Defense of Brookside

Game Master caster4life

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

Current map
Group Loot
Big maps
XP
NPCs
Intrigue notes


1,401 to 1,450 of 6,566 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>

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)

Kazador looked at the space where the halfling was in confusion. It took about ten seconds for him to realize that she wasn’t invisible, but that she gone.

”Nay idea where she is, but she isn’t in here. I’m-“ he coughed ”-going to check on the surface. I’ll meet ye all where we came in.” It had taken thirty seconds for the halfling to flee and another thirty for him to make up his mind on what to do. He hoped that he was right and that it wasn’t too late.

”Gromthi! Dringorak-ha!” He slammed his hammer to the ground, and in a similar flash of light, he teleported to the surface.

Dimension door. 1 casting left, 1 minute until I can cast anything else. 2 points left


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

When the halfling vanishes for the second time, Perrin stares for just a moment before realizing that Ev's superior senses are mirroring his confusion - and what that implies. "To the surface!" He turns and darts back to the grate, scaling the wall with an inhuman agility. His bat swoops along behind. Perrin currently has a 70 ft. land speed and a 20 ft. climb speed - can I assume that's enough to get to the street in one move? Ev has a 70 ft. flight speed right now, so it looks like a double move should get the bat about 30 ft. above ground level.

Once up in the open air, Perrin burns through the last of his curative power to keep the nausea at bay. Using his last channel. He scans his surroundings for any sign or sound of a disturbance, while Ev circles above. Perrin Perception: 1d20 + 19 + 2 ⇒ (20) + 19 + 2 = 41 Ev Aid Another: 1d20 + 15 ⇒ (8) + 15 = 23


Brookside Campaign Journal

Kazador, where exactly are you declaring your dimension door to? This is risky business. Also, do I understand correctly it takes you 1 minute to cast the dimension door?

Perrin:

Perrin sees "Daisy" hundreds of feet up in the air and falling fast.


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)
How it works wrote:

(1) Kazador uses martial flexibility to get a feat
(2) The feat, advanced weapon training, let’s him cast a spell
(3) The feat lasts 1 minute, unless all uses of the feat are used up
(4) The feat requires him to pick the spell type to use
(5) So once he has the feat active, he can’t change the spell type until it expires
(6) Here, round 1 he uses move action to activate feat and chooses to cast see invisibility
(7) For the next 5 rounds he can’t cast dimension door because he has to wait for the feat to expire
(8) So we had another round of combat. That means 4 rounds left until he can cast dimension door, as it requires activating advanced weapon training again

That’s my reading of it. And I was supposing that he knew how far down they were, so he could teleport up. Enough not to get stuck in the ground [/ooc]


Brookside Campaign Journal

Ok we could figure out the use of dimension door but Kazador should take other actions in the mean time as a lot could happen in that amount of time.


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

Ooh, I didn't realize that Kazador couldn't dimension door for another minute. Now I feel bad about leaving you all in the sewer. If you'd like and the GM's okay with it, I could retcon my action to using the scroll on all three of us.

If so:
Spellcraft: 1d20 + 11 ⇒ (12) + 11 = 23 "She teleported! We've got to follow her." Perrin rushes over to Mel, drawing a scroll from his pouch as he moves. "Kazador, follow my voice!" Readying an action to use the scroll of dimension door once Kazador's in reach, bringing them up to the alley. Use Magic Device: 1d20 + 11 ⇒ (17) + 11 = 28


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)

Its a 36 second gap. Which Kazador will spend figuring out his plan and timing the dimension door. If anyone has a different plan or would like to stop him, that’s the window for doing so.


Brookside Campaign Journal

Perrin, since you just met Kazador earlier today, I'm not going to allow the retcon. In character, you don't have much experience as to how his magic hammer works. But you can yell down the sewer to tell your friends what you see from on the street.


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

Got it. Sorry for the confusion. Upon seeing the airborne halfling, Ev lands on Perrin's shoulder and the doctor calls down into the sewer. "She's up here! Falling from the sky!"


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 rushes after Perrin, her feet pattering unnaturally fast in the darkness of the corridor. She scrambles up the ladder, heaving a sigh of relief as she reaches the surface. She scans the skies for the target.

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

She'll double-move to get to the surface, if needed. I'm removing the shaken condition because she's above ground again.

But if a 60 foot move action is enough to get above ground and a 27 Perception is enough to spot her, Mel will ready an action to shoot the halfling if she attempts to cast a spell. Depending on how high up she is there may be range penalties -- I'll let the GM worry about that. It's no penalty at 110 feet, -2 at up to 220, -4 at 330, etc. I'm using Deadly Aim (that's the -2).

Attack: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14

And if triggered, that will almost certainly miss. That halfling is pretty far up. I hope the arrow doesn't land on any unsuspecting bystanders a quarter of a mile away ...


Brookside Campaign Journal

With a 60 ft move speed, you can get to the surface. By my calculations of falling speed, the halfling is 300 ft off the ground when her turn starts and Mel's readied action will be triggered and, unfortunately, miss due to -4 from range.

The halfling plummets at terrifying speed but casts a spell on herself as she does so. Mel judges the falling speed, accounting for acceleration, and fires but her arrow misses as the falling form slows suddenly and begins swerving off to the south.

Everyone may go. Daisy's altitude is now 150 ft off the ground and she's heading south. She'll be out of sight next round. You can attempt to run around buildings to keep up but it will be very hard. DC 25 perception to keep following her each round and not fall behind. Total distance away from Mel and Perrin right now is about 180 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)

Kazador watched coldly. He prepared to cast another dimension door to keep up with her as she fled. Then, with that ability of his hammer over...he would be able to activate the next rune. That of dispel magic. He would see how well she could fly when her magics failed.


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

Perrin grimaces with frustration at the halfling's fleeing form, then blinks as he realizes what he needs to do. The doctor quickly reads a few runes off a stone tablet, then presses a few concoctions into Ev's claws. Using his scroll of delay poison on Ev. Then Perrin takes a step forward, chokes out the word "Go-" and promptly doubles over, vomiting. It's been two rounds since he left the cloud, let me know when the nausea wears off.

The bat gets the message and takes off like a bullet, soaring after the airborne figure. Taking the run action to fly at 4x speed. Moving up at a 45 degree angle costs double, so I think Ev ends up 140 ft. away horizontally and 140 ft. in the air. Passing beneath the halfling, Ev tries to judge the severity of her wounds. Can I make a Heal check to get a sense of Daisy's remaining hp? Heal: 1d20 + 8 ⇒ (20) + 8 = 28


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 watches the halfling flying away, carrying information that could spark -- or prevent -- a continent-spanning war. She takes a deep breath, raises her bow, and fires faster than she's ever done before. One shoulder twinges in protest.

Mechanics:

2 attacks because she's hasted; and she's spending her hero point for a third attack. At this range she has a -2 penalty, and she's using Deadly Aim because she needs to bring her down and doesn't know how much health she's got left. Here's hoping for high rolls.

Attack 1: 1d20 + 11 - 2 - 2 ⇒ (6) + 11 - 2 - 2 = 13

Attack 2: 1d20 + 11 - 2 - 2 ⇒ (2) + 11 - 2 - 2 = 9

Attack 3: 1d20 + 11 - 2 - 2 ⇒ (14) + 11 - 2 - 2 = 21

Attack 1 damage: 1d8 + 5 ⇒ (2) + 5 = 7

Attack 2 damage: 1d8 + 5 ⇒ (6) + 5 = 11

Attack 3 damage: 1d8 + 5 ⇒ (5) + 5 = 10

Damage to Mel for hero point use: 1d6 ⇒ 2

Uuuugh. Glad I spent that hero point, otherwise this round would likely have been a whole lot of nothing. It still might be if she has a decent AC.

All three arrows are in the air before the first one gets close to the fleeing halfling. Mel watches anxiously to gauge whether they've hit.


Brookside Campaign Journal

Perrin:

Daisy looks like a punch from a teenager would bring her down.

Mel's first two shafts fly wide but the third connects solidly in the flying halfling. She goes limp and immediately starts careening toward the ground, landing out of sight.

Nausea duration: 1d4 + 1 ⇒ (1) + 1 = 2-2 rounds already.

DC 25 perception to know where she landed. It will take about 200 feet of movement to get there, zigging and zagging through buildings.

Kazador:

The snake has moved out of the cloud to where the halfling was when she disappeared. It has been retching and coughing but now it lashes out at you.

Attack: 1d20 + 17 ⇒ (17) + 17 = 34
Dam: 1d4 + 15 ⇒ (1) + 15 = 16
Grab: 1d20 + 21 ⇒ (10) + 21 = 31

The massive serpent throws its coils around you in the blink of an eye and begins squeezing.

Constrict damage: 1d4 + 15 ⇒ (1) + 15 = 16
Kazador saves again against the cloud: 1d20 + 12 + 2 + 2 ⇒ (4) + 12 + 2 + 2 = 20
Snake saves again (since it's reaching into the cloud to bite you: 1d20 + 9 ⇒ (16) + 9 = 25
Kazador, you're also nauseated. But since you would have seen the snake moving and coughing while you were waiting, I'll let you retroactively take a round against it.


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

GM, may I suggest having Roet help Kazador out? The rest of the party isn't there, and Mel for one has no idea about the existence of the snake. Perrin might know due to his ability to see through clouds.

Perception: 1d20 + 14 ⇒ (11) + 14 = 25

"I saw where she landed," she says. "This way!"

Completely failing to note the absence of Kazador and Roet, Mel takes off running. Her new cloak streams out behind her with the speed of her passage.

Running while hasted gets her 240 feet of motion as a full-round action, so Mel is going to arrive on the scene within about 5 seconds. Her AC drops by 4 due to losing her dex bonus. Aaand ... 150 feet of fall damage after being knocked unconscious mid-air? I'm going to go out on a limb and assume she's pretty thoroughly dead.

Rounding the final corner, Mel comes skidding to a halt and looks in horror at the splattered mess that was once a woman. "Well, you were right and wrong," she says. "I did get you -- but it was your own magic that really finished you off."

But the words hold no comfort. That's five, she thinks. Five.


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)

Can I use the round to dimension door away? He would see no point fighting it while the halfling gets away


Brookside Campaign Journal

Yes Roet will help Kazador out as soon as he's able. Roet failed his save against stinking cloud, though, and is not in a great position to do anything. I guess he could move all the way back out, wait a round, and then come in and strike a blow before being forced to save again. So next round he can strike a blow to help Kazador out then will have to make his save again.

Mel, running requires a straight line. I think 120 ft is as far as you can travel when dodging through alleys.

Kazador, I thought you had to wait 4 or so more rounds to dimension door away? I'm confused about that.


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)

By my reading, it all comes down to martial flexibility. All spells operate off the same feat. The same feat can’t be used consecutively. The feat ends when 1 minute has passed or when all uses of the feat are used up. So:

Kazador activates the feat, and chooses dimension door. He has 2 uses of dimension door. He can’t activate the feat until 1 minute has passed or until he has cast dimension door twice, whichever comes first.

Here he cast dimension door. He thus has 1 use left, and he has 5 rounds to use it. After 5 rounds he loses the ability to cast it again. If he casts it again then the feat ends, allowing him to activate it again. When activated again he can choose dimension door again (for 2 more castings) or a different spell (such as dispel magic)

That clear it up?


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

Oh. Okay. In that case she'll have to spend two rounds getting there.


Brookside Campaign Journal

Kazador, I meant that there are still several rounds left before you can use martial flexiblity again from pre-casting see invisibility. Did you mean to use martial flexibility for that then wait a little while before heading into the tunnel? I suppose that's reasonable but we should spell it out in the future. Make me a concentration check to ddoor out of there while grappled.

Mel, yeah it's a weirdly placed rule. It's not in the movement section of the pfsrd but is in the combat section instead.

All: We'll see how this round goes for Kazador then I'll resolve the next round.


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)

Concentration: 1d20 + 9 ⇒ (9) + 9 = 18


Brookside Campaign Journal

Kazador's spell fizzles out ineffectively while Roet finally recovers his breath outside the cloud and prepares to head back into it to aid Kazador.

Perrin, I guess you could still move or do something this round. Any plans?


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

Perception: 1d20 + 19 ⇒ (11) + 19 = 30 to hear the sounds of combat below. The doctor looks with indecision from Mel to the sewer, then turns and clambers back down. "Hey, everything alright?" As Kazador comes into view with a snake around his torso, Perrin starts with surprise and lets out a burst of magic, filling the creature's mind with fatigue. Slumber hex, DC 18 Will save.

Meanwhile, Ev circles above the halfling's body, keeping an eye out for trouble.


Brookside Campaign Journal

GM screen:

Will: 1d20 + 4 ⇒ (7) + 4 = 11

The serpent falls asleep, uncoiling from around Kazador.

Snake is asleep for 6 rounds or until damaged. All party may act.

Mel:

As expected, you find the mangled body of the halfling. Her crash into an alley attracted attention and a few people are looking in to see what's going on.


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 is basically out of combat at this point, I think.

Mel picks out one of the gawkers -- a weedy young man in his late teens with an enormous adam's apple. "Hey," she says. "Would you run and fetch the guards, please? I'll stay here and guard the body."

Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21

I'm going to assume that works, on the grounds that it's a pretty good roll for a reasonable and obvious request under these circumstances.

The kid gives a start, tearing his gaze away from the horrific mess in the alley. "Oh! Uh, sure," he says, and runs off looking for a guard.

Turning back, Mel takes off her cloak and spreads it over the dead halfling. It fully covers the much smaller halfling, even though the arrow embedded between her shoulder blades holds it up like a miniature tent.

Mel winces as blood begins soaking into the cloak where it touches the ground. Maybe I can get it cleaned later, she thinks.

She turns to the slowly accumulating ring of spectators and says "All right, people. The guards have been called. Let's show some respect for the dead by not gawking at her. And anyway, if you're still here when the guards arrive they may want to talk with you."

Diplomacy: 1d20 + 6 ⇒ (2) + 6 = 8

And that will probably not work. Interesting.


Brookside Campaign Journal

Indeed it does not.

Mel:

The young man runs off to fetch the guard but a large, rough-looking fellow doesn't seem to like your tone. "Maybe you should back off from the body, eh? Who put you in charge?" He eyes the small robe-arrow tent.

DC 15 sense motive for Mel:

He seems to want to rifle through the halfling's pockets before the guard arrive.


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

GM:
Sense Motive: 1d20 + 6 ⇒ (8) + 6 = 14

Mel raises her chin and narrows her eyes. She pulls her dagger and holds it at the ready - not aimed at the ruffian, but clearly and obviously in her hand, ready to go. "Who put me in charge?" she says. "I did."

And she stares at him.

Intimidate, because Mel is so good at that: 1d20 ⇒ 2

Argh.

Seeing the man snort derisively at her, Mel adds sadly: "Make no mistake, friend - I will stab you if you start something. Don't be number six."


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)

Kazador breathed a sigh of relief. ”Thank ye! A fine mess I got meself in and ye got me out of. Let’s leave yon serpent and go find the others. That halfling is about and she’s mighty dangerous.”


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

Perrin lets out a breath as well, one that he hadn't realized he'd been holding. "I'm just glad you two are okay. Oh, and I think Mel shot down the halfling, so hopefully that's one less problem to deal with."

Perrin makes a quick check around the hideout for items of interest. Perception: 1d20 + 19 ⇒ (20) + 19 = 39 and detect magic. Then he climbs up to the surface with Kazador and Roet and starts leading them in Mel's direction.


Brookside Campaign Journal

GM screen:

Mel init: 1d20 + 6 ⇒ (4) + 6 = 10
Street thug init: 1d20 + 2 ⇒ (16) + 2 = 18
Disarm: 1d20 + 4 ⇒ (7) + 4 = 11

Mel:

The man is far from convinced and steps forward. Though he's only slightly taller than Mel, he's much broader. "Put that away, little lady. You look more suited for nicer things." He lunges forward to grab Mel's wrist, thinking it will be easy to wrench the knife away from the woman. But he's sorely mistaken as Mel dodges deftly out of the way.

You're up in this scuffle, Mel. What do you want to do?

Perrin:

The snake is wearing the belt of strength.

Perrin, Kazador, and Roet can reach Mel in two rounds.


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

GM:
Free action to activate the boots of haste for one round.

Attack (non-lethal): 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23

Damage (non-lethal): 1d4 + 4 ⇒ (1) + 4 = 5

Attack (non-lethal): 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18

Damage (non-lethal): 1d4 + 4 ⇒ (4) + 4 = 8

As the man lunges, Mel sidesteps neatly. As he stumbles forward a bit, Mel cracks him sharply across the back of the head with the blunt hilt of her dagger. Twice.

"That's a warning," she says. "Keep it up and I'll use the sharp end. Besides, the rest of my team will be along any moment, and the guards not long after that. Don't be an idiot."


Brookside Campaign Journal

Mel:

The man falls to the ground, nearly unconscious, then curses and spits out dirt. Then he gets up slowly and shuffles away, dizzy.

Mel's got things handled on her end so we're not in combat anymore unless you want to go back for the snoozing snake.

The others arrive in an ally and find Mel dispersing a crowd as she stands over the body of the halfling with her cloak draped over it.


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

Perrin very gently, carefully unbuckles the belt from the sleeping serpent before returning to the surface and hurrying after Mel.

When he reaches her, he stares flatly down at the corpse. "Well. We sure showed her, didn't we."


Brookside Campaign Journal

That'll work, Perrin. I think you've already IDed all of her gear except the two rods, one of which has a pretty obvious function. Kazador, since Roet is gone, I nominate you to take the belt of +2 physical perfection.

Within a minute or two, city guards arrive on the scene. Their sergeant exclaims "Holy bricks... A magical murderer crashing from the sky... Shall we escort you back to the guardhouse?"


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)

Kazador gladly swaps out the belts. Anyone have use for the belt of Str +2? If not we can sell it

”Wait up! We’ve got a bounty to collect on her. Just need to scrape up enough that’s recognizable...”


When you arrive back at the guardhouse, the colonel is waiting for you.

"My my. I heard you made quite the spectacle in my streets. It seems I owe you a bounty."

He pays the bounty. "Did you obtain any useful information?"

6,667 gold each.


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

Whoa, I wasn't anticipating quite such a quick jump of scene -- can we go back a bit?

Mel nods at Perrin's words. "I guess we did," she says tonelessly. Then she gives a little start and says "Ah, heck ... I have to go back to that lousy sewer. I dumped my backpack in the doorway hoping to trip her if she ran out. It's got all my stuff in it -- spare clothes, gear, everything. At least there's nothing down there that's likely to kill me this time ..."


Brookside Campaign Journal

Fair point, Mel. We'll hold on the Guardhouse scene for now. Still perfecting the hardest part of pbp GMing: pace.

Mel expresses her intention to head back to the sewer.


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

As they wait for the guards Perrin collects the scrolls and other items from Daisy's body. At Mel's comment he looks up in alarm. "Oh. Um. It's a little bit... snakey, down there, I think. That is to say, there's a snake." He frowns. "But that fog should still be blocking its view of the doorway, so as long as you're quick and quiet you'll probably be fine."


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 shrinks in on herself a little -- she has a bad history with squirming things in small, dark, enclosed places. "All right," she says, feeling faintly panicky. "You wait on the surface ... but if I start screaming, come get me, all right? Kazador, Roet, can you two keep an eye on things here until we get back?"

Mel eyes the cloak currently concealing the body, and decides that "Daisy's" dignity in death is worth less than Mel's life. She picks it up and puts it on. Perrin and Mel make their way back to the sewer, and Mel goes in, swift but cautious.

I'm hoping this can be resolved with a stealth roll. She's going to use another two rounds off her boots of haste to get in and out fast, and has the Fast Stealth rogue talent so she takes no penalty for moving at full speed. Move action down to the bag, move action to pick the bag up, move action on round 2 to get out.

Stealth: 1d20 + 21 ⇒ (16) + 21 = 37


Brookside Campaign Journal

Yes Mel, I was also intending for this to come down to a stealth roll. The snake can't beat that with perception so it's resolved.

Mel slinks into the tunnel and out again with blinding, silent speed. Back on the surface, she catches her breath outside the sewer grate.

What now?


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)

”Well done. Back to turn this in? Don’t want to hold onto halfling gibblets for too long, lest we get called to the guard for carrying around body parts in public.”


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

Perrin waits for a short but tense moment while Mel braves the sewer, then relaxes as she returns to the surface. "Hey. It's been a long and kinda sucky day, but... I'm glad we pulled through." He holds out a couple of items. "These might help with that going forward. Keep them if you want, or sell them and give the money to an orphanage - it's up to you." Daisy's belt of dex, headband of cha, and eyes of the eagle. By the way, are the former both +2? With that, he starts heading back to join Kazador, Roet, and the guards.


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

The Belt of Dex would be ideal for Mel. Err, if it fits.

Mel looks at the patches of fresh, wet halfling blood on her cloak.

"Let's go meet up with the others and head back to the guardhouse," she says wearily. "We can worry about all that once we've had a chance to catch our breaths and clean up a bit."

Okay, and then we get back, and the guards arrive, and we can proceed with the scene in the guardhouse.

Mel looks at the neat rolls of gold pieces. "I need a bank account," she says. "I don't like carrying thousands of gold and platinum pieces around in a backpack. They're heavy, and it's an invitation to get robbed. Maybe tomorrow, though. It's been ... a very long day."

This is still the same day we left Astin. We've had three combats, an interview with the Bishop of Helm, and some diplomatic encounters. Even though Mel had a nap earlier, I'm officially imposing the fatigued condition on her until we get a chance to sleep.


Daisy's headband is +4 charisma. Kazador, don't forget you took that damage from the snake! Who will now wander the streets and sewers of Helm looking for food.

Yes, Mel. It has been a VERY long day. But I don't believe in the 15 minute adventuring day so three combat encounters seems about right. As does fatigue.

Smythe takes a look at the corpse. "I'll presume you didn't obtain any information. Nevertheless, the reward is yours. Coroner Fuller came by earlier. She arranged lodging for you at the Cozy Badger, a reputable inn and tavern very close to the guardhouse." He sniffs the air and coughs suddenly at the stench. "I'll leave you to that. Good day." He then turns on his heel and heads back toward his office.


Kelian, who had been waiting in the guardhouse on a bench, comes up to you with a nervous half-smile. "It looks like you all made it back. I'm glad. Should we head to the Badger? The guards told me they have an incredible lamb coddle there and I'm starving!"


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)

1 point of martial flexibility to heal himself. 4x Cure Light Wounds. For himself and anyone else with minor injuries

CLW: 1d8 + 5 ⇒ (5) + 5 = 10
CLW: 1d8 + 5 ⇒ (6) + 5 = 11
CLW: 1d8 + 5 ⇒ (8) + 5 = 13
CLW: 1d8 + 5 ⇒ (7) + 5 = 12

”Aye. That sounds good to me. I’ll meet ye there, somethin’ I’d like to get done first.”

Going to drop 5k gold on Comfort enchantment and to make the fullplate +1. This way it will feel like normal clothing when worn and it will let him sleep in it. A must for any adventurer


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

"Perfect, I've got a couple stops to make as well." Shopping time!

Shopping Stuff:
Okay, couple questions. First, can we assume we sell off the extra masterwork/magic gear on the spreadsheet? I calculated its sell value at 12555 gp a while back, but feel free to double-check me on that. We could also sell the runestone for 4000 and the two extra Str belts for 2000 apiece. Oh, and did we find any money on Daisy's body? Just trying to simplify our funds situation so we know what we have to work with.

Second, can Perrin pay to have Elrin's headband of alluring charisma and Alric's headband of inspired wisdom combined into a headband of mental prowess +2, using the rules for upgrading magic items? It looks like a Cha/Wis headband would cost 2000 gp more than the sum of its parts.

Finally, can I pay someone to cast identify on Daisy's second rod? (Assume aid another and guidance.) This may affect my purchasing decisions. Thanks!


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

"Do what you like," Mel says dully. "Just now I'm going to go to this inn, where I'm going to bathe, eat, and then tumble straight into bed. Kelian, can you show me where it is, please?"

The young man nods and shows her the way. As Colonel Smythe promised, it's not far from the guardhouse, situated just a few minutes walk to the east, on the way to the mercantile district. The sign out front shows a cut-away view of a badger's den in deep winter, cold snow outside with a badger curled up asleep inside. The Z's emerging from the badger waft upwards until the largest of them becomes the Z in the word "COZY" curled around the top of the sign. At the bottom, the word "BADGER" forms the floor of the den.

It was just growing dark as they reached the inn. "Better hurry if you want to catch the merchants tonight, guys," Mel says. "They're probably closing up for the evening, if they haven't already. Me, I plan to catch them tomorrow morning."

And with that, she opens the door to the inn allowing light, music, and the scent of good food to spill out into the street.

1 to 50 of 6,566 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Trouble in Brookside All Messageboards

Want to post a reply? Sign in.