| .Sunny. |
Sunny wanders about the side streets looking for the wagons her friend said might be about...When the fog suddenly settles over the area...
The sound of Sunny's laugh echoes strangely through the fog. (^_^)
| Duncan Redhammer |
Well, at least SOMEBODY is on time.
Initiative1d20 + 4 ⇒ (19) + 4 = 23
Spellcraft1d20 + 9 ⇒ (15) + 9 = 24
| Andrea1 |
Can't even escort a little old lady across the street without getting jumped.
Andrea will cast Blessing of the Watch when she is able.
Active spells:
Magic circle against evil, on John. 10' Radius, +2 AC +2 Saves vs. Evil 50 minutes
(Upcoming)Blessing of the watch. +1 hit, +1 saves vs. fear. 50' burst.5 hours
| Lucrezia Villanova |
"It might be best to just make a break for it. We know who you spread the rumor to, so the fact that we are being ambushed gives us an idea of who may have arranged it, right?"
| baldwin the merciful |
For those trying not identify the spell, it is an arcane fog cloud cloud that is centered on John's massive shield that is on his back. it spreads out in a 20 ft radius. Sunny when you get up on higher ground you don't see your comrades under the fog but you do see a second cloud at the end for the dock where you came from. All vision, including darkvision is obscured beyond 5 ft. Sunny you see three people in the two crows nest in the ship that is moving out of harbor.
It is eerily quiet except for water lapping on the docs and the few dockworkers by those crates. They are muttering profanity under there breath.
| .Sunny. |
Can Sunny tell where her friends are? Can she hear their speech/conversations?
Perception:1d20 + 10 ⇒ (15) + 10 = 25
The ship that is moving? Is it the one WITH the cargo? Where most has 'silence' eerily about it (Since the spell is kind of localized)
Acrobatics check:1d20 + 7 ⇒ (18) + 7 = 25
With that sort of roll Sunny is bouncing around the roof tops like a flea. Trying to get above the second area of fog and catch a glimpse of what might be going on underneath. Or maybe catching a glimpse of people as they move from one cloud to another.
Att Roll:1d20 + 5 ⇒ (3) + 5 = 8
To throw a 'Thunderstone' into the trailing end of the second fog cloud. More to possibly alert the party to a direction of attack, than make any possible enemy under there watch out behind them, sort of thing.
Bluff:1d20 + 10 ⇒ (7) + 10 = 17
To maybe shake up any bad guys with her actions (^_~)
*BANG*
| Duncan Redhammer |
Expecting an Attack to come, Duncan Casts Divine Favor! And Draws his Bastard
Sword Stay Alert!
| Lucrezia Villanova |
perception 1d20 + 12 ⇒ (18) + 12 = 30
Lucrezia tries to listen for the sound of anyone attempting to charge and them to engage in melee. She knocks an arrow and holds her bow at the ready.
| Lucrezia Villanova |
Well, anyone laughing like that ain't a friend to me.
Lucrezia lets a couple of arrows fly towards that direction, hoping to get lucky or at least worry the mage or whoever the hell it was that made the damn fog.
I think I went with high being good last time, so we'll just keep it that way.
arrow 1 1d20 + 8 ⇒ (1) + 8 = 9
damage 1 1d8 + 4 ⇒ (5) + 4 = 9 +2 if human
miss chance 1 1d100 ⇒ 3
arrow 2 1d20 + 8 ⇒ (18) + 8 = 26
damage 2 1d8 + 4 ⇒ (2) + 4 = 6 +2 if human
miss chance 2 1d100 ⇒ 51
Add +1 to all rolls from Point Blank if they're within 30ft
| baldwin the merciful |
Everyone hears a loud splashing sound in the water towards the main dock area. K32/33 area.
Andrea the fog cloud is still present.
The cackling laughter continues from the floating docks. W to AE Hexs for what you can tell.
| .Sunny. |
Acrobatics:'Take Ten' = 18.
That should allow Sunny to make long jumps of almost 20' and High jumps of almost 10'. So, she keeps om the move and listening for the enemy on the street below.
| baldwin the merciful |
| Faelyn Sindrel |
If we are still out of initiative, Faelyn will cast vanish and then fly. He will fly straight up out of the fog and look around.
AC:19
HP:37
Active Spells:
Vanish:0/5 rounds
Fly:1/5 minutes
Perception: 1d20 + 13 ⇒ (4) + 13 = 17
| baldwin the merciful |
No initiative yet.
make a spellcraft and Will save both to determine what you may know about the cackling voice.
| baldwin the merciful |
| baldwin the merciful |
Spellcraft: 1d20+14
Will: 1d20+5
| Lucrezia Villanova |
will save 1d20 + 3 ⇒ (14) + 3 = 17 +2 racial against enchantment spells and effects.
"Well, I guess we know we're being attacked by someone who hates the Grulios family. Let's make for the ally that was behind us (e33 area-ish), that should at least keep us from being surrounded."
| Andrea1 |
Spells up.
Magic Circle against Evil. Centered on John. +2 AC +2 Saves vs. Evil 50 Minutes
Blessing of the Wactch. Centered on Andrea when cast, 50' Burst. +1 Attack +1 Saves vs. Fear. 5 hours.
Will save: 1d20 + 8 ⇒ (1) + 8 = 9
Well so much for that. Get ready to toss Andrea over your shoulder.
| Faelyn Sindrel |
AC:19
HP:37
Active Spells:
Vanish:1/5 rounds
Fly:1/5 minutes
Blessing of the Watch: +1 Attack +1 Saves vs. Fear. 5 hours.
starts summoning a Giant Drone Ant in W36.
Giant Ant Drone CR 3
XP 800
N Medium vermin
Init +2; Senses darkvision 60 ft., scent, Tremorsense; Perception +7
DEFENSE
AC 19, touch 12, flat-footed 17; (+7 natural, +2 dexterity)
hp 29 (2d8+19)
Fort +10, Ref +2, Will +3
Immune mind-affecting effects
OFFENSE
Speed 50 ft., climb 20 ft., fly 30 ft. (average)
Melee bite +7 (1d6+6 plus grab), sting +7 (1d4+6 plus poison)
STATISTICS
Str 22, Dex 14, Con 25, Int —, Wis 17, Cha 15
Base Atk +1; CMB +7 (+11 grapple); CMD 19 (27 vs. trip)
Feats ToughnessB
Skills Climb +12, Perception +7, Survival +5; Racial Modifiers +4 Perception, +4 Survival
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
| baldwin the merciful |
Perception: 1d20+13
Squads-troups: 5 foot/grunts, 1 sergeant and 1 lieutenant.
The whirl in the air is the familiar sound of a volley of arrows inbound.
Surprise round:
archer 1: 1d20 + 7 ⇒ (4) + 7 = 11damage: 1d8 + 1 ⇒ (2) + 1 = 3
Concealment 50 lower miss: 1d100 ⇒ 24
arrow at: 1d6 ⇒ 1
archer 2: 1d20 + 7 ⇒ (16) + 7 = 23damage: 1d8 + 1 ⇒ (4) + 1 = 5
Concealment 50 lower miss: 1d100 ⇒ 18
arrow at: 1d6 ⇒ 1
archer 3: 1d20 + 7 ⇒ (3) + 7 = 10damage: 1d8 + 1 ⇒ (7) + 1 = 8
Concealment 50 lower miss: 1d100 ⇒ 22
arrow at: 1d6 ⇒ 4
archer 4: 1d20 + 7 ⇒ (14) + 7 = 21damage: 1d8 + 1 ⇒ (2) + 1 = 3
Concealment 50 lower miss: 1d100 ⇒ 73
arrow at: 1d6 ⇒ 5
archer 5: 1d20 + 7 ⇒ (18) + 7 = 25damage: 1d8 + 1 ⇒ (4) + 1 = 5
Concealment 50 lower miss: 1d100 ⇒ 8
arrow at: 1d6 ⇒ 1
archer 6: 1d20 + 7 ⇒ (12) + 7 = 19damage: 1d8 + 1 ⇒ (5) + 1 = 6
Concealment 50 lower miss: 1d100 ⇒ 31
arrow at: 1d6 ⇒ 2
archer 7: 1d20 + 7 ⇒ (18) + 7 = 25damage: 1d8 + 1 ⇒ (7) + 1 = 8
Concealment 50 lower miss: 1d100 ⇒ 95
arrow at: 1d6 ⇒ 6
Duncan =1; John 2; Andrea 3, Orsin 4, Lucrezia 5, Sunny 6 Faerlyn is invisible but will be number 7
| baldwin the merciful |
will save 1d20+3 +2 racial against enchantment spells and effects.
"Well, I guess we know we're being attacked by someone who hates the Grulios family. Let's make for the ally that was behind us (e33 area-ish), that should at least keep us from being surrounded."
| Faelyn Sindrel |
I wasn't planning on casting it until we stared fighting, but that is OK.
AC:19
HP:37
Active Spells:
Vanish:1/5 rounds
Fly:1/5 minutes
Blessing of the Watch: +1 Attack +1 Saves vs. Fear. 5 hours.
| Faelyn Sindrel |
Faelyn I gave concealment to the PC's on the ground, including Sunny. You do not have concealment you had to get above the Fog to see. Although you are invisible for the moment at least that is why I excluded you from the archer attack.
Sorry. I missed the low misses and I thought 7 hit me. I was confused.
Used: L3-haste, fly L2-Summon Monster II (Augmented), L1-Vanish
| Lucrezia Villanova |
"Gods damn it! I just got hit by a f*&@ing arrow. Someone really needs to pay for that."
Lucrezia will let another couple arrows fly in the direction that the one hit her came from and hopes like hell to hit whoever the f*!& shot her. At the very least maybe she can make them hesitate to rush them.
attack 1 1d20 + 8 ⇒ (4) + 8 = 12
damage 1 1d8 + 5 + 2 ⇒ (8) + 5 + 2 = 15
mischance high good 1 1d100 ⇒ 90
attack 2 1d20 + 8 ⇒ (20) + 8 = 28
damage 2 1d8 + 5 + 2 ⇒ (1) + 5 + 2 = 8
mischance high good 2 1d100 ⇒ 99
confirm 1d20 + 8 ⇒ (9) + 8 = 17
extra damage 2d8 + 14 ⇒ (4, 7) + 14 = 25
Edit = Piss of Lucrezia and she will kill someone. :)
| baldwin the merciful |
Andrea: 1d20 + 0 ⇒ (5) + 0 = 5
Orsin: 1d20 + 0 ⇒ (9) + 0 = 9
Lucrezia: 1d20 + 3 ⇒ (17) + 3 = 20
Ducnan: 1d20 + 4 ⇒ (4) + 4 = 8
Sunny: 1d20 + 2 ⇒ (19) + 2 = 21
John: 1d20 + 5 ⇒ (15) + 5 = 20
Fealyn: 1d20 + 9 ⇒ (11) + 9 = 20
Ermolos: 1d20 + 1 ⇒ (18) + 1 = 19
fiosa: 1d20 + 2 ⇒ (12) + 2 = 14
ground troups: 1d20 + 6 ⇒ (7) + 6 = 13
Archers: 1d20 + 4 ⇒ (9) + 4 = 13
Leader: 1d20 + 6 ⇒ (1) + 6 = 7
Initiative Order:
Sunny
Fealyn
John
Lucrezia
Ermolos
Foisa
Ground Troups
Archers
Orsin
Duncan
Leader
Andrea
RD1: Begins
As a reminder to the new folks, I try have quick combats and they can get a bit complicated with waves of attacks. It is perfectly permitted and encouraged to take your action rather than wait if you are online. When it gets to a players turn, I skip them in hopes that they will show up soon, if they don't they go at the end of the round or they take a double melee action the following round (if I don't DMPC. I normally, don't DMPC unless its critical or necessary to move it along). If the enemy is dead when its your turn and you've already pre-attacked earlier in the round, I make it fit as best as possible by going after another enemy.
RD1 MAP:
DOCK RD1
Remember only Faelyn sees the troups, possibly Sunny when she rolls her perception. The rest are in a fog cloud. I haloed the three separate squads in different colors for ease.
Faelyn your vanishing spell should be ended by now. What are you doing witht eh giant ant?
| Faelyn Sindrel |
AC:19
HP:37
Fly:1/5 min
Blessing of the watch: 5 hours
Spells Cast: L3 Fly, Sleet Storm, Haste L2 Summon Monster II L1: Vanish
Faelyn's ant appears on the floating dock with the voice and uses tremorsense to locate an enemy in the fog. If there is one, it moves and attacks.
Ant:
Ant Melee Bite: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d6 + 6 ⇒ (1) + 6 = 7 plus grab if hit--->CMB 1d20 + 7 ⇒ (12) + 7 = 19
Faelyn casts Sleet storm centered on the archers. After becoming visible, he flies into the fog on the floating dock behind his summoned creature.