GM Valen's Silent Tide (Inactive)

Game Master Lysle

Maps and Slides


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Dark Archive

Male NG Warpriest 9 of Ragathiel | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft | HP 89/89 | AC 21, T 16, FF 15 | CMD 23| F +14 R +14 W +16 | Init +6 | Perc +14, Sense Motive +9, Diplomacy +17 | Reroll 1/1 | Sacred Weapon 9/9 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions: Defending bone

I would love planning but in character someone clearly has to tell Suussmaar what to do as he is too dumb! I would prefer scouting and looking to assess the situation. Suussmar can run out and help but his low perception, armor and low dex prevents him from scouting.

Liberty's Edge

Female LN Half-Elf Cleric of Erastil 2 | HP 15/15 | AC 17 (11T / 16F / 13 CMD) | F +4, R: +1, W: +7, +2 vs. enchant | Init: +3 | Perc: +9 | 1st Level Spells: 3/3, 1/1 Domain | played by zebeev

Mechanically, with a 20' speed and having only 10' while using Stealth, there's too much space in-between the rocks and the tower in the north for Vitrack to cover. He'd be taking a -5 to move at a 15' speed. That still ends his movement right out in the open, and would break stealth.

The only formation of rocks close enough is in the south-east part of the map. Taking the -5, he could at least get to the door/firepit area there. If that sounds like the base of a plan, we can start in the south and go from there. We cover him, if the dog (or anyone else) spots him, we 'go loud' so to speak.

Grand Lodge

Male Dwarf Gunslinger 2 [ HP 21/21 (0 LN) | AC 16, Tch 13, FF 13 | Fort +6 Ref +5 Will +3 | CMD 15(19/bullrush or trip) | Init +2(+4 underground) | Perc +9 | Effects: none ]

Durest has a similar issue he's not super fast but unlike vitrack he's also supremely bad at stealth. Also i thought dwarves had a speed of 25ft and just now realized i was wrong, thanks for the heads-up/correction Dani. But personally i enjoy the idea of scouting the north-side, I was simply waiting on our other members to chime in their thoughts, but seeing as we've heard nothing for several days its hard to make a call.

Liberty's Edge

Female LN Half-Elf Cleric of Erastil 2 | HP 15/15 | AC 17 (11T / 16F / 13 CMD) | F +4, R: +1, W: +7, +2 vs. enchant | Init: +3 | Perc: +9 | 1st Level Spells: 3/3, 1/1 Domain | played by zebeev

I'm good with starting from the north or south, I'll cast my vote with the first person to say either.


Let us go north.

Liberty's Edge

Halfling Hunter 2 | Mods: None | HP: 17/17 | AC 19, Tch 13, Fl 16 | CMD: 11 | F: +6, R: +7, W: +3 | Speed 15ft | Animal Focus: 2/2 | Spells 1st: 3/3 | Perc: +7 (LL), SM: +2 | Init: +3
Cuddles:
HP 18/18 | AC: 14/12/13 | CMD: 12 (14 trip) | F: +5 R: +4 W: +2 | P: +8; SM: +1

I think most of us are slow speeds.

Looking around at the stubby legs surrounding her own, she sighs. "Well...why don't we just head in from the north? Don't really want to take more risks than we have to."

North works fine for me.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Perception Rolls:

Danira, Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Durest, Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Helvega, Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Suussmaar, Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Vitrack, Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Warhounder, Perception: 1d20 - 1 ⇒ (15) - 1 = 14
Dog, Perception and scent: 1d20 + 8 ⇒ (9) + 8 = 17

Even through the tower openings, the entire party can readily spot the members of Nessian's gang that have taken up spots in the leaning siege towers. Each of the tattooed thugs appears to be armed with at least a crossbow.
Locations of thugs now placed on map. Reminder - The gray areas are the beach rocks, which provide cover. The dog has been placed on the map (tethered, it cannot move more than 2 squares radius from the poll. The black dotted outline before the door to the central tower denotes the location of the siege tower bridge three stories above.

GOING INTO ROUNDS

PCs may start from any point in the green starting area on map and approach the towers in rounds. Stealth check (DC 14+) is required to avoid being spotted by the thugs in the tower. Stealth (DC 17+) is required to avoid detection if within line of sight of the dog.

Once a PC fails a Stealth check, attacks, or otherwise takes an action I believe would cause an alert, I will roll Initiatives and we will go into combat.

Grand Lodge

N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak

Well, let's just see how it goes for Vitrack and go from there.

Vitrack tries to make his way forward stealthily.

Stealth: 1d20 + 8 ⇒ (9) + 8 = 17

So far so good. Does anyone else want to try to Stealth up? Otherwise I could just try my luck and maybe best case scenario take out the guard dog with a sneak attack. I think I'll need to make another four or five Stealth checks to get closer enough to get off a sneak attack with my bow. I have a 70% chance of success on the first three, and a 55% chance once I'm in the dog's line of sight.

Dark Archive

Male NG Warpriest 9 of Ragathiel | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft | HP 89/89 | AC 21, T 16, FF 15 | CMD 23| F +14 R +14 W +16 | Init +6 | Perc +14, Sense Motive +9, Diplomacy +17 | Reroll 1/1 | Sacred Weapon 9/9 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions: Defending bone

Stealth: 1d20 - 1 ⇒ (5) - 1 = 4

Suussmaar tries to be stealthy but it is hard for him to achieve that!

Grand Lodge

Male Dwarf Gunslinger 2 [ HP 21/21 (0 LN) | AC 16, Tch 13, FF 13 | Fort +6 Ref +5 Will +3 | CMD 15(19/bullrush or trip) | Init +2(+4 underground) | Perc +9 | Effects: none ]

well stealth phase lasted less than 6 second XD DM could I say that during their prep before Vit and Suss went that Durest propped on the corner of the rock and started taking precautionary aim at the northern guard?


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Durest Ironsights wrote:
well stealth phase lasted less than 6 second XD DM could I say that during their prep before Vit and Suss went that Durest propped on the corner of the rock and started taking precautionary aim at the northern guard?

I am fine with that.

As the armored nagaji moves toward the Pyramid of the Dog, his hardened scales clack loudly against his hardened armor. Shouts emanate from atop the nearest makeshift guardhouse.

Initiatives:

Danira, Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Durest, Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Helvega, Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Suussmaar, Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Vitrack, Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Warhounders, Initiative: 1d20 + 0 ⇒ (11) + 0 = 11
Nessian, Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Marrow Chomper, Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

COMBAT BEGINS!

Bold goes first

All PCs
All NPCs

Dark Archive

Male NG Warpriest 9 of Ragathiel | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft | HP 89/89 | AC 21, T 16, FF 15 | CMD 23| F +14 R +14 W +16 | Init +6 | Perc +14, Sense Motive +9, Diplomacy +17 | Reroll 1/1 | Sacred Weapon 9/9 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions: Defending bone

Suussmaar looks confused first but then runs forward.

Double move.

Suussmaar is now facing humans ... he will not hurt them much if they are not cruel.

In case they approach to adjacent:

MW Bardiche, Blade of mercy trait for non-lethal damage w/o -4 to hit, reach: 1d20 + 6 ⇒ (6) + 6 = 12
Bardiche 2H, Blade of mercy trait for non-lethal +1 to damage, reach: 1d10 + 6 + 1 ⇒ (9) + 6 + 1 = 16

Free action: If that was a hit then using ‘Enforcer’ feat to Intimidate/Demoralize as a free action to give the opponent the ‘shaken’ condition for as many rounds as the opponent received non-lethal damage.

Intimidate vs. DC 10 + the target’s Hit Dice + the target’s Wisdom modifier : 1d20 + 7 ⇒ (7) + 7 = 14

Liberty's Edge

Female LN Half-Elf Cleric of Erastil 2 | HP 15/15 | AC 17 (11T / 16F / 13 CMD) | F +4, R: +1, W: +7, +2 vs. enchant | Init: +3 | Perc: +9 | 1st Level Spells: 3/3, 1/1 Domain | played by zebeev

Ranged (longbow): 1d20 + 1 ⇒ (2) + 1 = 3

Hearing the shouts, Danira utters a small curse, then moves from cover, letting loose an arrow that flies entirely wide of its mark.

Round 1:
Move: 5 SE, 15 E
Standard: Attack

Liberty's Edge

Halfling Hunter 2 | Mods: None | HP: 17/17 | AC 19, Tch 13, Fl 16 | CMD: 11 | F: +6, R: +7, W: +3 | Speed 15ft | Animal Focus: 2/2 | Spells 1st: 3/3 | Perc: +7 (LL), SM: +2 | Init: +3
Cuddles:
HP 18/18 | AC: 14/12/13 | CMD: 12 (14 trip) | F: +5 R: +4 W: +2 | P: +8; SM: +1

With a sigh, Helvega moves to follow Danira's lead. Loading her sling, she launches a bullet at the nearest guard.

"Cuddles! Get him!"

Obediently the cactus moves up next to her and launches a needle of his own.

Mechanics:

Attacking Orange
Sling, second incriment: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18
B Damage?: 1d3 + 1 ⇒ (2) + 1 = 3

Handle Animal (DC 10): 1d20 + 7 ⇒ (7) + 7 = 14

Cuddles Needle, second increment: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
P Damage?: 1d8 ⇒ 7


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Though the cleric's shot misses, the hunter and her plant companion are far more accurate. The hunter's sling stone disorients the thug, while the plant's needle pins his body to the wall and causes his bleeding body to lose consciousness.

Initiative Round One Cont'd

PCs in bold may go.

Danira
Suusmaar
Helvega
Durest
Vitrack
NPCs -1

Grand Lodge

N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak

Am I correct in assuming that the guards can't be targeted from range from all sides? Only from the angle created by the sides of each trapezoid? I'm not sure if I explained that clearly enough, so I drew some lines on the map representing what I mean on the southeast tower.

If I can shoot at Green from where I am I will, otherwise I'll use the run action to get into position west of the "pyramid." I have already moved myself on the map, but I left a marker to show where I was before in case I can just take a shot.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Vitrack Magrar wrote:
Am I correct in assuming that the guards can't be targeted from range from all sides? Only from the angle created by the sides of each trapezoid?

If I understand you correctly, the answers are yes and yes. You can shoot green from your current position (though in the tower, he has cover). The scenario is not clear, but it describes the trapezoid structures as siege towers that have collapsed, which suggests to me the towers are enclosed, except for the opening/bridge area at the top, which now serves as lookouts for the thugs. Does that make sense? This is consistent with the description the scenario that says "Because of the facing of his tower opening, a War Hounder can see and fire at only half of the battlefield at any given time."

Grand Lodge

N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak

Okay, cool, yeah that makes sense. Vitrack will move forward 20 feet and fire his shortbow at Green then, though he won't be able to get a sneak attack because he is too far away.

Vitrack moves up and fires off a shot at the War Hounder in the nearest tower, but he stumbles and the arrow sticks into the side of the tower.

Shortbow attack: 1d20 + 4 ⇒ (2) + 4 = 61d6 ⇒ 2


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

@ Durest - Though your initial target lies dying in the tower, you still have a full round of actions to look for a new one.

Initiative Round One Cont'd

PCs in bold may go.

Danira
Suusmaar
Helvega
Durest
Vitrack
NPCs -1

Grand Lodge

Male Dwarf Gunslinger 2 [ HP 21/21 (0 LN) | AC 16, Tch 13, FF 13 | Fort +6 Ref +5 Will +3 | CMD 15(19/bullrush or trip) | Init +2(+4 underground) | Perc +9 | Effects: none ]

Durest stays at his station for a moment cursing under his breath for not being quicker on the pull, but perhaps this could work in their favor. He stayed put returning to his slow rhythmic breathing "Keep goin, i'll take anyone out tha' gets to th' window."

Readying an attack if anyone comes into view after using steady aim(move-action) to increase my range by 10ft so that i've got a range of 50ft
readied-attack: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d12 ⇒ 8


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

The dog barks incessantly upon hearing the sounds of battle. Shouts come from the two occupied guard towers, but each is denied a target. The thug in the tower on the east can be heard saying, "They must be coming from the north!" The thugs in the tower each scan the approaches below them.

Additional shouts and, most likely curses, can be heard coming from the siege bridge overhead jutting from the central tower, followed by a brief moment of silence, as if the speaker were putting something to his mouth.
Siege bridge noted on Map with the broken outline. Figure standing on the siege bridge overhead of the southern door also indicated with broken outline.

Taken by surprise and with their eyes to north unconscious, Nessian's forces cannot currently see the party and have no line of sight for attack.

Initiative Round Two Begins

All PCs may go.

Danira
Suusmaar
Helvega
Durest
Vitrack

NPCs

Dark Archive

Male NG Warpriest 9 of Ragathiel | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft | HP 89/89 | AC 21, T 16, FF 15 | CMD 23| F +14 R +14 W +16 | Init +6 | Perc +14, Sense Motive +9, Diplomacy +17 | Reroll 1/1 | Sacred Weapon 9/9 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions: Defending bone

Suussmaar runs into the building.

Sing move and attack if possible. I uncovered that room I entered as a single move and would attack but nobody was in the room. ;-) If nobody is in there then see the below as a readied action.

Again, Suussmaar tries to attack with non-lethal force.

MW Bardiche, Blade of mercy trait for non-lethal damage w/o -4 to hit, reach: 1d20 + 6 ⇒ (12) + 6 = 18
Bardiche 2H, Blade of mercy trait for non-lethal +1 to damage, reach: 1d10 + 6 + 1 ⇒ (7) + 6 + 1 = 14

Free action: If that was a hit then using ‘Enforcer’ feat to Intimidate/Demoralize as a free action to give the opponent the ‘shaken’ condition for as many rounds as the opponent received non-lethal damage.

Intimidate vs. DC 10 + the target’s Hit Dice + the target’s Wisdom modifier : 1d20 + 7 ⇒ (3) + 7 = 10

In case they approach to adjacent as an AoO:

MW Bardiche, Blade of mercy trait for non-lethal damage w/o -4 to hit, reach: 1d20 + 6 ⇒ (16) + 6 = 22
Bardiche 2H, Blade of mercy trait for non-lethal +1 to damage, reach: 1d10 + 6 + 1 ⇒ (10) + 6 + 1 = 17

Free action: If that was a hit then using ‘Enforcer’ feat to Intimidate/Demoralize as a free action to give the opponent the ‘shaken’ condition for as many rounds as the opponent received non-lethal damage.

Intimidate vs. DC 10 + the target’s Hit Dice + the target’s Wisdom modifier : 1d20 + 7 ⇒ (7) + 7 = 14

Liberty's Edge

Female LN Half-Elf Cleric of Erastil 2 | HP 15/15 | AC 17 (11T / 16F / 13 CMD) | F +4, R: +1, W: +7, +2 vs. enchant | Init: +3 | Perc: +9 | 1st Level Spells: 3/3, 1/1 Domain | played by zebeev

Dani sprints to the northern door, bow still in hand.

Round 2
Move:
move SE 5', S 15'
Standard: move S 15'


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Entering the northern, ruined siege tower, the Pathfinders find little of interest other than the pinned body of the thug. Though lifeless, there is eerie movement on the body as an animated tattoo of a Nessian war hound pack fighting among themselves continues to play out the depicted scene.

You can see, visible through the decaying, but still fairly sturdy beams of the siege tower, that the thug was wearing, now pierced, leather armor. At the feet of the dead thug above lie a number of personal possessions, including a light crossbow, a supply of bolts, a spiked gauntlet, torch, and tindertwig.

Other than the door through which you entered, there is no other obvious entrance or exit to this ruined tower.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Initiative Round Two Cont'd]/b]

All PCs may go.

Danira
Suusmaar
[b]Helvega
Durest
Vitrack

NPCs

Dark Archive

Male NG Warpriest 9 of Ragathiel | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft | HP 89/89 | AC 21, T 16, FF 15 | CMD 23| F +14 R +14 W +16 | Init +6 | Perc +14, Sense Motive +9, Diplomacy +17 | Reroll 1/1 | Sacred Weapon 9/9 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions: Defending bone

Suussmaar runs into the tower.

Double move. Please GM, you move the token as I do not know what awaits.

Liberty's Edge

Female LN Half-Elf Cleric of Erastil 2 | HP 15/15 | AC 17 (11T / 16F / 13 CMD) | F +4, R: +1, W: +7, +2 vs. enchant | Init: +3 | Perc: +9 | 1st Level Spells: 3/3, 1/1 Domain | played by zebeev

Dani has already taken her turn for Round 2.

Grand Lodge

Male Dwarf Gunslinger 2 [ HP 21/21 (0 LN) | AC 16, Tch 13, FF 13 | Fort +6 Ref +5 Will +3 | CMD 15(19/bullrush or trip) | Init +2(+4 underground) | Perc +9 | Effects: none ]

Seeing the others enter the building Durest nods to himself mostly as a reassuring thought. He then pushes himself up and makes a mad dash for the door that Suussmaar entered into.

Full move.

Liberty's Edge

Halfling Hunter 2 | Mods: None | HP: 17/17 | AC 19, Tch 13, Fl 16 | CMD: 11 | F: +6, R: +7, W: +3 | Speed 15ft | Animal Focus: 2/2 | Spells 1st: 3/3 | Perc: +7 (LL), SM: +2 | Init: +3
Cuddles:
HP 18/18 | AC: 14/12/13 | CMD: 12 (14 trip) | F: +5 R: +4 W: +2 | P: +8; SM: +1

Creeping forward as her companions rush in, Helvega whispers in earnest "What's in there? What'd you find? Is there a way deeper into the building?"

Eyeing the adjacent towers, Helvega reloads her sling and prepares to fire at any foes she sees.

Mechanics/Readied:

Readied Sling: 1d20 + 5 ⇒ (6) + 5 = 11
B Damage?: 1d3 + 1 ⇒ (3) + 1 = 4


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Counted Suusmaar's actions this round as 1) move action to tower door and 2) move action to open tower door (which he then saw was largely empty). Thus, I moved his token to the door.

Initiative Round Two Cont'd

PC in bold may go.

Danira
Suusmaar
Helvega
Durest
Vitrack
NPCs

Grand Lodge

N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak

Vitrack draws his light mace and moves behind Suussmaar.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Although the north tower has been found essentially empty, a commotion can be heard coming from the interiors of the other three towers. The shouts once heard from the central tower now sound more muffled.

Map updated to indicate which NPCs presently remain visible.

Initiative Round Three Begins

PCs in bold may go.

Danira
Suusmaar
Helvega
Durest
Vitrack

NPCs

Dark Archive

Male NG Warpriest 9 of Ragathiel | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft | HP 89/89 | AC 21, T 16, FF 15 | CMD 23| F +14 R +14 W +16 | Init +6 | Perc +14, Sense Motive +9, Diplomacy +17 | Reroll 1/1 | Sacred Weapon 9/9 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions: Defending bone

Suussmaar runs into the building after opening the door.

Single move and attack if possible. If nobody is in there then see the below as a readied action.

Suussmaar tries to attack with non-lethal force.

MW Bardiche, Blade of mercy trait for non-lethal damage w/o -4 to hit, reach: 1d20 + 6 ⇒ (14) + 6 = 20
Bardiche 2H, Blade of mercy trait for non-lethal +1 to damage, reach: 1d10 + 6 + 1 ⇒ (8) + 6 + 1 = 15

Free action: If that was a hit then using ‘Enforcer’ feat to Intimidate/Demoralize as a free action to give the opponent the ‘shaken’ condition for as many rounds as the opponent received non-lethal damage.

Intimidate vs. DC 10 + the target’s Hit Dice + the target’s Wisdom modifier : 1d20 + 7 ⇒ (12) + 7 = 19

** spoiler omitted **


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Suussmaar wrote:
Suussmaar runs into the building after opening the door.

@ Suussmaar - There is no entry way to the central tower from the northern tower. The revealed "black" on the map is the outline of a wall. The only known entry points to the central tower are the door to the south and the opening to the siege bridge above it. Suussmaar may retcon and post new actions for this turn.

Dark Archive

Male NG Warpriest 9 of Ragathiel | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft | HP 89/89 | AC 21, T 16, FF 15 | CMD 23| F +14 R +14 W +16 | Init +6 | Perc +14, Sense Motive +9, Diplomacy +17 | Reroll 1/1 | Sacred Weapon 9/9 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions: Defending bone

Sorry GM, Suussmaar Double Move.

Liberty's Edge

Halfling Hunter 2 | Mods: None | HP: 17/17 | AC 19, Tch 13, Fl 16 | CMD: 11 | F: +6, R: +7, W: +3 | Speed 15ft | Animal Focus: 2/2 | Spells 1st: 3/3 | Perc: +7 (LL), SM: +2 | Init: +3
Cuddles:
HP 18/18 | AC: 14/12/13 | CMD: 12 (14 trip) | F: +5 R: +4 W: +2 | P: +8; SM: +1

Seeing the serpent man rush around the far side of the tower, Helvega scurries after him.

"Come on Cuddles! This way."

Double move for Cuddles and Helvega


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

As the Pathfinders begin to make their way around the towers, they can hear the sounds of alarm within the towers, although they can barely make out the sources.

Initiative Round Three Cont'd

PCs in bold may go.

Danira
Suusmaar
Helvega
Durest
Vitrack

Badguys

Liberty's Edge

Female LN Half-Elf Cleric of Erastil 2 | HP 15/15 | AC 17 (11T / 16F / 13 CMD) | F +4, R: +1, W: +7, +2 vs. enchant | Init: +3 | Perc: +9 | 1st Level Spells: 3/3, 1/1 Domain | played by zebeev

Dani double moves as well.

Grand Lodge

N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak

Vitrack follows his compatriots around the corner of the tower.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

As it appears that Durest would not have any targets and would only be taking move actions during his turn, I am moving to the next round to keep us moving; Durest may take two full rounds worth of actions

The sounds of commotion increase at the south of the tower as muffled voices are now less so.
I have placed a dark gray "screen" at the south of the map to obscure what is going on there beyond the PC's sight. Once a PC has moved into the area covered by the screen, it may be removed.

Initiative Round Four Begins

PCs in bold may go.

Danira
Suusmaar
Helvega
Durest
(May take 2 rounds worth of actions)
Vitrack
Badguys


Suussmaar walks further to the entrance of the building.

"You all stop! Not good behaviour! Bad people you danger all city!"

Single move and readied action to attack if within two squares due to reach weapon.

Again, Suussmaar readies himself to attack with non-lethal force.

MW Bardiche, Blade of mercy trait for non-lethal damage w/o -4 to hit, reach: 1d20 + 6 ⇒ (6) + 6 = 12
Bardiche 2H, Blade of mercy trait for non-lethal +1 to damage, reach: 1d10 + 6 + 1 ⇒ (10) + 6 + 1 = 17

Free action: If that was a hit then using ‘Enforcer’ feat to Intimidate/Demoralize as a free action to give the opponent the ‘shaken’ condition for as many rounds as the opponent received non-lethal damage.

Intimidate vs. DC 10 + the target’s Hit Dice + the target’s Wisdom modifier : 1d20 + 7 ⇒ (17) + 7 = 24

* * *

If somebody approaches to adjacent AoO:

MW Bardiche, Blade of mercy trait for non-lethal damage w/o -4 to hit, reach: 1d20 + 6 ⇒ (10) + 6 = 16
Bardiche 2H, Blade of mercy trait for non-lethal +1 to damage, reach: 1d10 + 6 + 1 ⇒ (6) + 6 + 1 = 13

Free action: If that was a hit then using ‘Enforcer’ feat to Intimidate/Demoralize as a free action to give the opponent the ‘shaken’ condition for as many rounds as the opponent received non-lethal damage.

Intimidate vs. DC 10 + the target’s Hit Dice + the target’s Wisdom modifier : 1d20 + 7 ⇒ (5) + 7 = 12

Liberty's Edge

Female LN Half-Elf Cleric of Erastil 2 | HP 15/15 | AC 17 (11T / 16F / 13 CMD) | F +4, R: +1, W: +7, +2 vs. enchant | Init: +3 | Perc: +9 | 1st Level Spells: 3/3, 1/1 Domain | played by zebeev

Round 4: I've moved, but will hold my Standard action once I see what's south of us.

Grand Lodge

Male Dwarf Gunslinger 2 [ HP 21/21 (0 LN) | AC 16, Tch 13, FF 13 | Fort +6 Ref +5 Will +3 | CMD 15(19/bullrush or trip) | Init +2(+4 underground) | Perc +9 | Effects: none ]

Double double move to get where i have my marker now, don't wanna run into or around and end up setting of a readied action XD.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Initiative Round Four Cont'd

PCs in bold may go.

Danira (Readied action)
Suusmaar (Readied action)
Helvega
Durest
Vitrack
Badguys

Grand Lodge

N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak

Can I see a guard up in the tower near me? Enough to take a shot?


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

You can sense his presence and catch glimpses of him through the rotting wood, but not see him unless looking head on from the "flat" side where the siege tower opens. The tower is constructed of decaying timbers. I will say it provides total concealment and cover. In short, yes, you have a shot, but a difficult one with a 50% miss chance.

Grand Lodge

N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak

Vitrack can't get a clear shot, but he decides to roll the dice anyway. He puts his mace away again, draws an arrow, and looses a shot at the thug in the tower.

Vitrack, shortbow attack, low misses: 1d20 + 4 ⇒ (3) + 4 = 71d6 ⇒ 41d2 ⇒ 1

He shakes his head, frustrated with his poor aim today.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Initiative Round Four Cont'd

PCs in bold may go.

Danira (Readied action)
Suusmaar (Readied action)
Helvega
Durest
Vitrack
Badguys

Liberty's Edge

Halfling Hunter 2 | Mods: None | HP: 17/17 | AC 19, Tch 13, Fl 16 | CMD: 11 | F: +6, R: +7, W: +3 | Speed 15ft | Animal Focus: 2/2 | Spells 1st: 3/3 | Perc: +7 (LL), SM: +2 | Init: +3
Cuddles:
HP 18/18 | AC: 14/12/13 | CMD: 12 (14 trip) | F: +5 R: +4 W: +2 | P: +8; SM: +1

Hustling forward, Helvega and Cuddles launch their attacks at the guard...though unable to get a clear view, Helvega sighs "I think we're just warning him we're here..."

Sling vs Blue: 1d20 + 5 ⇒ (7) + 5 = 121d3 + 1 ⇒ (1) + 1 = 2

Needle vs Blue: 1d20 + 4 ⇒ (5) + 4 = 91d8 ⇒ 8

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