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 who I guess had stopped at the front door and looked back to see what Lummel was doing, rather than going inside walks back over to Lummel as the guardsmen show up.

"Ye know that the wee ones are inside the tower? I have na seen Bricker since he went in. The magic missiles were from the other one."

Looks around for Eles.

"We should go in and see if they need help."

He's still checking out the short sword, shifting it and checking the balance. This is no axe, that's for sure.


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

Lummel explains the commotion to the patrol. "We came here after capturing one of these raider told us they had a plan concerning the bell tower. As soon as we approached the door two of them jumped on us. The other one made it to Southspur."

Is there anything on the body?

"Seems a couple of 'concerned' citizens went inside." Lummel head towards the door "Would you mind stick around for a bit just in case we find something else?"


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

I land next to Alviss and Lummel: Where's the little ones?

Hearing Lummel and Alviss' exchange I grin: Of course they've gone in... it's Bricker and 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

"sure thing Bricks, ill find them right fast, yip. you think we should should poke around upstairs first? you know, before the 'law' gets here. this elder human doesn't seem to be too tough to handle."


@Alviss: The guardsman was there when you all arrived back from chasing the wererat, they saw you arrive. The main issue was allowing Ziz and Bricker to catch up with the 10-minute chase the rest of you went on. I had to give them a chance to get into some trouble...

Thoroughly searching the room took about 5 minutes for Ziz, until they indicate what else he might be up to I'll leave Ziz's current position ambiguous.

"Of course, sir! They quickly agree to stay in the immediate area of the bell tower. After your examination they cover the body with its cloak and move it out of the road, then return to speaking with the crowd to try to get foot traffic moving again.

When Lummel and/or the others enter the bell tower they see an old human, grey haired and stooped with age being held at sword point by Bricker. "By Asmodeus's tender bits! Thank the gods that you're here sergeant! This little pesh addict and his friend broke into my home and attacked me! They've rifled through all of my things and keep talking about rats and threatening to kill me! I don't want any trouble, as long as nothin' is missing I won't be lodging a complaint or anything- just please! Do something!" He's speaking very loudly- perhaps he's somewhat deaf?

Lummel's search of the body:
The corpse is that of a large man in his 30s with a square jaw, bristly mustache, and unkempt brownish-blonde hair. It has a few scars and scrapes, but it obviously died from Elesandira's blow to its chest.

Coin pouch with 18gp
light crossbow, 10 bolts
masterwork rapier
masterwork leather armor
a sealed metal vial like those used for potions, poisons, or alchemical concoctions

Lummel's appraise check: 1d20 + 1 ⇒ (18) + 1 = 19


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

Lummel finds odd such a marauder to be equipped with fine tools so he instructs the guards to try to find out who he was.

When, stepping in the tower, he sees Bricker threatening a civilian, his eyes open wide in horror: "Bricker put that sword down" he orders "We are here to make sure things are all right not to start a fight." Then, addressing the old man "I'm sorry for the intrusion, but it seems the town has been attacked by a well organized band of riders, they seem to be somewhat connected with this place, we would like to take a look around, to make sure there is no peril for anybody. But first we need to check a something..." he draws his dagger, but with no threatening disposure and he offers it to the man "...for a matter of security I must see your blood, a small cut would suffice."

Profession check (Soldier) to convince the oldman 1d20 + 11 ⇒ (8) + 11 = 19

I'm assuming a normal dagger cut would heal in no time on a wererat.


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

Alviss enters behind Lummel, taking in the situation, sword still in hand. Expecting the guards to call if there is further trouble outside, he looks at the four ropes going up into the ceiling, puzzled.

By Torag's beard, what are these for?

To Bricker"Did ye two search the whole tower?"

And then to Ziz "Lad, get me rope. We might need it again."

I assume it's still tied at the window


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

I look around the room: Hmm, what does a wererat smell like? Maybe I should fetch some help?


From what you've seen while battling them, it seems likely the knife wouldn't penetrate a wererat's hide at all. A steel weapon would generally do no more than stagger them back a step unless swung with tremendous force, and the wounds would be more tears than cuts.

The modest room is somewhat crowded with five people standing around. The man is visibly relieved when (if?) Bricker lowers his weapon. He accepts the dagger with some hesitation, but seems willing to go along with a uniformed guardsman's request as long as it will get all of these people out of his home. He draws the dagger across his thumb with a quick pull and holds it up for you to examine as a few drops of blood begin to well out of the wound. "There! Satisified? I don't mind if you have a look around, I've got nothin' to hide. Just don't let those two out of your sight!"

We're still a little out-of-synch with Ziz, we'll give him a post to state whether he wants to do anything before we're all caught up on time.

Grand Lodge

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

"Lummel this man is holding secrets I be knowing it how can you so easily trust him...." Bricker lowers his blade slowly. "And nay we hasn't explored the whole tower yet was expecting most of em to stray down here so..." Bricker stops complaining realizing it will and never does get him anywhere he carefully examines the mans cut to see if it heals, years of age could do a little something to even a wererats abilities.

Perception:1d20 + 17 ⇒ (1) + 17 = 18


The wound continues to bleed slowly, he puts it to his mouth after showing Lummel but it shows no signs of abnormally quick healing. You can also see a knot raised where you hit him on the back of his balding head and the faint beginnings of a large bruise.

Knowledge (local) DC20:
Lummel1d20 + 4 ⇒ (3) + 4 = 7
Alviss1d20 + 4 ⇒ (3) + 4 = 7
Bricker1d20 + 9 ⇒ (11) + 9 = 20

@Bricker:
From most of the stories you've heard of werewolves, they don't have any particular defenses when they're in their human shape. It's only when they take the shape of a beast that their curse protects them... but you have no way of knowing for sure whether that's also true of wererats or other victims of therianthropy.


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

"So..." lummel starts adressing the others, expecially the halfling and the kobold (if he is there) "... you darted in this direction but exactly what are we looking for? Two of them were outside and didn't seem to be pleased with us showing up, still I see no other sign of them. Are we sure the Belltower is the place, or is it just a landmark."
Lummel thinks that maybe the rats had something in mind near the tower. "Elesandira, would you mind to give a look from above, to check if something suspicious is going on near by?" Then to the old man "Is there a sewer access in here?"

Grand Lodge

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

"Your little experiment proves nothing Lummel the rats outside were in there hybrid form while human they not be benefiting from the curse." Bricker sneers "Well then Turvin, if you do speak true than I suppose you wouldn't mind if the guard just take a little peek upstairs then, just to make sure that your safe."

@Lummel: Bricker motions Lummel to over to whisper something into his ear. "There is no sewer access on this floor and something tells me that it wouldn't be farther up, obviously these rats are not alone in this no way they could have even got this far especially during the fair everyone's up and about at this time, there is something going on here I just know it."


"Eh? Nearest sewer drain is out on the street there," he gestures vaguely out the door, "...and I don't need to prove anything to you, Mr. Longfellow!" He casts Bricker a resentful glance as he rubs the back of his head and winces, "...but if it will get you all out of my home then- fine! Have a look up there, just don't break anything! The pulleys for the bells can be a bit touchy and if anything gets broken or goes 'missing' I'll bring it straight to the commander!"


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

Alviss is not pleased with developments at the tower.

We've broken into his home. Knocked im senseless, made im bleed for us and accused im of bein a wererat. On the word of a rat girl.

"Sir, I apologize for me....companions' quickness to jump to conclusions."

He walks back outside, looking for the aforementioned sewer grate. If he finds it, he looks for signs of recent use.

Perception
1d20 ⇒ 4

I'm amazed Alviss manages to get out of bed in the morning with these rolls..

Grand Lodge

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

"Fine then, if you'll excuse me." Bricker begins to make for the stairs he took earlier but not without calling back to Ziz and Lummel to keep an eye on Turvin.

Bricker sneaks up to the second floor and keeps his eye out for traps or little rat folk, once there (I assume every floor would have a room of sorts.) he will listen at the door to the room, if the door is open he will poke out his little head to see what he can see.

Perception:1d20 + 17 ⇒ (4) + 17 = 21 +2 if versus traps
Disable device if required:1d20 + 14 ⇒ (3) + 14 = 17

It would appear Alvis's luck has rubbed off on me :(


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

I fly up to the top of the tower, keeping my eyes peeled.

perception1d20 + 15 ⇒ (10) + 15 = 25


Alviss heads outside to the road and quickly finds the opening to the sewers; there is nothing to indicate that it is frequently trafficked.

----------

"No, not you! I don't trust you to go poking around alone up there!"

Bricker seems to have made a very negative impression on this fellow. He is very opposed to letting Bricker and Ziz wander around alone. It would require a DC26 diplomacy check to change his mind.

If Alviss and/or Lummel is sent with Bricker or Turvin is forcibly restrained, Bricker ascends to the second floor without finding any sign of traps or rats. The first door he comes across is directly opposite the window he climbed in originally. The door is closed and there are no sounds coming from within.

----------

From the air, Elesandira can tell that the mood of the fair has changed. Many stubborn merchants are still plying their wares, but word is spreading about the attacks. Rather than the free-flowing chaos she saw before, people are frequently bunched up in groups or retreating indoors. The flamboyant cries and good humored cheer has been replaced by a charged atmosphere buzzing with edgy rumors and speculation.

The tower is unchanged, exceptional as an architectural achievement but with no details standing out as changed or unusual. A dozen masterfully carved gargoyles stand perched around the marble tower, and the immense gleaming bronze bells on the top of the tower catch the afternoon sunlight and give off a nearly blinding reflection.

I'm trying to keep the timeline consistant; are you planning on landing and keeping watch from up here or just taking a quick look around and rejoining the others?


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

I'm coming back down: I can watch all day but that's no good if something happens inside.


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

Alviss sees Eles land near the tower.

"See anythin, lass?"


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

Well, the fair's sputtering out, the gargoyles are still stoney silent and I can't see anyone atop the belltower.

I shrug: Nothing to report. What was that rat-girl talking about? If the bell-tower was a meeting place and the attack is a distraction... what's precious enough to go to all of this fuss and bother for? What is there in Brindin's Ford that you'd launch a wererat assault on the town to get it? And why now?

I pause for a moment, aware that I have been doing a lot of thinking out loud.

Lummel, did anyone bring anything especially rare or valuable to the fair?


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

Aargh, just had a huge post eaten!

Nothing surprising, the fair is sputtering out, the gargoyles are stone and I can't see anyone among the bells.

I sigh, frustrated: What was the rat-girl talking about? Meeting at the bell-tower? Distraction?

If all of this was a distraction, what was it a distraction for? It would have to be something major... what in Brindin's Ford is worth all of that effort? And why today?

I head toward Lummel (following, if he has gone inside): Hey, Lummel, has anything especially rare or expensive been brought to the fair?

We've lost the scent and I want to pick it up.


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

Puzzled that there are no signs of rat activity in the sewer grate, Alviss looks at the body in front of the tower.

Were they guardin' this place? Or were they waitin' for us? Because they knew we'd be comin' here if somebody told us there was a reason to.

Tries to put his prodigious (for a dwarf) wisdom to work

Looks around the area as his mind churns.

I won't bother with my pathetic roll for a Perception check

Muttering almost inaudibly, "Father Torag, what is goin' on in this demon infested place?"


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

If the only way to explore the tower is that Lummel follows Bricker the soldier would comply.

To Elesandira "I don't know anything about stuff brought to the fair, but nobody would bother tell such things to an old soldier."


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

no action needs to be taken by ziz because of lag, he is just skulking around the outskirts of the party.

ziz watches patiently, taking some small measure of amusement from the conflict of personalities. he has little experience with conspiracy beyond petty pranks so he has little to contribute to the conversation.
as Bricker heads for the stairs he tags along. he will retrieve the roap for alviss along the way
" there *has* to be something here, yip. else that fuzzy girl is a better liar than i took her for"

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 does not heed the elder words and hopes that they cannot be heard by any further up. Bricker opens the door slowly just have a wee peek in the room, he does not enter at this moment he tells Ziz not to enter either not until he has a chance to check it out.

Perception:1d20 + 17 ⇒ (10) + 17 = 27 +2 if versus traps
Stealth:1d20 + 14 ⇒ (5) + 14 = 19


With a small, quiet groan the door swings open a few inches and Bricker peers through. He sees a small room littered with debris, the strong scent of rodent waste and animal fur waft through the gap.

It sounds like everyone is heading up to help Bricker explore. Turvin noticed the two guardsmen standing outside the tower when Alviss left to examine the sewer grate on the street. He gave them a pensive stare but didn't say anything about their presence, he seems determined to sit in his chair and nurse his bruised head until this is all over.


I new it he has been hiding these things in here, probably weeks when I see that geezer again I'm gonna... Bricker steps into the room to better look at his surroundings and signs of recent use or perhaps some rats, He searches the Debris thoroughly but keeps his distance from it, he waves his companions away indicating for them not ot follow inside but stand ready in case of danger.

1d20 + 17 ⇒ (17) + 17 = 34
1d20 + 14 ⇒ (18) + 14 = 32


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 peers in behind bricker (with his wand of magic missile readied)
1d20 + 10 ⇒ (18) + 10 = 28

"lookssss like those filthy rats were here after all - i knew we'd find something..."

has ziz ever heard the bells of this tower ring?


Ambush!

The room looks like an unused storeroom, 5ft by 10ft with an open door to your immediate right and another door visible in the far wall of that room. As Bricker cautiously steps into the room and scrutinizes the rubble and debris strewn across the floor, he catches a flash of movement in his peripheral vision. Before he can respond a weight drops on him and he's fighting for his life against a larger opponent made of fur and steely sinew. Even taken unawares he almost wiggles free, but in the end is held fast by the creature as its allies hack away at him. His armor does little to turn their powerful blows, and it is only by sheer halfling luck that he is not dead; by all rights one of those thrusts should have hit something vital.

Map - Round 1

Surprise round:
Wererat 1: Grapple@Bricker (FF CMD 12) 1d20 + 5 ⇒ (9) + 5 = 14 = success

Wererat 2: Attacks@Bricker 1d20 + 8 ⇒ (19) + 8 = 271d6 + 4 ⇒ (3) + 4 = 7
Wererat 2: confirm critical threat: 1d20 + 8 ⇒ (17) + 8 = 251d6 + 4 ⇒ (1) + 4 = 5

Wererat 3: 1d20 + 8 ⇒ (11) + 8 = 191d6 + 4 ⇒ (2) + 4 = 6


Bricker takes 18 points of damage and is grappled. Give me your action for the surprise round.

Round 1
Block 1: Lummel is up!
Block 2: The wererats
Block 3: Everyone else

Initiative:

Bricker 1d20 + 4 ⇒ (2) + 4 = 6
Alviss 1d20 + 1 ⇒ (14) + 1 = 15
Ziz 1d20 + 8 ⇒ (4) + 8 = 12
Lummel 1d20 + 6 ⇒ (19) + 6 = 25
Elesandira 1d20 + 5 ⇒ (2) + 5 = 7
Wererats 1d20 + 5 ⇒ (11) + 5 = 16

Grappled (definition):
Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

@Ziz: The bells are a fixture in town, and everyone has heard them. They are just part of the daily routine. I put Ziz off to the side because things were cluttered enough already. I figure he'd either be sitting on the window ledge or peeking past Elesandira's legs.

@Ziz/Bricker: I used Bricker's first perception check for the surprise round. If you decide to search the area later, you can use the perception checks you just rolled.


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

Crap! Lummel doesn't have the halberd with him.

As soon as he understands they are surrounded by foes he starts trying to bring them on their fours hoping the other two hitters could put the silver to good use.

Trip attempt 1d20 + 13 - 4 ⇒ (18) + 13 - 4 = 27

Not sure of the rules here: can I trip the grappling mouse? Does the furthest one get a +4AC for soft cover? If both answers are Yes I'll trip the grappling one, if is No, Yes I'll trip the one near Lummel, if No, No, I'll trip the one in front of Alvis (don't take the -4 in account).

Grand Lodge

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

Escape Artist:1d20 + 11 ⇒ (17) + 11 = 28

Bricker avoids screaming for help not wanting to pleasure his opponents he merely takes there lucky blows and winces, he will see them pay for there actions but now his mind is on escape, he thinks back to one of his old tactics he often used back in his day of thievery in outlying towns, using his small frame he slips out of the creatures grasp.

If possible on the surprise round Bricker will five foot out of the room, not sure if you can take them in surprise round but if I can he surely will.


@Lummel: I guess it's not entirely clear from the map... I'll make the tokens smaller on the next update. The doorway is between E3/F3, there is another doorway between E3/E4, the rest is stone walls.I'm using the 3.0 cover rules for this game, so I'd rule that between attacking through the doorway diagonally and being in a grapple, it receives 3/4 cover (+7AC). Let me know if this changes your action.

@Bricker: In the surprise round you only get a single move or standard action, but the 5' step counts as no action so you would be good... if there was anywhere to go. Ziz and Elesandira already share F3 and will get in each others way during combat, if you try to squeeze through as well it could be quite the jumble. Give an acrobatics check if you really want to attempt it, worst case you'll provoke AoOs. Keep in mind the -4 penalty to dex from the grappled condition, even though your escape artist check still succeeds.

Grand Lodge

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

Acrobatics:1d20 + 13 ⇒ (7) + 13 = 20

Didn't catch the edit sorry.


Rolls:
Acrobatics checks:
WR1 (DC21): 20 = failure
WR2 (DC26): 1d20 + 13 ⇒ (1) + 13 = 14 = failure
WR3 (DC31): 1d20 + 13 ⇒ (2) + 13 = 15 = failure

AoOs@Bricker (AC20):
WR1: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 4 ⇒ (1) + 4 = 5
WR2: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 4 ⇒ (6) + 4 = 10
WR3: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 4 ⇒ (1) + 4 = 5
WR3 Confirm: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 4 ⇒ (2) + 4 = 6

Sneak attack damage from surprise round: 2d6 ⇒ (3, 5) = 8

You will have half cover (+4AC) from Ziz and Elesandira, but fighting effectively from here will be neigh-impossible. It's after 1AM local time and I messed up on the damage for the surprise round, both successful hits were supposed to include sneak attack damage.

+8 sneak attack damage from surprise round, 5 damage from the AoOs.

On to Lummel's action!


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

Are we starting Round 1? I'll stick with my previous roll on tripping attempt on the grappling rodent. I guess he has AC hindrance from the grappling as well as coverage.


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

Er....Unless the GM moved him back inside, Alviss is still outside and doesn't know there's an attack going on unless he hears some yelling through the open front door.


Elesandira moved inside to confer with Lummel, and I hadn't seen an IC Alviss post since Tuesday so I figured he would have followed her inside. Sorry for not posting it explicitly. If he would have remained outside to stand sentry or investigate the area alone that's fine... just let me know where you would want him to be.


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

He walked outside after Eles went in. He felt they were treating the old guy poorly (paladin principles) and didn't want to be a part of it.

I wasn't posting for him because it was Bricker and Lummel sorting things out inside and Alviss was outside.

Staying in character (and not metagaming), I'll keep him outside, looking around and wondering what this whole thing is about. Though, as I mentioned, he would respond if he hears excitement from inside. I'll roll Perception for general sounds of combat, rather than someone calling his name.

Perception
1d20 ⇒ 6


Perception: Hear sound of battle (-10) 60' away (+6) through a wall with a window in it (+10 -2) = DC4 = success

Alviss takes a minute to examine the body of the slain wererat (I assume taking a 20 on perception). The crowd seems determined to enjoy the festival despite the earlier disturbances, the exact cause of which are rumored to be any of a dozen things. His examination of the area is interrupted when he hears the sounds of steel on steel ring out from the window above, on the second floor of the belltower.

Alviss's search of the body:
Appraise check (20): 1d20 + 1 ⇒ (8) + 1 = 9

The corpse is that of a large man in his 30s with a square jaw, bristly mustache, and unkempt brownish-blonde hair. It has a few scars and scrapes, but it obviously died from Elesandira's blow to its chest.

Coin pouch with 18gp
light crossbow, 10 bolts
masterwork rapier
masterwork leather armor
a sealed metal vial like those used for potions, poisons, or alchemical concoctions


Round 1 - Initiative block 1 & 2

Bricker scrambles madly to escape and barely makes his way free of the vicious swarm of teeth and claws and steel. Lummel's weapon slips through the doorway to sweep the wererat's feet out from under it as they all try to surge into the doorway to reclaim their fleeing prey. The sight of Elesandira with her gleaming armor and silver sword brings them up short. They hesitate for a moment, then attack with renewed fury.

Lummel's trip attack@W2 (CMD 26) = 27 success

Bricker, Ziz, and Elesandira count as fighting in a confined space per the 'squeezing' rule (–4 penalty on attack rolls and a –4 penalty to AC). Attacking diagonally through a doorway provides half cover (+4AC).

Rolls:
WR1: Move action to stand up*, attack Bricker (AC16) 1d20 + 6 ⇒ (5) + 6 = 111d6 + 4 ⇒ (6) + 4 = 10
WR2: Full attack at Elesandira (AC20) 1d20 + 6 ⇒ (8) + 6 = 141d6 + 4 ⇒ (3) + 4 = 71d20 + 1 ⇒ (7) + 1 = 81d4 + 3 ⇒ (3) + 3 = 6
WR3: Full attack at Elesandira (AC20) 1d20 + 6 ⇒ (8) + 6 = 141d6 + 4 ⇒ (1) + 4 = 51d20 + 1 ⇒ (12) + 1 = 131d4 + 3 ⇒ (1) + 3 = 4

Ziz, Elesandira, and Bricker may make an AoO on WR1 as it stands up.

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 is not affected by those sneak attacks (uncanny dodge), so is actually at 12/35

Feint attempt:1d20 + 8 ⇒ (19) + 8 = 27 If successful target loses dex to Ac to this attack.

Bricker attempts to feint his opponent, holding at his grievous wound but then at the last second comes in with an unexpected strike.

1d20 + 9 ⇒ (18) + 9 = 27
1d4 + 1 + 2d6 ⇒ (4) + 1 + (5, 2) = 12

aoo:1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9
1d4 + 1 ⇒ (2) + 1 = 3


Bricker's feint (20) check = 27 = success
Prior to the feint, you can also make an AoO. Don't forget the -4 penalty for fighting in a crowded space.
Bricker's attack against bluffed opponent (WR1, AC18) = 27 = success

Bricker feigns being staggered by his injury to draw his feral opponents in, only to whip his blade out at the last moment. The blow that would have cleaved the skull of a normal man opens a ragged tear above the wererat's eye, further enraging the beast.


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

Alviss' head whips up to look at the window at the sounds of combat.

[i]What?

He barks at the two guards, "Stay here and watch the door. Have yer silver weapons ready if somethin comes out of it!"

The silver sword still in hand (he doesn't have a scabbard for it), he runs inside the tower, headed towards the sounds.

Please let me know when Alviss reaches the others on the stairs and I'll post again then.


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

Where did they come from!

I lash out with the silver sword at the vulnerable wererat.
attack1d20 + 9 ⇒ (15) + 9 = 24
damage1d6 + 5 - 1 ⇒ (4) + 5 - 1 = 8


You get your AoO as well as the attack that happens on your initiative...


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

The more the merrier.

attack 1d20 + 9 ⇒ (10) + 9 = 19
damage 1d6 + 5 - 1 ⇒ (3) + 5 - 1 = 7


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

Whose turn is it?


It's Ziz's turn. Lummel, Ziz, and Bricker all have the chance to perform an AoO as the rat gets up also.


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

I thought that since the rat has cover I couldn't take AoO

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