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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Yep, that's accurate.
Trip@WR2 (CMD 21+4) = 26 = success

With a deft flick of his weapon Lummel brings the wererat to its knees. The creature flops to the ground as its claws scramble for purchase on the filthy (but suddenly slick) rubble-strewn floor.

Round 5, Block 2
I'll post the wererat's actions and updated map soon.


Rat's Attacks:

WR1: Grapple @ Ziz (CMD 17) 1d20 + 4 ⇒ (1) + 4 = 5
WR3: Disarm @ Alviss (CMD 19+4) 1d20 + 7 ⇒ (16) + 7 = 231d20 + 2 ⇒ (12) + 2 = 14
WR2: Stand up, Attack @ Alviss (AC 24) 1d20 + 8 ⇒ (14) + 8 = 222d6 + 4 ⇒ (4, 5) + 4 = 13, acrobatics modifier = +10, automatic success at DC10 check for grease spell

The slick layer on the floor makes footwork of any kind difficult. The rat feels it when it tries to lunge at Ziz in another attempt to clamp on to the frustrating invisible creature, and ends up scrambling to stay on all four feet. Alviss feels it when his foot almost slides out from under him and his foes take advantage of his distraction to jerk the axe from his hands. With a sharp thwack! the axe flies back over the wererat's shoulder (against the wall in E4) and falls amidst the rest of the rubble on the floor. The creatures press the attack, but Alviss's armor serves him well and he weathers their blows rattled but essentially uninjured.

Alviss is disarmed. Elesandira may make an AoO against WR2 as it stands up from prone.

Map as of WR2 provoking an AoO


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

[/ooc]For the love of....I feel like I'm in a Laurel and Hardy movie[/ooc]

Alviss, stunned to find himself trying to stay standing in a puddle of grease, flails about, the axe flying out of his hand.

"What in blazes?"

Setting his feet as he withstands the vermin assault, he firmly grasps his warhammer and attacks. (WR3: Smite Evil)

Attack 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Damage 1d6 + 3 + 4 ⇒ (5) + 3 + 4 = 12

I'll talk with ye, lizardlin, later


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

aoo

attack 1d20 + 10 ⇒ (15) + 10 = 25
damage 1d6 + 5 - 1 ⇒ (3) + 5 - 1 = 7

As the beast whirls about Elesandira takes advantage of the opening to stab at the distracted creature.


@Alviss: Could you break down your to-hit bonus? I think it is +3(STR) +5(BAB) +1(MW) +2(CHA/Smite) = +11 but I want to be sure. Keep in mind that WR3 has partial cover from you due to the narrow doorway... if you attacked WR2 then you wouldn't have to worry about cover.

Also, technically Alviss could have made an attack of opportunity bare-handed against WR2 as it tried to get up. If you'd like to attempt an unarmed attack or combat maneuver, feel free...

Elesandra looses a crushing blow at the wererat's collarbone and bright red blood drips from the wound.

Remaining in this block: Ziz's, Elesandira


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

fly 1d20 + 17 ⇒ (9) + 17 = 26

attack 1d20 + 10 ⇒ (20) + 10 = 30
damage 1d6 + 5 - 1 ⇒ (3) + 5 - 1 = 7

possible crit
attack 1d20 + 10 ⇒ (9) + 10 = 19
damage 1d6 + 5 - 1 ⇒ (1) + 5 - 1 = 5

I struggle to stay aloft in the confined space but still manage to aim a blow at the wererat below me.


to hit: +4(STR) +5(BAB) +1(height) = +10, looks good. With your STR modifier being +4, where is the extra point of damage coming from?

Pressing her advantage, Elesandira continues to harry the wererat below her. She inflicts a number of small wounds on its head and arms that bleed profusely but it looks like the creature still has some fight left in it.

Actions remaining this block: Ziz


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

to hit: +4(STR) +5(BAB) +1(height) = +10, looks good. With your STR modifier being +4, where is the extra point of damage coming from?

herolab?

When I'm back at my home computer, I'll check it out.


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

Was incommunicado but back for a minute. Work will be smacking me around for a few more days. Yes, attack is +5 BAB + 3 STR =1 MW + 2 CHA/Smite.

I'll skip the grapple and stick with my post.


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

to hit: +4(STR) +5(BAB) +1(height) = +10, looks good. With your STR modifier being +4, where is the extra point of damage coming from?

herolab?

When I'm back at my home computer, I'll check it out.

Not herolab's fault, mine. Should be 1d6+4-1, sorry.


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 becoming worried, cornered by rats in a fight that is dragging on is a bad place to be for a small dragon...

hideous laughter vs w3, DC 16.

"rats with skewers and grease. a little fire and it'd be like eating out in southspur"
ziz is now visible.


In a flurry of motion Elesandira grievously injures her foe. Despite its wounds the creature seems to know there is no escaping from these confined quarters and doesn't show the least inclination to retreat... rather it looks like it wants to rip Elesandira's leg off as she hovers just barely within the monster's reach.

The rat's muzzle twitches as it hears Ziz's joke, and it lets out a single barking laugh. The creature looks puzzled momentarily but continues to press its advantage against Alviss.

WR1 AoO vs Ziz: Grapple (CMD 13) 1d20 + 4 ⇒ (3) + 4 = 7, 1d100 ⇒ 87% (1-50 misses), 1d4 + 4 ⇒ (2) + 4 = 6 damage miss
WR3 Will save (DC16): 1d20 + 5 ⇒ (13) + 5 = 18 = success

Round 5-3 Map

On to Lummel!


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

Lummel swings again at the rat underneath Elesandira, attempting to trip it.
Tripping Maneuver 1d20 + 13 ⇒ (13) + 13 = 26


Trip vs WR2 (CMD 25) = 26 = success

WR3 full attack vs Alviss (AC 26): 1d20 + 9 ⇒ (12) + 9 = 21, 2d6 + 4 ⇒ (5, 5) + 4 = 14 = miss
WR3 bite attack to disarm (CMD 21): 1d20 + 4 ⇒ (2) + 4 = 6 = miss
WR2 stands up*, attacks Alviss (AC 24): 1d20 + 9 ⇒ (2) + 9 = 11, 2d6 + 4 ⇒ (2, 5) + 4 = 11 = miss

Once again the steadfast guardsman snakes his weapon through the chaotic melee to knock the wererat's leg out from under it. The creature spills to the ground, then struggles to right itself without getting its head chopped off. The combatants are on their last legs, and with nowhere to retreat to they seem to have given in to their animal natures, pressing their attacks with frenzied abandon. The bloodied rat continues to snap at Ziz as he merrily skitters around it, and continues to have its jaws close on nothing as the kobold's laughter echoes through the room's small confines.

WR1 grapple @ Ziz (CMD 13) 1d20 + 4 ⇒ (1) + 4 = 5, 1d100 ⇒ 60 = miss

Elesandira and Alviss may make an AoO against WR2 as it stands up

Round 6, block 3...no change to previous map.

Actions this round: Ziz, Elesandira, Alviss, Bricker


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

attack of opportunity
attack 1d20 + 10 ⇒ (9) + 10 = 19
damage 1d6 + 4 - 1 ⇒ (6) + 4 - 1 = 9


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

I attempt to strike again at the wererat below
fly 1d20 + 17 ⇒ (20) + 17 = 37

attack 1d20 + 10 ⇒ (1) + 10 = 11
damage 1d6 + 4 - 1 ⇒ (2) + 4 - 1 = 5


Elesandira feels her blow shatter her foe's collar bone, surely even a creature with the ferocious strength of these rats must be on its last legs...


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

Alviss again smashes at his foe WR3 - Smite Evil with his warhammer.

1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
1d6 + 3 + 4 ⇒ (2) + 3 + 4 = 9


Alviss attacks WR3 (AC 22+2): (20) = miss

Alviss's foe is a skillful fighter and exploits the narrow doorway to maximum advantage. The dwarf finds himself unable to land a solid blow with the warhammer.

@Ziz: Please update your spell slots used and post your action for this round

@All: This battle is turning into a bit of a slog... it's had its interesting moments but we've been at this for a month and a half now. Any objection to hurrying things along and getting back to the adventure?


OK, hurrying things along to keep it interesting...

GM rolls:
3d20 ⇒ (14, 6, 9) = 29[/dice]

After a short but brutally fierce struggle, the rats are put down.

Bricker wrote:
Perception:1d20 + 17 ⇒ (10) + 17 = 27 +2 if versus traps

A few minutes careful search through the rubbish reveals that the wererats had quite a horde stashed away in their nest. The party is able to dig up 600gp in coins (mostly silver) and two gemstones (a topaz and a polished piece of amber that looks like it used to be set in something).


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

No office internet connection for a day and a half. Man, that makes my work day filled with...work. Moving along is fine with me


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

"It seems they had a sort of base here. Still no clue of why they decided to attack. Were is the old man? He has some explanation to give."


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

Dead wererats show their human form, what do these look like?

I land amongst the corpses and look them over: do I know these people? Are they outsiders?


After the noise of the battle ceases, Bricker sneaks back up and peeks in on the scene. His injuries are still serious, but he seems to have received some sort of magical healing to stabilize his condition. "The old guy disappeared, the guard's didn't see him leave... I think he must have gone up those ropes." With a pointed glance at Lummel he adds, "I told you we couldn't trust him!"

Elesandira's Knowledge (Local) (DC15) 1d20 + 3 ⇒ (10) + 3 = 13

The bodies are those of two humans and a half elf, none of whom are familiar to you. It's hard to say whether they're residents or people who are just in town for the festival; you're much more accustomed to observing the movement of the townsfolk from above than you are to keeping track of names and faces.


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

Alviss looks around, wrinkling his nose as he retrieves the short sword, then the axe.

"We've stumbled onto something here, that's certain."

He looks up towards the ceiling.

"I'll not be climbin' up those ropes. What do ye...

He breaks off and seems to realize he's forgotten something and looks over his comrades.

Anybody need healin?"


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

I give Alviss a long look Look next to our names, Eles is on half hit points Yes, that would be really, really helpful.

Thanks GM!

Then I look around the room: Have I got time now to fetch Selveshanea? I ask, referring to my leopard companion.


@Eledandira: I believe you already used your CSW ability to heal Lummel in this post. I'll add a spoiler in the campaign info tab soon, to keep track of expended resources.


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

"Here lass, let Torag ease yer pain."

Alviss moves over beside Eles, putting a hand on her arm, silently calling on his deity.

Lay on Hands. I think Alviss used it twice so far: once on the girl wererat and once on Lummell. He has 5 uses per day.

Finsished, he opens his eyes and steps back, looking at the other party members.


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

"Well, seems we have to go up, are there any stairs we can use instead of the ropes?"


@Alviss: OK, roll your healing for Elesandira

@Lummel: The staircase appears to wind around the entire circumfrence of the tower, through all four floors. You're currently on the 2nd floor about 30' up... the staircase rises to your left as you exit the storerooms where the wererats had their lair. The ropes were on the first floor in Turvin's room and extended upward through a shaft in the ceiling that he said led to the bells at the top of the hour and was the mechanism he used to toll the bells every hour.

Quote:
Anybody need healin'?"

Bricker is quite bloodied but appears to have tended to his wounds on his own and waves off Alviss's offer of assistance (32/35 HP). Ziz looks up from where he was rummaging through the scraps on the floor and pocketing the occasional particularly-shiny coin to gleefully boast "Ha! Those rats couldn't touch me! Big rats was no match for even a little dragon!"

Once everyone seems ready to proceed, Bricker carefully leads the way forward, studying each and every stone in the sturdy stairs before he gingerly takes another step.

Perception check for traps (DC29): 1d20 + 19 ⇒ (7) + 19 = 26 = failure
Reflex save (DC16): 1d20 + 11 ⇒ (7) + 11 = 18 = success

As he sets foot on the first landing a rune flashes to life contrasting against the smooth marble, its color something dark and sickly and utterly impossible to describe. A black bolt streaks toward Bricker but the halfling was in motion before he consciously knew what he was seeing. The bolt streaks over his head and splashes against the stonework of the tower's outer wall, discoloring the marble from a shining white to sickly grey. For a moment after it flies by Bricker stays where he threw himself to the ground, his heart racing. Then he picks himself up and declares with a wink "Halfling luck, it never fails!"

After the scare, he brushes himself off and continues to cautiously proceed up the stairs. He reaches another door near a window similar to the one on the floor below. A quick glance out confirms that you're now on the 3rd floor, about 60' above the street. The staircase continues to wind upward past the door to you left. Bricker looks to the door, then to the stairway, then arches an eyebrow at Lummel. In a whisper he asks "Should we take a look in there?"

Spellcraft, DC 19:
Enervation. The trap was a deadly bolt of necromantic energy that could have resulted in a serious injury or death.


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

Lay On Hands
2d6 ⇒ (4, 4) = 8

ALviss feels the power of Torag flowing through his arm and hand, a warmth briefly suffusing him. He steps back and opens his eyes.

He is silent for a moment as he thanks his god for answering the call.

"That should help, lass."


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

"Door first, we don't want to give our back to threats. Can you open it or should we bash it down?"


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

Thankyou, Alviss. I rub my aching but healing wounds.

Maybe I should fly up to the windows above, get the lie of the land?


GM rolls:
1d6 ⇒ 6
1d20 + 3 ⇒ (18) + 3 = 21

Bricker gives Lummel an almost dismissive look as he sets to probing the lock ever so delicately "mumble mumble mumble...can I open it...mumble mumble. Humph. It's not even locked." The halfling readies his crossbow then looks to make sure everyone else is ready for whatever may await you inside- finally he pushes the door open.

The room is a storage area that appears to be laid out exactly the same as the storerooms where the wererats lurked on the floor below. The stench and clutter in this room is even worse- half a dozen monstrously large rats are nesting in this small room, and you can catch glimpses of movement through the doorways on either side of the room. They look up in startlement and hiss as they notice strangers in their nest.

The party gets a surprise round. I assume Lummel in the front flanked by Elesandira and Alviss, with Ziz clinging above the doorway and Bricker alert for threats from above.

Initiative:
Lummel: 1d20 + 5 ⇒ (19) + 5 = 24 (surprise, 1st round, AoOs)
Alviss: 1d20 + 1 ⇒ (8) + 1 = 9 (surprise)
Elesandira: 1d20 + 5 ⇒ (1) + 5 = 6 (surprise)
Rats: 21

You all get a surprise round, then Lummel gets to act again before the rats. Lummel, you will get to make all of your attacks of opportunity due to the number of rats crowded into each square as they scramble over each other to attack you.

If anyone would like to attempt to shut the door or take some other action that differs from what I assumed in the narrative, don't hesitate to correct me... I'm just trying to see what I can do to make sure this 'speed bump' battle doesn't bog us down.


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

Can I charge a rat? If so...

charging power attack 1d20 + 10 ⇒ (12) + 10 = 22
damage 2d4 + 11 ⇒ (2, 1) + 11 = 14


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

Lummel swings Sweet edge trying to trip as many rats he can

Trip Maneuver 1d20 + 14 ⇒ (9) + 14 = 23
Trip Maneuver 1d20 + 14 ⇒ (10) + 14 = 24
Trip Maneuver 1d20 + 14 ⇒ (12) + 14 = 26

He will also move to let Alviss and Elesandira get into melee and be able to use the pole arm with reach.


@Lummel: You get your surprise attack, your first round attack, and your two AoOs, so you should have a total of 4.

@Elesandira: No room to charge, but you still hit by a wide margin... they're only AC 14 (16 with cover).

Ziz's crossbow attack: 1d20 + 7 ⇒ (17) + 7 = 24, 1d6 ⇒ 6

Using his weapon like a broom Lummel sweeps several of the rats off their feet and keeps them from mobbing the doorway en mass. As the over-sized rats scramble to snap at the intruders, Elesandira neatly lops off one of their heads. Ziz gives a victorious "Yip! from above and sets to reloading his crossbow after he skewers one of the rats through its heart.

@Alviss & Elesandira: Let me know which of you is swapping places with Lummel. The person in front of the doorway will be the target of most of the attacks but will be able to take AoOs against the rats.

Actions needed: Alviss's attack during the surprise round


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

I am still smarting a little and Alviss has a better AC... I'll porbably hang back.


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

I thought we were getting only the AoO, of which I have three, so a total of five. Here my two other attacks, different bonus cause they are not AoOs.

Tripping maneuver 1d20 + 13 ⇒ (12) + 13 = 25
Tripping maneuver 1d20 + 13 ⇒ (14) + 13 = 27


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

Surprise Round The stench rolls over Alviss as the door is opened. Bellowing, he launches an attack with his axe at the cluster of rats.

CLEAVE: -2 to AC this turn

Attack 1d20 + 10 ⇒ (19) + 10 = 29
Damage

Cleave Attack 1d20 + 10 ⇒ (13) + 10 = 23
Cleave Damage 1d8 + 4 ⇒ (5) + 4 = 9


Alviss cleaves two rats in twain as the vermin attempt to spill out from the doorway. They try to overrun him but the staunch dwarf stands his ground and doesn't let any of them through. One of the beasts rears up and tries to scramble over his arm, wedging a claw in his armpit for leverage. Alviss feels the filthy claw draw some blood as he shakes the animal off, but it's just a scratch...

From above, Ziz launches another crossbow bolt into the roiling mass of rats.

4 rats dead. 4 rats enter from the surrounding rooms. 6 rats are facing you currently.

Alviss gets an AoO against the rats, everyone else gets their standard attacks.

Attacks:
Rat's attacks (only hit on a 20) = 6d20 ⇒ (13, 8, 19, 12, 20, 13) = 85, confirm critical = 1d20 ⇒ 20, 2d4 ⇒ (1, 1) = 2 damage, Alviss is immune to disease.
Ziz's attack: 1d20 + 7 ⇒ (7) + 7 = 14, 1d6 ⇒ 2

Alviss takes 2 points of damage


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

I make a swing at another rat
attack 1d20 + 10 ⇒ (16) + 10 = 26
damage 2d4 + 3 ⇒ (1, 1) + 3 = 5


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

Lummel sweeps Sweet Edge trying to bring other rats to the prone condition.

Trip Maneuver 1d20 + 13 ⇒ (11) + 13 = 24


I just need Alviss's round 1 attack and AoO.


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

Alviss continues to hew at the gaggle of rats around him.

Round One (or AoO)

CLEAVE: -2 to AC this turn

ATTACK 1d20 + 10 ⇒ (4) + 10 = 14
DAMAGE 1d8 + 4 ⇒ (4) + 4 = 8

CLEAVE ATTACK 1d20 + 10 ⇒ (13) + 10 = 23
CLEAVE DAMAGE 1d8 + 4 ⇒ (3) + 4 = 7

AoO (or Round One)

ATTACK 1d20 + 10 ⇒ (14) + 10 = 24
DAMAGE 1d8 + 4 ⇒ (2) + 4 = 6

CLEAVE ATTACK 1d20 + 10 ⇒ (2) + 10 = 12
CLEAVE DAMAGE 1d8 + 4 ⇒ (3) + 4 = 7


GM rolls:
6d20 ⇒ (5, 20, 16, 20, 6, 19) = 86, 2d20 ⇒ (1, 13) = 14, 2d4 ⇒ (4, 1) = 5
Even if they only hit on a 20 (prone, multiple rats crowded into a square) they can still be a bit of a threat... but with Lummel and Alviss alone you guys have this well in hand, Ziz and Elesandira's contributions are just icing on the cake. I'm going to handwave the rest of the fight and treat it more like an environmental hazard that has been overcome.

Alviss stands steadfast and unmoving, blocking the rats' passage through the narrow doorway. He takes a number of minor bites and scratches, but within seconds he has managed to stem the tide and reduce the flood of enormous rodents into a pile of bloody severed heads, claws, and tails.

Alviss takes 5 points of damage


Bricker hesitantly decides to search the room, his appetite for treasure outweighing his sanitary concerns about the rat droppings and other filth in these rooms. After a few minutes of gagging and poking through the rubble with a stick he gives up in disgust, empty handed. He looks to Alviss and Lummel and asks "There's only one more floor left, unless they're hiding out on the roof. What's the plan for digging them out?"


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

How are we for windows? I might stretch my wings


There is a window opposite the door that led to the rat nest. It looks out to the Southeast, on the other side of the tower from the window that Bricker and Ziz entered from. There was a third window that you saw from the outside, that opened into the 4th floor.


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

Hold on, friends, I will take a look before we start bashing down more doors.

I step to the window ledge, leap out and take to the air. Circling the tower once, I rise and come close enough to peer in the higher windown, then I check out the roof.

perception: 1d20 + 15 ⇒ (1) + 15 = 16

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