GM Snorter |
Valoria runs (well safely of course) back downstairs, speaking quickly, "Finish off those goblins quickly. Tregar needs help.". If she can she goes back up stairs to see how Tregar is fairing.
With a 30' move, you can go partly downstairs, shout out, come back up, and be at the upper stairwell doorway, seeing most of the room.
The swordsman is 20' from the doorway, with Tregar 5' behind.
You still have a move or standard action.
GM Snorter |
I think, with a double move, you should be able to get from where you were, up the stairs, past Valoria, onto the landing, and level with Tregar, in melee with the swordsman.
I'll have to check that in a few hours, as I can't access dArt at work, and it may be dependent on what Valoria chose to do. (Though I can't imagine it would include leaping into melee.)
GM Snorter |
Galstok; the goblin in front of you attempts another slice.
Attack 1d20 + 2 ⇒ (11) + 2 = 13
One appears behind her, and hurls Kavrik's helmet at your head.
Attack 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5
As you duck from this, the blade of Kavrik's longsword pokes through the gap by the hinge, attempting to slip between your legs.
Attack 1d20 + 2 ⇒ (9) + 2 = 11
Miss chance 1d100 ⇒ 95
GM Snorter |
Map of the action on the upper level.
The swordsman ('O') got to the left edge of the room; as the room was more open, Tregar was able to get ahead.
Valoria, I put to the right, as the only squares in the main room she could get to with a normal move would all be within a 5' step of a sword attack.
If anyone has any objections to that setup, let me know.
GM Snorter |
Sorry about the delay; I've been laid up for a few days with blocked sinuses and a hacking cough. Went back to work today, and did a long shift.
The swordsman keeps up his defences, takes a swing at Tregar, and backs into the corner, next to the westernmost door.
1d20 + 3 ⇒ (14) + 3 = 17
He is starting to call for help, behind him.
GM Snorter |
Various Perception checks...with secret modifiers (I'm not giving away how near or far these listeners are...
1d20 ⇒ 1
1d20 ⇒ 2
1d20 ⇒ 19
1d20 ⇒ 1
1d20 ⇒ 11
1d20 ⇒ 2
1d20 ⇒ 10
(Looks like only three people are awake)
Down below, Ensu stabs past Galstok's leg,
Attack 1d20 + 0 ⇒ (20) + 0 = 20
Confirm 1d20 + 0 ⇒ (20) + 0 = 20
Damage 2d6 - 2 ⇒ (6, 5) - 2 = 9
spearing the goblin blocking the doorway, who drops, clutching weakly at the shaft.
Tregar Quill |
"Ah, this is gettin' f!&%in' stupid. Versuft!"
(Valoria; that's Daze.)
Will save 1d20 + 2 ⇒ (1) + 2 = 3
The swordsman staggers back into the door, brings his shield up in front of his face, and waves his sword slowly and inaccurately in front of him.
(Gamespeak: Unable to act, but still keeps AC.)
"He can't see you! Grab him!"
GM Snorter |
Round 7!
Image of the swordsman.
Initiative as follows;
Valoria,
Galstok,
Sephird,
Goblins,
Armoured Swordsman,
Kavrik (KO),
Ensu,
Tregar.
GM Snorter |
I've just seen your cantrips for the day include daze. While two daze don't stack, you could ready till after Sephird, hit him with daze again, and reset the clock, freeing everyone else up to jump on him.
Using my 'fire arc' ruling, I'd consider you readied vs anyone coming through the double doors, as well.
Sephird Brookside |
Sephird advances on the swordsman, sliding around to the side to flank if possible, though he doesn't want his back to any doors.
Rapier 1d20 + 4 ⇒ (11) + 4 = 15 -2 if he only moved 5' and can TWF, +2 if flanking
damage 1d6 + 1 ⇒ (6) + 1 = 7
SA 1d6 ⇒ 2 if flanked
Shortsword 1d20 + 4 ⇒ (3) + 4 = 7 -2 if he only moved 5' and can TWF, +2 if flanking
Galstok |
Yeah, I saw. :) Ensu accomplishes what Galstok has been trying to do for the last, what, 3 rounds and with style.
Seeing the beast before him finally go down to the spear snaking past him, Galstok eager steps forward to engage the other two.
Swinging his hammer around from his left he attempts to crush the life out of the one standing over Kavrik.
Attack:1d20 + 5 ⇒ (11) + 5 = 16
Damage:2d6 + 6 ⇒ (6, 1) + 6 = 13
GM Snorter |
That's a kill. Just the one left, hiding behind the door, in the corner using Kavrik's sword through the gap.
Perception 1d20 + 5 ⇒ (12) + 5 = 17
4d4 ⇒ (4, 4, 4, 1) = 13 (coup de gras x2)
As you look round for the last goblin, you see Kavrik's body slumped in the corner, and you realise he is most certainly dead. His helmet has been torn off, and a broken bottle thrust repeatedly in his face.
GM Snorter |
The last goblin shrieks, leaves the sword in the door frame, and attempts to flee. She steps out from behind the door (no AoO for cover, then attempts to dive between Galstok's legs.
Acrobatics 1d20 + 2 ⇒ (10) + 2 = 12
She has her leg tangled in a sheet, and falls at his feet.
Galstok AoO 1d20 + 5 ⇒ (5) + 5 = 10
Using her second move action, she attempts again...
Acrobatics 1d20 + 2 ⇒ (20) + 2 = 22
And fails again...you stick your leg out and block her path.
She is now immediately in front of you.
GM Snorter |
You don't hear anyone else coming.
I hope I didn't give the impression someone was coming, just that if you faced a certain way, you could hedge your bets. The Perception checks I did earlier didn't show any modifiers, so I didn't give anything away. There will be reductions for distance, intervening walls, or being asleep. And if you are heard, some inhabitants may have to get dressed or equipped.
GM Snorter |
I think we've been talking past each other; so far, the only daze has been from Tregar (post 1418), hence the swordsman missed his go, and recovers at the beginning of Tregar's turn.
Though I think I may have caused confusion, by adding the line 'Valoria, that's daze.', which was intended to show you'd made the Spellcraft to identify what Tregar had cast, and plan accordingly.
But it seems to be moot, since I missed that part in the spell description that limits the effects to once/minute. So much for my plan to keep him locked down, though I can see why that limit exists. I ported my 3.5 game to PF at APL7, so it's not a spell that's seen a lot of use at my home table.
Tregar Quill |
"I'm sick of you and your bloody shield!"
Swift shift of judgment to protection (+1AC).
The amber glow moves to Tregar's legs, which appear to lengthen and warp, bending backwards like a deer, and he starts to duck and weave from one foot to the other.
Still keeping his guard up, Tregar makes as if to go for the swordsman's head, then swings at the wrist instead.
The swordsman, also still fighting defensively, spots the move in time to bring his wrist out of danger, and turn his blade toward the incoming swing.
Attack of Opportunity 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
Disarm 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18
The sword is thrust up at an angle that should have skewered Tregar's face, but he ducked just in time. The arm with the spiked club continues on its path, hitting the sword on the hilt, and twisting it out of the owner's grip. It spins through the air, nearly hitting Tregar on the back of the head, and he has to steady himself to avoid tripping over it.
The swordsman makes a vain attempt to grab for it in mid-fall, then pulls back his arm behind his shield.
Galstok |
Grinning savagely at the last one standing in the room, Galstok pauses momentarily before bringing his hammer down.
Attack:1d20 + 5 ⇒ (14) + 5 = 19
Damage:2d6 + 6 ⇒ (4, 1) + 6 = 11
Assuming that does kill the creature.
Finishing off the last beast, he does a quick glance making sure there are no other surprises before hurrying after Tregar and Valoria.
GM Snorter |
That certainly does finish her off.
If there were anyone else here, you believe you'd have seen them by now. Kavrik is obviously past saving, so you head up the stairs, making it to the first landing, at the foot of the second flight.
MAP (the only movement since that was posted, has been for both O and T to shift one square left, and S to shift one square down.)
GM Snorter |
Perception checks (as before, mods kept secret to prevent metagaming):
1d20 ⇒ 7
1d20 ⇒ 12
1d20 ⇒ 7
1d20 ⇒ 9
1d20 ⇒ 15
1d20 ⇒ 9
1d20 ⇒ 8
1d20 ⇒ 12
As he bends down to pick up his sword, he leaves his guard open.
AoO Tregar 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 5
AoO Sephird 1d20 + 3 ⇒ (19) + 3 = 22
Confirm 1d20 + 3 ⇒ (6) + 3 = 9
Attack vs Sephird 1d20 + 7 ⇒ (9) + 7 = 16
Damage from Sephird 1d6 ⇒ 6
Tregar Quill |
"Get back on your knees, bandit!"
Keeping up his defensive stance, and his sacred agility, he dances from foot to foot, then lashes out at the swordsman's legs.
AoO 1d20 + 7 ⇒ (12) + 7 = 19
Trip 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
The sword swings under his legs, as he jumps, bringing the club round on the downstroke, behind the knee, but with insufficient force to topple him.
Hearing the reinforcements from downstairs, he is emboldened.
"Come on, Galstok, grab him!"
GM Snorter |
Round 9! (Oh, lordy...then again, 54 seconds would have been less than one round in 1st Edition.)
Galstok,
Sephird,
Armoured Swordsman,
Valoria,
Ensu,
Tregar
If it's any consolation, you have taken on three of the hardest creatures in the place. If you can keep yourselves alive, it should be an xp goldmine...
Galstok |
Honestly, I'm not sure how feasible that will be, the staying alive or finding opportunity to rest. We shall see.
Running up the last of the stairs, Galstok quickly takes in the situation before charging forward swinging hard.
Attack(pa):1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21
Damage(pa):2d6 + 6 + 3 ⇒ (5, 6) + 6 + 3 = 20