GM Grecko - CotCT: Seven Days to the Grave

Game Master Dr Grecko


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Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Round 11:

Zeke moves 50' towards Dylan, closing the distance between them to 50'. When Zeke sees the Guards, he'll flash his badge and shout out "Seize him!" and point towards Dylan. Zeke then lobs a bomb at Dylan:

Bomb (ranged touch): 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19 (2nd range increment)
'Splode: 2d6 + 3 ⇒ (4, 5) + 3 = 12
Splash damage: 5 (DC 15 Reflex save for ½ damage)

Status notes: Shield active (+4 AC for 4 mins, since round 6) ; Expeditious Retreat active (+30 spd for 4 mins, since round 10); 1 bomb remaining; hat stolen; dominated to kill Dylan; 2 dmg

***MAP***


Guards Init: 1d20 + 0 ⇒ (3) + 0 = 3 The guards go last.

Zeke should roll a diplomacy if you want to influence the guards to "Sieze Him". Dylan can do the same to influence the guards behavior.

Depending on what either of you say, I'll assign bonuses to the roll appropriately


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

I'll stick with an authoritative "Sieze him!" while brandishing the badge.

Diplomacy: 1d20 + 2 ⇒ (17) + 2 = 19

If they question Zeke, he'll say in an irritated tone, "No time for questions, grab him now!"


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan realizing the guards are behind him and their help is his best chance of staying alive heads towards them showing his badge and casts the cantrip enhanced diplomacy.

Enhanced diplomacy: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29(Enanced Diplomacy, GM Bonus)

"Guards, help! Be careful, the gnome's mind was waylayed during battle with undead."

Dylan prepares to take off running if the guards side with the gnome.
sence motive: 1d20 + 6 ⇒ (11) + 6 = 17

***MAP***


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Round 12

Zeke moves to put Dylan between himself and the guards, hoping they'll help him capture Dylan (so he can kill him!), and to distance himself from the Guards in case they side with Dylan. During the move, Zeke draws an arrow, and then applies a dose of Blue Whinnis poison to the arrow, making sure Dylan gets a good look while he does it. Zeke has poison use, do doesn't risk poisoning himself while applying a poison, so no roll required.

While he flaunts the poison for Dylan, he also tries to conceal it from the guards.
SoH: 1d20 + 6 ⇒ (10) + 6 = 16

He yells at the guards, "This cleric must be apprehended immediately!"

Intimidate: 1d20 + 2 ⇒ (1) + 2 = 3 Ha!

A 50' move should get Zeke to here:
***MAP***

Status notes: Shield active (+4 AC for 4 mins, since round 6) ; Expeditious Retreat active (+30 spd for 4 mins, since round 10); 0 bombs remaining; hat stolen; dominated to kill Dylan; 2 dmg


In considering how long it would take an "Entangled" Ammy to reach the battle, I discovered that the glue of the tanglefoot bag should have cracked apart after round 8. He therefore has his full movement available to him and he would indeed be close enough for a round 11 action.

In the map below, I have Ammy set up with the distance he would have reached in the prior round.. He may indeed attempt a round 11 action.

Zeke's Round 12 movement is still on the sheet with a ghost image of where he is at for round 11.

*** MAP ***


Ammy, (top of round 11) moves closer and attempts to break his manacles.

STR Check: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 (Rage)

He bends and twists with all his raging strength, but the manacles hold (Barely)

Round 11

----

At the top of Round 12 Ammy see's his target and Charges him (Dylans original spot) and takes a bite. (This does provoke an AoO)

Ammy Attack: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 (Rage)
Bite dmg: 1d3 + 5 + 2 ⇒ (2) + 5 + 2 = 9 (Rage) - Non Lethal Damage

***Map ***

----


Order / Damage Tracker
Ralof) 4dmg (1 Neg Level)
Amendithas) 10dmg (Dominated & Manacled)
Dylan) 12dmg + 12Bomb + 9Nonlethal = 33dmg (9)
Zeke) 2dmg
Guards)
1)
2)
3)
4)

----

Dylan would like to ammend his round 12 casting of enhanced diplomacy and instead cast CMW on himself.

CMW: 2d8 + 4 ⇒ (7, 3) + 4 = 14

Cures 14 lethal and the full 9 Non-Lethal (cure heals both simultaneously)

Currently at 10dmg.

----

I'll follow up with the guards turn, unless Zeke wishes to amend his action as well.


The guards see Dylan run by, followed by Zeke and a Manacled Ammendithas. Both Zeke and Dylan brandish badges. Needless to say, they are quite confused as to what's happening.

As the Guards double move towards the action, drawing Sap's from their belts in the process, the lead guard yells, "EVERYONE DROP YOUR WEAPONS, NOW!"

Intimidate: 1d20 + 5 ⇒ (8) + 5 = 13 Not the most convincing command

*** MAP ***


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Recognizing the fact that he holds no weapons, Amendithas figures the guard's order does not apply to him. He assesses the limited options available and decides to continue his attack on Dylan.

"Grr! Argh!"

Attack: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 (Rage)
Bite Dmg: 1d3 + 5 + 2 ⇒ (1) + 5 + 2 = 8 (Rage) - Non Lethal Damage

***MAP***


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

See, they are not in their right minds, we need to restrain them.

*edit*Dylan drops his sword*edit*

With Amendithas being less of a threat right now than the gnome Dylan will cast Admonishing Ray.

Admonishing Ray (ranged touch): 1d20 + 5 ⇒ (15) + 5 = 20

Non-leathal Damage: 4d6 ⇒ (6, 6, 6, 6) = 24 Yattzee

Dylan knowing the gnome is after him moves behind Amendithas for added cover.

***MAP***


Holy Yahtzee Batman!

As a one time effect, This casting of Admonishing Ray (Force Effect) will be under the effects of Toppling Spell

Dylan may roll the trip attack as described in the feats description.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

toppling effect: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26(CL,wis mod)

evidently Dylan's God is very much on his side.

"Tulis help me!"


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Round 13

Zeke picks himself up off the ground, and drinks his Invisibility potion.

GM:
Zeke takes a 5-ft step in a random direction (if possible after standing up): Direction: 1d8 ⇒ 8 = SE

Status notes: Shield (+4 AC for 4 mins, since round 6);
Expeditious Retreat (+30 spd for 4 mins, since round 10); Invisible (4 mins, since round 13),0 bombs remaining; hat stolen; dominated to kill Dylan; 26 dmg


The head guard tells two subordinates, "You two, crossbows, make sure to cover that alley. You, help me restrain this one."

Guard 3 and 4 drop their saps, and pull out a heavy crossbow on the move. G3 stops after a short move and appears ready to fire if necessary. G4 draws and moves a longer distance to get a better look down the alley.

Guard 1 and 2 approach nearly simultaneously and begin to try to grapple Ammendithas.

I'll be assigning Ammy a -2 to his CMD for being in manacles

G1 Grapple: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 (assist from G2) fail

Failing to grab hold of the slippery Ammendithas, they simply say, Cease and desist, immediately!

** MAP ** - The faded out location is where Zeke was when he went invisible.

*Edit - forgot to roll the assist for G2
G2: 1d20 + 5 ⇒ (6) + 5 = 11 He does indeed assist.


Order / Damage Tracker
Ralof) 4dmg (1 Neg Level)
Amendithas) 10dmg (Dominated & Manacled)
Dylan) 33dmg - 14CMW - 9Nonlethal = 10dmg
Zeke) 2dmg + 24Ray = 26dmg
Guards)
1)
2)
3)
4)

Round 13 Summary

Ralof stakes a piece of wood into the heart the 3rd spawn

Ammy follows orders to drop his weapons and continues biting at Dylan

Dylan launches a ray from the gods, knocking Zeke on his ass.

Zeke gets up and drinks an invisibility potion

Two guards prepare their crossbows, while the other two fail to restrain Ammendithas.

Round 13 Over, Round 14 Begins

As a result of divine intervention, Dylan has been granted a once per day use of Toppling Spell when casting Admonishing Ray. Until such time as he fail in his trip attempt with the feat.


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Amendithas decides he might have a better chance of taking on Dylan and the guards if his hands were free.

Str Check: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 (Rage)

Unfortunately, the manacles refuse to yield. He sidesteps away from the guards while sticking close to Dylan. Hoping to give him another good chomp soon.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan upon seeing guards setting up cover fire decides to help restrain Amendithas.
Dylan drops his shield and grapples the Orc.

grapple: 1d20 + 5 ⇒ (20) + 5 = 25
"Now put manticles on his ankles and another set on his arms. He is strong."


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Round 14

Zeke moves carefully to a nearby alley...

Stealth: 1d20 + 10 + 20 - 5 ⇒ (2) + 10 + 20 - 5 = 27 (moving while invisible)(half<speed<normal)

...then finds a hiding spot and resigns himself to spending the next minute field-preparing a True Strike extract. Noting that anything he sets down while invisible will become visible, if anyone approaches his hiding spot, he'll pick everything up and wait.

Stealth: 1d20 + 10 + 40 ⇒ (3) + 10 + 40 = 53 (standing still while invisible)

Status notes: Shield active (+4 AC for 4 mins, since round 6); Expeditious Retreat active (+30 spd for 4 mins, since round 10); Invisible (4 mins, since round 14),0 bombs remaining; hat stolen; dominated to kill Dylan; 26 dmg


Mechanically, they cannot tie them up with anything until he is either pinned or helpless. So, you will have to complete one more grapple check to give Ammy the pinned condition.

A reminder that you both have the Grappled condition. (Ammy with an additional -2 due to manacles).

See the confusing as hell grapple rules Here. (The flow charts help a lot)

----------

The first guard says to the second, "Quick get a hold of his legs, I'll try to control his arms." He then says to the third, "Ellan, get a rope ready."

The first and second guard aim to assist Dylan while the third moves in with a rope. readied to tie up Ammendithas.

G1: 1d20 + 5 ⇒ (10) + 5 = 15 One assists (+2 for Dylan)
G2: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 (Flank) Success (+2 for Dylan)

Guard 4 moves to Zeke's last known spot, readied to fire if he see's Zeke. (he cant possibly see him while he's invisible.)

** MAP **

*Edit.. There is no reason why he wouldn't have done this.. Guard 2 moves a 5 foot step to the right before trying to assist in the grapple, gaining a +2 flanking bonus. He succeeds in assisting Dylan. The above post and map has been updated to reflect that


Order / Damage Tracker
Ralof) 4dmg (1 Neg Level)
Amendithas) 10dmg (Dominated & Manacled & Grappled)
Dylan) 33dmg - 14CMW - 9Nonlethal = 10dmg (Grappled-Initiator)
Zeke) 2dmg + 24Ray = 26dmg
Guards)
1)
2)
3)
4)

Round 14 Summary

Ralof Stakes the last of the creatures, and moves out of the hole and into the alley. If he runs, he can join the action round 15 (although not enough movement to really help unless he wants to single move and shoot something with his bow)

Ammendithas tries to break free but fails.

Dylan successfully grapples Ammy

Zeke moves off to spend some time field prepping an extract.

Two guards attempt to assist Dylan on his next grapple, one of them moving for a flank. (Both succeed)

One guard prepares rope for Ammy

One guard keeps vigilant watch for Zeke to appear

Round 14 over, Round 15 Begins

*Edit to reflect G2 flanking to assist


Since it isn't clear

%: 1d100 ⇒ 76

The alley that Zeke goes down does come to a dead end.. Plenty of hiding locations to brew potions, but only one traditional way in or out.


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

"You can not stop me!" Roars Amendithas.

Refusing to be brought down without a fight, he attempts to free himself from the grapple.

CMB: 1d20 + 9 + 2 - 2 ⇒ (20) + 9 + 2 - 2 = 29 (Rage, Manacled)

He grins maniacally at Dylan. "Mwahahahaaa!"

He'll control the grapple with the hope of attacking Dylan once he has a chance.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan tries to regain control

CMD: 1d20 + 5 + 2 + 2 ⇒ (17) + 5 + 2 + 2 = 26(guards)

"Settle Down Amendithas"


Assuming Zeke is busy with extract building for the next 10 rounds I'll move to the guards

The second guard yells out, "Holy Cow this guy is strong" To which the first guard says, "Cut the chatter, lets try again, Move to flank me"

They again attempt to assist with the grapple, as G2 moves to a position in which to provide G1 with a flank as well...

G1: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 (Flank)
G2: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 (Flank)

G3 has his rope at the ready while G4 keeps his watchful eye out for Zeke with his xbow at the ready.


Order / Damage Tracker
Ralof) 4dmg (1 Neg Level)
Amendithas) 10dmg (Dominated & Manacled & Grappled)
Dylan) 33dmg - 14CMW - 9Nonlethal = 10dmg (Grappled-Initiator)
Zeke) 2dmg + 24Ray = 26dmg
Guards)
1)
2)
3)
4)

Round 15 Summary

Ralof hustles back into the fray (I placed him randomly on the map, but he had full run available to him so he can be just about anywhere he wants on the map to start

Ammy breaks the grapple, only for Dylan to re-grapple him

Zeke continues extract building

The guards double down on the previous strategy of helping to pin Ammendithas.

Round 15 over Round 16 Begins

**Map**


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Sensing the futility of his current situation, Amendithas tries desperately to attain his goal of harming Dylan. He goes in for another bite.

"I will be settled once you have breathed your last!"

Attack: 1d20 + 9 + 2 - 2 ⇒ (6) + 9 + 2 - 2 = 15 (Rage, Grappled)
Bite Dmg (Non Lethal): 1d3 + 5 + 2 ⇒ (3) + 5 + 2 = 10 (Rage)


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan attempts to pin Amendithas to the ground.

CMB: 1d20 + 5 + 5 + 2 + 2 ⇒ (14) + 5 + 5 + 2 + 2 = 28(control grapple, aid from guards,aid from guards)

Out of frustration Dylan punches Amendithas

punch: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d3 + 2 ⇒ (2) + 2 = 4


Now that Ammy has been pinned, Guard 3 releases action to immediately tie up Ammendithas

The 1rst guard double checks the knots and attempts to improve the job.

Assist: 1d20 + 5 ⇒ (8) + 5 = 13 Success

He turns to guard two and says, "Put some manacles on his legs for good measure" to which the second guard complies

With the assist, the CMD target to escape the ropes is DC27, but you have an additional -4 due to manacles on both your wrists and now your legs.

Ammy is now considered Bound (a subset of helpless).

---

After Ammy is snug and secure, the first guard orders the 3rd to go commandeer the wheelbarrow they saw from a couple of other guards commissioned with carrying the dead back to the warrens.

*next round he will run off to do just that.


round 16

Ralof moves up to the group and says, "Ammy got it too, eh? Those creatures did something to me, I couldn't help myself, I felt I had to help them barricade the hatch - it wasn't until they commanded me to attack you guys that I came to my senses. ... Where's Zeke?"


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

As Dylan released the grapple, he grabs his shield and sword saying.
"That sneaky little gnome is planning to poison me. He poisoned one of his arrows and ran over there. He disapeared after I walloped him a good one with Tulis by my side."

Dylan the casts cure light wounds

CLW: 1d8 + 4 ⇒ (5) + 4 = 9


Ammy theoretically can escape on a nat-20 as his CMB is high enough while raging to do so. In order to get things moving along, I'll roll his checks

Ammy: 1d20 + 9 + 2 - 4 ⇒ (11) + 9 + 2 - 4 = 18 (Rage, Manacles) Round 16
Ammy: 1d20 + 9 + 2 - 4 ⇒ (16) + 9 + 2 - 4 = 23 (Rage, Manacles) Round 17 - Rage Ends and he can no longer escape the bonds. Ammy is now fatigued for the next 34 rounds.

The guards, see him struggling against the ropes. One moves to perform a Coup de Grace with his sap, in hopes of knocking him out, but the first guard tells the him, "Wait a sec, he appears to be calming down"

---

The guards take up defensive positions around the street while waiting for the wheelbarrow. All with readied actions to fire their crossbows.

"Poisoned arrows you say? The man has no honor." Says the fourth guard. "What's the plan?"

The lead guard says, "Hold your positions here until we get the transportation. If you see the gnome preparing to fire, take him out. If he is unarmed, run him down" He then turns to Dylan, "Unless you have a better idea? I'm afraid we're not equipped to track down invisible assailants."

It will take roughly a minute before the third guard gets back with the wheelbarrow


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

When Zeke finishes making his True Strike Extract, he’ll apply a dose of the poison that he recovered from the ethereal spiders to a 2nd arrow, drink a CLW potion, then move to within 30 ft of Dylan (closer if drinking the extract causes him to fall behind Dylan, if moving, by more than 30’), drink his True Strike extract, and then immediately fire the first poison arrow (Blue Whinnis, poison) at Dylan.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Stealth: 1d20 + 10 + 40 ⇒ (10) + 10 + 40 = 60 (standing still while invisible)
Stealth: 1d20 + 10 + 20 ⇒ (1) + 10 + 20 = 31 (moving while invisible)
MW Longbow: 1d20 + 6 + 1 + 1 + 20 ⇒ (1) + 6 + 1 + 1 + 20 = 29 (MW, PBS, True Strike) ***
Damage(small): 1d6 + 0 + 1 ⇒ (5) + 0 + 1 = 6 (PBS)

Attacking causes Zeke to become visible.

***Though Zeke's poison use ability prevents him from poisoning himself while applying a poison, rolling a Nat-1 on the attack roll means that Zeke not only automatically misses, but has also exposed himself to the poison:

Fort Save (DC 14): 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 (poison resistance) = save made, not poisoned.

Status notes: Shield active (+4 AC for 4 mins, since round 6) ; Expeditious Retreat active (+30 spd for 4 mins, since round 10); Invisible (4 mins, since round 14 - end of effect is pending this post's outcome as intended),0 bombs remaining; hat stolen; dominated to kill Dylan; 26 dmg - 9 CLW = 17 dmg


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

While waiting for Zeke to make his next move Dylan will look for water to dump on the ground to help give any early indication where the invisible zeke might be. "If we pour some water into the dirt it may at least give us a fair estimate where he might be."

perception: 1d20 + 3 ⇒ (16) + 3 = 19

He will also ask Ralof to ready his bow to try to take Zeke down before he fires indicateing the Dylan can heal him once he is retrained.

Dylan thinks about setting his shield down and getting out his crossbow but thinks better of it thinking he will need the added protection of the shield.

Dylan while waiting will be in total defence. (+4 dodge bonus but can't make AoO)


The first guard tells Guard 4 to go search for some water. While the two guards lay in wait ready to attack if they see the Gnome. Both guards return at roughly the same time... Except guard three also returns with two other guards in charge of the cart. The two guards match the description of the suspects you were originally charged with investigating.

Guard 4 dumps the bucket of water onto the ground, and it soaks a 5 foot square near the entrance to the alley. Guard 1 thinks about it and says, "Forget it, this would take forever and we don't have the time. Stand guard. You two, load up this half-orc"

Just as they get him loaded, Zeke takes his shot. While he payed extra attention to poisoning the tip, he failed to notice a split in the knock of the arrow. The arrow splits open shoving the tip across his finger exposing him to the poison.

The guards immediately open fire.

G1: 1d20 + 3 ⇒ (6) + 3 = 9 miss
G2: 1d20 + 3 ⇒ (11) + 3 = 14 miss
G3: 1d20 + 3 ⇒ (2) + 3 = 5 miss
G4: 1d20 + 3 ⇒ (16) + 3 = 19 miss

Assuming Ralof has a readied action as well

The guards open fire on Zeke. But they all miss the mark.. The guards initiative changes as a result of the readied action to just before Zeke.

** Approx Map Locations ** --Zeke can move himself to where he thinks would be a good location to have made his attack from


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Starting Position

Dylan looks to see if Zeke set any traps or caltrops while he was invisible.

Perception: 1d20 + 3 ⇒ (8) + 3 = 11

if he notices anything Dylan will stay put in total defence.

if not Dylan charges Zeke.

sword: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26(charge)
damage: 1d8 + 2 ⇒ (1) + 2 = 3

AC is -2 till start of next turn because of the charge making Dylan's AC=21
Updated Map


I think Ralof would have gone with a readied action along with the guards... So, before Zeke goes...

Ralof fires his readied shot when Zeke appears.

Bow: 1d20 + 7 + 1 - 1 ⇒ (19) + 7 + 1 - 1 = 26 (PBS, neg level)
Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11 (PBS) (this would put Zeke at 28 damage, before Dylan's charge)

The following round, Ralof full round attacks:

Bow1: 1d20 + 7 + 1 - 2 - 1 ⇒ (3) + 7 + 1 - 2 - 1 = 8 (PBS, Rapid Shot, neg lvl)
Damage1: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 (PBS)
Bow2: 1d20 + 7 + 1 - 2 - 1 ⇒ (4) + 7 + 1 - 2 - 1 = 9 (PBS, Rapid Shot, neg lvl)
Damage2: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 (PBS)

***MAP*** (revised to put Zeke at a west-side starting position, and showing Dylan after the charge)

Dylan's charge will then put Zeke down before Zeke gets a shot off.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan yells to the guards "Get him bound and on the cart. We have news for the marshal."

We head to meet the marshal and I ask the guards to put Zeke and Amendithas in a cell for the time being as Ralof and Dylan explain everything to It off. We will also see if It off can get someone with the correct spell to counter the level drain for Ralof.


The guards tie up Zeke in a similar manner, and the two carters pick him up and toss him in the cart. The first guard say's, "Watch yourselves these are members of the guard."

The carter says in a sarcastic tone, "Did ya hear that Jacey, this little one's a bona-fide member of the guard! We'll have to be extra careful not to hurt the delicate thing." To which both carters begin to laugh.

The main guard turns to Dylan and Ralof, "I'm sure you can handle it from here. We must return to our patrol. Good day, Sir." Then he and his men continue on their patrol.

The first carter looks at you and says, "Ya sure ya don't want me to just slip and dump 'em in the Narrows for ya? It'd be a whole lot quicker." The two men laugh again at the comment.

The "Narrows" refers to the Narrows of St. Alika, the small channel of water that separates Old Korvosa from Korvosa (on the city map)

The two men make snide, sarcastic remarks all the way to the Citadel. Upon reaching the gates they unceremoniously dump Ammy and Zeke onto the ground. "There, ya go. Speedy delivery service. Now if ya don't mind, we're behind schedule. The dead ain't gonna dump themselves ya know."

And they head back north.

Obviously, you have the opportunity to speak with them if you like. I will do another post for what happens at the Citadel


Cressida comes to the gates and looks on with utter confusion. "What is going on here?"

You fill her in on the Vampire Spawn and the subsequent domination of Ammendithas and Zeke's minds. She responds, "I see.". She points to a couple guardsmen, "Place them in a holding cell, and see if you can fetch me Tobais. He should be able to break the enchantment"

She then motions the two of you back to her office. Once everyone is seated she says, "This is bad. Real bad. Vampire's on the streets of Korvosa? I can't imagine." She drifts off into thought for a few moments before recovering and adding. "I need time to determine our next steps." She changes the subject back to the investigation. "Tell me, what did you find out in your investigation?"

You inform her that the rumors are true, bodies have been dumped in Rackers Alley, but the investigation was interrupted by the battle with the Spawn. You also inform her of Ryder's disfigured remains among the bodies. "Are you sure it's him? Sabina may be blindly loyal to the Queen, but she is an honest woman. I find it hard to believe she would lie about Ryder."

She pauses to think for a bit before standing. "I want you two to finish the investigation. See if you can catch the lazy carters in the act. Once you have identified them, please bring back Ryder's remains. I want to confront Sabina with this information... She how she responds."


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

"Marshal, the guards that have been dumping the bodies may be under the influence of the spawn instructed to dump the bodies there. Also Ralof was bitten by one of them and is weaker because of it. We will wait and see if Tobais can do anything for him."

heal check: 1d20 + 8 ⇒ (18) + 8 = 26

If Dylan learns anything from the heal check he will instruct Tobias with that information


Cressida responds, "Very well, you can wait for Tobias outside the cells. He will be coming to assist the others."

As you leave to wait for the arrival of the cleric. You see a guard escorting a well armed man in brown robes towards Cressida's office. Locks of grey/black hair protrude through a twisted looking stone grey mask. As he gets closer, you can clearly see a muscular frame, that combined with the weapons and mask, gives the man a menacing appearance.

He glances briefly at you as he's escorted into Cressida's office.

-

After a short wait in the cells, Tobias arrives to assess the situation. "So Dylan must die?" He asks Zeke. To which he would obviously respond yes. "Why must Dylan die?". When Zeke is unable to give a reason why, Tobias says, "That's all I needed to hear."

He then begins a long complicated 1 minute casting of break enchantment, hoping to free Ammy and Zeke.

Break: 1d20 + 12 ⇒ (3) + 12 = 15 Ammy - Failure
Break: 1d20 + 12 ⇒ (11) + 12 = 23 Zeke - Success

He repeats his test.. Noting that Ammy still seems as if he is under enchantment he says, "I'm afraid I'll have to try again tomorrow. If the spawn that did this to him is dead, he may yet recover on his own. I shall see to him first thing in the morning."

He then turns to Ralof, "As for you, my friend. I'm afraid I don't have the power available to help you today, but you must get this problem addressed immediately or it will become permanent. Please, go see my friend Joran at the temple, he should be able to help clear your affliction."

Ralof then leaves to go meet with Joran.

Shortly after Ralof heads to meet with Joran, a guard comes to meet you. "Good, you're still here. Cressida would like to speak with you again."

Leaving Ammy behind, Dylan and Zeke follow the guard back to Cressida's office. Upon entering, you see the same man from earlier standing to the side of Cressida's desk. "Come in, sit down. Was Tobias able to help you all?"

After your response, she gets down to the main point. "I've brought you back here because we may have an answer to the mystery of the spawn attack." She gestures towards the strange man, "This here is Talathel Tullius RavenClaw, a bounty hunter from Sandpoint. He's here tracking the ancient bounty of a notorious Nosferatu named Ramoska. He says that there are reports that he's left the safety of his crypt in Ustalav, and may be hiding out here in Korvosa. For what purpose, I don't know." She looks back to you. "I want you to bring him with you, show him Rackers alley, and the coffins of these spawn. He may be able to help confirm their origins"


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

As Zeke is being led from the holding cell, Amendithas speaks up, "Do you think you might retrieve my sword from Racker's Alley? I hope to still find a moment to run it through Dylan."

He'll give Zeke a sinister grin.


Tobias tosses a cure serious on Zeke.

Cure: 3d8 + 12 ⇒ (6, 2, 2) + 12 = 22


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan berates the guard for his treatment of Zeke and Amendithas "They are both members of the guard and will be treated with respect. They have just been adversly affected by the spawn."

During the trip Dylan will cast a cantrip.

Dylan will banter back and forth with the carters trying to gain some repore in order so they may divulge info. During the trip Dylan will ask how long they have been carters and what section of the city they are responsible for. How far they typically have to travel to dump them. How many bodies they haul at a time, etc.

Diplomacy: 1d20 + 8 + 1 + 2 ⇒ (16) + 8 + 1 + 2 = 27(GM Bonus, Enhanced Diplomacy)


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

After being introduced by Cressida Tullius bows his head and says in his friendliest voice, "Pleasure to meet you"
Diplomacy: 1d20 - 1 ⇒ (13) - 1 = 12


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan replies "Hello, nice to meet you. I am Dylan Arroway, cleric of Tulis. "

diplomacy: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14(gm bonus)


Dylan Arroway wrote:
Dylan berates the guard for his treatment of Zeke and Amendithas "They are both members of the guard and will be treated with respect. They have just been adversly affected by the spawn."

Jacey says with a look of confusion, "The what now? What the hell is a spawn?"

After you presumably inform him what a spawn is. He quips, "Naw way. So they saw a creepy crawly and went looney. Can't say I'm surprised.. Yes, they'll be scullery maids by weeks end.. Not fit for guard duty these ones."

Dylan Arroway wrote:
Dylan will banter back and forth with the carters trying to gain some repore in order so they may divulge info. During the trip Dylan will ask how long they have been carters and what section of the city they are responsible for. How far they typically have to travel to dump them. How many bodies they haul at a time, etc.

You're able to get information back from them. They've been carters since nearly the beginning of the outbreak, with responsibilities for Old Korvosa.

In response to your how far he takes them, he says, "All the way to the Warrens. Where do ya think we send em? Your grandmothers house?" Which elicits laughter from the other carter. "Sometimes as much as 5 at a time. Stack em up and ship em out!"


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan heads to The supply room where he picked up his caltrops earlier and looks for a sap. If he finds one he will take it. The three of us set out to pick up Ralof on our way back to the Alley.

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