
GM Burglar |

Here's the set of actions I have so far, bullet pointed as per action.
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Ander:
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Hiram:
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Chelsea:
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Opal:
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Lucc:
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Once y'all decide on your remaining stuff or alter any remaining ideas to possibly coordinate better, feel free to position yourself in somewhere on the map. Also, if you could, update the text part of the map with the stuff listed below.
Door D: Barrel,
Plus whatever you guys are doing.

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I intended Ander to be moving items where he suggested, possibly with the help of others. STR 11 w/ a T10
So that would be moving barrels to block Window D and the door to the left of it. Are the barrels on the map to scale? Can they block the 20' between the the door and windows. Also help block Door B

GM Burglar |

I intended Ander to be moving items where he suggested, possibly with the help of others. STR 11 w/ a T10
So that would be moving barrels to block Window D and the door to the left of it. Are the barrels on the map to scale? Can they block the 20' between the the door and windows. Also help block Door B
There are also smaller barrels, which are in your strength range. They basically add to the health total of the door/entryway.

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Moved Luccinus
If no one helps Ander with the heavier items, he will move the smaller barrels to block window D and door B. If he still has actions, he will try to barricade the doors leading to door C with more barrels.

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Thanks Ander - Will help you with my remaining action to help with the barricading of C IF sufficient movement action economy remains, otherwise will prepare to charge anyone entering Doors B - its just 8 squares away

GM Burglar |

After a day of reading Way of the Wicked Volume 1 for $14 an hour due to our office's switch getting really wet and denying me a network connection, we return to our regularly scheduled game.
Computing the benefits of the following actions, please wait...
Ander:
Get barrel, move to D.
Place barrel, move to barrels.
Get barrel, move to B
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Hiram:
Move to get table, other move to get to door.
Lean Table against Door B (since the 10 won't net you a barrel as well as a table.)
Prepare to cast solid note, should a guard destroy the door in a round.
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Chelsea:
Camp the rafters.
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Opal:
Get bottles, move to door or window (enough for 2 doors-worth of imitation caltrops)
Smash a set front of one set of doors, move to other doors
Smash bottles, get in position by A.
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Lucc:
Get Barrel, move to window
Plug window with barrel to window D
1 whole action remains

GM Burglar |

Math complete! Map updated!
In the distance, you hear the outdoor voice respond. "And, so, you know can see, beyond a shadow of a doubt, how this siege you're going to experience is one-hundred percent legal! Men! Take their winery, for the Crown!" On that, a horn is blown, and the men outside begin to shout their war-cries and make their war-faces!
Dalard peers out the door and yells, betraying any kind of stealth. "You guys hold them off down there! I'll keep this room clear up here!" Becher is pushed violently out of the room, with the door slamming behind him.
Becher cries out a plea to his friend. "Fritch! You open up in there! You know full well I can fight!"
"Not with that nasty bite you got, Becher! I'll be fine! Just! Don't! DIE!" Dalard responds at intervals.
The men at each of the actual doors first attempt to open the door (like smart people)! To his dismay, it is locked, so he tries to force it down (like goons)!
Door A, B, C strength check: 1d20 + 2 ⇒ (13) + 2 = 151d20 + 2 ⇒ (13) + 2 = 151d20 + 2 ⇒ (18) + 2 = 20
Within line of sight, the doors are pushed in some, but not to much avail!
The man at the window will first break through the glass!
Glass Smash! DC 1!: 1d20 + 2 ⇒ (20) + 2 = 22 Why did I roll it, you ask? Legitimacy.
The man proves his might by slamming through the glass with a powerful shoulder slam! The shutters rattle at the connection!
"A-right, folks! Open th' 'oors, or we'r' gon' hav' 'ta chop 'em down, an' that'll jus' make us madder," the man behind door B yells out specifically towards the group!

GM Burglar |

Where is this window? Can I see it?
The window is entrance D. The shutters are still down, but the guy outside wailed on them so hard it shattered the window. For the intent of your question, you don't have the "few inches-by-few-inches cube" for line of effect.
Looking for whatever door starts to move the most and will move to that area
Essentially, readying to move based on HP totals, yes? Note that door C has no line of sight from anyone, so it isn't included in your ready.

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If it bursts suddenly then I can't work it out, but if I see one door starting to suffer or get focused on more than another? That door will get my attention.

GM Burglar |

Round 2:
Door A Damage: 1d8 + 2 ⇒ (2) + 2 = 420 - 4 = 16
Door B Damage: 1d8 + 2 ⇒ (6) + 2 = 822 - 8 = 14
Door C Damage: 1d8 + 2 ⇒ (6) + 2 = 820 - 8 = 12
The man at what was the window begins to try to hack down the shutters!
Entryway D Damage: 1d8 + 2 ⇒ (4) + 2 = 625 - 6 = 19
Door A has 16 hp, Door B has 14 hp, Door C has 12 hp, window has 19 hp left
I can't update the map, but the above hp changes are the difference. PCs are up!

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Hiram snarls under his breath. Blood will be spilled if a solution cannot be found and he'll be damned if he spills Taldan blood today. He sheaths his rapier and draws his whip, moving away from the door.
"Where's Grald then? Send him forward!"

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Hiram turns to Becher. "Would you rather spill your men's blood or talk? If we can solve this with words, yours and my countrymen's blood need not be spilled here. I take no pride in slaying Taldans."
Sighing, Hiram turns back to the door. Recognizing futility, he nods to Chelsea. "Your assistance will be required as soon as they break through."
Turning back to the door, in a loud voice he calls, "Know this: I take no pride in seeing you die this day. Where has the greatness of Taldor gone, when its sons quarrel amongst themselves? When brother stabs brother, over a piece of land and a deed? How are we to hold our heads high, to sing the songs of our ancestors when we cannot even stop to speak before we slay one another? Send Grald forward and let us talk this out before we kill each other. Tell Grald he has my word of honor as a Taldan that if he comes in, he will not be harmed."
Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23

GM Burglar |

Diplomancy takes a minute to use, but you still get all of this as your 6-seconds of free dialogue which does have its own consequences.
Becher looks slightly angered at this development. "I'll have you know I've tried to negotiate with this man time and time again, to no avail. He's not here for bloodlust, but for glory and this land. Unless you can somehow guarantee the safety of this deed and myself, all you're doing is letting the wolf in the barn and this town to the fire."
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From outside the door, the goon yells in an away direction. "Hey, Commander! I think they're surrenderin'! Door's stil' locked, though!"
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Everyone's still got actions and whatnot.

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Wait, could I have done something in Round 1? You did not call for actions so I was uncertain. If so, then retcon that I summoned my armor of the stars again.
Opal walks over to the window and a gleeming sheet of white shoots up infront of the Window, blocking the way in. Moonlight Bridge

GM Burglar |

I forgot hardness, tohugh it really only reinforced A a little more. If this alters any actions, let me know.
Round 3:
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Door A: 2d8 + 4 ⇒ (3, 5) + 4 = 12
Door B: 2d8 + 4 ⇒ (6, 8) + 4 = 18
Door C: 2d8 + 4 - 5 ⇒ (5, 6) + 4 - 5 = 10
Entryway D: 2d8 + 4 ⇒ (1, 4) + 4 = 9
Door A has 8 hp, Door B has fallen, Door C has 2 hp, window has 13 hp left
Outside door B is two guards. About 150 feet out, making a slow and dramatic march, is a phalanx (actually using phalanx tactics) surrounding a smarter-looking Taldan man.
---PCs time! If someone could, just add two random faces to the map at door B and update the health totals.

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We're gonna be in trouble if we let them in multiple doors... got a ruse to get them focusing on one door?, Luccinus says to the group.