message with the Bluff skill. The perception and sense motive checks were to notice what was said in the heat of combat and over the noise of the crowd, and to figure out what their slang means.

@Lummel: Keep in mind that you have the option of shortening your grip to threaten the 5' squares next to you instead of the 10' radius. This will use up your swift/immediate action for the turn and give you -4 to hit, but might be beneficial if you get surrounded.


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

perception 1d20 + 15 ⇒ (11) + 15 = 26
sense motive 1d20 + 2 ⇒ (6) + 2 = 8

Is the large wererat still hiding, or is it in the open now?


It is in the open, at M10. They all look very similar, but that's the one with the 3 broken-off arrow hafts sticking out of its chest...


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

If at first you don't succeed...

Now that I have a clear shot, I try again to take down the wounded wererat.

attack 1d20 + 7 ⇒ (4) + 7 = 11
damage 1d8 + 9 ⇒ (2) + 9 = 11
attack 1d20 + 7 ⇒ (5) + 7 = 12
damage 1d8 + 9 ⇒ (3) + 9 = 12


@Ziz: A double move puts you almost on the map, at what would be column 18. I'll assume that's where you move, unless you post otherwise.

@Bricker: A double move puts you at Column 17, if that's what you want to do just choose the square you arrive at.

@Alviss: A double move puts you in column 2, if that's what you want to do just choose the square you arrive at.

The beast rushes at Lummel and Elesandira's shots fly wide, her aim uncertain with the creature so close to the beleagured guardsman. The wererats swarm around Lummel and have at him, hacking with their vicious short swords and trying to bite him. His breastplate has yet to buckle under their blows, but he is bleeding from several places on his arms and legs.

Movement:
K9 --> J8
L9 --> L8
M9 --> L6*

@Lummel: I'll let you resolve the AoO before I narrate any farther, things are looking grim. It might be in your best interest to use trip attacks and otherwise delay being surrounded...


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

The panicked crowd seems to have finally rushed past and Alviss can see what lies ahead.

By Torag's hammer!

He takes in the scene of chaos, immediately focusing on the beleaguered guardsman. He angles his direction towards the flurry of combat.

He bellows
Back in the sewers where ye belong, ye blasted vermin!

he will go to M2


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

Lummel swings Sweet edge trying to impede the movement of the rat

AoO Trip on rat moving from M9 to L6
Trip 1d20 + 13 ⇒ (10) + 13 = 23

Yeah, trip is good, I just assumed Lummel was expecting to cut trough the rats in one blow, now he knows better. About the secret message, I liked the joke about silver coins, I just bent a little bit rule's interpretation: Lummel heard it but didn't understand the meaning.


Round 3 Attacks:
J8:1d20 + 6 ⇒ (1) + 6 = 71d6 + 4 ⇒ (3) + 4 = 71d20 + 1 ⇒ (8) + 1 = 91d4 + 3 ⇒ (2) + 3 = 5
L8:1d20 + 6 ⇒ (12) + 6 = 181d6 + 4 ⇒ (5) + 4 = 91d20 + 1 ⇒ (15) + 1 = 161d4 + 3 ⇒ (4) + 3 = 7

OK Lummel, make your action for the round then I'll wrap up round 3. The others will arrive on their move action of round 4, and Alviss should be able to help you out on round 5.


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

Lummel direct the blade of Sweet Edge at the foe he has being trying to hit all this time K6

Attack 1d20 + 11 ⇒ (15) + 11 = 26
Damage 2d4 + 8 ⇒ (4, 2) + 8 = 14

updated MAP


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

I let out a snarl of frustration and continue my attack against the same foe.

attack 1d20 + 7 ⇒ (2) + 7 = 9
damage 1d8 + 9 ⇒ (7) + 9 = 16
attack 1d20 + 7 ⇒ (15) + 7 = 22
damage 1d8 + 9 ⇒ (5) + 9 = 14


While your enemies wear armor seem to be experienced combatants, they haven't found a way to armor the long ratlike tail that stretches behind them. You feign a blow at the creature's arm, and when it twirls out of the way its tail comes around to counterbalance it. Sweet Edge cuts to the bone and leaves a satisfying wound on the extremity.

Round 3 Attacks (continued):
K6:1d20 + 8 ⇒ (7) + 8 = 151d6 + 4 + 1d6 ⇒ (4) + 4 + (2) = 101d20 + 3 ⇒ (5) + 3 = 81d4 + 3 + 1d6 ⇒ (3) + 3 + (4) = 10
K8:1d20 + 3 ⇒ (2) + 3 = 51d4 + 3 ⇒ (3) + 3 = 6

Round 4 Initiative:
22 Elesandira
20 Zizzafalithax 35' east of column 17
-- 3 wererats
13 Lummel
-- 1 wererat, 2 dire rats
7 Bricker 20' east of column 17
5 Alviss 40' west of column 5 (planning on double-move to M2)

Intermittent difficult terrain, requires DC 15 acrobatics check to run (triple or quadruple move).

OK, beginning of round 4, on to Elesandira and Ziz!

@Lummel: Thanks for keeping the map up to date, it's incredibly helpful! I found rptoolstutorials.net, hopefully I'll be able to handle the map for the next encounter. In the mean time, is there a way to number or otherwise label the monsters to help tell them apart? I have a good running total of their health but it would be easier to label my notes with something other than their current position...


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

Just to be clear, those are my round four actions, just ahead of loimprevisto's last post.


that's exactly what i would do in the previous round; move to the map. unfortunately i am still just out of spell range for most targets

move to 18L. standard cast acid splash targeting rat(L11), range=35'.
ranged touch: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d3 + 1 ⇒ (3) + 1 = 4

not much, but next turn ill be able to give lummel some help


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

Alviss sees a blur of motion on the other side of th square.

Is that a kobold attacking a rat

And also a flurry of arrows that seem to come from a winged woman in the skies.

Odd things happen when you let devils rule

He continues running ahead.

Ye'll wish ye'd stayed off the surface, vermin.


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

On his move Lummel will insist hitting the same Rat WR1

"You are going down! I'll make sure of that."

Attack 1d20 + 11 ⇒ (3) + 11 = 14
Damage 2d4 + 8 ⇒ (3, 3) + 8 = 14

Update Mapr

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

Bricker runs up beside Ziz placing a hand on his small shoulder and imbuing him with the luck of his goddess. "Lady luck be with you friend"

Move to K18 and give Ziz a bit of luck: Until me next turn any time he rolls a d20 he may roll twice and take most favorable result.


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

"thurirl!" (draconic for "friend")
ziz smiles wide upon seeing his comrade beside him, his heart swelling with confidence.
"jussst like old timess-ssilly uglyss dont know our trickss, yip!"


The heroes close on the melee as the guardsman desperately fights for his life. He is surrounded by a mob of violent, vicious humanoids that seem bent on his demise. Blood streams from his many wounds, and it is a miracle that he is still holding his assailants at bay.

Round 4 Attacks (part 1):
WR2: 5' step --> L7 1d20 + 10 ⇒ (15) + 10 = 251d6 + 4 + 2d6 ⇒ (3) + 4 + (3, 3) = 131d20 + 4 ⇒ (7) + 4 = 111d4 + 1 + 2d6 ⇒ (4) + 1 + (6, 4) = 15
WR3: 5' step --> J8 1d20 + 8 ⇒ (18) + 8 = 261d6 + 4 + 1d6 ⇒ (4) + 4 + (1) = 91d20 + 3 ⇒ (12) + 3 = 151d4 + 4 + 1d6 ⇒ (2) + 4 + (3) = 9
WR4: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 4 ⇒ (6) + 4 = 101d20 + 1 ⇒ (8) + 1 = 91d4 + 1 ⇒ (3) + 1 = 4

21 damage to Lummel

@Lummel:
When the creature first cut you, you were more startled than anything else. You didn't fear for your life yet, you worried more about explaining the wound to your wife without worrying her, and getting your uniform repaired- confident that you would prevail against this scum. Now, surrounded and desperate, what's going through Lummel's mind?

Currently WR1 is inside your reach. You have the option of using your polearm master class feature to shorten your grip so you can attack 5' away instead of 10' but you will be at -4 to hit. I don't know if you noticed the amended damage from the critical hit on you; I forgot to add the sneak attack damage and posted it to you in a spoiler a few posts later. By my count you're down to 2 HP.

Onto Lummel's action, then we can finish off this round and (finally!) get the rest of you into this fight!


The guardsman finally falls under the press of his attackers as one of them bats aside his weapon, leans in, and tears at his throat. The rest swarm over his body.

SQUEEEEEK!!!

Behind them, one of the enormous rats lets out a hideous shriek as the acid burns pits into its hide; the stench of dissolving hair wafts up toward Elesandira. As it cries out it it charges at the small lizard-thing that threw the burning goo at it, and the other runs to its aid. Ziz and Bricker are left facing down two enraged rodents almost as large as they are.

Round 4 Attacks (part 2):
WR1: 1d20 + 8 ⇒ (7) + 8 = 151d6 + 4 + 1d6 ⇒ (5) + 4 + (4) = 131d20 + 3 ⇒ (20) + 3 = 231d4 + 3 + 1d6 ⇒ (2) + 3 + (1) = 6 Critical threat!1d20 + 3 ⇒ (11) + 3 = 14
WM1: Charge Attack --> K17 1d20 + 5 ⇒ (5) + 5 = 101d4 + 3 ⇒ (2) + 3 = 5
WM2: Charge attack --> L17 1d20 + 5 ⇒ (10) + 5 = 151d4 + 3 ⇒ (2) + 3 = 5
6 points of damage to Lummel

Round 5 Initiative:
22 Elesandira
20 Zizzafalithax
-- 3 wererats
-- Lummel (bleeding)
-- 1 wererat, 2 dire rats
7 Bricker
5 Alviss

Elesandira & Ziz: Round 5 actions please...


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

Round 5 Initiative 13

Lummel goes to the ground, without having the time to realize what was happening: in just a few seconds the rats had hit him very hard.

Constitution Check 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1

O c'mon! HP -5


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

Map round 5


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

Muttering to myself: Damn, I need some silversheen. I continue to go for the rat I have wounded.

attack 1d20 + 7 ⇒ (1) + 7 = 8
damage 1d8 + 9 ⇒ (5) + 9 = 14
attack 1d20 + 7 ⇒ (15) + 7 = 22
damage 1d8 + 9 ⇒ (1) + 9 = 10


One of Elesandira's shafts goes wide and skitters off the cobblestone street, the other buries itself solidly in the wererat's leather armor. She is running out of arrows, and the creature shows little sign of slowing down.

@Elesandira: Typical quivers hold 20 arrows, you have fired 12.

On to you Ziz, show these mammals how it's done! ;)


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

One of Elesandira's shafts goes wide and skitters off the cobblestone street, the other buries itself solidly in the wererat's leather armor. She is running out of arrows, and the creature shows little sign of slowing down.

@Elesandira: Typical quivers hold 20 arrows, you have fired 12.

On to you Ziz, show these mammals how it's done! ;)

This is the most effective thing I can do, I'm tempted to take some rounds casting spells to boost my archery but otherwise it's one attack per round with the sword.

I might fly down and heal Lummel next round too.


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

eep! foot down! yip! they're hurtin' my hide n' seek friend!"

5 foot step to L19. cast silent image originating at K7 (range=65') of a billowing ghost that looks like lummel. DC15 will vs. illusions to disbelieve. duration = concentration

out of range to take anyone out of combat, so the best i can hope for is to buy us some time until i can get closer

spells remaining:
1st: 9
2nd: 4


The wererats are greatly startled by the ghostly apparition, and leap away from Lummel's body. They briefly shout at each other, then start swinging their swords at it. One takes a tentative swipe which the image easily dodges, whilst the largest of them steps forward and deals a blow that would cleave it from chin to crotch, had it any substance. After a bit of yelling the leader and the others set to looting the body.

One of the wererats won't go anywhere near the specter, instead running off to help the rats. It give at least one fearful glance back over its shoulder at the ghostly image as it sprints away.

Round 5 Rolls:
Will saves: 1d20 + 6 ⇒ (17) + 6 = 231d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (15) + 5 = 20
New save at +4: 1d20 + 9 ⇒ (4) + 9 = 13
WR1 to hit illusion (AC 10) 1d20 + 8 ⇒ (1) + 8 = 9
WR2 to hit illusion (AC 10) 1d20 + 10 ⇒ (20) + 10 = 30 Even ghost-Lummel gets the critical hits!
WM2 --> L18, attack Ziz 1d20 + 3 ⇒ (9) + 3 = 12
WM1 attack Bricker 1d20 + 3 ⇒ (14) + 3 = 17
WR3 --> J18*, attack Bricker 1d20 + 6 ⇒ (8) + 6 = 141d6 + 4 ⇒ (2) + 4 = 6

* Bricker may make an AoO on WR3 as it moves into position to flank him

Alright Alviss, let 'em have it!

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

Bricker barley dodges the blows directed at him and only manages to return the edge of his shortsword to do minimal damage to the wererat.

Bricker is not one for melee combat but knows that Ziz is even more vulnerable than him He moves to L18 and casts Shield of faith on himself. (This will provoke aoo's from all three of the enemy's around him but not from the spell unless the rat has combat reflexes. Not too worried with 24 AC.)

1d20 + 9 ⇒ (1) + 9 = 10
1d4 + 1 ⇒ (3) + 1 = 4


Quote:
WM2 --> L18, attack Ziz 1d20 + 3 ⇒ (9) + 3 = 12

L18 is occupied...


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

Alviss moves diagonally to L3 and finishes at L6, having seen Lummel fall. He ignores what he figures must be an illusion and calls on his divine bond, adding Holy to his axe

Lass, finish off that one he bellows as he focuses his attention on WR1.


Holy is a +2 equivalent enhancement, you will not be able to add it until 8th level. I'm also going to rule that you need to make a saving throw for the illusion... you've seen too many things in your adventuring career to discount the ghostly manifestation automatically. Since this is a spell effect you will get the +2 dwarven racial bonus. Also, make your attack roll...

Divine Bond:
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

My bad meant M17.


AoO@Bricker:
1d20 + 3 ⇒ (2) + 3 = 51d4 + 3 ⇒ (3) + 3 = 61d20 + 3 ⇒ (5) + 3 = 81d4 + 3 ⇒ (2) + 3 = 5
Quote:
Bricker barley dodges the blows directed at him and only manages to return the edge of his shortsword to do minimal damage to the wererat

These are very large rats. I'm not saying that they're not wererats in animal form, but they are completely different from the figures surrounding Lummel.


@Bricker:
Sorry, I guess I was distracted last night... your narration was fine, I missed that you were referring to the wererat that just approached. Here's it's AoO, which I forgot to post before:
1d20 + 6 ⇒ (14) + 6 = 201d6 + 4 ⇒ (5) + 4 = 9

@All: Now I need Alviss's attack, Elesandira's actions, and Ziz's action. I'm going to move to to 'initiative blocks' to speed things up for you guyes, like I've been doing for the enemies. This means that if a group of you are due to act with no enemies acting in-between, feel free to post your action before an ally who has a higher initiative. If someone in the group becomes hostile due to enchantment effects or inter-party conflict, we will just break up the initiative block. So, current initiative looks like this:

Initiative, Round 5/6:
BLOCK 1
Alviss (round 5 action)
Elesandira (round 6 action)
Zizzafalithax (round 6 action)

BLOCK 2
4 wererats, 2 dire rats
Lummel rolls to stabilize

BLOCK 3
Bricker (round 6 action)
Alviss (round 6 action)


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

Determined to protect the fallen soldier, I call upon the spirit of my ancestors to guide my attacks.
smite evil against wererat pincushion

attack1d20 + 8 ⇒ (3) + 8 = 11
damage1d8 + 14 ⇒ (2) + 14 = 16
attack1d20 + 8 ⇒ (7) + 8 = 15
damage1d8 + 14 ⇒ (1) + 14 = 15
attacks ignore dr


Perhaps its coincidence and perhaps its cunning, but the rats are huddled closely around the fallen guardsman and loosing arrows at them risks hitting him or Alviss, who has finally fought his way through the crowd to render aid. You aim carefully, but it is a difficult shot from your angle and both arrows shatter on the cobblestones below. You note the odd apparition, but it is just a detail. You are in 'hunter' mode now, and have little concern for anything other than your target.

The description of the angle was just for flavor, there are no penalties for your line-of-sight. You are taking a penalty now that Alviss is in meele range however... their base AC is 23, and without Precise Shot you will be taking -4 when firing at any of the ones around Alviss. Statistically, it is probably better to focus on firing a single arrow without deadly aim for a total of +12 (+8 firing into meele) to hit. You will not take the -4 penalty for shooting at a wererat that is only near Lummel and not Alviss, that bit was just for flavor.


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

Perhaps its coincidence and perhaps its cunning, but the rats are huddled closely around the fallen guardsman and loosing arrows at them risks hitting him or Alviss, who has finally fought his way through the crowd to render aid. You aim carefully, but it is a difficult shot from your angle and both arrows shatter on the cobblestones below. You note the odd apparition, but it is just a detail. You are in 'hunter' mode now, and have little concern for anything other than your target.

The description of the angle was just for flavor, there are no penalties for your line-of-sight. You are taking a penalty now that Alviss is in meele range however... their base AC is 23, and without Precise Shot you will be taking -4 when firing at any of the ones around Alviss. Statistically, it is probably better to focus on firing a single arrow without deadly aim for a total of +12 (+8 firing into meele) to hit. You will not take the -4 penalty for shooting at a wererat that is only near Lummel and not Alviss, that bit was just for flavor.

Hmmm, in that case, scratch my last attacks (which were wrong anyway)

Seeing the chaos of melee below and concerned about the soldier's health, I call upon my ancestors for aid and dive into combat (can I charge when flying? I guess so).

I drop my bow and swoop down in a charge at the wererat pincushion, drawing my falchion as I go and screaming a wordless howl of defiance.
attack1d20 + 13 ⇒ (7) + 13 = 20
damage2d4 + 12 ⇒ (4, 3) + 12 = 19
ignores dr


I'll allow it. You can charge with flight, and you even get +1 for elevation! Your total modifiers are: +5BAB +4STR +1Enhancement +1Smite +2Charge +1Elevation.

The wererat whirls in surprise at your sudden advance, and barely lifts his sword in time to block your strike! With a spiteful grin, it begins crossing blades with you.


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

(silent image ends)

"yip! Now we got their attention; we can take em!"

5' step to L20. Cast Mage Armor.
AC: 22
Duration: 5 hours


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

Alviss moves diagonally to L3 and finishes at L6, having seen Lummel fall. He ignores what he figures must be an illusion and calls on his divine bond, adding Holy to his axe

Lass, finish off that one he bellows as he focuses his attention on WR1.

TAKE TWO..

Alviss moves diagonally to L3 and finishes at L6, having seen Lummel fall.

Lass, finish off the other one, he bellows.

Will Save 1d20 + 10 ⇒ (12) + 10 = 22

Coming to a stop, Alviss swings his battle axe at the wererat beside Lummell. WR1 is on K6, I believe

attack 1d20 + 10 ⇒ (1) + 10 = 11
damage 1d8 + 4 ⇒ (7) + 4 = 11

I have had TERRIBLE rolls in my three PbPs on the paizo boards. I have rolled less than a 10 on a D20 at LEAST 90% of the time. In AD&D, I would have just fumbled my axe.


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

Constitution Check 1d20 + 2 - 5 ⇒ (20) + 2 - 5 = 17

Lummel is not longer dying


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

Does that mean we have flanking on my opponent?


@Elesandira: No, Lummel would need to be conscious and threatening the square.

As the heroes move in to fight the wererats, the monsters move to encircle their attackers with practiced ease. These creatures know each others moves and have obviously been in quite a few fights together. So far everyone is holding their own, but the rats are eyeballing the kobold hungrily as they try to quickly overwhelm Bricker...

Round 6 Attacks:
It's been a little while since a map update, so please correct me if I got any of the positions wrong:

Elesandira @ M7 after charge attack
Alviss @ L6 after attack
Bricker @ L18 after spell

WR2: 5' step to M7, full attack @ Elesandira: 1d20 + 10 ⇒ (4) + 10 = 141d6 + 5 + 2d6 ⇒ (6) + 5 + (6, 1) = 181d20 + 4 ⇒ (7) + 4 = 111d4 + 3 + 1d6 ⇒ (3) + 3 + (2) = 8
WR4: Move to N7*, attack @ Elesandira: 1d20 + 8 ⇒ (4) + 8 = 121d6 + 4 + 1d6 ⇒ (3) + 4 + (1) = 8
WR1: 5' step to L5, full attack @ Alviss: 1d20 + 8 ⇒ (11) + 8 = 191d6 + 4 + 1d6 ⇒ (5) + 4 + (5) = 141d20 + 3 ⇒ (6) + 3 = 91d4 + 3 + 1d6 ⇒ (4) + 3 + (5) = 12

WR3: 5' step to K18, full attack @ Bricker: 1d20 + 8 ⇒ (3) + 8 = 111d6 + 4 + 1d6 ⇒ (6) + 4 + (2) = 121d20 + 3 ⇒ (18) + 3 = 211d4 + 3 + 1d6 ⇒ (3) + 3 + (2) = 8
WM2: 5' step to M18, attack @ Bricker: 1d20 + 3 ⇒ (13) + 3 = 161d4 + 3 ⇒ (4) + 3 = 7
WM1: 5' step to L17, attack @ Bricker: 1d20 + 3 ⇒ (4) + 3 = 71d4 + 3 ⇒ (1) + 3 = 4

Elesandira may make an AoO on WR4 as it moves to flank her.

And you guys thought you had bad rolls :P

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

"Me dead ma could swing a blade better than that you damned rats." He yells at the wererats surrounding him trying to consider how to get himself and Ziz out of this mess.

Will give my action once there is an updated map up.


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

AoO
attack 1d20 + 10 ⇒ (18) + 10 = 28
damage 2d4 + 7 ⇒ (1, 1) + 7 = 9

confirm crit
attack 1d20 + 10 ⇒ (6) + 10 = 16
extra damage 2d4 + 7 ⇒ (2, 1) + 7 = 10


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

Round 6 Map

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