Allence's Last Hope

Game Master sarpadian

Can the heroes retrieve the magic artifact that will break the half-century stalemate between the Kingdom of Kassht and the Taloth orcs?

Intiative:

Rhona
Chantif
Umash
Det
Enemy
Drexel


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The Exchange

Male Half-Orc Ranger-1 | HP: 9/11| AC:18 (TCH:13/FF:15) | Fort:2/Ref:5/Will:2| Int +3| Perception +5

"If I could have one or two extra javelins for the road that would be nice. Otherwise I think Chantif has it covered."


Wand of CLW?: 1d100 ⇒ 23 No

"Afraid I don't have a healin' wand, sonny. Anything like that I get my hands on, it goes up to Ft. Nunshal, where folks need it worse. Our chaplains can usually handle what we run into here themselves, without needin' items. The rest I can probably handle, though. Now would you rather take possession of the items here, or do you want me to cut orders to a garrison you'll be passin' and have them take care of it?"


- INACTIVE (GM abandoned game) -

Chantif twists his face in a frown. Of course, of course. He pauses for a moment in thought, his brow furrows more deeply, Perhaps we should sit down...

He and the quartermaster sat down and began discussing various items, stocks, quantities, weights, with Det and any of the others with the patience to participate weighing in.

In the course of the discussion, Chantif, informed his companions There are fey about in the wild, you know. Hopefully we won't see any of 'em, and they won't see any of us, and they are not always malicious, but I do like to be prepared, you see, and I suggest you do the same. I'm sure the good quartermaster here can provide at least a few weapons forged out of Cold Iron, and you see I am putting arrows with cold iron tips on the list, right next to the other arrows.

Chantif doesn't know that Umash needs supplies for making CLW potions--we haven't discussed skills and specialties at all, that I can think of--so she needs to speak up. No particular need for it to be in-character, though--just let me know which items to add to the list.

Not sure which other consumables are a good idea. I have added some arrows and lantern oil to the sheet, both of which are consumables, though very cheap. We should have 100-120 gp worth left to spend on consumables, unless I forgot about some other consumable items on the list. I assume some buffing potions would be nice. Potions of Guidance, a 0-level spell I think, or maybe it is first level, could be good for when we need to make a really important skill check.

By the time they finished their conversation and filled out all the necessary paperwork, hours had passed.

By the by, I swear I could eat a whole pig myself. Is anyone else as famished as I am?


-INACTIVE-

Rhona is happy to leave most of the shopping to Chantif, who seems to have a good handle on things. After his mention of needing weapons made of Cold Iron, Rhona pipes up. "Hey, if you've got anything to spare in that department, sign me up. I can use arrows just fine- got a shortbow, y'see- but if you have any Cold Iron swords or hammers or anything of that sort lying around, I'd be happy to take 'em off your hands. Temporarily, of course."

And upon Chantif's mention of food, she grins. "One thing you'll learn about me, pal- I'm always hungry."


female Half-Orc Investigator 1 HP (10/10) | AC/Touch/Flat 15/11/14 | Fort/Ref/Will +4/+3/+0 | Init +1 | Percep +7

"No wands then? Perhaps you could provide me with alchemical ingredients instead, I could brew a potion or two before we set off.", Umash adds to the list. "I'm not actually all that hungry. Leave me a bowl of stew or something while i start brewing and I'll be good."

FYI brewing CLW potions takes 2 hours a piece, 25 gp in raw materials (the rules are that vague). So i would take as much as i can brew into potions before we head out. I can also make more when we rest, but that will increase resting time by that much.


Martyn smiles. "Sure, sonny, have a seat. I can tell we're gonna be here a while."He opens his desk drawer and pulls out a large book, which appears to be an inventory of available stores. As you mention an item, he flips to the appropriate page to see if he has it in stock. After he's checked the whole list, he leans back in his chair and says: "Ya've obviously put a lotta thought into this, which is a lot more than I can say more of the green youngsters I've had to break in over the years. Still--as somebody who was doing this before your grandfather was born from the looks of you--I've got a little bit of advice. Consider how often you'll need all those items. Items you'll need once in a blue moon may not be worth carryin' the other 98% of the time. That list is doable with three mules as long as they stay in good shape, but I'd recommend maintaining more capacity in reserve. You never know when one of the buggers is going to come up lame, and there's the possibility that you may come to a spot where you have to leave the mules. Remember the first rule: Murphy always shows up. Speaking of which, I don't have cold-weather gear where I can get to it easily; we don't need it here very often--even in winter. I'll cut you orders to requisition it from a garrison you're passing, though. The rest of the stuff--including a cold iron longsword for missy over there--I can have ready by tomorrow morning. I'll have a detail bring it to your inn. You should leave bright and early; no sense burnin' daylight."

After leaving the quartermaster's office, you return to the inn and get dinner as Umash begins crafting potions.
This would be a good time to make your decision on which way you're going. Also, Umash, the overland movement rules assume that you're only moving 8 hours a day, so you'll have plenty of crafting time, even on the road.


-INACTIVE-

As the group departs the quartermaster's, Rhona snorts. "'For the missy over there,'" she grumbles, imitating the quartermaster's voice. "This place we're staying at got room service? I could use a masseuse. And some bath salts. And something to hit a few times."

By dinner, however, she seems to have cheered up a bit, likely on account of realizing that she is, in fact, about to be in possession of a cold-iron longsword- and more than likely putting it to use against some Orcs. If there's meat on the table, Rhona's eating it. If there's halfway decent ale, she's drinking it. Although not one to start a conversation, she is willing to respond to any prodding from the rest of her new comrades.

"So," she says after a while, "I'm still not sure about which path we're taking. Did we settle on the second option? Because I'm not going to be too heartbroken if we don't take the waterfalls." Quietly, she adds: "Might've been nice, though."


Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

"I am not so good with the weapons so I wont be needing a Cold Iron one."

I sit through the discussion listening but not offering much advice unless a though occurs to me.

@ the inn

"I am willing to travel any path that everyone thinks will be the best path."


- INACTIVE (GM abandoned game) -

After enjoying a hearty meal and a pint or two of ale, Chantif settles in to whatever room the party has available for discussing a plan, his tanned skin flush from food and drink. I don't think the route through Nunshal Pass is the way to go--it won't do at all to try sneaking by that damned fort. No, I think we need to take one of the routes that leave us crossing the Teeth farther East. If we make our way all the way to the waterfall at Meston, there is a magical elevator we could use, quite a sight it is. However, that route will not allow for very much secrecy, especially when we reach the elevator--if there is a watch there, they will surely see us coming. That don't answer either. No, what we need to do is go up into the foothills and then work our way into the teeth. We will need to leave the mules when we get high into the teeth, unless we can find a path for them to follow, or work out a way to lift them up. We'll be roughing it most of the way. There aren't any highways where we're going, and very few of what you might call roads. For the most part we will be following beaten trails, and we might even leave those if it seems expedient to our secrecy. But most likely, we won't encounter many settlements, nor many other travelers, neither. At the last sentence he frowns and grumbles under his breath, his brow returning to its habitual furrow as he looks at the ground. After a moment he looks back up at his companions, his face a little less grim. What do ye say?

The Exchange

Male Half-Orc Ranger-1 | HP: 9/11| AC:18 (TCH:13/FF:15) | Fort:2/Ref:5/Will:2| Int +3| Perception +5

With a belly full of food Det finally felt like talking, "I like the idea of traveling beside the river. It provides a certain amount of protection on one side and it is also a good source of food and water. Plus," he says with a playful glance at Rhona, "It would be fun to see a waterfall with a giant, magical elevator. "

-Posted with Wayfinder


-INACTIVE-

Rhona points her nearly-stripped chicken bone at Det and nods. "Hell of a sight it'd be. I'm just sayin'." She sighs and tosses the bone over her shoulder. "Hey, we've already put a hell of a lot more thought into this than anybody- I'm guessing that includes Lord D'Allence- expected. If it's coming down to one last vote, then I say a quick show of hands. I say waterfall. Det says waterfall." She raises her hand and nudges Det so that, hopefully, he will do the same. After a moment's silence, she shoots Drexel a look. "What's the word, wizard? Chantif thinks the magic elevator's too conspicuous. What do you think? Umash? Anybody?"


It sounds like there's a diversity of opinions on route. Let's take it one step at a time. You have to visit a garrison to pick up cold weather gear, so heading NE through the wilderness isn't really an option just yet. Your two real options for the first leg of your journey are up the King's Road to Ft. Nunshal or east along the River Road to Alenk Town. Your options open up from there (e.g. from Alenk Town you can keep following the river towards Meston or take off through the wilderness), but we can cross that bridge when you get to it. Either way, you will be traveling in very hot conditions (90-110 degrees F) for the time being. I'm posting the rules for heat danger in the discussion thread; please let me know how you are going to prepare (what armor you're traveling in, etc).
Edit: never mind about the armor, turns out you take the penalty even in non-metal armor; I was remembering incorrectly. But feel free to roll a Survival check for a bonus on the saves.

The Exchange

Male Half-Orc Ranger-1 | HP: 9/11| AC:18 (TCH:13/FF:15) | Fort:2/Ref:5/Will:2| Int +3| Perception +5

Det is, at first, too distracted by laughing at the chicken leg being pointed at him to realize that he was supposed to raise his hand, but after a moment he grabbed a chicken leg of his own, took a bite, and raised it in the air.

-Posted with Wayfinder


female Half-Orc Investigator 1 HP (10/10) | AC/Touch/Flat 15/11/14 | Fort/Ref/Will +4/+3/+0 | Init +1 | Percep +7

"Ash I sh..." Umash removes a cork from between her teeth that she just pulled out of a small vial a moment prior and puts it on the table, careful not to tip that same vial she's holding in the same hand, "As I said, I don't mind stepping over a few orc corpses on the way. And a magical elevator at a waterfall?" she pauses to carefully pour a drop from the vial into a larger flask, "Sounds like a sight to see."


Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

"As I said before I am with whatever the majority decided and it sounds like they want to see a magic elevator."

I wear no armor, does that benefit me at all?


- INACTIVE (GM abandoned game) -

Chantif's face grows more dour as each new person speaks. Fair's fair. We'll take the River road to Alenk town, and then follow the river to the falls at Mestor.

--

Yes, Drexel, it does benefit you. Anyone wearing armor will take a -4 on their Fortitude save to avoid Heatstroke.

The penalties for Heatstroke are so stiff that Chantif will most likely keep his studded leather tied to his backpack for easy access rather than wear it and take the penalty. As the stealthiest member, he might try scouting ahead to spot any possible foes and hopefully give the party time to don armor should any combat be likely.

Anyone have better ideas?


-INACTIVE-

But... but... my fancy scale mail! Alas, considering the heat, Rhona might just be going unarmored for a bit. If that proves to be the case, a bit of forward scouting might be helpful. I intended Rhona to be a high-AC tanky type, so she works best when she gets to take advantage of said AC, so having the prep time to throw on her armor before a fight starts would be super helpful. I can don my armor hastily in one minute, or put it on correctly in 2 with help (I nominate Drexel!), just so y'all know.

Rhona leans back in her chair and puts her hands behind her head, sighing victoriously. "I do so enjoy it when I get my way." Noting the sour look on Chantif's face, she adds: "Don't worry. If we're all eaten by river monsters or plummet to our deaths over the sides of the waterfall, you have my permission to say 'I told you so.'"


- INACTIVE (GM abandoned game) -

He looks at Rhona and leans on an elbow. Eh, I'm not concerned about any o' that. We will be fine, altogether.


Alrighty, let's finally get going. I'm going to assume everyone is wearing their hot weather gear and no armor for the time being. Chantif volunteered to take point. In what order are the rest of you traveling?

As the sun peeks over the horizon, the quartermaster's detail arrives with three mules, loaded with all the gear you requested. You redistribute the load as you prefer, adding your own gear to the mix, and head out of the city along the River Road. The weather is muggy, but not too taxing for the first couple of hours that you're traveling. About mid-morning, however, some of you begin feeling the strain. By lunchtime, several of you are needing to take a substantial rest. The trees off the shoulder of the road look like an inviting place to stop for lunch and maybe a siesta.

Fort saves (Chantif):
Fort save 1: 1d20 + 7 ⇒ (14) + 7 = 21Fort save 2: 1d20 + 7 ⇒ (16) + 7 = 23Fort save 3: 1d20 + 7 ⇒ (15) + 7 = 22

Fort saves (Rhona):
Fort save 1: 1d20 + 6 ⇒ (18) + 6 = 24Fort save 2: 1d20 + 6 ⇒ (16) + 6 = 22Fort save 3: 1d20 + 6 ⇒ (4) + 6 = 10

Fort saves (Drexel):
Fort save 1: 1d20 + 2 ⇒ (9) + 2 = 11Fort save 2: 1d20 + 2 ⇒ (7) + 2 = 9Fort save 3: 1d20 + 2 ⇒ (19) + 2 = 21

Fort saves (Umash):
Fort save 1: 1d20 + 6 ⇒ (4) + 6 = 10Fort save 2: 1d20 + 6 ⇒ (17) + 6 = 23Fort save 3: 1d20 + 6 ⇒ (7) + 6 = 13

Fort saves (Det):
Fort save 1: 1d20 + 4 ⇒ (9) + 4 = 13Fort save 2: 1d20 + 4 ⇒ (16) + 4 = 20Fort save 3: 1d20 + 4 ⇒ (19) + 4 = 23

Fort saves (Hal):
Fort save 1: 1d20 + 11 ⇒ (16) + 11 = 27Fort save 2: 1d20 + 11 ⇒ (3) + 11 = 14Fort save 3: 1d20 + 11 ⇒ (15) + 11 = 26

Fort saves (Bob):
Fort save 1: 1d20 + 11 ⇒ (2) + 11 = 13Fort save 2: 1d20 + 11 ⇒ (2) + 11 = 13Fort save 3: 1d20 + 11 ⇒ (15) + 11 = 26

Fort saves (Walt):
Fort save 1: 1d20 + 11 ⇒ (14) + 11 = 25Fort save 2: 1d20 + 11 ⇒ (14) + 11 = 25Fort save 3: 1d20 + 11 ⇒ (20) + 11 = 31

nonlethal damage (hour 4):
Drexel: 1d4 ⇒ 2 Umash: 1d4 ⇒ 2 Det: 1d4 ⇒ 4

nonlethal damage (hour 5):
Rhona: 1d4 ⇒ 3 Umash: 1d4 ⇒ 3

To summarize: Drexel is at 2/6 nonlethal, Umash is at 5/10 nonlethal, Rhona is at 3/15 nonlethal, and Det is at 4/11 nonlethal; all of you are fatigued. Chantif and the mules are fine. You have made 5 hours of progress so far (I ruled you didn't need to make checks for the first two hours), so you have three more hours of travel today before you enter forced march territory. The last two hours before dark will not require checks, either, so I would suggest hanging out at this spot until three hours before dark (if you're not planning on a forced march today). By that time, all of you will have healed your nonlethal damage and, therefore, not be fatigued. I'll also rule that the DC for the one save you have to make will reset to 15. If you want to make a forced march to get further, though, the DCs don't reset, and some of you will still have nonlethal damage on you, depending on how forced of a march it is.


- INACTIVE (GM abandoned game) -

Chantif, seeing his companions beginning to wear down in the heat, looks at the trees.

Maybe we ought to stop for a bit of rations and some rest in the shade. It is bloody hot out here, after all. I'll run ahead to make sure we won't disturb any resting critters. In the course of arranging material, Chantif would have explained that everyone should wear a signal whistle at all times, and blow it whenever they are in danger unless doing so would increase their danger.

He searches through the trees, checking for any creatures that might turn hostile if their territory is encroached on.

Taking 10 on Stealth and Perception, if possible, for 16 and 15, respectively. You can roll for me if you don't want me to take 10.

If there's nothing in the trees and time enough while the others are resting, Chantif may also want to a) scout around a bit and b) try to predict the weather tomorrow. Not sure how long either of those take. I'll take 10 for 15 on predicting the weather, if allowed, otherwise you can roll for me again.

The Exchange

Male Half-Orc Ranger-1 | HP: 9/11| AC:18 (TCH:13/FF:15) | Fort:2/Ref:5/Will:2| Int +3| Perception +5

For the first three hours Det was traveling right behind Chantif, but after a while he started to fall behind as both Rhona and Drexel passed by him. When he heard Chantif suggest they rest, he collapsed under shade of a tree, wiped the sweat from his brow, and started drinking water. after catching his breath he says "With all this humidity you could damn near swim the whole way!" Then he takes a ration and starts eating.


Chantif:
You don't see anything in the trees. You think that it will be hot and dry tomorrow, with a slight breeze and little chance of rain. How far out from the party do you want to scout?


Masculine (He/Him) Software Engineer

Chantif gives the all clear to the party, then waits for them in the shade. Heheh, Aye Det, Aye. He takes a swig from his waterskin. We can look forward to more of the same tomorrow, I'm sure. The only clouds I see are few and far between--the wind is not likely to blow them our direction today, not by a near sight. He leans against a tree and pulls out a ration. We should probably stay here until the day cools off. Capital shade, this is. I'm thinking of scouting ahead a bit, though. He takes a few bites of his ration, chewing each of them. Always good to know what's around, you know.

DM:
Not too far out. I want to eat with the party (30 minutes or less) and return with a little time to rest (30-60 minutes) before setting out with them again. Not sure how much time that will actually give me. I guess "5 hours from dawn" would put us still fairly early in the day though.


Chantif:
Dawn is about 7:00 AM. I was figuring about an hour for getting things organized and getting on the road. Then 5 hours of travel puts you around 1:00 PM. So you start scouting about 1:30. Dark is about 9:00 PM. When I was figuring when you should start back out, I forgot that you need light to set up camp on the other side. We'll call setting up camp an hour, so you'll need to leave about 5:00 PM. (I'll still only call for one save, since it was my mistake.) An hour of rest before you head out leaves you with 2.5 hours of scouting, which would allow you to cover something like 3.75 miles even stealthing (i.e. half speed). If you're using a circular search pattern, that would be just over a mile diameter. If you're comfortable being potentially a half-mile away from support, you can do that. Obviously, any smaller search is OK too. Just let me know.


- INACTIVE (GM abandoned game) -

DM:
Hmm, I was thinking of going straight ahead, but 3.75 miles is a long ways.

How about a half-mile diameter? By my math that's roughly ~1.57 mile circumference, a little less (1.5, I guess? less than that? I don't know) since he doesn't need to actually walk the entire circumference.

That leaves 2.25 miles of walking time left. If he starts at the edge of the half-mile circle he'll be able to go .875 miles before he needs to turn around to get back in time to reach the camp.


Chantif:
Fort save 1: 1d20 + 7 ⇒ (12) + 7 = 19, Fort save 2: 1d20 + 7 ⇒ (7) + 7 = 14 nonlethal damage: 1d4 ⇒ 1
You take off on your scouting expedition. By the time you've completed your circle and started walking along the road, you feel a bit tired, but not too bad. You make your trek forward along the road, make it to the point where you need to turn around in order to make your deadline. Things seem to be going well when all of a sudden you hear guttural muttering behind you. You turn and see three short, reptilian humanoids with scaled skin, tiny sharp teeth, and a long tail coming out of the woods about 100 ft. behind you. Two of them are wielding spears, and one has a short sword. The sword-wielder motions towards his companions, and they all three run towards you. You recognize them as kobolds, and know they aren't likely to be friendly. At this point, you're somewhere between a quarter- and half- mile away from the party. You're fatigued, so no run action. You can make a double move, however.

DM Rolls:
original encounter range: 3d6 ⇒ (4, 4, 4) = 12Perception: 1d20 + 8 ⇒ (1) + 8 = 9 Stealth: 1d20 + 5 ⇒ (15) + 5 = 20 Perception 2: 1d20 + 8 ⇒ (13) + 8 = 21Stealth: 1d20 + 5 ⇒ (15) + 5 = 20Knowledge (local)-untrained: 1d20 + 1 ⇒ (10) + 1 = 11

Initiative:
Kobold 1: 1d20 + 7 ⇒ (11) + 7 = 18Kobold 2: 1d20 + 1 ⇒ (20) + 1 = 21, Kobold 3: 1d20 + 1 ⇒ (14) + 1 = 15, Chantif: 1d20 + 2 ⇒ (18) + 2 = 20

Chantif:
One of the kobolds closes about half the distance between you. You're up.


- INACTIVE (GM abandoned game) -

DM:
Chantif walks away from the approaching Kobold, putting the signal whistle from his neck to his mouth and blowing as he does so.

Move action to move back 30ft., and swift action? to take 10 on perform(wind instruments) for 9. DC 5: "A whistle's piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle suffer a –2 penalty."

Assuming the whistle is a swift action...

After blowing the whistle, Chantif pulls out his Longspear, then turns and braces it against the oncoming Kobold. Come any closer and I'll have to stick yeh. He shouts in common, then again in Orc, just in case.
Drawing weapon as part of the move action, then readying an attack against the oncoming Kobold.

If the whistle is NOT a swift action...

After blowing the whistle, Chantif keeps walking, pulling out his bow as he walks. Don't make me shoot you down, little bugger. He shouts in common, then again in Orc, just in case.
Moving another 30ft. and drawing shortbow as part of that move action


Chantif:
I'm going to rule that the whistle is a free action like speaking, but you can't take 10 under pressure. So: Perform (wind): 1d20 - 1 ⇒ (13) - 1 = 12. You walk backward, drawing your spear as you do so, and brace it against the ground as you call for help with your whistle. The creatures don't seem to understand your verbal warning, but the meaning of your actions is clear. Just to be clear, the kobold who went before you made a double move, not a charge. He was one of the spear-wielders.
The sword-wielding kobold dashes forward to join his comrade, making a circular gesture with his hands, and speaks several words in his guttural tongue. Then the third kobold moves closer, but he appears to be giving you a wide berth, apparently attempting to encircle you.

Rest of the Party:
Y'all are sitting around resting, minding your own business, when you hear Chantif's signal whistle. It appears to be coming from down the road. How do you want to proceed? The only one of you who is still fatigued is Umash; she still has 1 point of nonlethal damage.


- INACTIVE (GM abandoned game) -

DM:
I remembered that about taking 10 after posting. I generally prefer to Take 10 but have no qualms about you rolling for me whenever you rule that I can't do so. I also prefer (or at least try to prefer) to state my actions and let you determine the appropriate skills, rather than trying to roll them ahead of time, but so far all the appropriate skills have been pretty obvious.

I knew the Kobold didn't charge me--he couldn't from 100 feet away. If his speed is 30, then he could charge me within 60 feet, which I believe he reached with that move action.

Should I take the first Kobold's inactivity to mean it is my action again? If the Kobold did act then I will have to know what he did before I can state Chantif's action. Otherwise...

Chantif takes advantage of the delay to move back another 60 feet, blowing the whistle again.

That should put him 100 feet away again, I think, or at least out of charging range again. He will keep blowing the whistle every round.

Also, I just remembered that if they don't have reach they'll have to provoke an AoO from Chantif's Longspear to get close enough to attack him in melee. He can do up to 2 AoOs a round (with Combat Reflexes) after the -2 Dex penalty from Fatigue.

What's your feeling about battle maps via google docs or other online services?

EDIT: Presuming my attack dice don't suck, this makes me feel alright about the first wave. A braced Longspear hit would probably kill a Kobold outright, and if it did not, a successful AoO afterwards almost surely would.


Chantif:
Fair enough on the rolls. The two kobolds in front of you are 70 ft away at the end of round 1 (100-60+30). I paused at the end of round 1 to see what the party was going to do when they heard your whistle, but I don't guess there's any reason I have to. So here goes the beginning of round 2. As for maps, I plan on using them most of the time, but I thought this one would be simple enough I could run it before I finish learning how to use Roll20. There's not much tactical subtlety here: a 15 ft. wide road with 20 ft. of shoulder on either side before you run into sparse forest. The spear-wielder in front of you walks forward, staying just out of your reach i.e. he closes to 15 ft. You're up.


- INACTIVE (GM abandoned game) -

DM:
Yeah, I wouldn't worry about what the party does for a couple of rounds at least. I think if Rhona runs right away, she might get within a few shortbow range-increments after 5-6 rounds at the soonest. No idea what Drexel can do though.

If he's 15 ft. away, that means if we both double-move every round he can never reach me, right? Every round on his turn he'll be 75 feet away, which is too far away to attack me in any way within a single round.

The problem is that his buddies can run by outside my reach and flank me...

Chantif backs up another 30 feet, bracing his weapon and blowing the whistle again, his eyes shifting quickly between the movements of each kobold.

Same action here in Round 2 as in Round 1, 30ft. movement and readied to attack the first Kobold that comes in range.

The Exchange

Male Half-Orc Ranger-1 | HP: 9/11| AC:18 (TCH:13/FF:15) | Fort:2/Ref:5/Will:2| Int +3| Perception +5

Det was enjoying the shade of a large tree while leaning on it's trunk. Finally finding a comfortable position he relaxed and started to drift from consciousness. Just as his eyelids shut they snapped open when he heard the sharp cry of a whistle being blown. He jumped up as quick as he could, grabbed Krolik and his armor and started off in Chantif's direction. Before he got too far, he turned around to his companions and said "You guys hear that?"


Chantif:
Fair, though Drexel does have expeditious retreat memorized. The sword-wielder dashes forward, gaining just a bit on his comrade. The other spear wielder finishes encircling you, and takes up a position 25 ft. behind you, directly astride the path.
This is the end of Round 2. Round 3:
The spear-wielder in front of you once again closes until he is right outside your reach.
You're up for Round 3.

Det:
Are you trying to put your armor on as you run? I'm having a hard time picturing how you pull that off with a two-handed hammer in your hands :). I'm going to interpret this as a run action for Rounds 1 and 2 unless you tell me differently


- INACTIVE (GM abandoned game) -

DM:
Wow, with that spell he could be close pretty fast. Too bad he can't cast it on Det or Rhona. Round 3 Action:

Chantif growls at the Kobolds. Damned clever little buggers. He tries to circle the Kobold in front of him as much as possible to keep them all in front of him and at least 10 feet away. He jabs his spear at the nearest Kobold*, but doesn't quite hit it. *Pretty sure that would still be the leader.

Well, they still have to provoke to get in melee range.

Rolls:
Were you the DM I read saying he likes to put all the rolls in separate spoilers? Anyway...

Longspear Attack, -1 from Fatigue: 1d20 + 3 ⇒ (6) + 3 = 9

The Exchange

Male Half-Orc Ranger-1 | HP: 9/11| AC:18 (TCH:13/FF:15) | Fort:2/Ref:5/Will:2| Int +3| Perception +5

DM:
No I just worded that weird, sorry. He really just got up, slung his pack that had his armor in it over his shoulder, grabbed his hammer, and ran. When he realized that he was rushing toward something unknown and wouldn't even be a able to put his armor on until he actually got to the fight, he turned around and made sure his friends were coming. But yes a run action for rounds 1 and 2 is fine. :)


Chantif:
Actually, on your turn, the closest kobold is the spear-wielder; the sword-wielder, whom you saw giving directions, has gone directly after you in initiative. That's about to change; he's taking the delay action, so it will be the spear-wielder behind you going after you and then the swordsman. As for the rolls, do it however you like; I just find it helps to have the rolls separate so that I can weave the results into my descriptions. Also, I don't understand how you were trying to keep them all in front of you. If you can explain to my satisfaction, I may take their actions back.

The swordsman in front of you looks like he's about to dash in, but at the last moment he motions to the kobold behind you, who closes with you. You whip your spear point around and skewer the kobold before he can reach you. There's a glazed look in his eyes, but he is still standing. As he thinks you're distracted by his spear-wielding henchman, the swordsman dashes in. Unfortunately for him, you're not as distracted as he thinks you are, and you get a chance to stab him before he reaches you. Unfortunately for you, you are somewhat distracted, and your jab doesn't even come close. The swordsman swings at you. The sharp sword catches you across the stomach solidly.
You take 7 damage.


Det:
Gotcha. Assuming you continue that for round 3, you've covered 360 ft. towards Chantif.

That's the end of Round 3. Round 4:

Chantif:
The uninjured spearman circles around you, ending up next to (and slightly behind) the other spearman.
Sorry, the battle's getting more tactical than I thought it would. I'll make sure to have Roll20 figured out in time for the next one. To set the scene: The road is traveling east-west. The swordsman is adjacent to the east, and the very injured spearman is adjacent to the west. The uninjured spearman is 5 ft. NW of the injured one. Remember that you can't attack adjacent targets with a reach weapon; you'll need to take a 5 ft. step if you want to attack anyone but the uninjured spearman. You're up.

AoO vs. spear-wielder behind Chantif:
Attack Roll: 1d20 + 3 ⇒ (12) + 3 = 15 damage: 1d8 + 3 ⇒ (2) + 3 = 5

AoO vs. sword-wielder:
Attack Roll: 1d20 + 3 ⇒ (5) + 3 = 8 damage: 1d8 + 3 ⇒ (4) + 3 = 7

Swordsman's Attack:
attack: 1d20 + 4 ⇒ (16) + 4 = 20damage: 1d4 ⇒ 1 sneak attack: 1d6 ⇒ 6


- INACTIVE (GM abandoned game) -

DM:
With one Kobold directly East of him, 15 feet away, another East and North, and a third 25 feet to the West... If Chantif steps SE, SE, E, E, NE he ends up East of all the Kobolds except perhaps the Easternmost one and can keep them all within a 180-degree arc ("in front of him" is arguably 90-120 degree arc, so I could have made that more clear--it was figurative anyway since Pathfinder doesn't even have facings) while still attempting his skewer attempt against the central one.

-Posted with Wayfinder

The Exchange

Male Half-Orc Ranger-1 | HP: 9/11| AC:18 (TCH:13/FF:15) | Fort:2/Ref:5/Will:2| Int +3| Perception +5

DM:
You can just go ahead and assume I'm running straight for Chantif until I get there.


- INACTIVE (GM abandoned game) -

DM:
Looking at the stuff you described I suspect that's about where you put me. Posting tentative actions below to save time under the assumption nothing is changed.

DM:
Do or die... Showing more spriteliness than would be expected from a man of his size, Chantif somersaults backwards, comes to his feet, spins, and strikes out at the sword-bearing kobold after blowing his whistle yet again.

Rolling 10 feet North should put all Kobolds 10 feet away. If they want to flank again they'll have to provoke.

Rolls:
Acrobatics: 1d20 + 1 ⇒ (15) + 1 = 16
Attack Roll: 1d20 + 3 ⇒ (14) + 3 = 17
Longspear Damage: 1d8 + 3 ⇒ (1) + 3 = 4

-Posted with Wayfinder


Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

Hearing the whistle blow the first time I stand quickly. "I will see what our friend has gotten him self into, follow me!" Chanting in my arcane tongue for a few seconds I suddenly sprint away at a ludicrous speed.

Cast Expeditious Retreat (lasts one min), adds 30ft to my move and running (x5 to move) => moving 300ft per round. 1/4 mile is 1320ft => 4 rounds within yelling distance, 5 rounds in combat.

Will post further actions once I am within sight.


female Half-Orc Investigator 1 HP (10/10) | AC/Touch/Flat 15/11/14 | Fort/Ref/Will +4/+3/+0 | Init +1 | Percep +7

"Good, we're alread attracting trouble!", Umash puts the vials down she was just about to mix potion ingredients in, pulls a smaller vial from a pouch and downs its contents and follows Drexel and Det, drawing the Falchion from the sheath attached to her backpack, all the while her arms seem to be growing in bulk.

Using my strenth mutagen and running, so falchion attacks are +4 (2d4+6) and my AC 17, but my bombs are only 1d6+3


-INACTIVE-

Rhona had been laid out on the ground, enjoying the break from the heat and the long walk. Upon hearing Chantif's signal whistle, she bolts up from the ground, snatching up her shield and longsword all at once. "Naturally," she grumbles. And odds are if I spend the time to lug all that armor on, the fight'll be over by the time I catch up to the others. Either Chantif'll have won and gotten all the glory for himself, or he'll be dead meat. Neither option sounds especially appealing.

With a resigned sigh, Rhona started running after the others.

Got the cold iron longsword in one hand, heavy shield in the other. Without armor, my AC should be 16 right now- still fairly respectable considering the circumstance, and movement is back up to the usual rate of 30 ft/round. Might we assume I have my throwing axes on my person (on my belt, likely)?

Full run until I can see Chantif and whatever trouble he's gotten into.


Chantif:
If I've graphed everything out right, all doing it your way accomplishes is that you're 25 ft. farther away from the party when you get flanked (they are all within 180 degrees at the end of your turn, but two of them go after you in the initiative order and can still flank you), so I'm going to leave things the way they were. You do realize that moving 10 ft. provokes from the guys flanking you? If you don't want to take the AoOs, you can move 5 ft. N. A split second before you make your move, you see a figure cresting the hilltop to the west, moving faster than the wind.

Drexel:
Drexel, moving with superhuman speed, quickly leaves the rest of the party in the dust. As he crests the small rise that was blocking view from the party's rest spot, Drexel sees Chantif roughly 200 ft. away engaged with three kobolds; two of them are between Drexel and Chantif, and one is on the other side of Chantif. The ones closest to you are both using spears, and one of them looks like Chantif got a really solid piece of him. The one on the other side is using a short sword. Technically, since you're using Knowledge (local) untrained, you shouldn't get any details on the creature, but since you rolled a natural 19, kobolds speak Draconic

Det/Rhona:
By the end of the round, y'all will have covered 480 ft. towards Chantif

Umash:
Unfortunately, the 1 point of nonlethal damage you still have from heat exposure makes you fatigued, so you can't run. You can take back using your mutagen, if you want. At the end of this round, you have covered 240 ft. towards Chantif.

Dice Rolls:
Drexel's Initiative: 1d20 + 3 ⇒ (1) + 3 = 4 Drexel's Knowledge (local)-untrained: 1d20 + 4 ⇒ (19) + 4 = 23


- INACTIVE (GM abandoned game) -

DM:
Okay, that's fine with me.

The AoOs are what the Acrobatics check was for.

Acrobatics wrote:

... you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed.

Base Acrobatics DC to Move through a threatened area = Opponent's Combat Maneuver Defense

Although I think I moved through two threatened squares, so here is a second Acrobatics check.

Acrobatics: 1d20 + 1 ⇒ (13) + 1 = 14


Chantif:
Yeah, I hadn't even looked at the rolls; I should have caught that from your description, though. You successfully manage to evade the kobolds' attacks as you move north onto the River Road's shoulder. You strike out at the swordsman and deal him a glancing blow to the shoulder. The injured spearman just stands there grunting. The swordsman takes a step back and closer to his comrades. As he does so, he pulls a dagger from his belt and chucks it at you. It slices deeply into your shoulder. You take 3 damage. I have you at 3 HP and 1 nonlethal damage.

Chantif and Drexel:
The kobolds are now aligned in a NW-SE line, with the SE-most being the sword-wielder. He is 15 ft. directly in front of Chantif. Drexel is up for the beginning of the next round.

Rolls:
attack roll: 1d20 + 5 ⇒ (12) + 5 = 17 damage: 1d3 ⇒ 3


- INACTIVE (GM abandoned game) -

DM:
If that was more than a 5 foot step he would have provoked for leaving Chantif's threatened area. I can't tell from your description if it was or not, although I think it was.

There's just one kobold between Drexel and Chantif in initiative, right?


Chantif:
Nope, he made a 5 ft. step SW. That puts him on the south edge of the road, 15 ft. directly south of you. 5 ft. NW of him is the severely injured kobold who did nothing this round. 5 ft. NW of him is the uninjured spearman. Drexel is 200 ft. or so due W of the injured kobold, assuming he's running down the middle of the road, though he hasn't actually said. You're 5 ft. north of the road on the shoulder.


- INACTIVE (GM abandoned game) -

DM:
Thumbs up.


-INACTIVE-

Rhona will keep on running alongside Det until she gets close enough to see what's going on.


Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

DM & Chantif:
I run, towards Chantif shouting. "Don't attack if they stop attacking you!" and then some gibberish.

DM:
In Draconic "Hold! Hold! Why are you attacking my scout!?"

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