GM Burglar's 04-21: Way of the Kirin (Inactive)

Game Master mechaedd

MAP!


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The Exchange

Male Human Paladin 8 (HP 75/80) | AC 32 Touch 13 FF 30 | Saves F +11 R +6 W +10 | CMB +12 CMD 23

Sebastian rips his mace out of the ceiling and bellows. "Why are all the ceilings so low in this country?" He then takes another swing at the man in front of him, largely ignoring the fact that he is on fire.
Attack 1d20 + 7 ⇒ (9) + 7 = 16
Damage 1d8 + 8 ⇒ (7) + 8 = 15


Male Bear Burglar 1

Mini-notice: That hits, but does not drop the guy.

The Exchange

Male Pitborn Brute 9 [ HP 56/75 (0 NL) | AC 23 Tch 15 FF 21 | Fort +11 Ref +12 Will +8 | CMD 29* | Init +2 | Perc +18 | Effects: none ]

I totally didn't notice that Pinchy has constrict... here comes the pain!

Last Turn's Constrict (minimum 1 nonlethal): 1d2 - 2 + 1 ⇒ (1) - 2 + 1 = 0

Thoroughly enjoying a good wrassilin', Krunch fully ignores the flames eating away at his clothing. Resist 5

His tiny crustacean friend does not. Pinchy takes splash damage. =(

With a roar, Krunch tightens his grip on his victim.

"Bad men burned Pinchy! Shame on you!"

Grapple for Damage: 1d20 + 16 + 5 + 5 ⇒ (7) + 16 + 5 + 5 = 33
Damage: 3d6 + 9 ⇒ (3, 6, 5) + 9 = 23

Pinchy turns on the heat.

Grapple for Damage: 1d20 + 9 + 2 + 5 ⇒ (15) + 9 + 2 + 5 = 31
Damage (minimum 1 nonlethal): 1d2 - 2 + 1 ⇒ (2) - 2 + 1 = 1
This Turn's Constrict (minimum 1 nonlethal): 1d2 - 2 + 1 ⇒ (1) - 2 + 1 = 0


Male Bear Burglar 1

Recall that he's a familiar, and thus has Improved Evasion and can reflex to take no damage

The Exchange

Male Pitborn Brute 9 [ HP 56/75 (0 NL) | AC 23 Tch 15 FF 21 | Fort +11 Ref +12 Will +8 | CMD 29* | Init +2 | Perc +18 | Effects: none ]

Not against things that don't allow a reflex save.


Male Bear Burglar 1

Ah, is Alchemist Bomb of what I think. Rich need lunch to think more good.

Scarab Sages

Female Human Witch 10 | AC 17/t13/f17 | F+8, R+6, W+12 | Per +9, Init +4 | HP 62+12/62 || Ra's current AC: 24 | Ra HP: -3/31 | Ra Perception: +18

Dumb question here: as I understand it, the four in the doorway would be blinded for the first round after the casting and their initial failed save. They DO get another save every round, but I failed to clarify it's at the end of turn:

Quote:
Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

So shouldn't they have been blinded for the duration of that turn, and save at the end of it? I hope they weren't throwing alchemist's fire blind.... no, actually, I hope they were. >:3

If I missed something or am otherwise wrong, please ignore!

---

She doesn't understand the language being shouted, but she can see the flickering glow of flames behind her. A part of her dearly wants to return to ground level and show them the desert's true potential for fire-- Ra shares her emotion, and moves restlessly on her shoulder-- but Sharna continues moving to the cauldron.

The murder holes were arranged to hit enemy coming through the doors. Her more physical comrades should still be holding them in that position. Perfect arrangement for an introduction of applied herbalism.

She'll spare half a second to glance through the murderhole and make sure that her allies are not in direct range of the burningly hot water. A little splash won't kill them.

Then... over it goes. A real witch's brew, har de har.

Sharna wouldn't dump it if it was going to cause just as much damage to her colleagues, so let me know if I'm misreading the set-up/blast radius.

[Bless is up on party]


Male Bear Burglar 1

Huh, that it is. This'll likely be their next action, then, anyways. Please reference above, where Rich need lunchy to make good thinks.

As for your mechanical question, you can target just them, since they're all outside anyways. Like pouring it outside-like, Home Alone scenario.

And for brevity,Reflexes, same pattern, dc 18 for half: 1d20 + 2 ⇒ (14) + 2 = 161d20 + 2 ⇒ (5) + 2 = 71d20 + 2 ⇒ (13) + 2 = 151d20 + 2 ⇒ (3) + 2 = 5 These unfortunate bastards...4d6 ⇒ (1, 1, 3, 3) = 84d6 ⇒ (2, 1, 3, 6) = 124d6 ⇒ (6, 6, 4, 3) = 194d6 ⇒ (4, 4, 4, 2) = 14

I'll get all the actions compiled together in a super-post later, but I figure you guys like to know how the saves on things go before posting and see who actually finishes goon #2.

gmtime:
8 (+1 next round) | full-on dead
19 | 14

Scarab Sages

Female Human Witch 10 | AC 17/t13/f17 | F+8, R+6, W+12 | Per +9, Init +4 | HP 62+12/62 || Ra's current AC: 24 | Ra HP: -3/31 | Ra Perception: +18

S'all good! I am very familiar with the phenomenon of brain-no-worky-without-foody.

Sharna takes no joy in the screams of pain arising from below the stairwell, but she does nod once in grim satisfaction. Those that attack her and her allies make a mistake, and reap the cosmic rewards of doing so.

The Exchange

Male Pitborn Brute 9 [ HP 56/75 (0 NL) | AC 23 Tch 15 FF 21 | Fort +11 Ref +12 Will +8 | CMD 29* | Init +2 | Perc +18 | Effects: none ]

I was curious if Krunch’s second squeeze dropped his victim or not.

The Exchange

Male Tien Dan Buccaneer7/Lorewarden1 - HP: 30/68 - AC 23/21/T:13/FF:19 - Perception -1 Fort +8, Reflex +9, Will +7(+2 versus poisons/drugs +4 versus alcohol) - CMB +11, CMD :23

Han moves in while drawing his cutlass. They're all blind still right? He then cuts a swath into one of them.

1d20 + 12 ⇒ (18) + 12 = 30

Confirming: 1d20 + 12 ⇒ (13) + 12 = 25

Cutlass Crit with Inspire and Arcane strike!: 2d6 + 18 ⇒ (3, 2) + 18 = 23


Male Bear Burglar 1

Not at a computer right now, but he's either down or dead; gotta logic out inits

The Exchange

Male Human Paladin 8 (HP 75/80) | AC 32 Touch 13 FF 30 | Saves F +11 R +6 W +10 | CMB +12 CMD 23

Add inspire and bless for me! lol


Male Bear Burglar 1

  • Sebastian swings his mace and cracks the man in front of him! He connects a telling blow! 19 to #1
    ---
  • Sharna dumps the tea-like, burning juice onto the foes in the doorway! They're all quite badly burned, and the man Krunch hit earlier goes down!
    ---
  • Han's only opening is right in front of Krunch, and he takes it! He slashes the top-right straight down the middle, as he crumples to the ground!
    ---
  • Krunch steps up to the next guy and while no longer blind, he still connects and grabs the man! However, he still stands!
    ---
  • The man in the outsider's grip attempts to escape! Using the rolls from earlier... Break grapple prayer: 16 + 6 = 22 Just barely breaking, he steps back 5 feet and draws a hip flask! His buddy steps back as well and chucks an alchemist fire into the intersection built around Krunch! He's also on fire, but resists the 3 damage rolled earlier and is on fire. Splash for Han, Pinchy, and Sebastian still apply.

    The man now yells out (instead of earlier)

    큰 것들은 피에 빠르게하지 않습니다! (Tien):
    The big ones are not quick to dodge!

    ---
    Sebastian, Sharna, Han, Krunch! Sebastian, be sure to note you've only taken 1, due to me not familiar with glitterdust beyond "Let's see Invisible People!"

    Here's what the walkway should look like now, with letters corresponding with players and numbers being mooks.

    GMTIME:
    XX | XX
    31 | 14

  • The Exchange

    Male Pitborn Brute 9 [ HP 56/75 (0 NL) | AC 23 Tch 15 FF 21 | Fort +11 Ref +12 Will +8 | CMD 29* | Init +2 | Perc +18 | Effects: none ]

    The 22 actually fails to break free because of the Krunch's shield of faith. His CMD vs grapple is 24 currently.


    Male Bear Burglar 1

    Ah, then he simply continues to be grappled. At least he tried to resist!

    The Exchange

    Male Pitborn Brute 9 [ HP 56/75 (0 NL) | AC 23 Tch 15 FF 21 | Fort +11 Ref +12 Will +8 | CMD 29* | Init +2 | Perc +18 | Effects: none ]

    Resistance is futile!

    Pinchy crawls over to bring the pain!

    Grapple: 1d20 + 11 ⇒ (12) + 11 = 23
    Constrict: 1d2 - 1 ⇒ (1) - 1 = 0

    Krunch crunches his victim.

    Grapple for damage: 1d20 + 21 + 5 ⇒ (13) + 21 + 5 = 39
    Damage: 3d6 + 9 ⇒ (1, 6, 5) + 9 = 21


    Male Bear Burglar 1

    Mini-update: Krunch does the requisite 2 damage needed to put the guy down! I'm assuming you've been doing lethal, btw.

    The Exchange

    Male Pitborn Brute 9 [ HP 56/75 (0 NL) | AC 23 Tch 15 FF 21 | Fort +11 Ref +12 Will +8 | CMD 29* | Init +2 | Perc +18 | Effects: none ]

    Pinchy does lethal whenever possible. He's a cold-blooded killer. Krunch is just following his example.

    The Exchange

    Male Human Paladin 8 (HP 75/80) | AC 32 Touch 13 FF 30 | Saves F +11 R +6 W +10 | CMB +12 CMD 23

    Sebastian waits for his allies get out of the way before taking another swing.

    The Exchange

    Male Tien Dan Buccaneer7/Lorewarden1 - HP: 30/68 - AC 23/21/T:13/FF:19 - Perception -1 Fort +8, Reflex +9, Will +7(+2 versus poisons/drugs +4 versus alcohol) - CMB +11, CMD :23

    Han takes a swing with his cutlass.

    Avast!: 1d20 + 12 ⇒ (5) + 12 = 17

    1d6 + 9 ⇒ (5) + 9 = 14

    He then steps back so the real melee can move in.

    The Exchange

    Male Human Paladin 8 (HP 75/80) | AC 32 Touch 13 FF 30 | Saves F +11 R +6 W +10 | CMB +12 CMD 23

    Sebastion tags in and takes a huge swing at one of the combatants.
    Attack 1d20 + 9 ⇒ (4) + 9 = 13 (Inspire, Bless)
    Damage 1d8 + 9 ⇒ (4) + 9 = 13 (Inspire)


    Male Bear Burglar 1

  • Sebastian delays, waiting for a moment to strike!
    ---
  • Sharna's around. She'll still be able to do something!
    ---
  • Han swings and connects with the man not engaged with his captain! He then steps back! 14 to #4
    ---
  • Sebastian re-enters the init and swings! Despite Han's mental comments about "Real Melee," Sebastian misses!
    ---
  • Krunch performs his namesake ability! The man is thoroughly dead!
    ---
    Sharna is up!

    gmtime:
    28 damage on last mook

  • The Exchange

    Male Pitborn Brute 9 [ HP 56/75 (0 NL) | AC 23 Tch 15 FF 21 | Fort +11 Ref +12 Will +8 | CMD 29* | Init +2 | Perc +18 | Effects: none ]

    Krunch takes a moment to consider the man whose bones he just ground into powder.

    Local: 1d20 + 4 ⇒ (2) + 4 = 6

    Pinchy does too!

    Local: 1d20 - 1 ⇒ (4) - 1 = 3

    The Exchange

    Male Tien Dan Buccaneer7/Lorewarden1 - HP: 30/68 - AC 23/21/T:13/FF:19 - Perception -1 Fort +8, Reflex +9, Will +7(+2 versus poisons/drugs +4 versus alcohol) - CMB +11, CMD :23

    Han will try to figure out who it is that they are killing.

    Local: 1d20 + 5 ⇒ (17) + 5 = 22


    Male Bear Burglar 1

    Krunch/Pinchy:
    They are very squishy people, filled with guts and stuff. If you squeeze them too much, they die.

    Han:
    These look to be conscripted foot soldiers of the Golden League, Neutral Human Warriors. 3 pieces of information, be they freeform questions or stat block pieces. For the freeform questions, the more specific, the more detailed the answer. The opposite is true as well.

    The Exchange

    Male Tien Dan Buccaneer7/Lorewarden1 - HP: 30/68 - AC 23/21/T:13/FF:19 - Perception -1 Fort +8, Reflex +9, Will +7(+2 versus poisons/drugs +4 versus alcohol) - CMB +11, CMD :23

    Burglar:

    What do I know about the Golden League, are they just the Tian version of the Aspis? Do they have any unusual insignia than normal Golden leaguers? Who is their leader and what does he do?


    Male Bear Burglar 1

    Han:
    Not really about the individuals, but here's what I can interpret from it, centered around these guys' rank. Hopefully you find it sufficent.

    • These people here (among dozens of others in the distance, likely) are conscript troops, most of whom are probably sons and daughters of debtors who owe considerable sums of money to the Golden League. They are here by force and not by choice.

      The Golden League is (in many opinions, including my personal one) FAR more vicious than the Aspis. They're more of a "Rule the Market by force, in as many ways possible. No mercy, Cobra Kai" as opposed to the "Rule the markets, cut as many corners as possible for maximum profit" kind of organization (which is the Aspis). They care about power and gold equally, wheras the Aspis only hold power because power becomes gold. Try to bribe a Xun Strangler, you'll likely have wasted your time and find yourself dead in a street corner as an example. Try to bribe a Silver Agent of the Aspis and you may actually succeed. Their ranks/positions are sometimes determined by tattoos, but this is not a hard-coded standard. If you recall the elderly elf lady from the Goka mission in the tapestry whose name I can't remember, she was a higher-ranking member of this organization.

    • These are absolute bottom rank; they're literally mooks, likely here to test your abilities for their betters to prepare better.

    • You don't know their leader (if you happen see him and Local him enough, you'll get stuff), but you do know their higher ups are often called "Xun Stranglers." They live up to their namesake and are often well-prepared as mid-ranking agents. They are usually identified by tattoos of what one might call "their spirit animal," per se.

    Scarab Sages

    Female Human Witch 10 | AC 17/t13/f17 | F+8, R+6, W+12 | Per +9, Init +4 | HP 62+12/62 || Ra's current AC: 24 | Ra HP: -3/31 | Ra Perception: +18

    sorry for the delay!

    Satisfied that she has done all she can, Sharna returns to the ground level, attempting to move carefully around the corner in case any of the thugs have thrown off their blindness. She moves to stand behind Sebastian.

    Upper-left one would theoretically get an attack of opportunity on her as she moves past him, not sure what his current status is (whether blinded or not, still standing, whatever).

    "May fortune favor you and fate conspire in your favor on your next attack, o servant of the gods," she says drily to Sebastian as she passes him.

    Fortune Hex on Sebastian.

    Quote:
    The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made.

    Duration, 1 round, although I'll probably be extending it on my next round...

    Bless is up on party. Sharna's current AC is 14


    Male Bear Burglar 1

    Sorry, couldn't entirely feel a few toes yesterday; didn't really feel motivated to get up to update the map (which was kinda needed by this point, methought.)
    ---

  • Sharna moves up and helps Sebastian (definitely NOT Han) get lucky!
    ---
  • The last man look to his wounds and steps back, and actually drawing a hipflask and drinks it! He looks a little better! 1d8 + 1 ⇒ (4) + 1 = 5
    ---
    Party is up!
    DMTIME:
    23 on last mook #4

  • The Exchange

    Male Tien Dan Buccaneer7/Lorewarden1 - HP: 30/68 - AC 23/21/T:13/FF:19 - Perception -1 Fort +8, Reflex +9, Will +7(+2 versus poisons/drugs +4 versus alcohol) - CMB +11, CMD :23

    I believe it's Sebastian who gets the luckyness.

    "Stand down before you experience the might of Captain Pinchy!" Han says to the last Golden Leaguer.

    Song of Surrender Will Save DC 14 or he drops his weapons and lies prone for a round.


    Male Bear Burglar 1

    Will save: 1d20 + 1 ⇒ (12) + 1 = 13 The man drops to the ground! "I give! I give! I'll tell you what I can!"

    Should he be given a chance to not get murdered, he does not fight back further, thanks to weird morale conditions that happen to involve the word surrender!
    ---
    Wave 1, complete! You've got 3 minutes until the next group.

    Combat Gear on each wrote:
    potion of cure light wounds (one has been drank already), alchemist’s fire (2), leather lamellar, mwk battleaxe, portable ram

    The Exchange

    Male Human Paladin 8 (HP 75/80) | AC 32 Touch 13 FF 30 | Saves F +11 R +6 W +10 | CMB +12 CMD 23

    Sebastian stands over the cowering man and demands. "How many more of you fools are there?"
    Intimidate 1d20 + 11 ⇒ (4) + 11 = 15
    Intimidate 1d20 + 11 ⇒ (18) + 11 = 29
    I'll take the second one...lol

    The Exchange

    Male Pitborn Brute 9 [ HP 56/75 (0 NL) | AC 23 Tch 15 FF 21 | Fort +11 Ref +12 Will +8 | CMD 29* | Init +2 | Perc +18 | Effects: none ]

    Which of the traps can we reset in that time?

    Pinchy does a little victory flex before Krunch scoops him up.

    "Why are these bad men attacking us?"

    Scarab Sages

    Female Human Witch 10 | AC 17/t13/f17 | F+8, R+6, W+12 | Per +9, Init +4 | HP 62+12/62 || Ra's current AC: 24 | Ra HP: -3/31 | Ra Perception: +18

    Sharna nods in approval of Han's actions in getting the man to surrender. The less blood shed, the better.

    "Tell us of your leader, and what they hope to gain by attacking us."

    So, mechanically, there is nothing to stop Sharna from using her move action for the next three minutes to keep Fortune active on Sebastian. But I personally find that cheesy as hell and annoying, so Fortune ends on Sebastian, and he cannot have it cast on him again for 24 hours.

    The Exchange

    Male Pitborn Brute 9 [ HP 56/75 (0 NL) | AC 23 Tch 15 FF 21 | Fort +11 Ref +12 Will +8 | CMD 29* | Init +2 | Perc +18 | Effects: none ]

    Yeah. It does seem kind of silly.

    "They're squishy and full of guts!" Krunch explains proudly. "Don't wrestle them too hard or they die."

    Pinchy waves a claw in agreement.

    The Exchange

    Male Tien Dan Buccaneer7/Lorewarden1 - HP: 30/68 - AC 23/21/T:13/FF:19 - Perception -1 Fort +8, Reflex +9, Will +7(+2 versus poisons/drugs +4 versus alcohol) - CMB +11, CMD :23

    "Where is your Xun Strangler?"


    Male Bear Burglar 1
    Sharna al-Subaiyyat wrote:
    So, mechanically, there is nothing to stop Sharna from using her move action for the next three minutes to keep Fortune active on Sebastian. But I personally find that cheesy as hell and annoying, so Fortune ends on Sebastian, and he cannot have it cast on him again for 24 hours.

    Seeing as he's already benefited from it with his Intimidate roll and can only benefit from the Hex once per 24 hours, cackle hexing him would just be you finding something really funny for a few minutes.

    The man cowers beneath the words of the party and responds in Common; "Our order-master lead the charge, I do not know where he is now. There was only one with us. He had many bear-depicting tattoos. There are maybe 20 or 30 of us, I am not entirely sure; We lessors were kept entirely in the dark about whomever pulled our fathers' contracts' plans."

    The Exchange

    Male Human Paladin 8 (HP 75/80) | AC 32 Touch 13 FF 30 | Saves F +11 R +6 W +10 | CMB +12 CMD 23

    "Heh, well... Thirty more weaklings outside. Anyone have a problem sending this guy out to look for his order-master for us? It could save us a lot of time." Sebastian says to the group.

    The Exchange

    Male Tien Dan Buccaneer7/Lorewarden1 - HP: 30/68 - AC 23/21/T:13/FF:19 - Perception -1 Fort +8, Reflex +9, Will +7(+2 versus poisons/drugs +4 versus alcohol) - CMB +11, CMD :23

    "That would be a wise decision."


    Male Bear Burglar 1

    After a minute-and-a-half of searching, the man sent back outside alerts you that he has has no luck finding his old middle-manager. "He may have been hit by the the siege fire from earlier; the teams in their entirety scattered on commands to attack the scouts with sole orders to attack the house and report weaknesses to any possible watchers. I will state now I do not know if there were any scouts left, and surely hope there were none; I am dead if they find out I am assisting the enemy..."

    The Exchange

    Male Pitborn Brute 9 [ HP 56/75 (0 NL) | AC 23 Tch 15 FF 21 | Fort +11 Ref +12 Will +8 | CMD 29* | Init +2 | Perc +18 | Effects: none ]

    Are we able to reset any of the traps?

    Krunch frowns and gestures for the prisoner to come back inside.

    "There might be more bad people out there."

    Scarab Sages

    Female Human Witch 10 | AC 17/t13/f17 | F+8, R+6, W+12 | Per +9, Init +4 | HP 62+12/62 || Ra's current AC: 24 | Ra HP: -3/31 | Ra Perception: +18

    The general consensus I've seen regarding the pure mechanics of combining fortune hex + cackle is that as long as the duration of the hex is being extended (via cackle), the hex is still in play, and the affected target can still pick 1d20 per round to reroll. If you could only 'benefit' by getting the re-roll ONCE per the entire duration of the hex, and that counted as your 1 benefit per 24 hours, it seems like there'd be little reason to ever have the fortune hex extend past one round, but it clearly does as the witch increases in levels, or if the witch uses cackle. I admit it's worded rather wonkily in the core text, and that there are cases to be made for both interpretations. I read it as 'cannot have the Fortune hex cast on him anew within that 24 hour period'.

    That said, a) in this case it's a moot point since I already said I wouldn't be doing it on Sebastian, and b) it's a moot point since you're the GM, and your reading stands supreme. ;) But if you are going with that reading, it's good for me to know now, rather than when I attempt to extend Fortune later in the game, heh.

    Sharna purses her lips when the man is sent outside-- she is fairly sure he will be cut down by his 'allies' in short order-- but he returns none the worse for wear, it seems.

    "Get in the kitchen," she brusquely orders their mole. "Stay out of sight. Frankly, I do not trust you enough to arm you, but neither will I see you used as cannon fodder."

    To Han and the others she says, "I know much of the arcane... little of the fighting styles on this side of the world. What in the name of the sands is a 'Xun Strangler'? And are any of us hurt?"

    The Exchange

    Male Human Paladin 8 (HP 75/80) | AC 32 Touch 13 FF 30 | Saves F +11 R +6 W +10 | CMB +12 CMD 23

    "I don't think this would even pass as singed." Sebastian comments while rubbing a bit of the flammable concoction off his armor.


    Male Bear Burglar 1

    PARANOIADICE:
    1d3 + 1 ⇒ (1) + 1 = 21d20 + 5 ⇒ (12) + 5 = 171d100 ⇒ 531d100 ⇒ 70

    As for the traps inquiry...

  • The Ring of Fire is a static bonus. Defense Points, if you will; auto-eliminates dudes you'd normally have to fight.
  • The catapault is useless since they're so scattered.
  • The water pot would take 1 hour to boil, unless someone's got some magic that circumvents that.
  • Never set them bear traps, that I recall.

    The captured man is banished to the pantry, as the party regroups. Information may be retroactively passed throughout the next round of actual combat, but everyone can see through the doorway a volley of flaming arrows from far in the distance is shot! A number of thuds land along the south wall!

    @Han:
    For siege tactics, arson like this isn't exactly effective for doing anything more than slowly just destroying property. This isn't an immediate threat.

  • The Exchange

    Male Tien Dan Buccaneer7/Lorewarden1 - HP: 30/68 - AC 23/21/T:13/FF:19 - Perception -1 Fort +8, Reflex +9, Will +7(+2 versus poisons/drugs +4 versus alcohol) - CMB +11, CMD :23

    "Xun strangrers are higher up in the management chain. They are distinguished by their tattoos of their supposed animar spirits. They are trying to draw us out, these shots are no threat other than destruction of property."

    Scarab Sages

    Female Human Witch 10 | AC 17/t13/f17 | F+8, R+6, W+12 | Per +9, Init +4 | HP 62+12/62 || Ra's current AC: 24 | Ra HP: -3/31 | Ra Perception: +18

    "Do they... strangle people? What might his bear tattoos signify of his tactics and style? Brute strength?" Sharna says, falling briefly silent as the arrows land.

    "--and should we, perhaps, drag something in front of our broken doors?"

    As a generally readied action, as soon as they see foes actually approaching again, Sharna will cast 'shield' from a scroll upon herself. Bless is still up, I believe-- 3 minutes downtime, plus however many rounds the first fight went, so hopefully still active out of its 6 initial minutes.

    The Exchange

    Male Pitborn Brute 9 [ HP 56/75 (0 NL) | AC 23 Tch 15 FF 21 | Fort +11 Ref +12 Will +8 | CMD 29* | Init +2 | Perc +18 | Effects: none ]

    ”Maybe they like to wrestle!” the big tiefling says with excitement. ”Krunch likes to wrestle!”

    If he's directed, Krunch will be happy to resecure the door.

    The Exchange

    Male Tien Dan Buccaneer7/Lorewarden1 - HP: 30/68 - AC 23/21/T:13/FF:19 - Perception -1 Fort +8, Reflex +9, Will +7(+2 versus poisons/drugs +4 versus alcohol) - CMB +11, CMD :23

    "I would assume there is strangrering going on, otherwise the name would be inappropriate. I assume bear tattoos means he like honey and catching fish upstream and resting in winter." Han shrugs.


    Male Bear Burglar 1

    PARANOIA (agent was an awesome series) DICE:
    perceps: 1d20 - 1 ⇒ (17) - 1 = 161d20 + 16 ⇒ (16) + 16 = 321d20 + 1 ⇒ (10) + 1 = 111d20 + 8 ⇒ (17) + 8 = 25
    st: 1d20 + 10 ⇒ (4) + 10 = 141d20 + 10 ⇒ (14) + 10 = 241d20 + 10 ⇒ (15) + 10 = 251d20 + 10 ⇒ (20) + 10 = 30

    Krunch, presumably for safety, sets the doors back where they were (kinda.) They'll block errant arrows, but won't stand against anyone actually trying to push them over (unless you reinforce them with yourselves or magic or whatnot.)

    However, after roughly 3 minutes of calm, everyone hears a moderately-loud "crunch" as someone upstairs steps on an old floorboard in the floor above! One voices mutters an angry curse to Yaezhing in Tien as the men above realize that everyone below are aware of their presence!

    Inits wrote:

    Han: 1d20 + 2 ⇒ (20) + 2 = 22

    Krunch: 1d20 + 1 ⇒ (16) + 1 = 17
    Seb: 1d20 + 1 ⇒ (13) + 1 = 14
    Sharna: 1d20 + 4 ⇒ (18) + 4 = 22
    Bads: 1d20 + 6 ⇒ (14) + 6 = 20

    The men above, as seeable through the murder holes, are more humans in very, very light armor (Haramakis) and have numerous vials and doo-dads on them.

    Sharna, Han, Bads, Krunch, Sebastian is our init!

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