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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Grand Lodge

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

Step back to 16M draw alchemist fire and throw directly at the wererat.

Alchemist fire:
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Splash weapon to hit vs touch AC:1d20 + 9 ⇒ (10) + 9 = 19
Damage:1d6 ⇒ 5


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

Looking at the map, I also take a 5ft-step to M8.


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

Map Round6 update


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

Off balance when he swung, Alviss nearly fell to the ground as he missed the wererat and barely avoided chopping into his left leg.

Yah! Need to set me feet first.

He shifts his weight and turns to his right, knowing his back will be to the rat he just missed, which had jumped to his left.

Alviss is staying in L6 but will attack the pin cushion rat in L7.

Muttering a prayer to Torag, he swings with all his might, his feet firmly planted this time.

Attack 1d20 + 10 ⇒ (17) + 10 = 27
Damage 1d8 + 4 ⇒ (4) + 4 = 8

He feels the solid impact of the axe hitting this time.


Map Stuff @ Bricker & Lummel:
My understanding was that Bricker was at L18 after he cast shield of faith. The rats moved to flank him:

WR3 --> K18
WM2 --> M18
WM1 --> L17

Given that, please let me know where Bricker would step to throw the alchemist's fire. For now I'll assume that you step away from the wererat, so only one of the rats will get an AoO for throwing the alchemist's fire. I'll reroll if that's not the case...

AoO from WM 2:1d20 + 1 ⇒ (15) + 1 = 16

Elesandira swings furiously at the wererats as they move to surround her, but they shrug off her blows with disquieting ease. With a barely audible fwoosh Bricker's volatile concoction ignites on the wererat; the smell of burning hair fills the street as it's screams join the moans and cries of the injured and dieing fair-goers. It drops to the ground and rolls around in an attempt to extinguish the clinging fire.

Alviss's axe impacts the wererat solidly! A strike like that would break ribs and cleave to the bone on most creatures... the creature is only staggered momentarily. It twists away from the dwarf's follow through and continues to menace him with its thin but razor-sharp blade.

On to block 1, Round 7: Elesandira & Ziz


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

"The situation is getting hairy! Time for these mean mice to go down squeeking!"
Ziz hoots and yips in amusement.
Standard action: cast hideous laughter targeting Wererat in L18. DC 16 Will.
Move action: retrieve scroll of create pit
5 foot step to M19


WR3 will save 1d20 + 3 ⇒ (3) + 3 = 6

With Ziz's utterance, the rats screams of pain abruptly turn to giggles and guffaws as it rolls on the ground, simultaneously trying to put out the fire engulfing it and hold its sides as it shakes in laughter.

Gee, thanks Ziz. That's a rather horrifying image.


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

So, my attack roll of 28 didn't hit on my AoO?


It hit, but failed to penetrate the creature's DR. Same with Alviss.


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

Map Stuff:

Briker said he was moving to L18, but master said it was occupied, so he rectified to L17.

Tell me how to set things


Map Stuff:
Ah, now I see how we got mixed up. We'll keep things pretty much the same, just a slight difference in how they flanked him and where he stepped back to throw the fire from.

Rat at L17 to M16
WR at L18 to L17
Bricker to N16, unless he'd prefer N18.

Any issues?


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

I step to the side 5ft step to L8...

and swing my falchion in a vicious arc toward the pincushion wererat.
attack1d20 + 12 ⇒ (10) + 12 = 22
damage2d4 + 7 ⇒ (2, 3) + 7 = 12


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

Updated map


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

you forgot to move ziz, who had just skittered to M19
OOPS! will the DM allow a swift action, even though i already posted my turn? id like to activate my claws so i can threaten squares (otherwise i am unarmed).


Elesandira's target moves to brush her weapon aside with its forearm in a well-practiced maneuver that it used many times to deflect the guardsman's polearm and earlier against Elesandira's sword. It's eyes grow wide and it howls in shock as her blade cuts its arm to the bone. Arterial blood spurts from the wound and the beast retreats in shock. The others move in to harry Elesandira while he flees, but they are very careful about engaging her and watch her sword warily. One darts in and tries to cut at her knee, she turns the blow aside and only receives a shallow scratch on her calf.

The wererat near Bricker and Ziz continues to howl in mirth while it burns. The rats close in on either side of Bricker and continue to snap at him, but his quick reflexes and divine protection keep him from harm.

Round 7 Monster Actions:
Will save for WR31d20 + 3 ⇒ (7) + 3 = 10
Fire damage for alchemist's fire 1d6 ⇒ 4
WM1: 5' step to N15, attack Bricker 1d20 + 4 ⇒ (7) + 4 = 11
WM2: 5' step to N17, attack Bricker 1d20 + 3 ⇒ (15) + 3 = 18
WR2: Withdraw from Elesandira*, retreat down alley in column 4 (80' movement)
WR1: Move to K8*, attack @ Elesandira 1d20 + 6 ⇒ (14) + 6 = 201d6 + 4 ⇒ (2) + 4 = 6
WR4: 5' step to M8, full attack @ Elesandira 1d20 + 8 ⇒ (6) + 8 = 142d6 + 4 ⇒ (1, 3) + 4 = 81d20 + 3 ⇒ (3) + 3 = 61d4 + 3 + 1d6 ⇒ (1) + 3 + (3) = 7

1 points of damage to Elesandira


@Ziz: I'm fine with allowing you to have grown your claws.


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

Wouldn't Alviss get an AoO against the WR1 moving from L5 to K8? And I think it's my attack now.


Sorry about that, I had it in the original draft. Alviss gets 1 AoO per round. If he takes it as Pincushion flees then that will be it. If he elects to let the wererat flee and not overextend his reach, then he will be able to make an AoO when the other wererat tries to maneuver around him.


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

Alviss follows the flurry of activity as the rats seem to panic at Elesandira's devastating blow. He swings his axe as the rat behind him rushes past to get at her.

AoO 1d20 + 10 ⇒ (4) + 10 = 14
+5 BAB, +3 STR, +1 magic axe, +1 weapon focus

Damage 1d8 + 4 ⇒ (3) + 4 = 7
+3 STR, +1 magic axe

Alviss doesn't seem to damage the rat as it blows past him.

Torag, ye'll have to aid me.

He calls upon Torag to help him smite this wererat. He uses Smite Evil on WR1.

Suffused with the holy power of his god, he lets out a dwarven battle cry and swings again.

Attack 1d20 + 12 ⇒ (20) + 12 = 32
As in AoO above but +2 CHA for Smite

Damage1d8 + 9 ⇒ (7) + 9 = 16
as in AoO above but +5 level for Smite

Confirm Crit 1d20 + 12 ⇒ (20) + 12 = 32
Crit Damage x1 1d8 + 9 ⇒ (3) + 9 = 12
Crit Damage x2 1d8 + 9 ⇒ (7) + 9 = 16
Crit Damage x3 1d8 + 9 ⇒ (4) + 9 = 13

57 hit points!

Alviss' axe cleaves through the rat as if it were made of paper.

Is that right for a x3 Critical? And I can't believe I started with a 1 and then had a double 20.


Alright, in this case the outcome of that AoO changes things. Ignore the 1 point of damage that would have come from its attack, and WR4 flees down the alley in column 4 rather than approach either of you.

@Alviss: A x3 critical means you roll damage a total of 3 times. You have your original damage roll, and two bonus rolls on top of it for a total of 44 points of damage... still more than enough.

The rat is literally chopped in half as Alviss feels Torag's hand guide his blow to help defend the town. The other rat that was about to leap into combat with Elesandira pulls itself up short as it sees the gruesome sight. After the briefest moment of thought it turns and retreats down the alleyway opposite where the first one fled.

Awesome! It's about time the critical hits started working in your favor! On to Bricker's action...


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

Alviss watches satisfyingly as the wererat explodes in a spray of flesh and blood.

Challenge Torag, will ye?

Lass, help the wee ones!


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

Updated Map fleeing rats are further away than that, just giving idea


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

Concerned about Bricker, I glide over the table and land behind his foe N14.
As I land I swing my Falchion toward the rat.

1d20 + 12 ⇒ (6) + 12 = 18
2d4 + 7 ⇒ (4, 4) + 7 = 15

Grand Lodge

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

"It's nice to see another familiar face on the field." Says Bricker smiling to Elesandira.

Bricker draws his midget sword and goes into a defensive stance more worried about himself than dealing damage and swings at the rat to his right.

Ac: 24 till start of my next turn.

Hit w penalty:1d20 + 5 ⇒ (12) + 5 = 17
Damge:1d4 + 1 ⇒ (4) + 1 = 5


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

There's a pretty decent chance I won't be online until tomorrow morning. So, this will be my action after the rats take their turn. I don't want to keep the next round from starting, since I'm the end of this one. Blasted initiative roll!

Alviss watches the winged woman fly over to the remaining rat-beasts. Seeing that there are no more enemies nearby, he drops his shield and lays a hand on the unconscious guardsman.

Torag, send yer holy healing to this warrior.

Lay on Hands 2d6 ⇒ (4, 6) = 10

Once the healing is complete, he picks his shield back up Move action


Bricker's strike shaves some mangy hair off of the rat's back but fails to pierce its leathery hide. Still, he does keep it at bay. While he is engaged in holding the rats off, Elesandira swoops down the street to his aid with a few strokes of her powerful wings. With one clean swipe she neatly decapitates one of the rats and leaves it twitching on the ground.

On to Ziz!


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

Ipdated map round 7

I'm kind of lost here, round 7 ok, how is the initiative?


Right now we are in Round 8, block 1. Bricker just finished his round 7 action, Elesandira took her round 8 action and we're waiting on Ziz's.


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

Ziz is momentarily overcome with morbid fascination as the light from the flames flickers in his eyes; he has forced people to laugh before, but never with the intent of harming them. the sizzling flesh and cackling laughter was gruesome, but the irony was strangely satisfying.
directing his attention to more pressing matters, he drops the scroll at his feet, grabs his wand of magic missile (move action), and lets a bolt fly at the large rat in front of him before stepping in to a flanking position (5' to N18).

1d4 + 1 ⇒ (2) + 1 = 3

"finish this one! capture the man-rat! yip!"

notes:
the laughing rat-man has 4 rounds of horrific hilarity remaining.
wand of magic missile, 1st level:49/50 charges remain


As the alchemical fires gutter out, the wererat still lies writhing on the ground and gasps for air between bouts of uncontrollable laughter.

The rat sprints by you when it sees you moving to cut off its escape route after zapping it, and zips down a half-covered sewer entrance at J-17 (withdraw from Bricker, AoO from Ziz).

On to Alviss and Bricker now. We can leave initiative if you guys want, you have a good 20 seconds or so to take whatever actions you want as the rat giggles helplessly


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

Alviss took his turn this round when he laid on hands. I just posted it early. But if he can go again...

Alviss knew that Torag's healing powers had flowed into the unconscious guardsman and saw the man waking up.

Bless ye, Lord of the Forge

With all the rats gone from the immediate vicinity, he moves towards the combat at the other end of the plaza.

A double move gets him to L14; not as far if obstructions slow him down.


Obstructions count as difficult terrain, so slightly less far.

You have 3 rounds = about 20 seconds to take advantage of the wererat's condition. I'm not particularly worried about initiative right now... everyone can post what they would do with that time. For Alviss, the healing would count as one round and moving as another. If the wererat is (somehow) still able to act after that time, we can drop back into initiative.


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

Alviss continues running, getting as close to L16 as he can, moving between the two tables.


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

I get the rope out of my pack.

If nobody else wants to do it, I will go for grapple/pin/hogtie

if needed:
cmb 1d20 + 9 ⇒ (14) + 9 = 23


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

Lummel gets up, still dazed from what happened. He automatically reaches for Sweet Edge while looking around to understand what's going on.

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 puts his small blade away still breathing heavy from the fight he notes the wererat laughing hideously on the ground he yells but one simple piece of advice. Tie it down I think it is best that we question the beast not kill im." He is not much help with this sort of thing so stands back and takes himself a seat on nearby ledge barrel or something of the sort.


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

AoO vs rat
1d20 + 1 ⇒ (12) + 1 = 13
for 1 damage

ziz will attempt to aid Elsa in grappling
1d20 + 1 ⇒ (5) + 1 = 6 vs AC 10 to grant a +2 bonus to her grapple attempt.
he will continue to aid any attempts to restrain the target until 1 turn of laughter remains, at which point he will cast hideous laughter on the wererat again.

"yip! e'ry 'body help! lets tie this squeeker down."


Bricker wrote:
Tie it down I think it is best that we question the beast not kill him."

As the party moves in to grapple with the creature it becomes apparent that this wererat is female.

@Elesandira: A check is necessary; the wererat wiggles around quite a bit, and every time you grab at her the creature pulls away involuntarily and laughs some more... your first roll gets you a firm grip on her, one more successful roll by you will pin and another (at -10) will tie her up.

Other characters can help with aid another, or by tying the wererat up while Elesandira pins her down.


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

cmb 1d20 + 9 ⇒ (20) + 9 = 29

I'll grab her, can someone tie her up.

My rope lies next to us.


Elesandira has the wererat firmly pinned to the ground, any character with rope can make a CMB check to tie her up.


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

Since no responded yesterday, I'll give it a shot, assuming Alviss ran up to the scene

Maneuvering around the tables, Alviss sees Eles pinning a scorched wererat, who seems to be laughing.

Torag, what kind of land have ye sent me to?

Seeing a rope on the ground next to Eles, he grabs it and tries to bind the wereat.

CMB - Tie-up
1d20 + 8 ⇒ (10) + 8 = 18


@Lummel: You wake to Alviss towering over you. There is an aura around him; a fierce, palpable holiness that lends him the impression of a stature much greater than his own. The sun catches his armor and a soft glow, barely noticeable in the light of day, washes over the both of you. You feel fearless and invigorated, although you can feel that your wounds are still quite grave. Rising, you see the results of a violent, bloody fight all around you. There is no sign of the rat-like humanoids although there is a dead man in the street who looks to have been chopped in two by a single terrible blow. Alviss hurries down the street, where you can see several familiar figures standing around or wrestling with something on the ground. The moans of injured fairgoers reach your ears along with a terrible, cackling sort of laughter.

Alviss finishes securing the wererat just as Ziz's enchantment fades and her ghastly laughter passes to a few chuckles then is gone altogether as she fights to catch her breath. She looks sullenly at you and appears to be weighing her options, her eyes darting over the carnage around her in search of anything that might get her out of her predicament. Abruptly her features ripple and shift, leaving you with a pathetic looking, burned, and disheveled young woman rather than a vicious rodent.

As the change sweeps over her she twists at her bonds, but is unable to escape them. She is clearly startled to see Lummel alive and does a double-take as he approaches, then returns to glaring at Alviss.


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

Young lady, you have a lot of explaining to do.


"It was all Squim's idea." She mutters with her head downcast, half to you and half to herself. After a brief moment of quiet she looks up at you and asks, "What're you gonna' do to me?"


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

I'd like to know more about Squim. What would Squim do?

I mostly hang out with a Cheetah and flap around the mountains: someone else shoul be doing the questioning.


She turns her head to get a better look at you, and with a gleam in her eye says, "Squim? He'd hold a hostage for ransom. How much would it take for me to disappear before a patrol gets here...?"

Thally's knowledge (local) check to recognize you all by reputation:1d20 + 11 ⇒ (7) + 11 = 18

Time to put those social skills to work! Potentially useful skills for this impromptu interrogation include intimidate/diplomacy, sense motive, and Profession (soldier) for Lummel. Decide who is going to lead the questioning. That character can make a roll (or take 10) on applicable skill check, up to two other characters can roll to aid another.


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

Alviss listens to the exchange between the two women. Glancing back, he sees Lummel back on his feet.

"The lad there represents the watch and I'm sure he's got some questions for ye."

He adds quietly, "Though he may still be a bit dazed."

He turns his attention back to the girl. He looks to see how bad her wounds are.

How badly are ye hurt, lass?

Alviss might heal her but it depends on how serious her injuries look. Of course, she was just on fire...

Diplomacy
Takes 10 + 8

Lass, yer not goin' anywhere. The festival is a wreck and yer friends beat a guard senseless. Since yer the only one we caught, I think ye should make it easier on yourself. Who's this Squim and what was his idea?"

He watches her face as she answers.

Sense Motive
Takes 10 + 6


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

After having recovered Sweet Edge Lummel leaned against her to stay on his feet.
He saw familiar faces around a tied girl. He was not sure what really happened: he got seriously injured buy some damn rat-men, that were nowhere to be seen at the moment, and the dwarf had helped him.
Why a girl was tied up was a mystery to him, but he knew Elesandira, and decided to go with her judgement for the moment.
Ziz was also there, the fact that he didn't flee the scene relieved Lummel: it meant the little freak wasn't responsible for the havoc.

The situation seemed calm at the moment, but everybody seemed to be concerned with the girl while more urgent matters have to be addressed: people was laying maimed all around.
"Dwarf..." what was his name? Lummel tried to recall it in a still foggy brain "...Alvis, you helped me, but there are still people to attend."
He then leaned to the nearest citizen to investigate his condition. He hadn't been too polite in his request, he would surely apologize later, but he was hoping the paladin was going to anwer his request, the soldier wasn't a good healer, more skilled at dealing damage than curing it.

If necessary.
Healing check 1d20 + 2 ⇒ (1) + 2 = 3

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 nods at Lummels remark and responds. "The soldiers right there are still people in need." Bricker runs off to assist Lummel in aiding the wounded he will channel positive should the need arise that there are still civilians alive within the area.

If necessary:
Heal check:1d20 + 3 ⇒ (4) + 3 = 7
Channel:1d6 ⇒ 6


At a glance, there are a number of injures simply caused by the chaos. People are trapped under carts, laying where they were caught under overturned tables, and huddled into corners injured and unable to flee due to being trampled during the panic. The only bodies showing obvious signs of deliberate violence are two wearing the militia tabbard. It is a gruesome sight- they lie in pools of blood and are covered in bone-deep cuts. The ripple of holy energy the spills from Bricker's upraised butterfly symbol rolls over them, leaving them untouched.

For everyone else around the halfing, the energy's effect is neigh-miraculous. There's a moment of stunned silence as Desna's holy power spreads over the injured and washes their wounds away as if they were only a dream, followed by their pleas for help. Those within 30' of Bricker are stable, and only need assistance if they are pinned under a heavy object.

@Bricker: You could travel up and down the street using your remaining 3 uses per day of channel energy to heal the majority of the injuries sustained by the townsfolk. Of course, Lummel can follow you while you do it...

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