Tere di Montefeltro |
When the bane weapons are offered, Tere will take an undead bane arrow.
"I can try to scout, if we don't want to all go up at once."
Urias Leogil |
Survival 1d20 + 8 ⇒ (1) + 8 = 9
Urias unfortunately is overcome by a fit of coughing as the fort opens fire on him and companions.
Lasair McMaraugh |
Just before the guards open fire, the group is surprised by the arrival of a halfling, hurrying to join them while swearing quietly. His red mane of a hair hovering behind him as he runs, Lasair seems completely ignorant of the dangerous situation he is in.
"I've missed it all again, didn't I? Blazes!", he says just before a volley of arrows comes flying his way.
Survival: 1d20 + 4 ⇒ (18) + 4 = 22
Alaric Ysande |
survival: 1d20 + 11 ⇒ (8) + 11 = 19
Alaric looks for natural cover as they approach
Tere di Montefeltro |
Tere prefers to be quick rather than dead.
Something; add +8 if Reflex save, +11 if Acrobatics check: 1d20 ⇒ 8
The elf leaps toward safety.
R. Sweet |
Run for Cover
As arrows rain upon you and the Muckruckers, you must lead
your allies away from the killing field.
Predict Attacks: Sense Motive DC20
Zigzag: Acrobatics check DC 20
Safe Route
You must pick a route that doesn’t leave you exposed to focused fire.
As a Shadow: Stealth check DC 20
Optimal Route: Perception check DC 23
COORDINATED MOVEMENT
Running from cover to cover, you must coordinate the Muckruckers so they don’t just rush to their death.
On My Mark: Diplomacy check DC 23
Go Go Go!: Intimidate check DC 20
OBSTACLES
Broken wagons and other barriers block your way to the fort.
Break Through: combat maneuver check DC 20
Dismantle: Disable Device check DC 17
OVER THE WALL
The gates are closed, so climbing the wall is the only option!
Cracks in the Wall: Climb check DC 20
Use Rope: ranged attack roll DC 20
Urias Leogil |
Acrobatics 1d20 + 3 ⇒ (7) + 3 = 10
Urias tries to make a break for it but sneezes so hard, his eyes closed and he misses his own targeted cover, running ahead of it instead.
Perception 1d20 + 7 ⇒ (13) + 7 = 20
So quick is he on his feet that all that sneeze does is propel him even faster, straight through the storm of arrows.
Not the best of ideas...
Intimidate 1d20 + 6 ⇒ (19) + 6 = 25
Irritated by that one sneeze, he roars to the others.
"Don't just run into the arrows! You nitwits! You don't have my vigor!! Get into cover and move your own behinds lest I moved it for you!!!"
With his nose bleeding, he looks demented roaring as he runs.
CMB 1d20 + 7 ⇒ (1) + 7 = 8
Turning around after giving the directions, Urias trips.
Yep. He tripped having failed to noticed the broken wagons......
Acrobatics 1d20 - 1 ⇒ (4) - 1 = 3
With a mighty effort after clearing the wagons, Urias with his superior speed outpaces almost all as he takes a mighty leap clearing a good twenty feet in length!
His plastered figure outlining the wall is sight that likely no one will ever forget....
Thran |
This seems like a chase to me..does that mean that we need to pass each challenge individually to progress to the next step? Or does this work in a different way? Maybe group checks? Or only person has to beat a challenge? I'll just pick one from each obstacle and find out what happens
Sense motive: 1d20 + 9 ⇒ (2) + 9 = 11
"..I feel like we should go...that way!"
After getting hit by an arrow Tharn mutters
"..maybe the other way?"
"..let's try to hide behind that thing over there"
stealth: 1d20 + 1 ⇒ (20) + 1 = 21
"When I say so...run! RUNNNN!!!!"
Intimidate: 1d20 + 11 ⇒ (14) + 11 = 25
"There's some broken wagons and other barriers block our way to the fort, but I think I can fix that"
Thran picks up a wagon wheel and turns it a few times
CMB: 1d20 + 6 ⇒ (19) + 6 = 25
"Almost there, we just need to make it over the wall"
Climb: 1d20 + 4 ⇒ (18) + 4 = 22
Urias Leogil |
I took all the bad rolls. You guys can make those checks.
Alaric Ysande |
Run for Cover
Predict Attacks: Sense Motive DC20: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Safe Route
Optimal Route: Perception check DC 23: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
COORDINATED MOVEMENT
On My Mark: Diplomacy check DC 23: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
OBSTACLES
Break Through: combat maneuver check DC 20: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
OVER THE WALL
Cracks in the Wall: Climb check DC 20: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Well, hopefully these are select the highest and the rest are aid another!
Zartina LaBeouf |
Run for Cover
Predict Attacks: Sense Motive DC20
Zigzag: Acrobatics check DC 20
Acrobatics: 1d20 + 1 ⇒ (3) + 1 = 4
Safe Route
You must pick a route that doesn’t leave you exposed to focused fire.
As a Shadow: Stealth check DC 20
Optimal Route: Perception check DC 23
Stealth: 1d20 + 1 ⇒ (8) + 1 = 9
COORDINATED MOVEMENT
Running from cover to cover, you must coordinate the Muckruckers so they don’t just rush to their death.
On My Mark: Diplomacy check DC 23
Go Go Go!: Intimidate check DC 20
Intimidate 20: 1d20 + 13 ⇒ (19) + 13 = 32
OBSTACLES
Broken wagons and other barriers block your way to the fort.
Break Through: combat maneuver check DC 20
Dismantle: Disable Device check DC 17
CMB: 1d20 + 3 ⇒ (14) + 3 = 17
Does anyone have a Climber's Kit we could all use to get +2 on the Climb check?
OVER THE WALL
The gates are closed, so climbing the wall is the only option!
Cracks in the Wall: Climb check DC 20
Use Rope: ranged attack roll DC 20
Climb: 1d20 + 2 ⇒ (6) + 2 = 8
Alaric Ysande |
Hmm. Alaric seems to have an idea...
Hardly ever.
Tere di Montefeltro |
The elf drops to a crouch, then chivvies as many of the Muckrakers as can follow him through the kill zone.
DC 20 Acrobatics check: 1d20 + 11 ⇒ (10) + 11 = 21
His sure movements show a way for the refugees. Pausing to catch his breath, he glances up at the path ahead and smiles.
Stealth check: 1d20 + 12 ⇒ (19) + 12 = 31
One with the night. Without a sound, Tere guides more of the Muckrakers from cover to cover, passing without so much as a hint to the attackers. Then the sounds of the distant bard fill the air. The elf clears his throat. "All right, you, ah, flearidden lowlives. Get your little rears in gear...."
Intimidate check, incl. Aid token: 1d20 - 1 + 1 ⇒ (14) - 1 + 1 = 14
But his stammering speech fails to impress. Face burning with shame, he trots along towards the obstacles barring the rescuers' way and draws his toolkit.
DC 17 Disable Device, incl. Aid token: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Picks flying, he easily takes apart enough of the wreckage to pass some of the Muckrakers. Finally, he reaches the wall.
Climb check: 1d20 + 7 ⇒ (6) + 7 = 13
But he can't get a toehold into the well-fitted stone blocks.
R. Sweet |
You reach Ft. Tempest with no appreciable damage. There are some skinned knees, scraped elbows, a paper cut, and not much else. As you enter the courtyard, the Muckrakers split off. You get to deal with the undead while the Muckey-mucks protect your flank and deal with other things. Page 8 please.
We are going into Init.
Alaric Init: 1d20 + 1 ⇒ (18) + 1 = 19
Lasair Init: 1d20 + 6 ⇒ (8) + 6 = 14
Meliski Init: 1d20 ⇒ 10are you at the right table?
Tere Init: 1d20 + 4 ⇒ (1) + 4 = 5
Thran Init: 1d20 + 2 ⇒ (19) + 2 = 21
Urias Init: 1d20 + 1 ⇒ (8) + 1 = 9
Zartina Init: 1d20 + 1 ⇒ (17) + 1 = 18
Undead Set 1 Init: 1d20 + 5 ⇒ (2) + 5 = 7
Undead Set 2 Init: 1d20 + 6 ⇒ (19) + 6 = 25
R. Sweet |
Please put yourselves on the map.
Init is as follows:
Undead set 2 Blue/green/gold?brown?
Thran
Alaric
Zartina
Lasair
Meliski ??
Urias
Undead set 1 Red/yellow/pink/orange
Tere
What worked last time is block init.
Undead set 2 has acted.
So we now have:
Thran
Alaric
Zartina
Lasair
Meliski ??
Urias
Urias Leogil |
Urias is on the map.
Thran |
Thran starts up a chants to inspiring everyone around him
"Smash, smash the undead!"
Bardic knowledge (Religion?) - what are we dealing with here?: 1d20 + 1 ⇒ (18) + 1 = 19
Bardic knowledge (Religion?) - what are we dealing with here? There seems to be two different types: 1d20 + 1 ⇒ (12) + 1 = 13
Standard to start inspire courage, move to move towards the stairs while drawing a weapon - which weapon depends on what I learn about what we're fighting
Zartina LaBeouf |
Also using Knowledge Religion
Walking things: 1d20 + 5 ⇒ (3) + 5 = 8
Green/Yellow/Blue things: 1d20 + 5 ⇒ (4) + 5 = 9
Potential Questions:
Are they intelligent?
DR?
How powerful are they (i.e., rough idea of HD)?
EDIT: I'm getting nothing with those rolls, I'll wait for Thran's answers.
Alaric Ysande |
"Yes, Shredder. Attack!" says Alaric, as the little dinosaur can barely contain himself.
Alaric then casts barkskin on himself, as he moves forward.
AC Shredder |
Shredder leaps at the chance to fight again! Literally, as he runs past Urias and leaps towards what look to be zombies...
acrobatics to jump: 1d20 + 20 ⇒ (18) + 20 = 38
This should be more than enough to cross the distance to where the zombies are, and will handle the drop, but I leave that the GM.
Assuming he lands safely...
The dinosaur leaps at his undead enemies, and slashes at orange with his talon.
talon, IC vs orange: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29 slashing! w/ IC: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Alaric Ysande |
Alaric sees what his companion does, and shakes his head. 'Should have known better... and I should have given him the barkskin!'
Thran |
If I get to pick what I know; DR/immunities..and special sort of attacks they might have in that order. Or if you think they have something that's real cool that they have I'd like to know that..For example if they are normal zombies and I'd need slashing weapons...but if they are some new type of exploding zombies I'd rather know that they explode then that I need to use a slashing weapon to over come their DR ;)
AC Shredder |
Shredder. What's the abbreviation IC? For that matter, Orange isn't looking too healthy.
Inspire Courage (from Thran). I tend to list out all of the modifiers, rather than just the end total, for transparency.
R. Sweet |
R. Sweet wrote:Shredder. What's the abbreviation IC? For that matter, Orange isn't looking too healthy.Inspire Courage (from Thran). I tend to list out all of the modifiers, rather than just the end total, for transparency.
Ah. Ok. I added inspire courage to the aid token and passed it along. Have no fear. If I don't know/understand something, I'll ask.
Lasair McMaraugh |
Huh, that's strange. That deinonychus looks strangely familiar. Wait...
"Oh, hey! Yeah, you get 'em, Shredder! Just like last time!", the halfling cheers as arcane energy starts swirling in his right hand. He takes a step forward, points his finger at the enemies, and a couple of faintly orange missiles emerge and shoot themselves at the blue spirit.
"Don't worry, I'm just warming up!"
Magic Missile: 2d4 + 2 ⇒ (2, 1) + 2 = 5
R. Sweet |
Whoever hasn't gone yet is delaying, You get to come in when you come back
Orange Claw #1 vs Shredder: 1d20 + 2 ⇒ (5) + 2 = 7
Orange Dmg: 1d4 + 1 ⇒ (4) + 1 = 5
Orange Claw #2 vs Shredder: 1d20 + 2 ⇒ (19) + 2 = 21
Orange Dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Pink Claw vs Shredder: 1d20 + 2 ⇒ (2) + 2 = 4
Pink Dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Red Dart vs Shredder: 1d20 + 2 ⇒ (6) + 2 = 8
Red Dmg: 1d4 + 1 ⇒ (2) + 1 = 3+poison
Yellow vs Shredder: 1d20 + 2 ⇒ (18) + 2 = 20
Yellow Dmg: 1d4 + 1 ⇒ (3) + 1 = 4+poison