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

Good thinking, Mel and Perrin.

You enter down into a foul-smelling sewer. It's quite dark down here and the passage is about 10 feet across with pipes and drains at regular intervals pouring sewage down which drains through a central channel in the passage. The passages lead off to your left (west), right (east), and a side passage straight ahead as you stand at a T. Ev notices that there are side passages some distance to the east and to the west leading north as well. The passage you are looking down appears very much like the one you scried but lacks a barrel and other belongings.

Perrin, are you using your light right now?


Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23

Yeah, I'll keep it uncovered until we figure out which way to go.

Perrin's face twists into a grimace, but whether of disgust or frustration it's hard to tell. "Any thoughts? That passage in front of us looks familiar..." a chirp from Ev as they return "...but apparently there are more like it to either side."

Perrin mutters an incantation and studies the ground, searching for any sign of which way the recent fugitive might have gone. Helpful sonar pulses inaudibly over the surface. Survival to track, with guidance and aid another. Ev Aid Another: 1d20 + 2 ⇒ (11) + 2 = 13 Perrin Survival: 1d20 + 5 + 2 + 1 ⇒ (20) + 5 + 2 + 1 = 28


Brookside Campaign Journal

Ok I was saying all that assuming you were using a light source. Otherwise it's completely dark down here.

In the dark, Perrin can't make out any tracks.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Err ... what? GM, I think you may be confused. He's got light. He's tied a bit of glowing string to his palm -- it emits light per the cantrip, until he closes his hand over it which cuts off line of effect for the spell and thus hides the light. At the moment it's uncovered, so the place is lit.

Survival: 1d20 + 4 ⇒ (12) + 4 = 16

Mel examines the area with reasonable care, but sees little to indicate a direction.


Brookside Campaign Journal

Haha. I read it as "covered until we figure out which way to go." Oh well then...

Even on the hard brick floor with waste water dripping over it, Perrin can tell there have been tracks recently. They seem to lead west about 30 feet then end.


Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23

All good, my wording was a bit awkward. Perrin points out the smudges in the sewage and follows them to their sudden end. "Well. Maybe she flew? Teleported? Opened a secret entrance?" He stands there, looking thoroughly flummoxed. "Now would be a great time for a clever plan."


Brookside Campaign Journal

Gosh... this site...

Some careful description to avoid confusion: You started at a T staring at a passage that headed north. Now you've followed the tracks that led west, passing more hallways heading north. There's forty feet between the one you stuarted at and the one the closest to the west. Then 20 feet farther west is another passage. 20 feet to the east of the one you started at is a passage.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Mel flips the hood up on her newly acquired cloak and whispers "Wait here just a second ... I'll peek ahead."

I'm counting on her low-light vision and the light from Perrin's coin behind her. She's just going to go to the closest passage that we haven't already passed and peek around the corner.

Stealth: 1d20 + 21 ⇒ (2) + 21 = 23

Perception: 1d20 + 14 ⇒ (16) + 14 = 30

EDIT: Subtract 2 from both of those; I'm imposing the Shaken condition on Mel because of her history with small dark enclosed spaces.


Brookside Campaign Journal

Mel moves very quietly and carefully peeks around the corner into the nearest passage. The only sound is the dripping of water and the trickling of sewage. Mel sees a plain stone passage sloping slightly away from her that ends with sewage going down into a grate, just like the passage you saw when you first came down here.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) 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)

”What we should have brought down here is some chalk to mark the walls. We can get lost down here, and from where I stand every route is as good as the next. Do we have any way of knowing where we should be going?”


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Mel returns to the group. "Just another passageway," she says quietly. "It seems to be quite a maze down here. It's puzzling that the tracks just end. If she were going to teleport anyway, why come into the sewers at all? She could have just teleported from an alley out of sight or something. I wonder if there's a hidden passage."

Mel examines the area around where the tracks end, checking the walls, ceiling, and floor for any signs of a secret passage or door.

Perception: 1d20 + 14 - 2 ⇒ (10) + 14 - 2 = 22


Brookside Campaign Journal

Yeah it's hard to do this with theater of the mind. That was part of my goal to let you feel a little turned around but I think I overdid it. I added a very quick map of what you've found in the tunnels so far. White is tunnel.

Mel examines that area very closely but doesn't find any signs of a secret passage or door.

DC 25 survival:

The last (aka westernmost) 10 ft of footprints are slightly smudgy in an odd way.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) 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)

While the others looked for traps, Kazador busied himself looking for any secret doors or alcoves in the walls.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. ///////// Take 10 for 23 perception


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Mel moves further forward and peeks around the corner of the westernmost passage.

Perception: 1d20 + 14 ⇒ (13) + 14 = 27

Stealth: 1d20 + 21 ⇒ (10) + 21 = 31


Brookside Campaign Journal

Kazador can't quite make out where a secret door might be but he has a sneaking suspicion there is one nearby. Something just doesn't feel right about this stonework. He can't put his finger on it.

What's required is a DC 25 perception check in the right location.

Mel finds a passage very similar to what she looked down before.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) 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)

Perception: 1d20 + 13 ⇒ (15) + 13 = 28

Muttering angrily while prestidigitating filth from his beard, Kazador began working faster. Truly focusing on his task he made one last look for the secret door which he just knew was around there.


Brookside Campaign Journal

Phew... Where you putting that 28, Kazador? Should I assume you're indicating with your position on the map?


Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23

If I can make a suggestion...

Perrin paces back and forth along the tracks for a moment, his frown deepening. Then he suddenly whirls to face Kazador. "You're right. Every route down here is as good as the next." He turns to the wall beside him, right where the tracks end. "So why is this one so bad?" He draws his new magnifying lens from his pocket, holding it to catch the light from his opposite palm. "Or rather, why is this one nonexistent?" He rests a hand on Kazador's shoulder and points, murmuring a word of guidance. "Four identical passages, and one spot where a passage could be but isn't." Leaning in, he carefully examines the northern wall. "Unless... it is."

Perception Aid Another: 1d20 + 19 ⇒ (10) + 19 = 29 and guidance on Kazador.


Brookside Campaign Journal

Perrin points out a likely location and Kazador examines it with his dwarven ability to make out stonework. He peers closely at the brick wall and notes a hairline crack in the mortar from floor to ceiling. He believes it could swing open if a certain prominent brick is pulled on as a handle.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Mel returns to the rest of the group, not wanting to stray too far from her allies.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) 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)

”Ha! See? I knew it.” Kazador grinned. ”Try to pull one last a dwarf? Why, this is no more complicated than the-...” He trailed off, the mirth dying from his voice. ”Nevermind. What I mean to say-“ He continued, much more seriously ”-is that one of these bricks is probably the handle to the door, so to speak. We just need to find which one.” He went to work looking for it.

Take 20, for a 33


Brookside Campaign Journal

He knows which brick. That part is relatively obvious as it sticks out in a crooked fashion.


Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23

"Hm. If she's in there, opening the door would be a bit of a giveaway, but we might not have another option." Perrin rasps the words to a spell. Casting detect magic, it can pass through a foot of stone.


Brookside Campaign Journal

Perrin detects loads and loads of magic about 35 feet due north. The auras vary in strength but none of them are overwhelming.

Make a spellcraft check and I'll give you a run down of everything you can figure out here from detect magic.


Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23

"She's there." Perrin's voice drops to a whisper. "I think. Loads of magic, a dozen yards past that wall." Spellcraft: 1d20 + 11 ⇒ (13) + 11 = 24


Brookside Campaign Journal

Perrin picks up on two strong auras with no school associated with them. He also detects eyes of the eagle, a belt of strength, a scroll of see invisibility, 2 scrolls of zone of truth, a scroll of pass without trace, a scroll of knock, and a scroll of enervation.

Mel can tell you guys to be thankful that I didn't split this NPC's wealth into as many items as I normally do for my PCs.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) 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)

”Gromthi! Drazh-nu!” Kazador’s eyes flashed briefly. ”I will darken these halls so none can see. We will charge out of the darkness so that even if she is ready, surprise will be ours.”

1 point martial flexibility spent. Have 4 uses of see invisiblity and darkness. I have see invisibility up for 1 hour. Can drop darkness right before we are ready to move in


Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23

"Um... actually, I don't think that's her. The items are totally different than we saw in the scrying. But they're still probably not friendly, and she might be nearby." Perrin steps back from the hidden entrance and works a handful of preparatory charms, while Ev grabs another alchemical pouch. Resist energy (fire) on Kazador and Roet from his spirit magic slot and a scroll. Then he casts monkey fish on himself and uses the wand of grease on his armor. Finally, when we're ready, he'll use the wand of haste on everyone. Use Magic Device: 1d20 + 11 ⇒ (20) + 11 = 31 Use Magic Device: 1d20 + 11 ⇒ (17) + 11 = 28 "Ready?"


Brookside Campaign Journal

That's my fault, Perrin. I hadn't fully statted out the NPC at that point. You do detect a handy haversack and the runestone as well. It's her.


Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23

Ah, got it. He'll relay that info accordingly.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

"Uh, Kazador," Mel says, "Much though I like the idea of getting the drop on her, if you darken the area I won't be able to do much. Unlike you, I can't see in the dark, and, well ... " she holds out her bow. "Archer. I don't think Perrin can see in the dark, either, or Roet. So maybe let's keep the lights on, hey? Other than that, I'm ready. Oh ... are we taking her alive? I hope so. I've ... killed enough for one day."

Mel steps well back from the door, bow drawn and ready, to allow Kazador and Roet freedom to move in quickly.

I wonder who she's waiting for down here, Mel thinks, glancing up and down the corridor. Could be she's waiting for Alric ... but could be someone else. She keeps an eye out in case of an unexpected arrivals.

Perception: 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20

Argh, the L key on my keyboard is dying, and making it very difficult to type! I hope the replacement I ordered gets here soon so I can quit copy-pasting my L's.


Brookside Campaign Journal

Anyone want to open the door, go in, do anything else, etc?


Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23

When everyone's ready, Perrin takes a deep breath, activates the wand of haste, and yanks open the door.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) 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)

Gripping his hammer, Kazador was ready to charge in.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Mel presses her back to the wall beside the door, hoping to avoid notice until her allies have cleared the entry. She nocks an arrow.

Stealth: 1d20 + 21 ⇒ (20) + 21 = 41


Brookside Campaign Journal

Darkness or no, Kazador?

GM Screen:

Inits: 5d20 ⇒ (9, 11, 9, 14, 2) = 45

The door opens and in the partially-lit tunnel with one crate and another longer one. You see a halfling at the end of the passage turn on you. You seem to have caught her in her private hideout! There's a bedroll in one place, a small barrel in another, and some dried food on top of one of the crates. She mutters something you don't quite catch and starts moving her hands and speaking some strange words.

Kazador, Roet, and Mel up first! Map updated. Due to the dimensions of the area, our normal ordinal directions do not apply so I added a compass rose for those who are curious. She's not actually casting a spell yet as technically it's not her turn. I'm just being descriptive. One crate if 5x5x5ft while the other is 5x10x6 ft.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) 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)

No darkness as per party wishes

Kazador surged forward to attack the spellcaster. He knew what trouble there could be if such were left to their own devices:

Hit: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 2d6 + 12 ⇒ (4, 6) + 12 = 22

Against a foe caught flat footed, it was likely going to be a well struck blow. But he knew that they would not be so fortunate to have the fight end so quickly.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

I think it looks like Mel has line of sight on her, based on current positions?

Seeing the woman already invoking a spell, Mel chooses to wait a second, lining up a shot with intent to disrupt her casting. "You can surrender and come with us," she calls to the halfling. "Otherwise you'll be joining your associate Alric, I'm afraid."

Ready action to shoot her when she tries to cast a spell. Using Deadly Aim (-2), shaken due to environment (-2), hasted (+1).

Attack: 1d20 + 10 - 2 - 2 + 1 ⇒ (17) + 10 - 2 - 2 + 1 = 24

Damage: 1d8 + 5 ⇒ (6) + 5 = 11

So if all this goes off and the attack hits, her concentration DC to keep her spell is 21+spell level.


I'm going to bot Roet and say he moves forward and strikes her for 10 damage.

The halfling spits at you, blood mixed into her saliva. "Big talk, lady. There's no way you're taking me." Suddenly, there's a shiny metallic rod in her hand and the room fills up with a green vapor! You cough and retch as it's stetch nearly overwhelms you.

GM screen:

Forts: 4d20 ⇒ (20, 16, 9, 3) = 48
Fort: 1d20 ⇒ 3
Cast defensively: 1d20 + 22 ⇒ (17) + 22 = 39

DC 18 spellcraft:

She just cast a quickened stinking cloud. You know how the spell works.

Everyone but Kazador and the halfling can be heard retching and vomiting in severe pain and distress. Oddly, you also hear a weird retching noise that sounds like a combination of vomiting and hissing at the same time.

Nauseated as long as you remain in the cloud and for 1d4+1 rounds afterward.

Kazador and Roet:

You see a large constrictor snake squeeze up from the 10 ft long crate. It's too busy hacking and coughing and vomiting to attack. The halfling, however, disappears! She has turned invisible. Kazador, you can still see her.

Mel, you missed the DC by 1. Do you have anything that gives you a bonus to fort saves against spells, poison effects, etc?

Everyone up! Perrin bottom of round 1 and everyone else top of 2.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Uh, did that trigger my readied action or not? And no, I have no conditional fort bonuses.


Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23

Perrin cries out in alarm as he sees the halfling's spell fill the room with choking green fumes. Spellcraft: 1d20 + 11 ⇒ (9) + 11 = 20 "O-" is as far as he gets before vomiting onto his boots. Yet even as his mind is overcome with nausea, something else is pushing back. A force from beyond himself rushes through Perrin's body.

Using Quick Channel. It looks like it's permitted by the nauseated condition, since it only takes a move action and isn't an attack or a spell, but let me know if you interpret it differently. Self-perfection variant channeling allows those effected to ignore a condition of their choice until the end of Perrin's next turn. Using Selective Channeling to exclude the snake and, heartbreakingly, Mel. (Note that Perrin can see through the cloud thanks to his gaze of flames wandering hex.)

The nausea floods out of Perrin's head for a moment, and he blinks in sudden clarity. "Out of the fog, everyone, now!" Taking his own advice, the doctor staggers back through the open doorway behind him. 5-ft. step, now that he has his actions back. Meanwhile, Ev takes flight, zooming down the passageway with an alchemical pellet clutched beneath. When they get close enough to spot the halfling with echolocation, they zero in and drop the pellet in a burst of smoke. Attack: 1d20 + 11 ⇒ (4) + 11 = 15 Blindsense to pinpoint her square, smog smoke pellet targeting the grid intersection. Negates her invisibility for 1d4 rounds.

As the halfling's foggy form comes into view, Perrin makes a quick snatching motion with his hand, and an invisible cord of force yanks at the rod in her grasp. Disarm: 1d20 + 12 ⇒ (18) + 12 = 30 Casting pilfering hand. Let me know if it's successful, because if so Perrin will catch the rod and try using it to cast a quickened spell.

Edit: Wait, there might be hope for Mel after all! Seeing that Mel hasn't moved, Perrin mutters, "C'mon Mel. Stay with us. You're the most stubborn person I know." Spending his hero point, the option for adding +2 to an ally's roll after the fact.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Wow, that's a super-effective turn. Thanks for spending that hero point on me! I appreciate it. But see the discussion thread.


Brookside Campaign Journal

I don't think your action would be triggered by a swift spell, Mel. You wouldn't have time to see that she was casting a spell before total concealment would be up.

Perrin manages to briefly alleviate the problem for himself and two of his allies while also snatching the rod away from the halfling. He urges Mel on with his words.

Mel makes her save! She can go and Perrin gains a swift action spell of 3rd level or lower with his favorite new toy.


Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23

Excellent! Sad about the readied attack, though. Seeing Mel resist the fumes, Perrin quickly relays the halflings location in case she needs to shoot through the fog. Then the rod soars into his hand with an audible hum that seems to shake the very magic in the room. Casting quickened dispel magic with myrrh as a component. Does he know whether dispelling the stinking cloud will end the ongoing nausea? If so, he'll do that, otherwise he'll just target Daisy herself. Dispel Check: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) 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)

Hit: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 2d6 + 12 ⇒ (2, 4) + 12 = 18

Iterative: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 2d6 + 12 ⇒ (3, 6) + 12 = 21

Haste: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d6 + 12 ⇒ (1, 6) + 12 = 19

Silently Kazador stalked towards the invisible halfling. Funny he thought. She thinks I plan to bring her back alive.

His body tingling with arcane energy he renewed his assault, his hammer moving like a blur. He had barely restored a semblance of his honor. He wouldn’t be retreating due to a bad smell.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

As the noxious fumes billow out over them, Mel claps her hand over her mouth and nose, almost gagging. But Perrin's words of encouragement reach her, and bolster her resolve.

Holding her breath, Mel shrugs out of her backpack and drops it squarely in the middle of the door. Then she withdraws back out of the cloud.

Hoping to trip her if she tries to run out through the door. It'd probably be a moderately easy reflex save, maybe a titch harder because the concealment from the stinking cloud means she won't be able to see it until she's within five feet of it (unless she has wacky magic gear like Fog-Cutting Lenses or a similar ability). I figure taking the backpack off is a move action, and dropping it to the ground is a free action, then another move action to get out of the cloud. Honestly, there's precious little Mel can do if she can't see her target. I presume the halfling's got some kind of defense against her own stinking cloud spell, otherwise she'd be daft to drop one directly on her own head.

Oh, and in the interests of fairness, Kazador has a 20% miss chance due to the concealment provided by the stinking cloud. The See Invis doesn't help with the fog.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) 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)

1d100 ⇒ 29
1d100 ⇒ 82
1d100 ⇒ 98

Dont know if it is better to roll high or low...


Brookside Campaign Journal

The nauseated condition lasts after the person is no longer exposed to the cloud so I believe it would last after the spell as well.

Kazador, I play that high is active low is passive. So high is a hit, low is a miss.

Perrin dispels the halfling's invisibility and Kazador strikes her hard twice. She cries out in extreme pain and nearly falls down dead, hanging on by a thread. Nearly dead and seeing herself surrounded by adversaries, she tries to cast one more spell. With a smile on her face, she taunts "Only little people are tied to the ground like you."

GM screen:

Concentration: 1d20 + 22 ⇒ (5) + 22 = 27

She disappears, this time from all sight.

DC 19 spellcraft:

She cast dimension door. From what you know of her, she could travel 800 feet with the spell.

DC 15 K engineering!!!!:

An object starting with 0 velocity in mid-air would fall 530 feet in 6 seconds.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Knowledge (Engineering): 1d20 + 8 ⇒ (4) + 8 = 12

Mel, unaware of what is going on within the sickly roiling vapors, draws an arrow and nocks it, hoping to catch an opponent emerging from the cloud.

Ready action to shoot the next enemy Mel sees. Which is likely to be none. Oh, also she backs up from the fog a good 20 feet or so.

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