GD VII: Redelia's Raiders of Shrieking Peak (Inactive)

Game Master Dennis Muldoon

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N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

Banterknell is at 44 HP and probably diseased!

After three thuds in a row, Banterknell lowers his shield.

"Did you see that? Duck and weave, duck and weave. All while playing my flute. I was AMAZING!... Ow. Say, Clara, could you use a charge off that wand I gave you and heal us all up a bit?"

I think you can use the wand to do the heightened version and heal everyone in an area. Is that correct?


HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9

Before they advance, Doreen pulls out a "Bomber's Eye" elixir and holds it in the hand opposite his loaded crossbow.

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

You can use the wand to do the 1-, 2-, or 3- action version of the spell. It won't be heightened above 1st level, though, the way Clara's innate spells are. Still, anyone capable of casting heal may spend 1 RP to activate the wand and cast 1st level heal for 1d8+WIS healing to one target, or their WIS mod to everyone.


Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

Dammit! Yesterday's post has disappeared. Grrr!

Abbreviated version: Clara is willing to help or heal anyone. She has an antiplague available if it is needed. Did everyone apply the 26 points of healing provided during the encounter?

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

I'll quit being mysterious about the effect. Several of you have contracted ghast fever. It has no effect for the first day, so as long as you're planning to continue before you rest, it won't make a difference until tomorrow.


N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none
Clara Fremlin wrote:
Did everyone apply the 26 points of healing provided during the encounter?

I did


Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

Clara takes Banterknell's wand and uses it to provide some healing for the brave gnome.

heal: 1d8 + 4 ⇒ (1) + 4 = 5
and again
heal: 1d8 + 4 ⇒ (6) + 4 = 10
and in case he wants a third infusion...
heal: 1d8 + 4 ⇒ (4) + 4 = 8

using 3 resonance points to be adjusted if necessary

"I hope that feels better. We want you at your best when we meet this harpy."

edit: I just realised I hadn't removed a resonance point for my armor so I made that adjustment as well.


N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

Might as well take all three.


HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative
Trained Skills:
Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9
| Speed 20 ft. (25 ft. w/o armor)

By my count, Pierce is down 5 HP; can't adjust stats on phone


HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9

Doreen is Ok and ready to go. He had two elixirs of life he can share, but they will require an RP for someone else to use them.

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

A large cave opening is carved into the mountainside to the north. A trio of watchtowers stands in the clearing between the cave opening and the forest to the south. On two of the watchtowers stand human guards, armed with bows. You can approach from whatever side/direction you'd like, except from the cliff side. The guards haven't reacted to your presence yet. Please arrange yourselves however you'd like on the map.


Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

Clara quietly reminds the others, "This may be a good time to put in our earplugs." She then follows her words with actions to demonstrate. With earplugs in place, she is content to remain at the back of the group. On seeing the guards and watchtowers, Clara readies her sling.


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HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative
Trained Skills:
Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9
| Speed 20 ft. (25 ft. w/o armor)

"Whatever you said, now would be a good time to put in earplugs." Pierce responds pointing to the sizeable plugs firmly fastened within his sizeable ears.

The goblin quietly heads to the east, looking for a hiding spot from which to launch arrows.

Sneak; then Hide


N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

Banterknell, of course, does not put any earplugs in. In fact, he is a bit miffed that the others chose safety over the pleasure of hearing his performances and debates whether it will be worth it to inspire courage while the plugs are in.

Lots of heavy sighs may be heard (or not heard) coming from BK.

Seriously, if he uses the inspire courage ability, will it have any effect if it is an audible performance?

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

Since I said the earplugs will give you a bonus against the harpy's song, but won't make you immune, I'll say they don't completely block out your inspiration either, Banterknell. Inspire Courage will still work.

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

GM Screen:
3d20 ⇒ (15, 11, 18) = 44

The guards make no reaction as Pierce sneaks ahead. They either haven't noticed you all or don't care. What would you like to do?


HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative
Trained Skills:
Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9
| Speed 20 ft. (25 ft. w/o armor)

Pierce cocks his head and listens for the signal to attack. When he doesn't hear anything for a little while, he suddenly realizes that he had forgotten to remove the earplugs.

Once he does so, the goblin cocks his head and listens for the signal to attack. When he doesn't hear anything for a little while, he suddenly realizes that his attacks would be more effective if he could get a bit closer to his target. Within 30 feet

Assuming, he can stand under the easternmost tower...

Pierce quietly moves behind one of the vacant tower's support posts.
Sneak+Hide

Pierce then cocks his head and listens for the signal to attack...

Updated location on Map


N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

Before Pierce can move off, Banterknell taps him on the shoulder.

Remembering what a beating he took when fighting the minotaurs, and then was a beat down he got from the ghasts, he suggests.

"Psssst. Say, wouldn't you all rather just sneak by these guys. I can make us all invisible and we can just waltz right in. Just link hands so we all stay withing the aura. How about it?"

When he realizes that some of them are having trouble hearing his awesome idea, he gives up and just casts the spell Invisibility Sphere.


HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative
Trained Skills:
Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9
| Speed 20 ft. (25 ft. w/o armor)

Remembering himself getting beaten and then getting beaten again, Pierce thinks that the gnome may be on to something.

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

Concealed by Banterknell's sphere, the guards don't seem to notice you as you move toward the cave. Inside, the walls are lined with knick-knacks and treasure, and you see a harpy hunched over a staff, muttering to himself.

You know that any hostile action will pop the sphere. Essentially, you can use this for a surprise round, if you'd like.


Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

Clara's first action on spotting the harpy is to quietly cast shield.


HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9

As they party moves through the guards and into the cave, Doreen drinks his Bomber's Eye and Bullheaded Mutagen

Effects:
Bombers Eye: Ignore effects of screening
Bullhead Mutagen: +2 Will Save, Perception, Medicine, Nature, Religion, Survival
Both effects last for one minute.

Drawing a frost bomb and an electric bomb- he waits for the parties signal before throwing.

I am willing to burn a round or two of the Bomber's eye, to have taken it before the assault begins. I am differential to you about what would have been reasonable to take as a buff versus what I still "need to do".

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

Either way is fine, given that you have the cover of invisibility. Go ahead and do whatever quiet things you would do in the invisibility sphere before attacking. When you're ready, go ahead and post your first turn (there isn't really a surprise round mechanic in Playtest, so I'm just going to treat this as you all win initiative vs. them, and they are flat-footed to the first attack each of you make).

------

Initiative!

  • Banterknell
  • Clara
  • Doreen
  • Pierce
  • Harpy
  • Guard 1
  • Guard 2

    Whole party may act.


  • HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative
    Trained Skills:
    Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9
    | Speed 20 ft. (25 ft. w/o armor)

    Seeing an opportunity, once within thirty feet of the creature, Pierce tries to put three arrows into the harpy.

    Ranged (+1 shortbow) w/sneak attack: 1d20 + 10 ⇒ (4) + 10 = 14
    Damage: 2d6 + 4 + 2d6 ⇒ (3, 4) + 4 + (4, 2) = 17

    Ranged (+1 shortbow) w/sneak attack: 1d20 + 10 - 5 ⇒ (8) + 10 - 5 = 13
    Damage: 2d6 + 4 + 2d6 ⇒ (4, 3) + 4 + (3, 1) = 15

    Ranged (+1 shortbow) w/sneak attack: 1d20 + 10 - 10 ⇒ (11) + 10 - 10 = 11
    Damage: 2d6 + 4 + 2d6 ⇒ (1, 2) + 4 + (2, 5) = 14


    N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

    Out of the nothingness Banterknell's flute may be heard.

    He casts protection (+1 conditional bonus to AC, +1 ST vs. alignment, +3 vs control or summoned) on himself and begins an inspire courage performance. Add 1 to all Pierc's attacks.

    If it starts up a harpy song he will cast a countersong.


    HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
    Skills:
    Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9

    Timed with the other pathfinders efforts, Doreen rushes headlong toward the Harpie- closing the gap needed to throw a vial at it. Rearing back, he throws first a flask of frothing blue liquid, and then a smaller container of sparking yellow liquid.

    Liquid Ice: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
    Cold: 2d4 + 1 ⇒ (1, 2) + 1 = 4+Hampered 10, +5 splash

    Liquid Lightening: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
    Lightening: 2d4 + 1 ⇒ (4, 3) + 1 = 8Flat footed until my next turn, +5 splash


    Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

    Clara also moves forward, (I am not sure if we are moving as a group within the invisibility and then all taking our more aggressive/noisy actions) and then, enraged by the evil of enthralling others and making undead Clara brandishes her scimitar with the holy symbol clearly glowing and she calls out...

    "I beseech thee Sarenrae to grant me the power to deliver your judgment on this evil creature!"

    She thrusts her hand forward and sends a ray of Searing Light blazing with holy energy, streaming toward the harpy.

    ranged touch attack: 1d20 + 9 ⇒ (15) + 9 = 24
    fire damage: 5d6 ⇒ (1, 4, 4, 1, 5) = 15
    If you hit, you deal 5d6 fire damage. If the target is a fiend or undead, you deal 5d6 additional good damage to it. On a critical hit, double all the damage.

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    Clara's ray of fire and Doreen's bottled lightning both connect with the harpy, though even flat footed he manages to dodge the liquid ice (splashes on him) and Pierce's arrows.

    "No! These are mine! Minions, get them!" The harpy then begins to sing. Before I continue, I need a Will save from everyone. I want to let you roll so that I don't miss any bonuses or anything. If you're wearing the earplugs, you get a +2 bonus.


    N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

    That singing will trigger BK's counter performance.

    Casting Verbal Casting, Somatic Casting;
    Trigger You or an ally within 60 feet must roll a
    saving throw against an auditory or visual effect.
    Area 60-foot aura
    You protect yourself and allies through performance.
    Choose an auditory performance if the trigger was auditory or a
    visual performance if it was visual, then roll a Performance check
    for the chosen performance. You and allies in the area can use the
    higher result of your Performance check or their saving throw.

    As soon as the harpy begins her singing, Banterknell responds with a distracting staccato tune on his flute in different measure and beat from the song. Though the clash of the two performances is like nails on a chalkboard, it certainly serves its purpose and ruins the attempt to control the party.

    Perform Flute: 1d20 + 11 ⇒ (17) + 11 = 28 - So everyone makes their saving throw.


    Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

    Will save with bonus: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    That performance check is high enough that you can all use that to pass.

    The harpy screeches in frustration as Banterknell's song negates his own. "You'll pay for this!" he shouts as he flies toward Doreen and attacks!

    Morningstar vs. Doreen: 1d20 + 15 ⇒ (10) + 15 = 25
    Bludgeoning damage: 2d8 + 6 ⇒ (5, 1) + 6 = 12

    ----

    The guards wheel around, noticing you for the first time after the harpy's call for alarm. They drop their bows and quickly descend, drawing kukris as they reach the bottom. Double move and draw a kukri each.

    Perception DC 18:
    The guards seem to be hesitant in their movements, as if they are fighting themselves.

    -----

    Initiative!

  • Banterknell
  • Clara
  • Doreen
  • Pierce
  • Harpy
  • Guard 1
  • Guard 2

    Whole party may act.


  • HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative
    Trained Skills:
    Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9
    | Speed 20 ft. (25 ft. w/o armor)

    "If what the hell horned one said is true, no more screecher, no more fight!" Pierce ceeis as be fires at the harpy.

    Ranged (+1 shortbow): 1d20 + 10 ⇒ (13) + 10 = 23Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15

    Ranged (+1 shortbow): 1d20 + 10 - 5 ⇒ (13) + 10 - 5 = 18
    Damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13

    Ranged (+1 shortbow) w/sneak attack: 1d20 + 10 - 10 ⇒ (2) + 10 - 10 = 2
    Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13


    N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

    I'm a bit surprised at the map. I thought we all entered the cave. It seems kind of stupid to just pop into view in sight of the towers. May I reposition ourselves on the other side of the harpy? I figure we would have launched our attack from further in.

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    Sure, you can be positioned farther in. I should have been more clear that I was leaving it to you to position yourselves as you would like for your surprise round.

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    Pierce buries his first arrow in the harpy's shoulder, eliciting a screech of pain, though he's unable to connect on the second and third shots.

    Banterknell, Clara, and Doreen may act.


    N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

    Repositioned.

    Banterknell, having spent so much time dealing with the harpy's screeching, simply continues his inspire courage performance.


    HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
    Skills:
    Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9

    Can you resolve my action last? The harpy should be FF against all creatures until the start of my turn

    Hands now empty, and under assault, Doreen reaches into his belt and pulls out a shimmering red vial which is warm to the touch, and the frothy yellow liquid from before. Backing up, he maneuvers himself against the wall of the cavern and launches the fire against the Harpy.

    Bottled Lightning, IC, Bombers Eye, Touch: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
    Damage, IC: 2d4 + 1 ⇒ (4, 3) + 1 = 8 +5 Splash, FF until my next turn
    Maybe Crit?: 2d4 ⇒ (4, 3) = 7

    Draw Alchemist fire and Bottle Lightning. Moved away. Throw Lightening


    Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

    Clara's voice subsides a little but continues to chant as she casts shield upon herself and sends a sonic burst toward the harpy.

    sonic damage, 10ft burst, DC19 Fortitude save: 3d8 ⇒ (5, 7, 4) = 16

    Success Half damage.
    Critical Success No damage.
    Failure Full damage and deafened for 1 round.
    Critical Failure Double damage and deafened for 1 minute.

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    Fort vs. Sound burst: 1d20 + 12 ⇒ (16) + 12 = 28 Juuuuust missed the crit save, so takes half damage.

    Doreen waits while Banterknell and Clara add to the cacophony in different ways, Banterknell to inspire, while Clara rattles the harpy. Distracted, he's unable to dodge Doreen's bomb, which jolts him stiff. Not quite a crit, but it is a hit.

    -----

    The harpy moves forward, laying into Clara with his morningstar, and following that with a vicious talon.

    Morningstar vs. Clara: 1d20 + 15 ⇒ (12) + 15 = 27

    Damage:
    Bludgeoning damage: 2d8 + 6 ⇒ (7, 8) + 6 = 21

    Talon vs. Clara (agile 2nd attack): 1d20 + 11 ⇒ (3) + 11 = 14

    Damage:
    Slashing damage: 2d6 + 6 ⇒ (6, 3) + 6 = 15

    The two guards also rush forward, one positioning himself between Pierce and the harpy (triple move), and the other rushing into a flanking position on Clara, slashing with his kukri (double move and attack).

    Kukri vs. flanked (flat-footed) Clara: 1d20 + 11 ⇒ (2) + 11 = 13

    Damage:
    Slashing damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13

    Damage rolls in spoilers so you can decide whether or not you want to take the Shield Block reaction before seeing the amount of damage, though that matters less with the spell.

    -----

    Initiative!

  • Banterknell
  • Clara
  • Pierce
  • Doreen
  • Harpy
  • Guard 1
  • Guard 2

    Whole party may act.


  • N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

    "Could you move just a bit that-away, Clara?"

    Basically I'd like to do a sound burst centered on the point northeast of Clara's current position/southeast of the harpy and catch all three of them in the burst without tagging Clara. If she can move east of green or south of Banterknell or around the harpy and northwest of the harpy I can get them all without hurting any PCs.


    Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

    Clara chose, possibly unwisely, to not use her shield to block. Took full damage from the morning star and the other two did not connect. The next morning star that connects or any critical hit will be met with a shield block.

    Unhappy with her current situation, Clara is more than happy to acquiesce to Banterknell's request though not before she takes a swipe at the harpy with her scimitar.
    Sheild, strike, move

    +1 scimitar(T) attack: 1d20 + 7 ⇒ (3) + 7 = 10
    potential slashing damage: 2d6 + 1 ⇒ (2, 1) + 1 = 4

    "Is this where you want me?" Clara asks of Banterknell. Those who listen may hear a disappointed tone as she internally acknowledges that she allowed herself to be distracted by the chaos and pain, sending her scimitar stroke off target.


    N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

    "PERFECT!!!"

    With that he raises his shield (AC 23) and does a DC 20 sound burst that encompasses all three of the enemies.

    Sound Burst, somatic and verbal, 30', 10' burst, 3d8 sonic damage and deafened for 1 round on failed Fort ST. Crit failure doubles damage and deafened for 1 minute. Successful ST halves damage.

    sonic damage: 3d8 ⇒ (5, 8, 6) = 19


    HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative
    Trained Skills:
    Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9
    | Speed 20 ft. (25 ft. w/o armor)

    Seeing the harpy distracted by receiving a jolt, Pierce tries to take advantage of the opportunity.

    Step; Strike Strike

    Ranged (+1 shortbow): 1d20 + 10 ⇒ (4) + 10 = 14
    Damage w/sneak attack: 2d6 + 4 + 2d6 ⇒ (5, 6) + 4 + (1, 2) = 18
    Ranged (+1 shortbow): 1d20 + 10 - 5 ⇒ (19) + 10 - 5 = 24
    Damage w/sneak attack: 2d6 + 4 + 2d6 ⇒ (5, 4) + 4 + (2, 2) = 17

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    Saves vs. sound burst:
    Harpy Fort save: 1d20 + 12 ⇒ (20) + 12 = 32 Crit save for no damage.
    Blue guard Fort save: 1d20 + 8 ⇒ (17) + 8 = 25 Save for half.
    Green guard Fort save: 1d20 + 8 ⇒ (8) + 8 = 16 Fail for full damage and deafened for 1 round.

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    Pierce steps into position and fires at the distracted Harpy, missing with the first arrow and striking true with the second. The map got messed up, so I moved you to my best guess of where you were. Feel free to adjust.

    Doreen may act.


    HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
    Skills:
    Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9

    "I am tired of you, you Harpy!" and he flings a vial of fire at the flying creature.

    Alchemist Fire, Touch: 1d20 + 10 ⇒ (16) + 10 = 26 Damage: 2d8 ⇒ (5, 3) = 8 +5 Slash, +1 persistent

    Hands now free, he reaches back into his pouch for 2 more red, frothy, vials. He lobs another at the Harpy.

    Alchemist Fire, Touch: 1d20 + 10 ⇒ (9) + 10 = 19 Damage: 2d8 ⇒ (5, 1) = 6 +5 Slash, +1 persistent

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    The harpy screams as the two vials of burning liquid impact, one at his feet, one directly on his chest. He thrashes for a moment as he falls to the ground, furiously--and futily--trying to put the fire out. Harpy is down (and on fire). Clattering away from the burning harpy is a fancy-looking staff, which the harpy had been examining when you snuck in.

    The nearer guard quickly pats out the flames on the harpy, then steps forward to Doreen and lashes out with a wicked-looking kukri (interact, step, strike).

    Fancy kukri vs. Doreen: 1d20 + 12 ⇒ (17) + 12 = 29
    Slashing damage: 3d6 + 4 ⇒ (2, 6, 4) + 4 = 16

    The other guard also attacks Doreen with a kukri, his less vicious-looking but still quite sharp (step, strike, strike).

    Kukri: 1d20 + 11 ⇒ (15) + 11 = 26
    Slashing damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14

    Kukri (agile 2nd attack): 1d20 + 7 ⇒ (18) + 7 = 25
    Slashing damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12

    It appears their enchantments have not yet been broken.

    -----

    Initiative!

  • Banterknell
  • Clara
  • Doreen
  • Pierce
  • Harpy
  • Guard 1
  • Guard 2

    Whole party may act.


  • N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

    Banterknell starts playing his martial song again (inspire courage) and sends a rock at blue (TK projectile).

    to hit: 1d20 + 3 ⇒ (16) + 3 = 19 (Do I add his level to this or is it just dex)
    damage: 1d10 ⇒ 10


    HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
    Skills:
    Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9

    Doreen is at -3


    HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative
    Trained Skills:
    Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9
    | Speed 20 ft. (25 ft. w/o armor)

    Pierce gives a gleeful smile as the harpy goes down in flames, but his face falls as he sees the undead continuing on.

    "Thought the minotaur said, 'Kill the harpy. End the undead." the goblin grumbles. "That advice was terri-bull."

    Pierce trains his bow on the undead and, starting with the most injured looking, fires.

    Strike x3

    Ranged (+1 shortbow): 1d20 + 10 ⇒ (18) + 10 = 28
    Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
    Ranged (+1 shortbow): 1d20 + 10 - 5 ⇒ (1) + 10 - 5 = 6
    Damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7
    Ranged (+1 shortbow): 1d20 + 10 - 10 ⇒ (18) + 10 - 10 = 18
    Damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9

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