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As night falls today, as with most evenings, there's a cold, foul-smeling wind blowing in from the north. Tomorrow morning, as with most mornings, there will be a warm, muggy breeze from the forests and plains to the south. It's as if the Desolation were slowly breathing, inhaling in the morning, and then blowing the stench of decay across the land once night settles in. The stars fade in as the sky darkens, and a shooting star appears, passing the meridian zodiac between Vertilaus the Tree and Accipite the Eagle. Murmurs rise amid the more learned folk in Camp: it's a good omen for journeys and transitions. Maybe some folks will leave Camp tomorrow, finally taking the plunge into the depth of the Desolation. Most probably, people will simply talk about it more, and stare off into the deadlands of the north. Being killed is a transition, too. --+--+-- At the southernmost edge of the Desolation slouches a ramshackle collection of shanties and cobbled-together buildings known only as the Camp. If someone had planned to build here, originally, they would likely have set up clear streets, zones for where people ought to live, and where people ought to work leather and cure fish, and where people ought to conduct official business. If someone had thought that an actual hamlet would grow here, they would have arranged for more than one well, which now pulls water befouled with some kind of grime. If someone were to have made a conscious decision to build here, they would have brought good lumber, stone, tools for construction, plans for good architectural support. Instead, Camp is a collection of tents and odd-shaped structures, pieced together from pieces of wood and scraps canvas pulled from wagons and scavenged from crates. More than a few buildings are made of mud, sod turves, and fieldstones. The folk of the Camp --perhaps 300, mostly humans, orcs, and dwarves--lead an indolent existence, spending most of their time sitting around making great plans to get ahead (usually at another’s expense), but usually take only the most minimal action necessary in order to survive. Most that come here are vagrant adventurers, hopeless ne’er-do-wells, or the criminally insane, so there is very little sense of community. Last week, neighbors came together in order to thwart an invasion of a terrific swarm of skeletal rodents which came rolling out of the Desolation like a dust cloud, and they might do so again against any immediate threats to the town’s survival, though their uncooperative and chaotic attitudes would make such efforts uncomfortable at best. The inhabitants refer to the center of the Camp as "the commons", a hand-packed dirt yard.
You've been in town for at least a day, so you've met people who've told you, “The only place to stay in the Camp is the boarding house. It’s run by the Bender Brothers, a coupla’
Chyressa
Spoiler:
You get the feeling that the folks here are hiding something about the boarding house, or maybe about the gnomes, something that makes them uncomfortable. Do you try to press for more information? You also find out that the "Sip of Blood" is a smoke-filled tavern, boisterous at night. A local half-orc (with the familiar green tint to his skin, rather than Dvight's bronze complexion) mentions “The Sip of Blood Tavern is run by a vampire. His name’s Lucky Bjorc and drinking other people’s blood is how he stays so lucky. I’d stay away from the sangria if I were you.” He also nods towards the Desolation to the north and mentions. "Most every night at midnight, a kind of oasis appears out there. I've never gone, myself, but I understand that there's a magic reflecting pool there, which chows you the future."
Jylan, you meet a half-orc (with normal, green orcish skin, unlike Dvight's bronze tones). He goes by the name Ulan, and he introduces himself, with some pride as one of Clantock's Furious Fourteen, one of the toughest mercenary groups around, and the best guides out into the Desolation. He takes a shine to you and says, “You can’t use gold or silver in the Camp. You’ve got to go to the moneychanger and trade it in for ‘bits’, coins made out of iron. That’s all that will spend here.” Jylan
Spoiler:
Ulan also notes, conspiratorially, "We've got a little deal going with people who are new to Camp. We tell 'em that there's somethin' strange that happens out in the desert most nights 'round midnight. There isn't, but it's a dangerous thing, walkin' through Camp after dark. They usually get into trouble, and call for help, and we come out to their rescue for 500 gold, or iron bits, depending on whether they've traded yet. "Save yourself that scam." Sure enough, you hear the rumor later on that day.
Alia
Spoiler:
Clantock's Furious Fourteen are a half-orc band of cut-throats. They have no real idea how to act as guides in the Desolation, but they'll accompany employers as guards. You've heard two rumors, unconfirmed, that they run when faced with something serious like a pack of ghoul panthers. Recently, there's been a new mercenary outfit in town, known as the Pounders. You haven't met them, and you don't know much about them, except that they're putting Clantock and his boys out of business. The other business you should know about is Skeribar's Ranger Guides, which has expressed interest in employing you as part of the team. (Right now, there are about a half-dozen members.) As well as hiring out as guides, they seem to have some project they work on, out in the Desolation itself.
Artimus, as you checked into the boarding house, you met the proprietor, Jeblie Bender, a rough-looking gnome. He cordially pointed out “The guy in charge of the Camp is the Usurer. I’m not sure what that word means, but it sounds official. He’s also the local moneychanger and blacksmith. Some people say he doesn’t sleep but just sits around all night thinking up new ways to make money.” Tinthariel, the only religious establishment in the Camp consists of two round mud-brick towers, connected at the base and roofed by stretched tarps, form this building. The mud walls have been stained a charcoal gray, and a large skull and scythe above a setting sun have been painted on the door in red. Tinthariel
Spoiler:
The priest is a hobgoblin who has taken the name "Father Death". He and his acolytes worship Orcus, and you've seen his ceremonial black robes and skull mask. But he's actually a very likable, fellow. “The Desolation is beautiful. It provides death in more ways than you can imagine: sudden death, slow, lingering death, death by sword and tooth, death by poison, the wracking death of disease, or the extended painful death from thirst. Why, ways must exist to meet death out on that ancient battlefield that haven’t even been discovered yet. “Death is as much a part of Nature as is life. Sometimes death is necessary to create life." He pauses and reflects carefully, "Some are more vehement in this pursuit than others.”
It's early in the evening of your first or second day here --Alia being the exception--with the western sky still pale. Describe what you all are doing. Jylan has spent a good deal of the dat wandering around the place with Ulan, listening to tales he has to spin of Clantock's Furious Fourteen. As the day is moving toward night, he is now considering that perhaps it may be prudent to look for a bed. I have changed the two feats to Dodge and ital Strike. For the second time this week Tin stands a few hundred feet from the gallows, watching the crows peck at the hanged man. Again he wishes he had the strength of will to go cut the man down and give him a proper burial, but that would be drawing attention to himself. The attention that he garners walking around the camp in full plate armor with a shield strapped to his back is too much as it is, but Tin prefers the buffer between him and the outside world, so thoughts of shedding the heavy suit are few and far between. The Church of Orcus is avoided, no matter how amicable the hobgoblin may be who oversees the facility. Dreams of skulls and the walking dead haunt Tinthariel's dreams and he has no wish to feature them into his waking moments. With a sigh and a quiet prayer, Tin turns to slowly walk back through Camp, no destination in mind, just thoughts of when the group would be ready to go. The priest is anxious to go but apprehensive of the dangers that lie ahead. As he has done every evening he has spent in that poor excuse for a town, Swiftpaws has refused to spend the night inside. He has found the perfect spot to spend the night, a cave in a hillside just south of the camp. Tonight, Alia will not join him as she has met an interesting party just coming in from Bard's Gate. She has booked a room in the boarding house as some of them have already done. Coming back towards the house from the southern gate, she spots the lone figure of the elven priest than sounded so strange earlier. This one won't last long if he still wanders in his full gear after dark, she thinks. Moving silently, she walks up to him. "Tinthariel...is that your name?" she says in a low voice, "you should not wander around the Camp alone. Specially not when the night falls down. We should go back to the boarding house." Having already spoken too much, she walks alongside the cleric, watching around, her hand on her bow. GM
Spoiler:
Chyr will definitely pry for more information. She realizes the value of knowing things, and will always strive for connections, and informers, and is willing to pay or exchange favors for it. Chyr will spend most of the evening talking to locals, and trying to pick up what rumors she can. She can always try to determine what is true and what is not as time goes on. She will take a room at the boarding house, and if any members of their newly formed party are interested will spend the remainder of the evening drinking, laughing, and talking too much. She wants people to remember who she is. Chyr will use her disguise, and acting skills to put forth the persona of a rowdy caravan guard, finally running low on money, but not through celebrating yet 1d20 + 8 ⇒ (13) + 8 = 21 Disguise
Chyressa, nobody's willing to take your gold; they direct you to the blacksmith "to get some money that's good 'round here." But before your evening of being memorable, you meet a middle-aged, swarthy-complexioned man who introduces himself as Sammar. He's incongruously dressed in a dirty but fine white shirt, silk black vest and trewes, and good riding boots, clothes more appropriate to an actual city. He notes, with a slight artistocratic lilt in his diction, "The gnomes who run the boarding house are supposed to be twins. Identical twins. Most of the locals can't even tell them apart. And I can't say as how I've seen both of them at the same time. Maybe there's only one of them, pretending to be two." --+--+-- As you discuss where you'll be spending the night, the late afternoon is shattered by a great bellowing cry of rage. From the north road charges a massive figure. Those few people on the street quickly scatter at its approach. It is a hill giant covered in dust and blood. A great spiked club swings in its hand. Its face is a mass of recent wounds and horrible burns, perhaps caused by acid. One thing is evident, though; the look in its eyes as they focus on Jylan is one of pure insanity. Initiative: Alia 1d20+4 = 20
(Apparently, when I use the [ dice ] command, the results shift after editing, so I'll use the [ out-of-character ] tag for these. Weird.) Imagine a grid of 5' squares, with letters representing the columns from west to east, and numbers representing the rows from north to south. The giant is standing next to the wellhouse, in M4, M5, N4, and N5. Jylan finds himself on the north edge of the Commons, at K18. The rest of you can place yourselves anywhere in the Commons in a rectangle with corners at J20, J26, T20, and T26 at the start of your turn. Already wary of possible threats, Alia reacts reflexively, drawing a single arrow and letting it fly towards the giant unprotected head. As the arrow flies, she quickly looks around for other enemies or threats.
Alia is in L23
Perception for other enemies 1d20 + 11 ⇒ (2) + 11 = 13
Alia Wolfsdottir wrote:
Surprise in Pathfinder is identical to surprise in D&D 3.5: The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs. Pathfinder RPG, page 178Neither you nor the giant are surprised. We can call the active Perception your move-equivalent action if you like. The arrow rises and falls in its arc before it strikes true in his right thigh. You do not, as yet, see any other enemies. We don't need to post in initiative order. If you want to post a provisional action ("If there's a gnoll near me, I'll try to trip it; if not, I'll drink a potion.") that's fine. GM Chris Mortika wrote:
Damn. If you allow it, I would like to rewrite my action and transform it to a full round action with no perception check.
I'll keep the same rolls and add some more. But it's your call. Already wary of possible threats, Alia reacts reflexively, drawing four arrows in a quick succession and letting them fly towards the giant unprotected head. Full round Attack with composite longbow with manyshot, rapidshot and deadly aim
Artimus nods with a slight smile to the gnome. "Indeed, this is good to know. Then I will have to ensure that I never look like a moneypurse to him." He leaves the gnome a nice tip(at least in any other town) of a few silvers with the hope he'll gain more information from him later, and then moves outside. When he hears the roar, he hurries to get as close to the sound as possible(starting in L20) and readies himself. Still, there is something of a shock when the large creature bursts forth into the common grounds. He looks to Jylan. "Be ready, it looks as if he comes for you. But I will be at your side to meet him." He then will cast Bull's Strength on himself and step up just in front of Jylan(L17) so that if the Giant is going to swing at the fighter, he'll have to be standing next to Artimus. I threw together a quick map in google docs on a spreadsheet if you want, just so everyone can have an idea of where people are. I don't mind keeping it up to date and posting it, though if you want to be able to edit yourself, I can give you that control, I just would need an email address to do so. You can send me a message to felixcosima at gmail dot com. Alia Wolfsdottir wrote:
Not in this case, as I've told you the result of the Perception check. (I had to double check, that the Pathfinder Manyshot requires a full-round attack.) Artimus Borne wrote: Artimus leaves the gnome a nice tip(at least in any other town) of a few silvers with the hope he'll gain more information from him later, and then moves outside. The gnome smiled. "Oh, I'm afraid we take only iron bits, my friend; it's the local currency. You'd want to see the Usurer, the gaunt fellow maning the smithy, to exchange these. But we thank you for your kind offer. "We also offer dinner, as well as lodging. Only one meal a day, though. You're on your own for the rest of your care. And because you have a nice way about you --a definite breath of fresh air in these parts, if you don't mind my sayin' so-- we'll give you and your friends a free meal tonight. It's our specialty: roast lamb; and it's on the house tonight." When he hears the roar, he hurries to get as close to the sound as possible(starting in L20) and readies himself. Artimus Borne wrote: Still, there is something of a shock when the large creature bursts forth into the common grounds. He looks to Jylan. "Be ready, it looks as if he comes for you. But I will be at your side to meet him." He then will cast Bull's Strength on himself and step up just in front of Jylan(L17) so that if the Giant is going to swing at the fighter, he'll have to be standing next to Artimus. Excellent. And nice job with the map, as well. Jylan Kynslayer wrote: Glancing at Artimus, Jylan unslings his Great Axe, holding it loosely in front of his body. "Good to have you here my friend. It seems I may have inadvertently pissed our tall friend off somehow!" He plants his feet firmly in the sand, preparing to meet the giants charge. Unslinging the axe is a free action, but only when combined with a regular move. You'll be able to draw your weapon on your turn. (See Pathfinder RPG, top of page 187.) Chatting with your allies, of course, takes no time at all. If you don't mind me tacking it on since the rest of the round hasn't been resolved yet, I always forget that Smite Evil is an action that lasts now and is a swift action rather then something that I would use as part of an attack. I'm going to declare the giant my smite target, just in case he does decide to take a swing at me instead of Jylan. I could use that +5 AC. Arriving at "The Camp", it seems to be everything I expected. On the trip from Bard's Gate, I had been bad-mouthing the judgement of the Church Elders of Muir, who had thought it so important for our expedition to find "rough guides" here in "The Camp" before heading further into the Desolation...
The sight of an Orcus shrine at least brings a slight grin to my jaded face:
I'm more or less uncomfortable being in the Camp, thinking it's a pointless exercise only liable to get us jumped by brigands or worse, and I suspect any "guides" we find here won't be much better. I'll be sure to keep our actual destination to myself, acting the part of another "rough rider" brigand on the make. -+---------+---------+- Leering back at the sight of the rabid-looking Giant (?) who seems intent on Jylan, I stagger back to get out of the way (and further away from the feral-looking woman who had offered her guide services, who's already unloading on the Giant with her bow) (starting @K20, moving to I23). Muttering a few mantras, I focus my third eye upon the Giant, discerning what is affecting him (Detect Poison). If he's affected by some sort of Poison, I inform Artimus & Tinthariel in case they might be able to do something about it. I think of directing Cam to sting the Giant if he approaches, but have second thoughts and just tell him (in my thoughts) "Stay with me", and he grips tighter on my shoulder (no action /delaying). How did we get here? Do we all have horses?
Durnast Kal wrote: It's not like there aren't MAPS of Tsar's location... Well, actually, there aren't a lot of maps at all of what lies in the Desolation. Something .. or some one ... is able to interfere with even powerful scrying spells, and different clairvoyance spells have produced contradictory results. You're going into territory that is known only by the daring of scouts and the questionable voices of legend. Durnast Kal wrote: The sight of an Orcus shrine at least brings a slight grin to my jaded face: "...Looks like we're on the right trail...", I enthuse to anybody listening. Now, don't you go peeking under other people's spoilers! Durnast Kal wrote: I'm more or less uncomfortable being in the Camp, thinking it's a pointless exercise only liable to get us jumped by brigands or worse, and I'd rather not be bothered with dealing with that sort of thing. I'll be sure to keep our actual destination to myself, acting the part of another "rough rider" brigand on the make. You may be on to something there... Durnast Kal wrote: I focus my third eye upon the Giant, discerning what is affecting him (Detect Poison). If he is affected by some sort of poison, I will inform Artimus & Tinthariel in case they might be able to do something about it. Detect poison has a short range -- 40 feet for a Wizard of your rank. Am I missing something that would let you use the spell at 90 feet? Durnast Kal wrote:
It's safe to presume that explorers and adventurers such as yourselves have the means to move about as you please. In this case, the Elders of Muir have given you a wand of mount, made from dark cherry wood with a series of ivory carvings in the shape of galloping horses embedded along its length. The creator of the wand designed it to trigger the spell as if the caster were 5th Level, so each summoned light horse serves for 10 hours. The horses are all the same color as the wand, with blazes of ivory. You have 45 charges remaining. Were you planning on stabling the creatures for the few hours remaining, or simply dismiss them when you reached Camp? Quote: Well, actually, there aren't a lot of maps at all of what lies in the Desolation. Something .. or some one ... is able to interfere with even powerful scrying spells, and different clairvoyance spells have produced contradictory results. I just meant mundane old maps of Tsar from before the Great Events of Legend (just for general direction from B's Gate even if the landscape has changed since then). Are those magically obscured as well? Anyhow, I would have thought of something else to complain about re: the Church Elders anyways... Quote: Detect poison has a short range -- 40 feet for a Wizard of your rank. Am I missing something that would let you use the spell at 90 feet? Well, change my Move to more like I21 and I'm readying the Spell if the Giant comes into Range (and we're acting simultaneously it looks like). Quote: Were you planning on stabling the creatures for the few hours remaining, or simply dismiss them when you reached Camp? I'll just dismiss them as we arrive on the outskirts of town. It looks like almost everybody has Handy Haversacks so we should have plenty of gear on us without beasts of burden. EDIT: If anybody missed it (it was spoilered because of length not secret-ness),
Durnast Kal wrote:
{In the voice of an Elder of Muir:} Oh, well, yes, of course, those maps are still around. Hmm-mm, yes. But, really, they don't tell us much, do they? Tsar was right around there, ten miles east of the foothills of the so-called Stoneheart Mountains. Hmm-mm, yes. And we've sent some expeditions straight there, yes. By magic. Pop, they're there. Or at least, we assume they're there. I mean, nobody really knows where they went, do we? After all, nobody's ever come back. And just last month,our baroness here in Bard's Gate sent that --what was it, a "delegation," did she say?-- up into the Hell-lands, and they've fared no better, I wager. {end voice} Durnast wrote: Well, change my Move to more like L21, and I'm readying the spell if the giant comes into range (and we're acting simultaneously it looks like). You have the option to act before the giant (your Dexterity modifier is greater than his). Artimus wrote: I also have a horse of my own that I picked up with starting gear. Ah! Then Durnast's wand has 46 charges remaining. Chyr looks for somewhere to take cover, and hide till the giant is past. Once the giant is past she'll try to move into a flanking position for her attack. Just let me know if there is any cover close to the giants path, and she'll take that...immediately moving after the giant as he speeds past. Chyressa wrote:
Good instincts, but a little problematic under these circumstances. There is nothing between Jylan and the giant that would provide complete cover, but there are broken boxes scattered about, half-buried in the dirt; if Chyressa lay prone behind one of them, it would provide partial cover. (The temple, the "Chapel of the Dying Light", is pretty close to Jylan, off to the west. It's probably the closest actual cover, but Jylan would have to back up behind it.) The giant is on the road north of the party, halfway between the Commons and the Desolation itself. Before Artimus moved, Jylan was the closest party member, the rest of you were further south. (Maybe that's why the giant picked him?) Chyressa rushes forward, off to the side between Jylan and the giant, and then tries to hide in good light (well, good light for giants; twilight for humans) under direct observation. Did you want to remain standing, which will make hiding much harder, or throw yourself on the ground behind a makeshift barrier? In her advancing, Chyressa does notice something about the giant
Spoiler:
His club is studded with bronze and brass tacks, in intricate patterns, and it seems to glow ruddy in the dakrness, as if it were just taken out of a fire. Then you recognize the effect as a magical aura. GM Chris Mortika wrote:
No problem. I just assumed that this was a crowded tent city, and the giant was running down a road between the tents / buildings. Chyr will move off to the side a bit, and wait for the giant to close with her companions before trying to get in flanking position. "Ware!" "His club is enchanted", she hollers to her companions. Tin flinches as Alia materializes next to him. "Oh, I was just-" The explosion of the giant into the square causes Tinthariel to start once again. The creature looked mad with anger and set on violence. The urge to run welled up like a boiling kettle but Tin fought it. He focused on the creature, on stopping it before it hurt others or got itself killed. Loudly, he spoke, his voice echoing out from his helmet, "BE STILL! In Arden's name, stop!" ((@N23, near Alia; casting Hold Person on the giant, DC 16 to resist, getting my shield in hand as well.)) Alia: shoots and perceives.
The giant roars again, in pain and perhaps in anguish, "All dead! All of them!" And in his madness, he charges (on a 5 or 6 he shifts his focus to Artimus) 1d6 ⇒ 1 Jylan. He does close so that he's right in front of Artimus. (I've updated the map.) Durnast:
Spoiler:
No poison. The giant swings his spiked club, and it's obvious to the warriors among you that he's got some skill there, not just raw muscle.
All right, folks. Starting with Jylan, it's your turn. The previous DM had been going to want to roll our HP for us in some standardized way. Do you wish us to roll them ourselves? Max at first, roll the rest? On his turn, Artimus will glower up at the much larger form fearlessly. "This man has been with us for days travel. He has not slain your kin. Drop your weapon, we may settle this peacefully, and your kin will be avenged." If you think there is a diplomacy check there, you can freely roll it, Artimus has a +18 bonus. I figure the creature is beyond reasoning with, but I know Artimus would still try before swinging. Assuming his words have no impact, Artimus will make one with his blade before the giant brings down his ally. He strikes twice with his longsword, with the giant as his smite target and using his power attack feat. The sword is magical and adamantine. First Attack
1d8 + 17 ⇒ (4) + 17 = 21 Second Attack
1d8 + 17 ⇒ (6) + 17 = 23 Tarlane wrote: The previous DM had been going to want to roll our HP for us in some standardized way. Do you wish us to roll them ourselves? Max at first, roll the rest? Sorry; of course. Max first level, and then (average + 0.5) for the other levels. So, to use Dvight as an example:
Please post in the discussion board how many of your bonus points for favored class were applied to hit points versus skill ranks. Artimus wrote:
Using Diplomacy is normally a one-minute action. Condensing that to a full round act imposes a -6 penalty. That'll be your action this round, yes? Are other people giving Artimus' Diplomacy a chance, or are you piling on the giant? The Giant's club seems to hew into my ally almost in slow motion, until it connects with a brutal thud.
At the giant words, Alia rememembers her village and sorrow marks her face. He must be the last of his tribe... he is mad with pain and seeks death. , she says with a faltering voice. Lost in her thoughts, Alia is somewhat slower to react.
With a feral grin, her voice rises with determination as she takes a step forward and looses a volley of arrows. You wish Death, we shall give it to you. Alia moves to L22 (5' step) to be within 30' of the giant then attacks with a full round shot.
Tin grits his teeth, his frustration mounting. The giant was resisting the magic. Some gift. The elf moves closer to the wounded Jylan while trying to stay out of the giant's reach. A gauntleted hand touches Jylan and he whispers a prayer of healing to mend the wound just taken. "Don't fret, I am here to heal you. This beast must be stopped quickly before he moves his attention to other, less hardier folk." DM, when you post round updates, can you relink to the map? That'll cut down on having to fish through posts to find it. Thanks. I'm blowing Air Walk to cast Cure Critical Wounds, 4d8 + 7 ⇒ (6, 7, 3, 5) + 7 = 28 empowered for a total of 42 points healed. Your club is weak! Jylan: full attack (Neil, please use the Paizo messageboard dice-roller; I'll roll them this time).
Alia: Holding his attack till after Artimus's Diplomacy attempt.
The hill giant pauses momentarily to consider Artimus' words. His eyes focus, but then he catches something out of the corner of his eye, off to the east, and his vision clouds over again in red-hot rage. He raises his weapon and bellows, "It was all a trap! And you are in on it! All the stinking Camp!" You came very close to actually getting through to him. But for the vagaries of fate, that would have worked, and it would have been an excellent strategy. And Alia puts three arrows into his right shoulder, neat as you please. The giant attempts to take as many of you with him as he can, starting on Artimus:
Then he uses that strike to reflect his weapon off onto Jylan:
And then to Tinthariel
The giant does not notice Cam. He then moves 20 feet, moving within range to strike either Durnast or, more likely, Alia. This provokes attacks from Artimus, Jylan, Tinthariel (if he's still conscious), Durnast and Cam the pseudo-dragon. And yes, all of that was a single attack action. Aha! So he *did* have Cleave... OK: I think I made a little mix-up at some point: I was under the impression there wasn't a Surprise Round, but apparently Artimus cast Bull's Strength before his Smite/ Diplomacy, so maybe there WAS (?) Now I'm listed as Delaying, but I never actually meant to do that: only *Cam* was delaying (because he wasn't going to eat the AoO without Cover, good idea apparently), but since Artemis actually moved later the very same Init tick , his Init didn't really change (?). Likewise, I had Readied my Spell for when the Giant came into range (similarly, later the same Init tick), so I don't know if my Init changed either - The Readied Action happened after the Giant moved but before he took his Attack...? (Cam's action was more or less the same, though I described it as Delaying rather than Readying specifically.) I'm still a bit confused if I missed a Turn or not, and if I should have acted again before the Giant's latest Turn (since I didn't Delay). At the least, it seems like we should be acting simultaneously...???
...Isn't the Diviner supposed to know everything that's going on?!? :-) Quandary wrote: Aha! So he *did* have Cleave... Both Great Cleave and Improved Vital Strike. Quandary wrote: OK: I think I made a little mix-up at some point: Sure thing. Round 1:
Round 2:
Round 3:
Does that help? OK, I think I got it...
GM Chris Mortika wrote: Both Great Cleave and Improved Vital Strike. I actually think they don't work together. Cleave & Great Cleave are "as a Standard Action", Vital Strike only works with the "Attack Action" Standard Action - C/GC seem to be "their own" unique Standard Action. I just saw this in a thread with Jason (the author) commenting on how it worked/didn't work with different things (it doesn't work on a Charge either, apparently). -+----------+-----------+- Just when Cam's bold lunge seemed ready to end the raging behemoth's rampage,
Now acting without doubt,
Durnast Kal wrote:
I've read through the rules, and for the life of me I can't see how they would not work together. Vital Strike works when you take an attack action, which I understand to be one of the things that you can do with a standard action, as opposed to a full attack. So, charge is "double move, then attack", which allows a Vital Strike. Cleave says, "as a standard action, you can make a single attack ..." and that attack is an attack action that can use Vital Strike. (But yes, neither Vital Strike, nor Cleave, can be used as part of a full attack action.) The rules seem pretty clear on this. If you have any citation otherwise, I'd be happy to take a look at it. --+--+-- Your hypnotic pattern roars up, but it seems unable to affect the giant. That was your attack of opportunity? GM Chris Mortika wrote: The rules seem pretty clear on this. If you have any citation otherwise, I'd be happy to take a look at it. This and this were the only references I could find (at the d20PFSRD FAQ), unfortunately the link to the post specifically re: Cleave and Vital Strike isn't working, but Jason DID specifically say Cleave+VS isn't supposed to work. Anyhow, your game, your call (I think the wording will be updated/clarified for this soon online). EDIT: VS itself says "When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage." so I think in ANY interpretation, the bonus damage would only apply to one attack. Sorry to get into crunch so much like this...Quote: ...That was your attack of opportunity? ...Uh, yeah, I wish... I don't even have a weapon out currently (at least I look less like a target),BUT Chamomile gets one: 1d20 + 7 ⇒ (14) + 7 = 21 for 1 dmg & Sleep Poison: Fort DC 16. For Chamomile's normal Action, he'll take another jab at the Giant with his stinger, 5' stepping into Tin's square to Flank off me: 1d20 + 9 ⇒ (9) + 9 = 18 (if the first one WORKS, he just Readies a Sting if the Giant wakes). If this works, Cam is getting a promotion... EDIT: And I'll 5' step back to H21. I'm not sure if it works like this, but I'll just keep concentrating on the spell, trying to keep it on the Giant (but nobody else), so if he DOESN'T take offence at the sparkly lights and take a swing at me, maybe he'll have to keep Saving against it...??? (I have no idea, I've never done that before, but it *is* an AoE with duration...?) Tinthariel spins, trying to knock the cobwebs loose in his skull. 1d20 + 8 ⇒ (16) + 8 = 24 His breath is a shudder and he barely clings to consciousness (1hp left). He concentrates on staying away from the giant's club and healing himself.
Seeing her party in danger from the giant, Chyr throws caution to the wind, and charges the beast, hoping it's distracted enough to not pay attention to her. 1d20 + 13 ⇒ (2) + 13 = 15 5d6 + 1 ⇒ (1, 3, 2, 5, 2) + 1 = 14 charge to L20 and attack sigh! I hate this dice roller can we go back to Invisible Castle? Durnast Kal wrote:
The giant succeeds on both saving throws. And the spell simply doesn't seem strong enough to affect him. Chyressa wrote:
(Laughs) If you want to use Invisible Castle and you link to your rolls, that would be fine, neil. Closing to L20 means she has to leave M20, which provokes an Attack of Opportunity from the giant. Attack: hits AC 27. Damage: 40. And another ouch. The giant sees you coming and swings his spiked club in both hands, smashing you in the gut. You continue your charge and reach him with the dagger, but you have a hard time making your hand reach out to land the attack. You cough up blood as you attempt to pull yourself together. so the last few actions:
Round 3:
For the rules discussion, let's move to the discussion board. Seing the Giant blows fell like hail on her new compagnions only hardens her resolve. Her head raises and a long howl rises in the darkening skies. Alia moves back to M23 (5' step) to be out of the giant reach then attacks with a full round action.
Artimus reels from the blow of the club and knows that his allies must be hurting equally so and that he must carry on. He focuses his inner strength, trying to draw on his reserves(using lay on hands on himself is a swift action), and swings his blade into the giant with all his might. "Hold strong, friends!" 4d6 ⇒ (1, 1, 1, 5) = 8Lay on Hands 1d20 + 15 ⇒ (10) + 15 = 25 1d8 + 19 ⇒ (5) + 19 = 24First Attack(Power Attack and Smite) 1d20 + 10 ⇒ (12) + 10 = 22 1d8 + 19 ⇒ (3) + 19 = 22Second Attack(Power Attack and Smite) [edit]I just noticed the giant made it past me so I would have had to 5 foot step up to J18. It means that with a 5 foot step Chyressa could be flanking with me. Oh, and thanks for nothing, Lay on hands. Artimus Borne wrote:
Artimus, I think you,ve forgotten your AoO from round 2 due to the Giant's move.
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