DM CD's Unrest in Atlus

Game Master Vethcyr


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Male Human Witch 9

"Do we have any ropes or chains to restrain their arms?"


The guards brought plenty of manacles, and go about the process of restraining the captives.


Male Human Witch 9

"Let's head out and get these guys in custody. Then we can track down that last fellow."


HP 81/87 (95 max w rage) Rage 18/18

Cast identify. Spellcraft on the armor. 1d20 + 17 ⇒ (19) + 17 = 36

Spellcraft on the red-eyed dudes. 1d20 + 7 ⇒ (7) + 7 = 14 +10 if identify somehow applies.

I don't want any of this loot.

Twohey has tracked him to a house. We can go there once these prisoners are detained.


Hascya:
The armor is +1 Styptic blueshine agile half-plate of nimbleness.

The Styptic effect (from MIC) automatically closes any bleeding wounds. The wearer automatically stabilizes if dying and never suffers ongoing blood loss for any reason. Additionally, the wearer has a 25% chance to be unaffected by any blood-draining attack that inflicts constitution damage, such as from a vampire or stirge's bite. This is a +1 effect.

The nimbleness effect (from MIC) increases an armor's maximum dexterity bonus by 1 and reduces its armor check penalty by 2. This is a +1 effect.

The blueshine effect (also from MIC) makes the armor immune to corrosion by rust or acid. It also imparts a +2 competence bonus on stealth checks. This effect increases the armor's value by 1500 gold.

In total, this armor provides an armor bonus of +9, has a maximum dex bonus of +1, an armor check penalty of -4 (-1 on climb and swim checks), quenches bleeding, is immune to acid and rust, and provides the wearer a +2 bonus to stealth. It is the equivalent of a +3 item, and is worth 11,500 gold.


Hascya:
You have no idea about the red-eyed folks (DC 30).


M Human Paladin 2, Ranger 6

That will work well


Male Human Witch 9

"Sounds good. Let's get these prisoners locked up" With that they head off to turn the prisoners in.


HP 81/87 (95 max w rage) Rage 18/18

Twohey will stay at the house, watching to see if anyone else enters or leaves. Hascya will try to rush folks along to the dungeons, so that we can head to the house ASAP, before the situation changes.

He'll also tell Martin about the +1 Styptic blueshine agile half-plate of nimbleness. (Martin can look at the first of DMCD's spoilers above.)


M Human Paladin 2, Ranger 6

Yay, I had a feeling that armor was pretty good.


M Human Paladin 2, Ranger 6

So I think we're all good for moving the captives to the dungeon?


Male Human Witch 9

Agreed. And if there are no objections Alaric takes the armor and we can divvy up the rest of the gold and unclaimed loot later so we can keep the story moving.


Apologies for the delay. I'm sick and this encounter was tricky to design. Also, quick question: is Martin using the new armor, or is he sticking with the old breastplate?

You set off into the cold, darkening evening with the guards herding the captives along. You follow the winding streets of Silverkeep towards the keep itself. The markets have quietened down, and comparatively fewer people are in the streets. Those who are give your group a wide berth, although the steadily increasing crowd behind you suggests a lot of curiosity about this apparent mass arrest.

You pass by an old temple of Erastil and turn down a street towards the keep. As you pass some shops, a tavern, and some apartments, you see a trio of silver guards shouting over a pair of overturned wagons. The wagons block the street, and the livestock pulling them have run off.

Seeing you approach, the guards call out, "Sorry for the obstruction. Folks crashed their carts and took off with their horses. Should have it cleared in a few minutes."

Perception DC 21:
Disguise: 1d20 + 10 ⇒ (11) + 10 = 21

These guards aren't actually silver guards. They have badges, but their tone and body language bely their appearance of military training. Also, they have red eyes, although in the darkness this could easily be overlooked (Darkvision is explicitly black and white).


Sense Motive DC 23:
Bluff: 1d20 + 10 ⇒ (13) + 10 = 23

It's a lie. This is a trap set for you.


Perception DC 29:
? Stealth: 1d20 + 21 ⇒ (8) + 21 = 29

As you escort your prisoners into the street and past the temple of Erastil, you spy a momentary flicker of movement atop its roof. Some person is up there, hiding among the statuary.

Map of Party & Blockage
The rest of the street


M Human Paladin 2, Ranger 6

Martin Will probably use the new armor once he get's it repainted to be fitting a mithralgurdsmen, but for now will stick with his old armor.

Percp:1d20 + 3 ⇒ (15) + 3 = 18


Male Human Witch 9

Perception:1d20 + 6 ⇒ (8) + 6 = 14
Sense Motive: 1d20 + 4 ⇒ (11) + 4 = 15
Alaric put on the armor before we got moving since there were no objections.

"Well that seems convenient. I suggest that everyone takes out their weapons in case we are about to come under attack."

With that Alaric uses the Evil Eye hex on the man they are guarding (Whose name escapes me at the moment)


M Human Paladin 2, Ranger 6

Oh, I missed that. Martin would definitely object to you wearing the armor. As a part of this, Martin is currently 10k gold under Haskya in wealth by level, and about 9k under what he should be at. Given that you just made your character, you should be at the right wealth. If you want to wear the armor for now, that's fine, but I think it would make sense if it went to Martin after this arc.

Additionally, you will probably suffer from the 40% arcane spell failure as a witch.


M Human Paladin 2, Ranger 6

Martin, seeing the carts glances at Hascya, "Any chance you could make one of us big, so that we can clear out this mess?"

Turning, Martin surveys the scene for any oncoming attacking, readying his shield, but not yet his sword.


Um, I think Alaric claimed the +1 Twilight leather armor. It has 0% arcane spell failure chance and provides a +3 armor bonus to AC.


Male Human Witch 9

Yep, the Twilight armor.


HP 81/87 (95 max w rage) Rage 18/18

Perception 1d20 + 7 ⇒ (10) + 7 = 17
Sense Motive 1d20 + 4 ⇒ (6) + 4 = 10
Perception 1d20 + 7 ⇒ (10) + 7 = 17

Yes, let me try to help. Hascya casts enlarge person again (using Alacritous Cogitation) on himself, and moves to clear the rubble.

Strength check 1d20 + 3 ⇒ (11) + 3 = 14


HP 81/87 (95 max w rage) Rage 18/18

I suppose if that's not sufficient, I can take 20.


M Human Paladin 2, Ranger 6
Alaric Zimmel wrote:
Yep, the Twilight armor.

Ah, this makes sense


I refuse to wear anything from Twilight.


Alaric, which effect did your evil eye inflict on Miles? You have to choose one penalty to apply. He made his save, so it only applies for this turn, but that could still be relevant.

As Hascya approaches the barrier formed by the carts, a whistle goes up from the rooftop of the Plastered Pony tavern. Three men dressed as silver guard archers surge over the apex of the roof and move to the lower edge, longbows drawn. The three men on the wagons draw shortswords and move aggressively at Hascya, and four more men dressed like silver guards emerge from a side alleyway, longswords and shields drawn.

Finally, a furious-looking giant of a man (as large as Hascya) rushes out of a dark alleyway and attacks the mithral guards at the rear of your group. His massive greatsword cleaves straight through one of the guards, dropping him. The man angles his strike so that it could strike another target (cleave feat), but luckily for the dwarven guard, this giant of a man is more used to striking at human-sized targets and his blade passes clean over the dwarf. This giant wears the badge of a mithral guard.

Reacting quickly, the other two mithral guards draw their own greatswords and rush the giant. One of them is unlucky and is bisected by a brutal swing of the man's blade. The other strikes a powerful blow against the giant. Meanwhile, the dwarf charges at the four men with swords and shields, drawing his greatsword as he goes. He cuts down one of the four easily.

One of the silver guards runs to aid the dwarf, drawing his sword as he goes, but cannot reach the dwarf yet. The guard is struck by two arrows from the archers on the roof, wounding him severely. Two guards rush north, towards the wagons, drawing weapons as they go, while two others rush south to aid the remaining mithral guard against the giant.

The third archer strikes Hascya in the arm (7 damage), as the three men on the wagons move to encircle Hascya (no AoO, as you don't have a drawn weapon and do not threaten). All three jab at him with their shortswords, and one of them manages to score a deep thrust against the ashlander (13 damage).

The three other silver guards draw longbows and fire at the three men on the roof of the tavern. Two of the three score light hits against two of the elevated archers, who struggle momentarily to keep their balance on the steep roof.

Your prisoners remain where the guards left them, too startled to attempt escape. The crowd backs up a bit as the giant charges out and attacks the mithral guards, but they're still watching the spectacle.

Initiative Order:
DM: 16
Alaric: 15
Martin: 12+
Hascya: 12-

Big Map
Map of North Fight
Map of South Fight

Initiative Rolls:
DM: 1d20 + 4 ⇒ (12) + 4 = 16
Alaric: 1d20 + 2 ⇒ (13) + 2 = 15
Hascya: 1d20 + 2 ⇒ (10) + 2 = 12
Martin: 1d20 + 3 ⇒ (9) + 3 = 12

DM Rolls:
Miles will save: 1d20 + 7 ⇒ (15) + 7 = 22
Big guy vs Mithral guard: 1d20 + 17 ⇒ (7) + 17 = 24
Damage: 2d8 + 1d8 + 4d6 + 15 ⇒ (6, 5) + (7) + (2, 4, 3, 2) + 15 = 44
Big guy cleave to dwarf: 1d20 + 13 ⇒ (2) + 13 = 15 Miss
Big guy AoO vs other guard: 1d20 + 17 ⇒ (19) + 17 = 36
Crit confirm: 1d20 + 17 ⇒ (14) + 17 = 31
Crit deck: 1d52 ⇒ 21 Stand Aside (double damage, push target 1 square)
Damage: 4d8 + 1d8 + 4d6 + 30 ⇒ (5, 3, 8, 2) + (7) + (3, 1, 2, 5) + 30 = 66
Mithral guard vs big guy: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 2d6 + 13 ⇒ (4, 4) + 13 = 21
Mithral guard attack 2 vs big guy: 1d20 + 9 ⇒ (7) + 9 = 16 Miss
Dwarf guard vs hostile soldier: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 2d6 + 13 ⇒ (6, 5) + 13 = 24
Rooftop archer 1 vs Hascya: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Rooftop archer 2 vs silver guard: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Rooftop archer 3 vs silver guard: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
False guard vs Hascya: 1d20 + 6 ⇒ (10) + 6 = 16
False guard vs Hascya (flanking): 1d20 + 8 ⇒ (5) + 8 = 13
False guard vs Hascya (flanking): 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 1 + 2d6 ⇒ (5) + 1 + (4, 3) = 13
Silver guard vs archer: 1d20 + 3 ⇒ (7) + 3 = 10
Silver guard vs archer: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Archer balance check (DC 15 acrobatics): 1d20 + 5 ⇒ (17) + 5 = 22
Silver guard vs archer: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Archer balance check (DC 15 acrobatics): 1d20 + 5 ⇒ (10) + 5 = 15


M Human Paladin 2, Ranger 6

Martin will leave Hascya to deal with the front end. Before dashing off, Martin turns to Ankou, "You watch Miles here, and if he tries to run, eat him."

With that Martin will dash off towards the giant man, getting as far as he can, drawing his sword. By my count, I get to the row with the last line of guards with citizens (behind the dwarf)


Male Human Witch 9

Skill checks
Alaric double moves as far as he can south.


HP 81/87 (95 max w rage) Rage 18/18

Hascya draws sword and takes a five-foot step back.

Guardsmen, we are here to serve your king; these men are our prisoners. You attack your own!

He suspects, however, that this is not a case of mistaken identity, and readies an action to counterattack the first to move against him.

Readied Action:

Attack 1d20 + 7 ⇒ (17) + 7 = 24
Damage 2d8 + 4 ⇒ (3, 1) + 4 = 8


Alaric and Martin move south towards the giant, while Hascya prepares for combat and tries to talk down his attackers.

The giant moves nimbly to the northwest, avoiding the blades of the defending guards. He circles around and strikes from an oblique angle, taking down both the mithral guard and one of the silver guards in one powerful, cleaving strike. The other nearby silver guard charges at the giant, screaming "This is for silverkeep, you bas-" He never finishes his sentence, as the giant's blade neatly lops off his head and cleaves his sword in two.

The dwarf guard whirls and steps to strike the giant, shouting "You! I know you, you traitor!" He scores a heavy blow against the giant, and shouts "He's a mithral guard - a real one. Split up, flank him, and don't give him any openings!" Everyone within 30 feet of the dwarf gets +2 to attack and damage rolls against the giant.

The injured silver guard charges the three remaining men with swords and shields, but drops his weapon in the process. Smiling at the now disarmed target, the three soldiers close in for the kill. Unarmed and wounded though he is, the silver guard manages to deflect or avoid all of their strikes.

The three men attacking Hascya continue to do so. Hascya's strike connects with the first one to attack him, but fails to stop the man from stabbing him with his short sword (8 damage). The other two men fail to connect their strikes with Hascya. The two silver guards dash in. One of them scores a blow against his target, while the other fails to harm to one Hascya hit.

One of the three archers on the roof shoots at one of the silver guards assisting Hascya, scoring a direct hit. The other two loose shots at Alaric, but miss. The three silver guard archers loose shots at the men on the rooftop. One shot connects, causing the victim to lose his balance and fall. He is alive but wounded and prone.

Big Map
North Map
South Map

DM Rolls:
Big guy acrobatics: 1d20 + 16 ⇒ (18) + 16 = 34
Big guy vs mithral guard: 1d20 + 17 ⇒ (10) + 17 = 27
Damage: 2d8 + 1d8 + 4d6 + 15 ⇒ (6, 7) + (1) + (4, 6, 3, 5) + 15 = 47
Cleave to silver guard: 1d20 + 17 ⇒ (7) + 17 = 24
Damage: 2d8 + 1d8 + 4d6 + 15 ⇒ (5, 2) + (1) + (4, 1, 1, 2) + 15 = 31
AoO vs charging silver guard: 1d20 + 17 ⇒ (19) + 17 = 36
Crit confirm: 1d20 + 17 ⇒ (17) + 17 = 34
Crit deck: 1d52 ⇒ 48 Weapon Strike - Double damage, normal damage to target's weapon
Damage: 4d8 + 1d8 + 4d6 + 30 ⇒ (2, 6, 4, 7) + (4) + (2, 5, 2, 3) + 30 = 65
Damage to weapon: 2d8 + 1d8 + 4d6 + 15 ⇒ (2, 6) + (5) + (4, 2, 1, 6) + 15 = 41
Dwarf vs big guy 1: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Damage: 2d6 + 13 + 2 ⇒ (6, 1) + 13 + 2 = 22
Silver guard vs hostile soldier: 1d20 + 8 ⇒ (1) + 8 = 9
Fumble confirm: 1d20 + 8 ⇒ (2) + 8 = 10
Fumble deck: 1d52 ⇒ 26 Butterfingers - Drop your weapon.
Soldier 1 vs silver guard: 1d20 + 8 ⇒ (5) + 8 = 13
Soldier 2 vs silver guard: 1d20 + 8 ⇒ (4) + 8 = 12
Soldier 3 vs silver guard: 1d20 + 6 ⇒ (8) + 6 = 14
False guard 1 vs Hascya: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 + 1 + 2d6 ⇒ (1) + 1 + (2, 4) = 8
False guard 2 vs Hascya: 1d20 + 8 ⇒ (1) + 8 = 9
Fumble confirm: 1d20 + 8 ⇒ (20) + 8 = 28 Reroll as normal!
False guard 2 reroll vs Hascya: 1d20 + 8 ⇒ (3) + 8 = 11 Misses anyway.
False guard 3 vs Hascya: 1d20 + 6 ⇒ (12) + 6 = 18
Silver guard 1 vs false guard 2: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Silver guard 2 charge vs false guard 1: 1d20 + 8 ⇒ (5) + 8 = 13
Rooftop archer 1 vs silver guard: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Rooftop archer 2 vs silver guard: 1d20 + 11 ⇒ (5) + 11 = 16
Rooftop archer 3 vs silver guard: 1d20 + 11 ⇒ (1) + 11 = 12
Fumble confirm: 1d20 + 11 ⇒ (14) + 11 = 25
Silver guard archer 1 vs rooftop archer 1: 1d20 + 3 ⇒ (3) + 3 = 6
Silver guard archer 2 vs rooftop archer 2: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Rooftop archer acrobatics check: 1d20 + 5 ⇒ (4) + 5 = 9
Falling damage: 2d6 ⇒ (4, 6) = 10
Silver guard archer 3 vs rooftop archer 3: 1d20 + 3 ⇒ (3) + 3 = 6


Male Human Witch 9

Alaric steps two squares to the right in case this doesn't work and casts slumber on the giant man.

"If he falls asleep do not hit him until the rest are dealt with."


Big guy will save: 1d20 + 9 ⇒ (7) + 9 = 16

He falls asleep.


M Human Paladin 2, Ranger 6

Martin will 5 foot step, and kill the prone man.

1d20 + 10 ⇒ (10) + 10 = 20
1d20 + 9 ⇒ (15) + 9 = 24
1d20 + 5 ⇒ (5) + 5 = 10

Dmg:
1d8 + 5 ⇒ (7) + 5 = 12
1d4 + 4 ⇒ (4) + 4 = 8
1d8 + 5 ⇒ (3) + 5 = 8


HP 81/87 (95 max w rage) Rage 18/18

Okay, Hascya angry. Hascya enter rage as swift action, then Hascya smash.

Hascya target wounded opponent first.

Attack 1 1d20 + 7 ⇒ (2) + 7 = 9
Damage 1 2d8 + 8 ⇒ (2, 1) + 8 = 11

Attack 2 1d20 + 7 ⇒ (2) + 7 = 9
Damage 2 2d8 + 8 ⇒ (1, 6) + 8 = 15

Hascya has sad dice. Hascya also badly wounded, so those with healing magic please help Hascya.


Alaric's hex makes the giant fall asleep, and Martin kills the fallen archer. Hascya struggles to land a blow on his attackers (as a side note, it is actually a free action to enter rage).

With the giant's deadly rampage over, the dwarven mithral guard turns to face the three men assaulting the injured silver guard. He cuts down one of the men with a single stroke, but fails to land his second strike against a different man. "You're wounded, lad," he says to the silver guard. "Get clear of this fight - I can take 'em!" The silver guard backs away and retrieves his longsword from the ground. The two remaining hostile men move to strike the dwarf. One of them manages to inflict a light wound, but the dwarf easily avoids the other man's blade.

You hear a loud Crack! from the south, and Hascya's uninjured assailant collapses with a large hole in his forehead. Martin and Hascya recognize this as the telltale sound of a gunshot. Alaric doesn't know what made that sound. Most of the silver guards recognize the sound and one shouts, "Look out for halflings!" The fake guards continue their assault on Hascya uninterrupted, but neither is able to land a blow on the now-furious ashlander. The silver guards move to flank the false guardsmen, and while one of them manages to tangle himself in his own armor, the other lands a heavy blow against the false guard. Additionally, Hascya is now flanking both of his assailants courtesy of the silver guards.

The two archers on the roof look around for the source of the shot that slew their comrade, and, failing to identify the source of the shot, retreat over the apex of the tavern roof. Seeing their main targets retreat from view, the silver guard archers turn to the other battles. One fires at one of Hascya's assailants, while the other two fire at one of the men attacking the dwarf. All three miss their targets, however.

Big Map
North Map
South Map

Alaric only perception DC 13:
The Crack! most likely came from the roof of the temple of Erastil.

Map


Martin only perception DC 14:
The gunshot most likely came from atop the temple of Erastil.

Map


Hascya only perception DC 18:
The gunshot most likely came from atop the temple of Erastil.

Map

DM Rolls:
Dwarf guard vs hostile soldier: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 2d6 + 13 ⇒ (2, 6) + 13 = 21
Dwarf guard vs second hostile soldier: 1d20 + 6 ⇒ (4) + 6 = 10
Hostile soldier 1 vs dwarf: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Hostile soldier 2 vs dwarf: 1d20 + 6 ⇒ (2) + 6 = 8
???: 1d20 + 18 - 2 ⇒ (18) + 18 - 2 = 34
Damage: 1d12 + 10 + 5d6 ⇒ (10) + 10 + (4, 6, 3, 1, 6) = 40
False guardsman 1 vs Hascya (flanking): 1d20 + 8 ⇒ (1) + 8 = 9
False guardsman 2 vs Hascya (flanking): 1d20 + 8 ⇒ (11) + 8 = 19
Silver guard 1 vs false guardsman 1 (flanking w/ Hascya): 1d20 + 8 ⇒ (1) + 8 = 9
Fumble confirm: 1d20 + 8 ⇒ (1) + 8 = 9
Double fumble? 1d20 + 8 ⇒ (14) + 8 = 22 Just the one.
Fumble deck: 1d52 ⇒ 40 Awkward Attack: -2 AC for 1d4 ⇒ 2 rounds
Silver guard 2 vs false guardsman 2 (flanking w/ Hascya): 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Rooftop archer 1 perception: 1d20 + 7 ⇒ (4) + 7 = 11
Rooftop archer 2 perception: 1d20 + 7 ⇒ (4) + 7 = 11
??? stealth: 1d20 - 20 + 21 + 10 ⇒ (2) - 20 + 21 + 10 = 13
Silver guard archer 1 vs false guardsman 1: 1d20 + 3 ⇒ (4) + 3 = 7
Silver guard archer 2 vs hostile soldier 2: 1d20 + 3 ⇒ (14) + 3 = 17
Silver guard archer 3 vs hostile soldier 2: 1d20 + 3 ⇒ (11) + 3 = 14


HP 81/87 (95 max w rage) Rage 18/18

Perception 1d20 + 7 ⇒ (12) + 7 = 19


M Human Paladin 2, Ranger 6
DM CD wrote:
The two archers on the roof look around for the source of the shot that slew their comrade, and, failing to identify the source of the shot, retreat over the apex of the tavern roof. Seeing their main targets retreat from view, the silver guard archers turn to the other battles. One fires at one of Hascya's assailants, while the other two fire at one of the men attacking the dwarf. All three miss their targets, however.

Wait, I thought there were only two archers left on the roof.

Percp:1d20 + 4 ⇒ (16) + 4 = 20

With that, out of the way, Martin will turn to aid the dwarven guardsmen, getting as close as possible.


There were only two archers left on the roof. There are three silver guards who drew longbows, and who had been firing at the archers on the roof. The "three" referred to them, not the ones on the roof.


M Human Paladin 2, Ranger 6

Ah, kk. Was confused because the people attacking us are also dressed as silver guard. This makes sense though.


Male Human Witch 9

Perception: 1d20 + 6 ⇒ (9) + 6 = 15
"Martin, you can kill the giant if you feel you can kill him in one blow. Otherwise we will wait to deal with him when there are more men free."
Alaric, seeing Hascya quite hurt, double moves as far as he can north to help the ashlander.


HP 81/87 (95 max w rage) Rage 18/18

I try hit things.

Attack 1 1d20 + 7 ⇒ (4) + 7 = 11
Damage 1 2d8 + 8 ⇒ (6, 5) + 8 = 19

Attack 2 1d20 + 7 ⇒ (2) + 7 = 9
Damage 2 2d8 + 8 ⇒ (8, 4) + 8 = 20

I fail.


Alaric pushes through the crowd of prisoners to get close to Hascya, who fails to land a blow against his assailants. Meanwhile, Martin moves south to aid the dwarf mithral guard.

The dwarf cuts down another of the hostile soldiers with a strong blow of his sword, but misses with the backswing at the other one. The remaining man swings his own sword at the dwarf but misses. Luckily for the hostile soldier, the silver guard archers and the newly-rearmed silver guard fail to connect with their strikes too.

The corpse of the man who was sniped moments ago suddenly explodes in a gory shower of lead and viscera. The erupting bullets strike both of Hascya's remaining assailants, killing them. The three nearby silver guards are also struck by flying lead, which kills one of them and severely wounds the other two. Alaric and Ankou are also struck (16 damage each). Despite being nearly at the center of the eruption, Hascya is completely untouched by the flying lead. He is, however, covered in gore (DC 21 reflex save negates gore coating).

Big Map
North Map
South Map

Current Status of NPCs:

Allies
4 Mithral guards:
- 3 dead, dwarf lightly wounded
8 Silver guards:
- 3 dead, 3 severely wounded, 2 unharmed
Foes
3 rogues: North fight w/ Hascya
- 3 dead
3 rooftop archers:
- 1 dead, 2 fled
4 soldiers: South fight w/ dwarf
- 3 dead, 1 unharmed
Giant:
- Moderately wounded, currently asleep
Prisoners
Miles:
- Unharmed
20 captives:
- 3 wounded during warehouse fight

Spellcraft DC 17:
The sniper cast the Arrow Eruption spell.

Yes, it works on bullets. No, this spell never targets touch AC.


Martin only perception check DC 11:
You see a figure momentarily silhouetted against the night sky atop the temple of Erastil. The figure moves swiftly east, off the roof and out of your line of sight.

Alaric only perception check DC 16:
You see a figure momentarily silhouetted against the night sky atop the temple of Erastil. The figure moves swiftly east, off the roof and out of your line of sight.

Hascya only perception check DC 17:
You see a figure momentarily silhouetted against the night sky atop the temple of Erastil. The figure moves swiftly east, off the roof and out of your line of sight.

DM Rolls:
Dwarf vs hostile soldier 1: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 2d6 + 13 ⇒ (5, 3) + 13 = 21
Dwarf vs hostile soldier 2: 1d20 + 4 ⇒ (2) + 4 = 6
Hostile soldier 2 vs dwarf: 1d20 + 6 ⇒ (2) + 6 = 8
Silver guard archer 1 vs hostile soldier 2: 1d20 - 1 ⇒ (10) - 1 = 9
Silver guard archer 2 vs hostile soldier 2: 1d20 - 1 ⇒ (14) - 1 = 13
Silver guard vs hostile soldier 2: 1d20 + 6 ⇒ (4) + 6 = 10
Corpse explosion: 1d20 + 18 - 2 ⇒ (19) + 18 - 2 = 35
Damage: 1d12 + 10 ⇒ (6) + 10 = 16
Sniper stealth: 1d20 + 21 - 20 ⇒ (2) + 21 - 20 = 3 Modified by distance


Male Human Witch 9

Spellcraft: 1d20 + 17 ⇒ (5) + 17 = 22
Perception: 1d20 + 6 ⇒ (9) + 6 = 15


M Human Paladin 2, Ranger 6

Martin Will move to secure the giant prisoner. He will try and find some extra rope off of the slain silverkeep guardsmen, and then if he has time, move to try and bind the corpse.
IDK how long this will take (move order wise), so I'm just posting it as what I'm attempting to do. It might take several rounds.


Male Human Witch 9

I meant to enter this part but I took too long after accidentally hitting the submit button.

Alaric runs over to Hascya and casts cure light wounds on the fellow.

Heal: 1d8 + 5 ⇒ (4) + 5 = 9


Martin Stillwaters wrote:
Martin will... bind the corpse.

The big guy is asleep, not dead. He's not a corpse.

EDIT: Sorry, according to the grapple rules, it is a standard action to tie the guy up, and it requires no check from you.


HP 81/87 (95 max w rage) Rage 18/18

I'm raging. Why would I want to avoid being splattered with gore?

Perception 1d20 + 7 ⇒ (16) + 7 = 23
Spellcraft [no int-based checks during rage]

Hascya looks around, sees that the fight is under control, drops rage, drops enlarge person, and dashes off down the alley to the east, between the smithy and the tavern, sheathing his sword as he goes.

DM:
I'm going to try to catch the shooter guy. I assume that, because I have a speed of 40 and don't have to jump from roof to roof, speed is not a limitation, but keeping track of him is. Therefore, here are some perception checks:

1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 7 ⇒ (2) + 7 = 9
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 7 ⇒ (15) + 7 = 22


Alaric steps up and heals Hascya, who promptly dashes off down a side alleyway. Martin searches the corpse of one of the fallen guards for some rope, and finds some.

The dwarf swings his sword twice at the remaining false guard. He connects with one blow, but fails to take the man down. The false guard tries to cut down the wounded silver guard, but fails to land a blow. He attempts to retreat, but the dwarf cuts him down.

The remaining silver guards move to check on their fallen comrades.

All of the visibly hostile foes are asleep, dead or fled, but Hascya is attempting to cut off the sniper's escape, so we're still on initiative.

Map

Hascya:
As an FYI, dismissing a spell is a standard action. I'll let you make it to the back alleyway, though.

As you dash around the tavern, you see two men dressed as silver guards finish climbing down from the tavern's roof. Seeing you, they dash east down another alley.

You see someone stroll quickly into the far end of the alley and stand in the shadows behind the old manor house. The person is 110 feet away from you, and the darkness of the alley makes it impossible to distinguish any identifying features.

Map


DM Rolls:
Dwarf vs hostile soldier: 1d20 + 11 ⇒ (5) + 11 = 16
Dwarf vs hostile soldier 2: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 2d6 + 11 ⇒ (1, 4) + 11 = 16
Hostile soldier vs wounded silver guard: 1d20 + 6 ⇒ (4) + 6 = 10
Dwarf AoO vs hostile guard: 1d20 + 4 ⇒ (20) + 4 = 24
Crit confirm: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 2d6 + 11 ⇒ (2, 5) + 11 = 18


HP 81/87 (95 max w rage) Rage 18/18

DM:
Ignoring the fleeing assailants, I run towards the sniper (I can easily reach him in one round.) I pull up beside about 10 feet from him.

Hello, friend. How fare you? I am Hascya.


Male Human Witch 9

Alaric runs toward the temple of Erastil as fast as he can.
"Castiel! Get up and follow the sniper if you can." At that Castiel floats up and takes full advantage of his 60ft move speed.


M Human Paladin 2, Ranger 6

After finding some rope, Martin will move to the CORPSEand bind him, so that he will be restrained if he wakes up.

lol


Martin ties up the giant as the other guards examine the bodies. The dwarf says to Martin, "Good. We need to find out what happened to him - we all thought he died during the siege."

Alaric and Castiel move south towards the temple of Erastil. Alaric struggles to push through the prisoners, but Castiel just flies overhead. He makes it as far as the crowd of gawkers.

Map

Hascya:
As you get close to the person, you realize that "he" is actually a young woman. She appears human, is about six feet tall, and has light brown hair. She wears no armor, but does wear a red shirt, dark trousers, and dark boots. A dagger has been sheathed at her belt. You don't see a firearm of any sort on her person.

As you approach the woman, she looks more amused than anything. "Call me Carla. Walk with me for a bit," she says, moving to offer you her arm and then thinking better of it as she strolls east down another alleyway.

Map


Castiel:
You see nobody on the roof of the temple, but the range of your darkvision does not allow you to see the entire roof.

Secret 1:
Readied action: If Hascya moves aggressively or does anything to alert his comrades to her location, the woman will fire an admonishing ray spell at him.

Secret 2:
Bluff: 1d20 + 22 ⇒ (16) + 22 = 38


M Human Paladin 2, Ranger 6

With the Giant bound, Martin will begin to take control of the crowd again, directing the prisoners to form up.

Turning to the dwarf, "We can't stay here. We need to get to the dungeon as soon as possible before any reinforcements of these murders arrive."

Martin will try and see if he can carry the giant. (Str 18, idk how much he ways for me to be able to lift em)

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