Yanbrel Gossrith
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Yanbrel edges up around the wall, peeking over to where Bengeirr has emerged. Drawing a tiny cricket from his pocket, he holds the insect in his palm and begins an incantation.
Begin casting Sleep. When the spell completes, he will target an area including Bengeirr but not any allies, if possible. DC 16 Will negates.
DM Beckett
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Will: 1d20 + 5 ⇒ (11) + 5 = 16
Dang, I thought that would be it, but he manages to resist the call to rest.
Angruf
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So.. no joy convincing the guard to scamper off after his afear'd buddy, eh? Well, we'll just keep him occupied and out of the scrape for now. And hopefully keep the pitchforks-and-torches crew off our backs as well. ♪♫ la-di-di-di-da ♪♫
DM Beckett
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->Angruf
->Kargen
->Borax
Guard 2 (inside)
Guard 3 (outside)
Yanbrel
Moll
Bengeirr
The spiritual Weapon continues after Borax, swinging magically as if held by the deity himself.
Attack: 1d20 + 4 ⇒ (7) + 4 = 11 <MISS>
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
While Bengeirr raises the lantern at Kargen, firing a strange silver-blue beam at from the lanterns flame.
Ranged Touch: 1d20 + 1 ⇒ (20) + 1 = 21 <HIT>
Will Save Please
Kargen Hapspring
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Oh crap
Will Save: 1d20 + 5 ⇒ (3) + 5 = 8
So what are we dealing with here? Fort Save every hour? Or just automatic non-lethal damage?
Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.
An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).
In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.
A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage.
DM Beckett
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Right now you just feel a slight chill. It's uncomfortable, but not unbearable.
Borax Bulan
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Borax could see the effect on Kargen and was hoping to avoid the same fate.
"He's unarmed, take the lantern from him!"
Borax moves himself around the barrels, keeping as much cover as he could, and fired his handcross bow at Bengeirr
Crossbow vs Bengeirr: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Kargen Hapspring
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Kargen finds himself bathed in a cold, white light from the lantern. He looks up at Bengeirr in shock, but manages to draw an arrow. "Erastil will see you put down for this!" He stumbles to the side, trying to avoid the lantern's light, firing his arrow at the man.
Swift Action - Activate Justice Judgement. +1 to attack
Attack (PBS, Judgement): 1d20 + 5 + 1 + 1 ⇒ (15) + 5 + 1 + 1 = 22
Damage (PBS): 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
AC currently 19/15/16
DM Beckett
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Moll draws blood on the lookout, while Kargen and Borax begin to fill Bengeirr with holes. Neither go down, though.
Kargen
Borax
Guard 2 (inside)
Yanbrel
Moll
Bengeirr
Seeing himself outnumbered, the guard begins to fight with a badger's tenacity, swinging at Moll with the greataxe.
Attack: 1d20 + 3 ⇒ (20) + 3 = 23 <Hit, crit>
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Attack: 1d20 + 3 ⇒ (15) + 3 = 18 <and Crits>
Damage: 2d8 + 4 ⇒ (5, 5) + 4 = 14 Total of 22 damage. ouch, sorry.
Yanbrell concludes his spell and moves away slightly to a less potentially threatened area, but Bengeirr seems to shrug it off completely.
Moll is back up, then to the top of the round after Bengeirr. I had no idea this fight would take so long, ha ha ha. So, the good thing is that both of them look like they might drop with one good solid hit, maybe two for Bengeirr. Bad thing is, well the healer is outside keeping another baddy occupied and oblivious. I see our witch has a spell and our inquisitor has a wand if things go bad, though, so shouldn't be a risk of death, I hope.
DM Beckett
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I thought so, but wanted to make sure, and Moll can still roll to Stabilize.
Bengeirr continues to point the lantern at Kargen, again hoping to bestow the potent curse on him. Touch Attack: 1d20 + 1 ⇒ (10) + 1 = 11, but can't seem to hold the beam straight.
The glowing greatsword again swipes at Borax, Attack: 1d20 + 4 ⇒ (18) + 4 = 22 <Damn, HIT even with Cover & Mage Armor I think>
Damage: 1d8 + 1 ⇒ (8) + 1 = 9, but then vanishes afterwards, it's magic expended.
Back to the top of the round with Kargen & Borax.
Kargen Hapspring
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"Borax, watch out for the lantern!" Kargen grits his teeth as the deftly avoids the cold beam. Unfortunately, the movement makes his own shot go wide.
Attack (PBS, Judgement): 1d20 + 5 + 1 + 1 ⇒ (4) + 5 + 1 + 1 = 11
Damage (PBS): 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Borax Bulan
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I was hoping that Shield blocks Spiritual Weapon like it does Magic Missile. Both attacks are spell attacks and not actual weapon attacks and both are force objects.
If not, Borax is unconscious and I don't get to roll until the following round for stabilize.
DM Beckett
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Sadly it doesn't block Spiritual Weapon (beyond AC), though it does specifically call out Magic Missile. Shouldn't you be at 0hp, meaning still up, but at risk of dropping if you take any strenuous activity (like attacking)? Or did I miss some damage somewhere?
DM Beckett
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The guard begins to head towards Yanbrell and Bengeirr again tries to level the silvery beam at Kargen.
Attack: 1d20 + 1 ⇒ (18) + 1 = 19
Kargen suddenly feels more than just a chill, but more like his insides are suddenly frozen, an arctic wind pounding against his face and the cold goes from uncomfortable to outright possibly lethal. Will Save please, and Kargen and Yanbrell are up.
"You begin to feel it, now, huh scum. The cold embrace of your weakness. Your cowardly sin breaking free in your chest. Fall to your knees and whimper like an old woman."
Kargen Hapspring
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Will Save: 1d20 + 5 ⇒ (19) + 5 = 24 I hope that's success
Kn, Arcana on the lantern: 1d20 + 4 ⇒ (6) + 4 = 10
Kargen tries to block the light with his arm and grits his teeth as the feeling of cold penetrates him for an instant. His mind tries to understand what sort of effect the lantern is having on him. He turns and fires an arrow at the guard approaching Yanbrel. He yells at the Witch as he crosses over to him. "Back! Get Back!"
Attacking the guard
Attack (PBS, Judgement): 1d20 + 5 + 1 + 1 ⇒ (15) + 5 + 1 + 1 = 22
Damage (PBS): 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
DM Beckett
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Kargen sends an arrow over to help out Yanbrell and catches the guard chasing him in the face, dropping him. He starts to face plant, but then gravity takes over and he free falls into the water near the ship. Bengeirr, seeing he is alone, exalts in Gorum's first love, and readies for death in battle.
DM Beckett
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[dice=perception (guard goes 'plop')]1d20 +2
And Angruf continues to engage the guard and the tavern-goers, oblivious to the mayhem occurring scant yards and one door away.
I'm pretty sure you know exactly what's going on inside.
DM Beckett
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Yanbrel moves moves a bit closer to Moll, draws his crossbow and fires at Bengeirr.
Attack: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d8 ⇒ 2
Bengeirr takes a moment to put away the lantern and then begins to advance, drawing his greatsword.
Back to Kargen.
Kargen Hapspring
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Kargen curses as he sees the man draw a greatsword. He lets another arrow fly. He backs away towards the Witch. "Yanbrel, see if you can help Moll!" He turns towards the closed doors and yells. "Angruf! Can you hear us!"
Attack (PBS, Judgement): 1d20 + 5 + 1 + 1 ⇒ (6) + 5 + 1 + 1 = 13
Damage (PBS): 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
DM Beckett
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Unfortunately this arrow does not make it past his Half Plate, and bounces off to the side.
Angruf
->Kargen
Borax
Guard 2 (inside)
->Yanbrel
Moll
Bengeirr -13
Angruf can hear you fairly easily. The issue is that if he stops distracting the other guard, then both of them will enter the combat. It's a risk, but that choice is up to you guys. Angruf Fascinated the guard when the other one fled, and has been talking to him the whole time, so he really has no idea what's going on inside unless something very loud happens (like an explosion). Battle probably will not as it's a warehouse and it's not uncommon for the other guards inside to spar or hammer and work on the ship. If he just gets up and rushes inside, that's going to draw some red flags from the guard outside.
Bengeirr charges to Kargen, looking to have someone's blood spilled.
Attack vs AC 19: 1d20 + 6 ⇒ (5) + 6 = 11 <MISS>
Damage: 2d6 + 1 ⇒ (6, 6) + 1 = 13
Angruf (?), Kargen, and Yanbrel are up. The guard outside still hears nothing over Angruf's chatter.
DM Beckett
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I wasn't sure if Yanbrel is still travelling. I was going to have him move to Moll and then grab the potion at her belt this round, and then next round use a Full Round Action to force feed it to her, if I do not hear from Yanbrel by then. Was not sure if he has any CLW spells or anything left.
@ Angruf: I'm not sure if you can anymore, but if you have a Charm Person left, that's something you could also try. "Hey, you trust me. Maybe you could run inside and grab me a beer. I'll stay here and watch out for any scumbags or whatever". M y intent is not to keep you out of the combat, and you are actually doing something fairly important, even if it's a bit boring. If that door had been left open, or if you had not been guarding the guard, things would have been a little different and probably worse.
Yanbrel Gossrith
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Yanbrel is still in the middle of casting Sleep, even though OOC Bengeirr already made his save, so he'll use his standard action this round to finish the spell. He does have a wand of CLW prepared in a spring-loaded wrist sheath, so he could heal Moll next round if that seems like the best course.
The witch grimaces as his spell fails to knock out the northman.
Glancing over his shoulder, he sees Moll lying unconscious and bleeding on the deck of the ship. Yanbrel steps onto the bridging plank and draws a morningstar from his belt, reluctant but ready to engage Bengeirr if he pursues.
Kargen Hapspring
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Yanbrel, the Sleep spell finished casting a while ago. Kargen's gotten like 3 arrows off since then. I think you're good to take a full round of actions.
Kargen finds himself exactly where an archer shouldn't be: facing a melee threat with no room to maneuver. He decides to gamble a bit, ducking down and making a run for it away from Yanbrel. He turns and fires back at the hulking Bengirr.
Kargen provokes an AOO for moving by Bengirr.
Attack (PBS, Judgement): 1d20 + 5 + 1 + 1 ⇒ (6) + 5 + 1 + 1 = 13
Damage (PBS): 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
DM Beckett
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Yes, Yanbrell has finished the Sleep spell, and I have had him move up to be able to aid Moll. You could take a Full Round action now to feed Moll her potion, or do something else if you want. I wasn't sure what spells you had left, or other abilities.
Yanbrel Gossrith
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Aha, I missed the part where he got GMPC'd for a turn. In that case, he'll withdraw to where he is now, and draw his wand from the sheath as a swift action.
DM Beckett
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If you have a wand in a wrist Sheath, then you can go ahead and also use it. I had you take a Move Action to move, and then a Move Action to draw Moll's potion. If you are using a wand, then you do not need the potion.
DM Beckett
|
Will: 1d20 - 1 ⇒ (5) - 1 = 4
Angruf feels rather confident that his magic took hold, as the outside guard nods his head, stands, and with a look at Angruf, "Sure, buddy. You keep a look out for anything and I'll grab you somethin' to warm you up, eh.", walking to the tavern. next round he will be inside, and you should be clear.
AoO Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 2d6 + 1 ⇒ (2, 4) + 1 = 7
Bengeirr rushes at Kargen again
Attack: 1d20 + 6 ⇒ (9) + 6 = 15 <MISS>
Damage: 2d6 + 1 ⇒ (6, 3) + 1 = 10
and that outside guard steps inside the tavern.
back to the top of the round with Angruf, Kargen, Yanbrel, (and maybe Moll).
Kargen Hapspring
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I moved Bengeirr.
Kargen backs up a pace and fires a shot at the large man.
Attack (PBS, Judgement): 1d20 + 5 + 1 + 1 ⇒ (4) + 5 + 1 + 1 = 11
Damage (PBS): 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Yanbrel Gossrith
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If you have a wand in a wrist Sheath, then you can go ahead and also use it. I had you take a Move Action to move, and then a Move Action to draw Moll's potion. If you are using a wand, then you do not need the potion.
Yanbrel was threatened by Bengeirr in his previous location, and I didn't want to risk him taking an AoO and just going down, so chose the slower, more reliable course.
Shaking his head, the witch taps the fighter's unconscious corpse with his magic healing stick. Once Moll is solid back in the realm of the living, Yanbrel draws his crossbow to deal with the threat at hand.
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
DM Beckett
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I had forgotten to move you last time. Also, he had already taken his AoO against Kargen, but you should have been right next to Moll.
Angruf
Kargen
Borax
Yanbrel
Moll
Bengeirr -2
Let assume Angruf moves to and opens the door to slip in. Bengeirr, seeing his foes multiply and exalting in the battle for survival of the fittest mutters a Ulfen Viking prayer-song, and some of his wounds begin to mend. Spont CLW: 1d8 + 3 ⇒ (8) + 3 = 11, thn steps up to threaten Kargen once more.
Party is up. Please just start kickin' his butt.
Angruf
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Watching the guard (finally) head off into the bar, Angruf strides forward, drawing his crossbow as he crosses the street, and steps through the door into the warehouse.
As he walks through the door (and politely, but firmly, closes it behind him), he notes a single Bad Guy with a Great Bloody Monsterwhacker attacking some of the other party. With an inspired, rapid calculation, he decides the Bad Man should Stop That Right Now. A calculation he immediately follows up with a crossbow bolt.
Move: cross street & through door.
Free: draw weapon (with move & +1 BAB)
Standard: crossbow: 1d20 + 1 - 4 ⇒ (7) + 1 - 4 = 4, damage: 1d10 ⇒ 2
With a most uncharacteristic roar of frustration, Angruf tosses his crossbow aside, and begins to claw out his warhammer.
free: drop crossbow
Yanbrel Gossrith
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"The next time, perhaps you will wake to Pharasma," the witch sneers back. "Do tell me how we compare."
Yanbrel turns back towards the battle and crosses to the ship's plank. He draws his focus upon the lantern-wielding warrior, and calls upon him a withering malediction.
Move, then Evil Eye on Bengeirr, choosing AC. -2 penalty to AC for 8 rounds, Will save DC 15 reduces to 1 round.
Kargen Hapspring
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Kargen shifts, but finds himself with his back against the wall. Still he fires an arrow at the Ulfen.
Take an AOO
Attack (PBS, Judgement): 1d20 + 5 + 1 + 1 ⇒ (9) + 5 + 1 + 1 = 16
Damage (PBS): 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
DM Beckett
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Angruf joins the fight, launching a bolt at the Ulfen battle-priest but it goes wide. Kargen gambles, shifting into position and likewise looses an arrow that hits, but is open to attack himself.
AoO to Kargen AC 19: 1d20 + 4 ⇒ (19) + 4 = 23 <HIT>
Damage: 2d6 + 1 ⇒ (6, 2) + 1 = 9
AoO to Kargen AC 19: 1d20 + 4 ⇒ (5) + 4 = 9 <NO Crit>
Damage: 2d6 + 1 ⇒ (3, 5) + 1 = 9
Yanbrel begins to go on the offensive, cursing Bengeirr.
Will Save vs Yanbrel DC 15: 1d20 + 5 ⇒ (9) + 5 = 14 <Fail>
Moll, back in it, stands and draws her weapon. Begeirr, seeing he is about to become outnumbered again tries to heal himself up.
CLW: 1d8 + 3 ⇒ (7) + 3 = 10
Angruf
Kargen
Borax
Yanbrel
Moll
Bengeirr (no damage, -2 AC 8 Rounds)
Party is up
Kargen Hapspring
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Kargen screams as the sword bits into his side. It wasn't a grave wound, but the archer felt light-headed from the bloodloss already. He steps up the stairs slightly and tries to fire another arrow into the man.
Draw AOO again
Attack (PBS, Judgement): 1d20 + 5 + 1 + 1 ⇒ (12) + 5 + 1 + 1 = 19
Damage (PBS): 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Angruf
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Angruf draws his ancestral warhammer, takes a slight step to Begeirr's flank, and swings wildly at his knee. Unfortunately, he only succeeds in opening a new porthole in the floor.
Move: draw warhammer
Free: 5' step
Standard: warhammer: 1d20 + 4 + 1 + 2 ⇒ (1) + 4 + 1 + 2 = 8, damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
DM Beckett
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Acrobatics
Angruf steps up trying to flank, and nearly looses grip of hi weapon with the swing, causing Bengeirr to chuckle, "Are you even a real dwarf, city-boy. Your ancestors must hang their beardless heads low. . ." Also, because Kargen has a ranged weapon out (does not threaten), you are not technically Flanking (no +2 to hit).
AoO vs AC 19: 1d20 + 4 ⇒ (2) + 4 = 6 <MISS>
Kargen's attest shot lands well, but he nearly avoids an underhanded chop from the greatsword that would have cut him deep.
Kargen Hapspring
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Hmm, you seem to be reading the rule differently than I. It's a roll vs. his CMD. He seems to be some sort of fighter priest, so maybe +3 from his Str + Dex, plus 1 from a BAB means a CMD of about 14. So that's only about a 30% chance of success.
Failure says lose the move action and provoke. So I read that as I would be stuck right where I was before. No half-speed move at all. I suppose you're right that I'm taking a sure AOO over the chance of provoking, however large. But I'm also sure of gaining the move. Which I didn't do much with this round. So yes, this round, I should have made the attempt, or simply raced up the stairs.
Moll Cutpurse
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Moll advances, a sword in one hand, and draws a dagger as she crosses the gang plank from the ship. She slips past Yanbrel and hurls the dagger overhand at the enemy, but the weapon whistles past him.
Move, draw dagger as part of the move action, then throw dagger.
1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
DM Beckett
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** spoiler omitted **
Yanbrel Gossrith
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Yanbrel steps up next to Moll and drops his wand, freeing up a hand to load and aim his crossbow.
Hope those floorboards aren't too far apart, he'll pick it up after the encounter. Attack Bengeirr with crossbow.
Crossbow: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0
Damage: 1d8 ⇒ 8