Defense of Brookside

Game Master caster4life

The farming hamlet of Brookside has suffered some violent and mysterious attacks.

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Brookside Campaign Journal

I'm in a 2e game at the moment. It's nice but isn't drawing me to switch.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Yeah, well, Túrion has read a lot of books about a lot of topics, including ones most people would consider boring, because he enjoys learning new things.
So if something seems particulary strange, he may throw an active check on it, but generally, he trusts in his all-round general knowledge to carry him through the day.
That is do say: Same as with spellcraft, his general approach to problems is "Take 10" on knowledge-checks, for a result of at least 22.
So if that is sufficient for things...

In the specific example: I thought that it would be pretty impossible to determine unless it was a self-destruct mechanism and I got over 40 on the Knowledge Arcana to check the heart and believe I would have realized if that was a nuke.(plus if it destroys all of Kazad Gravr, they would probably have triggered it in retaliation after the Orcs slaughtered everybody within).
So, I assumed(maybe wrongly) that without knowledge we had no access to(such as consistency of the ground beyond the walls...stone? earth? clay? exact amount of destructive force unleashed by the heart? exact "health" of the artificial superstructure the dwarves excavated?...) it would be impossible to determine exactly where the collapse would come to a standstill :P
)


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Personally I like the 2e way where you don't know the roll only what you're told. It's a bit more work, but it takes away the temptation to metagame.

As to everything falling on our heads... Well another haste seems like a good idea now. Do we try to take the crates or leave them?

Gm does is seem like it will fall down on our head imminently, or sometime soon? Or is it unstable, or just coming down right now? I'll happily roll something to attempt to glean that knowledge, but it doesn't really fit Fyrtor's training so...


Brookside Campaign Journal

Well Turion it's dangerous to assume that I will consider rolling a check for you or what I think you may or may not glean from a knowledge check. There's just a lot of variance in what people will assume. But I think you guys have acted reasonably. This is not a self-destruct mechanism but the heart was weakened to a last stand, risk everything extent.

Fyrtor, I would say that, without a check, you feel a need to get out of Kazad Gravr very fast. If Nelly is hooked up to drag the crates, as I understood, she'll have no trouble keeping ahead of you guys as long as she doesn't get tangled or something.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Nelly went with Turion into the vaults. She's not hooked up right now right? Hmmm problems...


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

@Dangerous to assume you will roll for me:
Not expecting a roll. Basically the same as with most passive checks - the basic assumption is "Take 10". There's a fixed result.
And it's a tradeoff, as well. By rolling, chances are more information can be gained(especially if multiple people have a relevant knowledge skill).
But on the plus side, it streamlines things since basic information can be made available instantly.

As said, I had not assumed 22 would have been sufficient for this. Just saying, although if you prefer that, I can try and always state it explicitly(and attempt to cover for possibilities).

@Crates: Considering for most others it would be quite hard work, I think it makes sense that we rigged a harness so Nelly could drag them. It was suggested previously but honestly I am not sure we locked that in.
I think it would be quite simple to spend a round and help her get in position again, or re-attach the ropes, whatever is needed. She comes out well ahead of Kaz and me, so...
EDIT: Actually, I should be the one to re-attach the crates. Both me and Nelly are currently hasted. You guys run on ahead, we'll catch up.
It's too late at night right now for gameplay, but I'll get a post up in less than 12 hours and say so IC.

@Haste: 'actually'...I was considering that. If we're going for the exit, we've got quite a way to go. It MAY be more reasonable to hold off on the haste until it runs out. Because those most in need of the speed boost are our Dwarven companions.
Of course, Algric is also not hasted right now but at least he gets a headstart if you see us coming. I would stay back with the slowest members of the group, then re-cast it when it runs out on Kazador and Algric is there with him. (I had 3 slots left, suggestion and haste took 2 of those...so only one haste left)


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Make sense Turion.

As far as the knowledge stuff goes, I've seen it done multiple ways. Rolling each character's knowledge roll when there's possibly something to realize does get very tedious, but it also make the most sense. I like the idea that you just default to take 10 for east of play, but it also takes the randomness out of it. Idk... I'll have to think about it for how I'd like to run my own games.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Well, there's always situations that are stressful or endangering - in which case taking 10 is not an option.

But I prefer the baseline of "a little bit about most things" over wild fluctuation unless such can be justified for the character. Since the source of Túrions knowledge is books, and they cover a wide range of topics, it seemed the more fitting approach. The potential for streamlining is a plus.
For a character with a different background I may prefer the randomness of the roll.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6
Quote:
He certainly hoped Dwarven craftmanship on Crates was better than their structural engineering.

Zing!


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Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

And I've finished painting a mini for Mel that I'll probably never need because she's a PbP character.

She turned out pretty well. I call this pose "Mel appeals to Perrin."


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Looks awesome. I wish I had the skill, patience, and disposable income for that :)
(I tried to insert a screenshot in the current map to represent Mel - unfortunately at that size, the details are getting lost :( )


Brookside Campaign Journal

Turion and Fyrtor: I'm not going to roll checks for you guys every time that I think you need to know something. Trying to recall or figure something out is a matter of player agency for me. That said, when it's important, I might roll in secret for somebody. That roll in discussion I did a little while ago was Turion's K eng, which wasn't high enough.

Also, this isn't bad engineering. The dwarves stretched the heart to the breaking point, sucking strength out of the rock itself to a desperate, last-stand degree. And they decided that if they overdid it and the whole city collapsed, at least they'd take the orcs with them.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

No worries, I was mostly musing on how I figure I'd do it in a companion of my own.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

@Brookside: I tried to explain, but I guess it's hard to get the agenda across without misunderstanding: I am not trying to move the player agency of active knowledge checks to you.
What I refer to is typical reactive checks. If we come upon a creature, a typical reaction is a knowledge check to learn about some aspects of it. If we come across an active spell effect, knowledge/spellcraft to find out what it is.
There's also situations that typically prompt such checks, such as when hearing a keyword that may be covered by geography or history.

What I am basically saying is that the approach in such reactive situations would generally be to take 10. If Túrions result that way is sufficient, you can streamline some of that information gathering right in there, or spoiler it for me.

The knowledge engineering for the area was a mistake on my part, I would have rolled actively, but checking back, it was Knowledge Arcana and UMD, not Arcana and Engineering. So the hidden roll in discussion is perfectly fine with me there.
As said, I am not trying to alter player agency.
But if someone else makes a check, we can assume that Túrion chimes in unless they check in secret. That is, their result is a minimum of 22 on Knowledge as then Túrion would take 10(no matter if they rolled high or low - he's not assisting, he is offering an alternate viewpoint.)
The reason I suggest that is because it saves on retconning. I do try to keep up with the game, and at times can make multiple posts a day. Other days, I barely get in one. And it's hard to make checks after things moved ahead. At a table game, it's easy...if the player reaches for the dice and rolls for his knowledge, I can interject and state that Túrion thinks on the topic as well, in case something comes to mind. In PbP it's more complicated.
But as said, the intent is purely to make things more streamlined, not to change part of the game.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Brolin was actually the one who cast darkvision for us. I had other options available, but they weren't as good.

Also I'd set Fyrtor's distance cover down to only 10 more than Kelian. He's keeping pace with whoever is slowest.


4 people marked this as a favorite.
M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

If someone finds a way through the rubble with perception, can the rest of us follow behind?

Unrelatedly, this is a thing that I drew.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Well! That looks like us. Nice job, Brolin!


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Love the drawing! You managed to get a lot of detail and personality into That’s


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Sweet!
Now we just need to get you a shield with that birdie on it!
PS: If you turn our story into a webcomic, I'd love to read it :)


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Very nice Brolin :)

As far as the game goes, I figured bfrom what the GM said that it's an either or. Either we find a way by making several Perception checks, or we clear a way by making several strength checks.

I'm not sure how the distance is being handled though with how it relates to when we could start acting on the problem.

Mel would have found the problem a long time before the tail end of the party gets there.


Brookside Campaign Journal

You have to be at the obstacle (300 ft) in order to interact with the challenge. Hence the value of having Mel scout ahead.


Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |

@Perception or Strenght: True. But Nelly, while smart, is still following her animal instinct. Her senses and strenght are good, but problem-solving with a strenght check is more up her alley than look for alternate paths.
She did try with the otherwise useless move-actions though :)


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Many thanks and much begratitudement for the kind words Re: doodle!

Turion wrote:

Now we just need to get you a shield with that birdie on it!

PS: If you turn our story into a webcomic, I'd love to read it :)

Muse already has a shield with a birdie on it, 'tis the one he bought at character generation. Let us talk webcomicry! There are a few logistical difficulties in turning the Defense of Brookside into a digital graphic novel, not the least being my profound lack of skill in the art of art and the difficulty I find drawing people consistently from a variety of angles and in a variety of poses. Then there's the fact that The Defense of Brookside doesn't exactly lend itself to any medium besides play by post roleplaying - not a member of the original cast is still counted among the party, and yet the continuity lock out is strong with this one - there's no clean place to pick up the story except the very beginning. For the first . . . months or years, because webcomics take a notoriously long time to draw . . . I wouldn't be turning our story into a webcomic, I'd be turning an entirely different set of players and characters' story into a webcomic.

That said! Coincidentally I actually am planning on launching a webcomic ~about a month from now. (I want to build up a bit of a buffer before releasing any pages, so that I can release them on a schedule.) It won't be an epic adventure, though, it'll be an episodic comedy following the misadventures of a world-weary wizard and the Malayan tapir to whom she bequeathed sapience. It's a somewhat different genre from epic fantasy adventure, and as I can promise it won't appeal to everyone I can't promise it'll appeal to you, but I'll link to the comic when it launches nonetheless.

Unrelatedly! Turion's at half health. If he goes down we'll be in a bit of a bind, since Nelly's standing orders are to stand and guard his hapless cadaver, which would doom them both. Perhaps he should take a moment to lash himself to the crates she's pulling, so that if and when he falls below zero hitpoints she a) won't know it and b) will drag him to safety?


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

I'm ready to wand or spontaneous cure anyone who drops. Hopefully it won't come to that though.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Wel, if Mel were wearing those fancy new gloves right now she could zip back and swift-action heal him without losing too much distance. But she's not, so Healer's Hands is still a full-round action for her.

Let's see whether or not we've found/excavated a way forward.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

@Birdie Shield: Ah, never upgraded? Awesome, still, that shield was sweet so I totally understand!
@webcomicry: Oh, I think several logistical challenges could be overcome, there. Starting "in medias res" is not always bad - so starting mid-plot, when the sonder prepares to go pick up Fyrtor could be a good starter, with character interactions revealing more of the background plot.
That said, I totally understand where you are coming from.
I suppose seeing that pic I simply had a strong desire to see them "in action", even if that means standing somewhere and bantering :)
Maybe a few one-shots of scenes come to mind? If you feel like it, it would certainly help out with that consistent-drawing thing - if you practise it anyway may as well do it with us :)

@Webcomic: With 2 small kids(3.5 and 1.5, with another due in 0.5) I basically stopped reading all those webcomics I used to read. Sometimes going there at a slow day at work and binge-reading a few months worth. But I'll definitely check yours out :)

@Health: I would definitely quaff a potion next round, no worries, but the most recent damage only just happened. Mel gave me one a while ago, I told her I'm a fast healer(since my regeneration also nicely supplements natural healing) and didn't drink it, she told me to keep it anyway. Now's the time.

@Nelly: Aye, her standing orders are to guard me. She will, if she can. With the mage, she was prepared to go down fighting. But she literally cannot fight or survive a complete cave-in, and is still an animal companion, with her own will(in fight-or-flight, she picks fight. But if there is no 'fight', flight defaults as the only remaining option). She would flee the inmediate death zone, but would then remain at the cave entrance, start digging, and refuse to leave.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:
Turion wrote:
@Birdie Shield: Ah, never upgraded? Awesome, still, that shield was sweet so I totally understand!

Well, we found a +2 light shield, but it gave the same AC as the +1 heavy shield. So I stuck with the better looking one. :D


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

I'm going to be traveling for the rest of this week, returning home on Sunday. I'll probably be able to continue posting regularly, but if I'm slow to respond that's why.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Fyrtor will maintain a 10ft lead over Kelian and Algric and keep an eye on them.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

GM, it was my intention that Fyrtor would not go more than 10 ft ahead of whoever was bringing up the rear. Should I just play it as you've played out, or post a turn running?


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Stressful Indiana Jones scene. Kazador is making it to the exit with just 5 wounds! One more round in there and he would be dead.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Well, dying...You know Nelly would pick you up and carry you out like a doll-
I still dare say it was a good idea you let me help, instead of spending 2 extra rounds moving around and grabbing items in the heart ;)


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

I'll be interested to see when exactly in round 8 Kazad Gravr's final collapse occurs. If it's top of the round, Kelian will still be 20 feet from the entrance.


Brookside Campaign Journal

Dramatic music

Fyrtor, you can post that you are running or you can alter things and say you stayed back somewhat with the others. Up to you.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Oh man.... Such terrible choices!


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Mel, is Kelian's HP up to date? I think if he's looking ok Fyrtor will probably run a bit further ahead, otherwise he'll hang back still >.<


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Well, no. I'm bad about updating my hp status. He was at 40/55. But then I added a swift-action Lay on Hands and got him up to 51/55, and he's got two more of those, so he's fine hit-point wise.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

No worries Mel, I struggle often too.

GM Fyrtor has nimble moves and so ignores the frist 5ft of difficult terrain. He'll maintain the max lead he can while still seeing whoever is in last place. If it becomes apparent that it's about to completely collapse he'll run for it and curse himself after.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:
Mel Elden wrote:
I'll be interested to see when exactly in round 8 Kazad Gravr's final collapse occurs. If it's top of the round, Kelian will still be 20 feet from the entrance.

Not exactly.

Kelian double-moved before. GM update in text placed him at 380 feet.
Only the list below still had him at 300 - but that would mean he spent a round doing nothing.
So he should have made it to safety.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

GM, please clarify:

Kelian double-moved here after we found the exit from the block.
Your last sentence in the first paragraph [url]https://paizo.com/campaigns/DefenseOfBrookside/gameplay&page=73#3620]he re[/url] places him at 380 feet.

Algric and Kaz each got in a move action there.
AFAIK only Nelly(trying to dig), Túrion(spending both actions) and Mel(healing Túrion) stayed behind at the roadblock in R5...


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Sorry, it's been a busy holiday weekend. Question for the group. If I were to summon an earth elemental is there anything helpful it could do? I'd do an aether elemental, but the 200lb limit on the telekinetic maneuver would probably make it useless for dragging anyone out.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Only Mel should be missing, with everybody else safely out.
And with a Strenght of 14, she can take 10 on the DC 12 check, so technically, she has a double move and should also be in safety at the end of her turn.
You can summon for flavor, e.g. get an earth elemental to check for survivors or something - but we should be good.

There's also the question wether Halal and his crew, or others made it out.
For all we know, we rushed out this side entrance/tunnel and there's already a ton of Orcs looking at us funny that managed to get out ahead of us...I doubt everybody else in there stayed put.


Brookside Campaign Journal

Good catch, Turion. Thanks. That puts Kelian outside the tunnel then. And with Turion's epic leap, you guys are clear.

I was curious if anyone was going to warn Halak about the impending danger. It makes some difference for what possible arcs can happen with the orcs in the future.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Yeah...no. Algric hopes that they all died and Kazador is won’t shed a tear for any of their fallen.

Also...we did it! We made it out alive. Really touch and go there. Anyone able to get some healing to Kazador? Sitting on 2HP is not ideal.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Well we didn't know that we'd be brining down the house as it were.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Sorry, everyone! I've been at a convention and distracted. I'm back now.

Here's what I've been up to since last Wednesday.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Looks like fun. :)

Fyrtor's 31 hp down. I don't know about everyone else. We do still have the wand we can use, or I can burn a few slots as well.


Brookside Campaign Journal

Yeah I know you guys didn't realize it was going to be that extreme, which is fine. There were some K eng rolls that just didn't roll your way but everyone survived.

Looks fun, Mel!


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Aye, looks fun. I wish I had the time for that kind of event :(

And yeah, pity on Halak. We did not think it would be THAT extensive, and there was also a need to bring the crates outside - preferably without discussing about them with anybody.
Without the crates, I would gladly have warned the Orcs just in case.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Mel might well have warned Halak if the extent of the cave-in had been clear to her. But alas, she skunked that roll; we had no idea we would be collapsing the entire city. I thought it might be just the heart room, or the vaults around them, and was busy worrying about how we were going to sneak these giant crates of armor and weapons past the orcs.

Then once it started we had no time to do much of anything but run for our lives.

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