GM Grecko - CotCT: Seven Days to the Grave

Game Master Dr Grecko


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You pull bodies away, one by one, carefully attaching rope and pulling them aside. You clear enough bodies away to finally recognize what Dylan was seeing at the bottom of the pile. Although his face is badly mangled and disfigured, looking worse than the ogrekin you faced in the derro caves, you recognize the clothes and general features of none other than your good friend Ryder Koss, his body covered in the blisters and sores of the final stages of the blood veil.

Zeke, (whom never met Ryder) is not distracted by this horrific discovery and notices something strange of his own. Several of the diseased bodies here bear small puncture wounds near the neck and wrists.

Kn: Religion DC14 (Trained Only):
This is a telltale sign of vampires and their spawn.


Da f#@k!?


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

"Enzo was supposedly executed before the outbreak of the blood veil, why is his body here with the blisters of the disease? Is the queen experimenting with it?

Assuming Zeke points out the punture marks
kn: Religeon: 1d20 + 4 ⇒ (12) + 4 = 16

Dylan explains the marks are the telltale sign of vampire and their spawn. He will also tell them everything he knows about them.


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

Kn Local: 1d20 + 10 ⇒ (14) + 10 = 24

I'm trying to gage Zeke's reaction to Dylan's mention of vampires. I'm curious to know what the history, or 'pop culture' is about vampires in Korvosa. Has Zeke even heard of such a thing, are they a common thing, has Korvosa had any (recent) history with them that Zeke knows of, etc.


There is very little in the local 'pop culture', as you put it, about vampires in particular. In terms of the undead, while the occasional ghoul or ghast sometimes gets loose among the city, vampires are haven't been known to do so.

A Kn: History might tell you more information but as far as local knowledge goes. This is unheard of.

----

The information Dylan knows from his roll. As undead, vampires have the typical UNDEAD TRAITS

In addition, you know that they are typically resilient to most weapons, except those which are made of silver.


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 will use his dagger and cut off some of Ryder's hair and puts it in a small vile hoping to perhaps one day resurrect him. at the rate this game is going it may take up to five years before doing is able to resurrect Ryder "Let's continue to search the alley. Once we're done we can report this dire news to the Marshall. Ryder having symptoms of Disease means that the disease originated or created at the castle. We must hurry."

Continuing to search perception: 1d20 + 3 ⇒ (11) + 3 = 14


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

Zeke examines the hole in the wall closer, if he can get closer without having to get too close to any bodies.

Zeke responds to the mention of vampires, "Vampires!? Why, I can't remember ever having heard anything of vampires in Korvosa... Simply unheard of, though it does remind me of a halfling barmaid I dated once... She sapped the life right out of me; made a damn fine drink though, err, what was it called... Dragon's Breath... Dragon's Milk?" He trails off as he inspects the hole closer.

"Ah, yes, Kroft must hear of your dear friends curious fate, but we've learned nothing of who's responsible for leaving these bodies here - we must find out, that we might question them about how, err.. Ryder was it? Ended up here in this state."


Zeke Sense Motive: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4 (Un-named GM temporary Bonus)

The hole is a hole as far as you're concerned. It connects to what you assume is a back room to the building (a Shop / Residence known as Giotorri's Toys) next door. It's large enough that even Amendithas could squeeze through it if he had to.


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

"We should question the resident about this hole - perhaps he'll be able to tell us something about who's been leaving bodies here. I'll go check it out of you two want to investigate here further."

Zeke motions for Ammy (at least) to follow and finds his way to the shop and/or residence entrance and enters/knocks, brandishing his badge to whomever greets him (allowing time for anyone to object to this strategy before they see). If this particular resident is not present, he'll find someone else nearby to question.

"We're with the Guard, investigating the unsanctioned abandonment of plague-victim bodies in the alley adjacent to your shop. Please tell us anything you know about this."

Perception: 1d20 + 11 ⇒ (6) + 11 = 17
Diplomacy (Gather Info): 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19 (Truth's Agent trait)
Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6


Ralof stays with Dylan / follows his lead. If investigating, Ralof will enter the hole (provided he doesn't have to get cosy with the bodies to do so)

Perception: 1d20 + 10 ⇒ (20) + 10 = 30

Ralof probably dismissed/lost his Ghoul Touch charge when he stayed helping Dylan with the bodies.


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 will assist Ralof in checking out the hole. Will help move the bodies as before and use his sword to shed light into the hole to see better.


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, incensed at finding Ryder's body in such a state, will accompany Zeke in his investigation.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Sense Motive: 1d20 ⇒ 9

Not much of an assist.


The inside of the hole is a back room. Very dark inside, but with the light cast from Dylan's sword Ralof and Dylan can see another dead body in the room.

There is no answer to the knock on the front door.


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 will enter the back room and look about a bit.

perception: 1d20 + 3 ⇒ (1) + 3 = 4

Dylan will announce his presence "This is Dylan Arroway of the city guard. We are investigating the dead bodies left in the alley. If there is anyone here show yourselves."

Diplomacy: 1d20 + 8 + 2 + 1 ⇒ (11) + 8 + 2 + 1 = 22(Enhanced Diplomacy, DM Bonus)


GM Rolls:

S: 4d20 ⇒ (18, 2, 14, 9) = 43
R: 1d20 ⇒ 20
S: 2d20 ⇒ (8, 3) = 11

I'm assuming Ralof is following you inside. There are a few things that even a 4 perception will notice.

Dozens of crooked glass eyes—hollow and crazed—glare from the heads of malformed and half-carved dolls lining skewed workroom shelves. Rat-gnawed stuffed aurochs, disembodied doll limbs, miniature rolling elephants, unseaworthy wooden ships, and crooked blocks illustrated with deformed or poorly painted animals fill bins and racks about the room. A cracked wooden door leads to the north, while a rickety trap door breaks the sawdust-covered floor to the east. In one corner lies the drying corpse of an old bald man amid the wood chips, rusty tools, and oily rags of a scored workbench.

Ralof, when he enters, hears the soft creaking of wood. Not from your own steps, but rather from underneath the floor boards themselves.

He also notices dozens of the same small bite marks placed indiscriminately upon the dead man on the floor, as well as a small ring of keys attached to the mans belt.

*Edit - Ralof, not Ammy... Also, there is no response to Dylan's calls to show themselves.


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

Zeke, getting no answer from the door, will try next door, and on the other side of the alley, looking for a resident or someone who looks like they belong there, to ask his question to.

Perception: 1d20 + 11 ⇒ (16) + 11 = 27


Ralof looks around for anything with a lock. If he sees something, he'll retrieve the keys and try them, otherwise he'll leave them be. He'll check the door to the north, stepping carefully across the creaky floor.

Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Acrobatics: 1d20 + 5 ⇒ (7) + 5 = 12 (if needed)


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 will examine the body to try and get an estimate for how long he has been dead.

Heal check: 1d20 + 8 ⇒ (17) + 8 = 25

Not seeing an immediate threat, Dylan will head to the front room and check it out and open the door to let Zeke and Amendithas inside to help investigate.

perception: 1d20 + 3 ⇒ (12) + 3 = 15

"Hey, there is a body here and looks suspicious, help us investigate."


STARTING MAP

GM:

S: 2d20 ⇒ (13, 16) = 29
S: 2d20 ⇒ (11, 11) = 22

Ralof again hears the creaking of wood from below the floorboards in the first room.

There are 3 keys attached to the keyring.. One is obviously the front door. The other two are smaller, one of which has the numbers 617 engraved upon it.

Assuming Ralof will open the door for the others, I have him placed at the doorway.

---

Zeke does not receive an answer from the neighboring residence. (I have placed you near where I assume the next door would be.)

---

Dylan's heal check reveals that the man has been completely drained of blood.. While its difficult to tell how long he's been dead in this state, you estimate it has been roughly 3 days since he passed.

You move into the next room to alert the others of the suspicious body.

---

As far as the room itself;

Unbalanced stuffed animals, poorly equipped toy soldiers, and dolls exhibiting myriad accidental deformities stare blankly out of the filth-smeared front window of this toy store showroom. Several heavy-looking kites dangle purple and crimson tails from the ceiling above, and a dollhouse recreating Castle Korvosa’s intimidating towers dominates a table in the room’s center. Festooned with tiny bells, the shop’s entrance stands to the north, across from a counter cluttered with dusty candies and a doorway marked “Private.”

Again, the shadowy nature of this area of town has the room poorly lit.. Consider it "dim light" in the current room, and "dark light" in the back room with the body. Obviously the light from Dylans sword changes that.


Ralof says, "Theres something under the floor... Can you hear that creaking?" Ralof beckons Ammy and Zeke into the shop, goes back to the back room to investigate the trap door. With Dylan's light nearby, Ralof attempts to open the trap door and look down inside.

Perception: 1d20 + 10 ⇒ (17) + 10 = 27


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

Zeke enters and follows Ralof to the back room. He stays near the door and peers about the room, looking at all the stuff.

Perception: 1d20 + 11 ⇒ (4) + 11 = 15


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

Perception: 1d20 + 4 ⇒ (2) + 4 = 6

"I don't see or hear anything," says Amendithas. Nonetheless, he will enter the shop and try to assist Ralof with the trap door.


Adjusted Map

Assuming Dylan doesn't object to being moved next to Ralof as requested, I've moved him into the room and everyone else to their requested location.

The trap door opens loudly, but otherwise provides no resistance. It leads into a 3–1/2-foot-tall dirt-floored crawlspace with the same dimensions as the room above. Although there is a small ladder in which to use, most of you could easily hop up and down without issue. However, the tight crawlspace certainly hampers movement for everyone except Zeke, whom is just about the right size for the space.

Just from the top of the crawlspace, those near it can clearly see in the 5 foot area around the door several bundles of quality wood bound and placed upon lesser quality pieces in order to keep the quality woods from touching the dirt floor. Considering the many poorly carved dolls, you might think this is the toy-makers wood storage.

If you wish to see more, you'll have to enter the space.


As soon as Ralof has the door open, he grabs Dylan's Ioun Stone and holds it down over the doorway, waits just a moment to see what's below, sets the Ioun stone hovering about his head, and then, with bow and arrow in-hand, he jumps down into the crawl space. He crouches down, draws an arrow in his bow, and peers around the crawl space...

Perception: 1d20 + 10 ⇒ (8) + 10 = 18


GM:
S: 4d20 ⇒ (2, 13, 16, 8) = 39

Ralof plops himself down in the hole, and looks around with the ioun stone.

This is indeed the toy-makers storage area. Wood of various types and qualities line the small storage space. What truly catches your eye however is four sturdy wooden boxes in the shape and size of coffins, each with a lid set carefully to the side. A strange mist surrounds two of the dirt filled boxes. While examining the third, you catch the shimmer of a pair of eyes trained on your location.

Ralof Trained Kn:Arcana DC18:
The Mist is reminiscent of someone under the effects of Gaseous Form

Initiative Time!, As Ralof is not caught unaware he may act in the surprise round. As a reminder surprise round consists of 1 standard action

Initiatives
Amendithas - Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Dylan - Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Ralof - Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Zeke - Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Creatures (S) - Initiative: 1d20 + 1 ⇒ (5) + 1 = 6

Opening Map

I put a duplicate map notating the crawlspace off to the right side of the map.. The 4 creatures (only 1 that Ralof has seen so far) are setup in their locations

-------------

The creatures go first in the surprise round.

S1) The first creature speaks some powerful words to Ralof whom needs to make a will save DC14.

Failure:
An overwhelming feeling comes over you to shut the trap door and barricade the entrance using the wood around you.

S2) The creature effortlessly climbs to the underside of the floor and moves towards Ralof

The strange mist that Ralof saw suddenly moves up through the cracks in the floorboards... They settle in the room above (Still in mist form) and are clearly seen by those in the room above. (When they arrive you can roll the same Trained DC18 Kn:Arcana that Ralof was given)

*** MAP ***

Ralof (Depending on his will save) is next in the surprise round. Then the order of Round 1 will be:

Order / Damage Tracker
Amendithas
Dylan
Zeke
Creatures:
- S1)
- S2)
- S3)
- S4)
Ralof


Ralof is untrained in Kn. Arcana

Will: 1d20 + 3 ⇒ (10) + 3 = 13

Ralof stands and grabs the trap door and pulls it shut above him.

I'll assume that's about as far as he gets during the surprise round.


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

Kn Arcana: 1d20 + 8 ⇒ (5) + 8 = 13

At the top of first normal round, after Ammy & Dylan...

Zeke readies an action to throw a bomb, but stalls, as he's not quite sure what the hell is going on. As soon as he's assured they're being attacked, he'll chuck a bomb at the floor near a mist, or at whatever 'body' might appear, making the splash damage avoid any squares occupied by friendlies (up to 3).

Bomb (ranged touch): 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 (PBS)
'Splode: 2d6 + 3 + 1 ⇒ (3, 2) + 3 + 1 = 9 (PBS)
Splash damage: 5 (DC 15 Reflex save for ½ damage)


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

Kn Arcana: 1d20 + 4 ⇒ (16) + 4 = 20

Dylan gets out silversheen and applies it to the sword to prep for battle.

*****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

Kn Arcana: 1d20 ⇒ 1

Amendithas doesn't know what to make of Ralof's behavior. He'll try to pry the trap door open again.

He will also draw his sword. ...If that isn't too many actions.


Prying open the door while Ralof is holding it shut takes an opposed STR check.

Ammy: 1d20 + 5 ⇒ (13) + 5 = 18
Ralof: 1d20 + 2 ⇒ (16) + 2 = 18

Since Ammy has a higher STR score, tie goes to Ammy.

You pry the door open despite the resistance from Ralof (Standard) and can still draw your sword (Move).

As a two handed weapon, to wield it properly you will need to use both hands, which will likely leave Ralof free to close the door again
----

S1) Moves to help Ralof Barricade the trap door. He moves next to him and starts piling wood around him to block the entryway.

S2) Climbs around Ralof and through the trap door. He gets right above the trap door (provoking an AoO from Amendithas in the process - go ahead and swing) And will take a single swing at ammy.

S2 Attack: 1d20 + 4 ⇒ (1) + 4 = 5

The awkward swipe from the wall misses completely.

The mist S3 moves towards Zeke and begins to form into another vampire spawn, while S4 does the same towards Dylan.

----
***MAP***

(At any point Zeke can release his action if he wishes)

Ralof is still under the command of S1 and must continue to follow his orders to the best of his ability

*EDIT - added the map.. also re-read that zeke's action was a readied one.. Seeing that they are indeed under attack zeke would have thrown a bomb at the mists to maximize splash damage (Target S3) negating Dylan's square.

S4 Reflex: 1d20 + 2 ⇒ (5) + 2 = 7

I have to do a bit of research to verify if the target S3 will take full damage or only splash. But I wanted to get the edit in before the timer.


I just realized I can do my "Round Summary" as everyone before the monsters have gone

Round 1 Summary

Amendithas pry's the door up from Ralofs grip and draws his sword.

Dylan apply's silversheen to his weapon to prepare for the upcoming fight.

Zeke Readies a bomb until he's sure there is an actual threat.

Spawn 1 moves towards Ralof to assist in the barricading of the crawlspace

Spawn 2 moves up to attack Amendithas (AoO pending) but badly misses the mark.

Zeke tosses his bombs on the mist (after seeing the threats emerge to attack ammy) causing damage to the mists.

Spawn 3 moves towards Zeke and materializes.

Spawn 4 moves towards Dylan and also materializes.

Ralof's order will now be considered top of Round 2 (He is still under the power of Spawn 1's command)

Round 1 over, Round 2 Begins!

---

Order / Damage Tracker
Ralof
Amendithas
Dylan
Zeke
Creatures:
- S1)
- S2) (Ammy AoO to be resolved)
- S3) 9
- S4) 5


Top of round 2

If Ammy releases the door, Ralof will grab it and pull it closed again, and just hold it. Otherwise he'll continue push and pile wood up under the open hatch.

Strength: 1d20 + 2 ⇒ (18) + 2 = 20


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

After Ammy and Dylan, before creeps

Zeke will 5-ft step back through the door (up/north), and toss a bomb at creep #3 in front of him (should splash #4)

Bomb (ranged touch): 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 (PBS)
'Splode: 2d6 + 3 + 1 ⇒ (3, 1) + 3 + 1 = 8 (PBS)
Splash damage: 5 (DC 15 Reflex save for ½ damage)
No splash damage to Dylan's square.
miss direction: 1d8 ⇒ 8 (if miss) = NW direction from creep's square, bomb lands kitty corner from Zeke just south and west of the doorway.
7 bombs remaining


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 after applying the silversheen to his weapon grabs his holy symbol and channels positive energy to the spawn.
cpe: 4d6 ⇒ (5, 4, 6, 1) = 16


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

Attack of Opportunity: 1d20 + 9 ⇒ (16) + 9 = 25

Sensing the current futility of trying to pry the trapdoor open, Amendithas will turn his attention to Spawn 2.

Attack: 1d20 + 9 + 2 - 2 ⇒ (18) + 9 + 2 - 2 = 27 (Rage, Power Attack)
Great Bastard Sword: 2d6 + 7 + 3 + 6 ⇒ (2, 2) + 7 + 3 + 6 = 20 (Rage, Power Attack)


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

Didn't get to edit my previous post in time. Here's the damage if applicable.

AoO Damage: 2d8 + 7 ⇒ (3, 4) + 7 = 14


The Spawn screams in agony from the AoO, and again on the next round.

Dylan Channels energy to harm undead. (DC13 I believe?) (Also 2d6 instead of 4d6 as discussed, taking the first 2 dice)

S2: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 (Channel Resistance) Takes 4
S3: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 (Channel Resistance) Takes 4
S4: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 (Channel Resistance) Takes 9

---

Zeke's poorly thrown bomb still hits the touch AC of the creature
S4 Reflex: 1d20 + 2 ⇒ (10) + 2 = 12 full splash

---
Creatures turn

S1 piles wood around the entrance. 1 more round would make it troublesome to enter.

S2 Shrieks from the devastating blows. While toe-to toe with Ammy he attempts to control his mind.

Ammy must make a DC14 Will save..

Failure:
The creature commands you in your mind to "kill the one with the with the dreaded holy symbol" - This is certainly against your nature to harm your friends, so you get a second DC14 save to resist the command but with a +2 bonus to your save.

S3 & S4 have thier full attention on Dylans newly presented holy-symbol and recoil at it's presence. They try to back away from Dylan as best as they can.

S3 sees his options as limited and charges to Overrun through Zeke's occupied square. (Zeke can choose to hold his ground or dodge) Dylan may take an AoO against the creature, as can zeke if he has the means to make an AoO.

If holding his ground:
S3 Overrun: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 (Charge) The creature fails to break through

S4 backs away from dylan, unsure of how to proceed.

**EDIT - **MAP**


Order / Damage Tracker
Ralof
Amendithas
Dylan
Zeke
Creatures:
- S1)
- S2) 14(-5)[AoO] + 20(-5)[Ammy] + 4(channel) = 28dmg
- S3) 9dmg + 4(channel) + 9(Bomb) = 22dmg (AoO Pending)
- S4) 5dmg + 9(channel) + 5(Bomb) = 19dmg

Round 2 Summary

Ralof holds the door closed.

Ammy bites into S2 with both his AoO from round 1 and his Round 2 attack. Causing heavy damage despite some resistance

Dylan Channels Energy, hurting and pissing off the Spawn up top

Zeke Bombs S3 and splash damages S4 for some healthy damage.

S1 continues to barricade the crawlspace with Ralof.

S2 attempts to control Ammendithas

S3 tries to overrun Zeke (Pending)

S4 backs away from the cursed holy symbol.

Round 2 over, Round 3 Begins


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

Will: 1d20 + 1 ⇒ (7) + 1 = 8 Uh-oh

2nd Will: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10


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 makes his way toward Dylan.

Attack: 1d20 + 9 + 2 - 2 ⇒ (19) + 9 + 2 - 2 = 28 (Rage, Power Attack)
Great Bastard Sword: 2d6 + 7 + 3 + 6 ⇒ (2, 1) + 7 + 3 + 6 = 19 (Rage, Power Attack)

Crit: 1d20 + 9 + 2 - 2 ⇒ (5) + 9 + 2 - 2 = 14
Damage: 2d6 + 7 + 3 + 6 ⇒ (4, 6) + 7 + 3 + 6 = 26


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

As discussed in hangouts...

Zeke uses his AoO to try and Trip the creep as it tries to Overrun him. To do so, Zeke quickly drops down to all fours at the last second to try to get the creep to stumble over the top of him.

Unarmed Trip Attack vs CMD: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14 (GM circumstance bonus)

If Zeke fails, does that mean the result is adjudicated by the creep's Overrun attempt?


Top of Round 3...

Receiving no opposition on the door, Ralof releases it and resumes barricading the hatch with wood. He smiles at Spawn 1 and says enthusiastically, "This is fun!"


Archibald "Zeke" von Hoftenkraf wrote:
If Zeke fails, does that mean the result is adjudicated by the creep's Overrun attempt?

I'm not entirely sure what the rule precedent is for this action. Per strict rules, I would think the creature would get an AoO from your trip attempt, and his overrun attempt (that failed) would stop him in his tracks.

However, I know your intent was to not hold your ground, and to let the creature by you. And, I'm thinking that, cinematically, it would be much cooler if the creature jumped over the failed trip attempt (target was 15) and ended up where he was originally intending.. (the other side of you)

My vote is for option two, but if you guys wish to use option one, let me know via hangouts.


Acrobatics: 1d20 + 1 ⇒ (15) + 1 = 16 The creature successfully jumps over Zeke's failed trip attempt and lands on the other side.

Zeke and Dylan have actions yet for Round 3 if I'm not mistaken?


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

After Ammy & Dylan

Zeke 5-foot steps to the south and chucks another bomb at S3.

Bomb (ranged touch): 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13 (PBS)
'Splode: 2d6 + 3 + 1 ⇒ (2, 1) + 3 + 1 = 7 (PBS)
Miss location(if): 1d8 ⇒ 5 = square directly behind/north of S3
5 splash damage, DC15 Reflex for half

6 bombs remaining

***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

*Updated Map*

Dylan takes a 5 foot step back away from Amendithas and grabs out a tangle-foot bag and chucks it at him.

Tangle-foot bag (ranged touch): 1d20 + 5 ⇒ (17) + 5 = 22

-2 to attack and -4 to dex dc 15 or be stuck to ground, 2d4 rds until it becomes brittle and loses effectiveness.

TFB: 2d4 ⇒ (1, 3) = 4

I am hoping Ammy fails and is stuck to the ground.


Ammy Reflex: 1d20 + 3 ⇒ (7) + 3 = 10 Ammy is stuck to the floor for 4 rounds.


The bomb thrown by Zeke at S3 explodes violently causing the creature itself to explode into a ball of mist.

One thing I overlooked, but will start to remember this round:

The wounds on S4 and S2 look as if they are patching up in front of your eyes.

That mist of S3 begins to come together and slowly moves towards Zeke. On its first round it manages to get onto Zeke's square itself, surrounding him in an eerie manner.

S4 Will: 1d20 + 5 ⇒ (17) + 5 = 22

S4 again hisses at Dylan and himself enters mist form, then retreats into the lower crawlspace.

S2 Follows suit.

S1 Piles on wood one more time for good measure. (Removing the wood will take the same number of rounds as Ralof and S1 spent adding the wood [Combined = 4rds])

*** MAP ***


Order / Damage Tracker
Ralof
Amendithas
Dylan) 19dmg (Ammy)
Zeke
Creatures:
- S1)
- S2) 28dmg - 2 (Fast Healing) = 26dmg
- S3) 22dmg + 9 = 31dmg (Exploded to Mist)
- S4) 19dmg - 2 (Fast Healing) = 17dmg

Round 3 Summary

Ralof helps add wood to the pile, enjoying himself as he does so.

Ammendithas, under uncontrollable orders, whacks at Dylan for 19 damage

Dylan takes a step back and Tanglefoots Ammendithas, Ammy is clearly not himself

Zeke pops a bomb on S3, exploding him into mist.

Both S4 and S2 enter mist form and retreat to the crawlspace while the mist of S3 moves to surround Zeke.

S1 piles wood on for good measure.

Round 3 over, Round 4 Begins


**FIXED MAP***

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