| Rennyn of House Thysrial |
You should just be rolling for everyone. It speeds things up, and technically the players aren't supposed to know the results of these checks.
perception: 1d20 + 10 ⇒ (3) + 10 = 13
stealth: 1d20 + 7 ⇒ (16) + 7 = 23
| Dræven |
perception: 1d20 + 13 ⇒ (11) + 13 = 24
stealth: 1d20 + 11 ⇒ (2) + 11 = 13
| Fenra Mvashti |
perception: 1d20 + 9 ⇒ (10) + 9 = 19
stealth: 1d20 + 2 ⇒ (13) + 2 = 15
| GM KoKyu |
I suppose, but then I feel like I am taking something away from the players involvement.
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg
Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg|
Ravenscraeg
As Draeven follows Rennyn up to the next landing, at about the 80 foot mark the big guy's keen eyes pick up the tell tale signs of movement overhead. Set against the looming gray stone hall of the fortress above, someone, no, two figures have moved onto the outlook. Whether it was the contrast of dark clothing against the fortress walls or the groaning wood, the Rager can't say. It is also difficult to tell who they are, however the cloth masks covering their faces hints at a familiar type of foe - those fabled ninja. One of them aims a tube down towards the party reminding Draeven of the arrow slits and heavy wooden shutters above...Combat! Roll Init and take actions if you can!
Combat! Round 1
Init: Spivey: 24 | Ninja: 22 | Draeven: | Rennyn: | Fenra: | Jeryn: 10 | Kenan: 7 |
The Ninja are 15 feet above standing on the observation deck. I need to confirm that they have partial cover due to height, right? (not because of the flimsy railings). Also, I overlooked this but the stairs are actually slippery and considered difficult terrain however the landings are not. This hasn't been an issue yet but might come into play here.
TN1 Stealth: 1d20 + 15 ⇒ (13) + 15 = 28
TN2 Stealth: 1d20 + 15 ⇒ (11) + 15 = 26
TN3 Stealth: 1d20 + 15 ⇒ (20) + 15 = 35
TN4 Stealth: 1d20 + 15 ⇒ (2) + 15 = 17
TN5 Stealth: 1d20 + 15 ⇒ (17) + 15 = 32
TN6 Stealth: 1d20 + 15 ⇒ (5) + 15 = 20
TN Group Init: 1d20 + 4 ⇒ (18) + 4 = 22 oKOyA, should I break this up to individual?
Kenan Init: 1d20 + 1 ⇒ (6) + 1 = 7
Jeryn Init: 1d20 + 1 ⇒ (9) + 1 = 10
Spivey Init: 1d20 + 5 ⇒ (19) + 5 = 24
| Fenra Mvashti |
initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Fenra is acting at the same time as the ninjas I guess, I think we will need to know who goes first.
Fenra immediately stares intensely at the nearest foe and commands (in celestial) Kill
Murderous command DC16 will save. If the first one saves it bounces to the second one. It is a mental command so language doesn't matter, if you were concerned about the celestial, just needs a verbal component.
| Rennyn of House Thysrial |
I personally think you should break them up...
Init: 1d20 + 5 ⇒ (14) + 5 = 19
| Dræven |
Init: 1d20 + 2 ⇒ (20) + 2 = 22
| GM KoKyu |
Sorry for the delay, last minute school stuff and a change in work schedule :P
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg
Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg|
Ravenscraeg
Combat! Round 1
Init: Spivey: 24 | Fenra: 22 | Draeven: 22 | Ninja's#4 & 6: 22 | Ninja #20: 20 | Rennyn: 19 | Ninja's #1,2 & 3: 17 | Jeryn: 10 | Kenan: 7 |
Fenra's cold gaze catches the masked figure completely off guard and with a calm determination it draws a short sword with deadly intent. The attack upon its ally arches far from the mark however and the other ninja, whose appearance you can now see has shifted slightly, aims the tube at Rennyn unhindered. A heartbeat later, a small dart strikes the paladin and practically falls free from his skin by just gravity. The insignificance of his attacker's weapon causes Rennyn to wonder if there isn't something more to these darts... (DC 14 Fort save please)
Overhead, more movement can be seen and other shadows emerge followed by the tinkling of glass.
Spell Effect: The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance).
TN #1 Init: 1d20 + 4 ⇒ (13) + 4 = 17
TN #2 Init: 1d20 + 4 ⇒ (13) + 4 = 17
TN #3 Init: 1d20 + 4 ⇒ (8) + 4 = 12
TN #5 Init: 1d20 + 4 ⇒ (16) + 4 = 20
TN #4 Will Save DC 16:: 1d20 + 1 ⇒ (1) + 1 = 2
TN4 vs. TN6: 1d20 + 8 ⇒ (1) + 8 = 9
TN6 vs. Rennyn: 1d20 + 7 ⇒ (17) + 7 = 24
Blowgun Dmg: 1d2 ⇒ 1 + 1 dose Blue Whinnis Price 120 gp
DETAILS: Type poison (injury); Save Fortitude DC 14; Frequency 1/round for 2 rounds; Cure 1 save Initial Effect: 1 Con damage Secondary Effect: Unconsciousness for 1d3 hours
(The group did not rest after the previous battle, strain carried over.) Rennyn: AC19 HP32: -10 (strain)
I won't be able to get to the map until later tonight...
| Rennyn of House Thysrial |
Fort save: 1d20 + 7 ⇒ (18) + 7 = 25
| GM KoKyu |
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg
Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg|
Ravenscraeg
Combat! Round 1
Init: Spivey: 24 | Fenra: 22 | Draeven: 22 | Ninja's#4 & 6: 22 | Ninja #5: 20 | Rennyn: 19 | Ninja's #1,2 & 3: 17 | Jeryn: 10 | Kenan: 7 |
Map Updated, waiting on Draeven's actions
(The group did not rest after the previous battle, strain carried over.) Rennyn: AC19 HP32: -10 (strain)
| Dræven |
No, no cover is granted due to height. Attackers on higher ground get a bonus to melee attacks.
Round 1 Init 22
Seeing that there is no easy path to get to the landing above, Draeven drops his sword (FrA) and slips his bow from his shoulder (MA) before nocking an arrow and sending it streaking up at one of the attackers above...
SA attack /w box +1 flaming arrow vs #3: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 1d8 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10
confirm crit: 1d20 + 7 ⇒ (11) + 7 = 18
crit damage: 2d8 + 8 ⇒ (1, 7) + 8 = 16
...as it leaves his bow the arrow bursts into flames before striking the targeted figure directly in the chest. 10 damage or 26 if crit confirms.
Status and Effects:
AC: 19 HP: 45
| GM KoKyu |
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg
Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg|
Ravenscraeg
Combat! Round 1
Init: Spivey: 24 | Fenra: 22 | Draeven: 22 | Ninja's#4 & 6: 22 | Ninja #5: 20 | Rennyn: 19 | Ninja's #1,2 & 3: 17 | Jeryn: 10 | Kenan: 7 |
The big man's shot lands a telling blow, center mass. The ninja thrashes around, flames licking its mask as it screams an unnatural cry - that of a screeching bird. The flicking light illuminates those around him. All look to have beaks instead of mouths and talons for hands. The party has seen this kind of creature before - an insane Tengu from Brinewall castle by the name of Kikonu.
As one of their ranks burns, another steps forward tube in hand (5ft step to F-44). A second later another dart shoots down this time towards the wizard (SA). As with Rennyn, the projectile does little damage but the effects...Jeryn's hand instinctively bats the dart off of his shoulder but already he can feel the poison surging across his body, weakening him.
20%: 1d100 ⇒ 81
#5 SA vs. Jeryn: 1d20 + 7 ⇒ (15) + 7 = 22
Jeryn Save vs. Poison DC 14: 1d20 + 2 ⇒ (3) + 2 = 5
Blue Whinnis DETAILS: Type poison (injury); Save Fortitude DC 14; Frequency 1/round for 2 rounds; Cure 1 save Initial Effect: 1 Con damage Secondary Effect: Unconsciousness for 1d3 hours
Dart Dmg: 1d2 ⇒ 2
Map Updated
(The group did not rest after the previous battle, strain carried over.) Rennyn: AC19 HP32: -10 (strain) | Jeryn: HP25 -2 (strain) + 1 Con damage MUST make one more save in Round 2 |
| Rennyn of House Thysrial |
Round 1 Init 19
Rennyn tries to make his way up to the platform above... (MAx2) (No idea where/how to move on the map to accomplish this.)
Status and Effects:
AC: 19 HP: 32 -10 (strain) = 22
| GM KoKyu |
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg
Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg|
Ravenscraeg
Combat! Round 1
Init: Spivey: 24 | Fenra: 22 | Draeven: 22 | Ninja's#4 & 6: 22 | Ninja #5: 20 | Rennyn: 19 | Ninja's #1,2 & 3: 17 | Jeryn: 10 | Kenan: 7 |
Rennyn takes to the stairs (MA I-39 to I-37 10ft at normal speed then up to D-37 25ft in difficult terrain for a total of 60ft). Their wet surface makes getting a proper footing a challenge but the paladin manages to make it up the flight - just one more set of stairs and he will be able to engage!
Meanwhile, the ninja struck by Draeven's arrow drops to the ground to dose the flames consuming his clothes (Drops to prone FA +4 to save). As the flames go out a couple darts head for the monk and oracle striking both (DC 15 Fort save please Fenra). Kenan feels the dart strike but takes little notice, notching arrows in his bow and launching them at the masked figure on the end (FA Flurry).
Jeryn sways slightly but manages to raise his arms to summon some arcane might. The wizard wields part of a scorched piece of bark utters the words then points the blackened wood at the nearest foe. A small crackling cloud of electricity forms over the ninja's head and several bolts of energy lick out.
Combat! Round 2
Init: Spivey: 24 | Fenra: 22 | Draeven: 22 | Ninja's#4 & 6: 22 | Ninja #5: 20 | Rennyn: 19 | Ninja's #1,2 & 3: 17 | Jeryn: 10 | Kenan: 7 |
TN #1 vs. Kenan: 1d20 + 7 ⇒ (13) + 7 = 20 29/29
TN #2 vs. Fenra: 1d20 + 7 ⇒ (14) + 7 = 21 29/29
Dart Dmg: 1d2 ⇒ 2
Dart Dmg: 1d2 ⇒ 2
TN #3 Reflex DC 15: 1d20 + 8 + 4 ⇒ (4) + 8 + 4 = 16 3/29HP
Kenan Fort DC 15: 1d20 + 5 ⇒ (18) + 5 = 23
Kenan Flurry vs #5: 1d20 + 9 ⇒ (2) + 9 = 11
Flurry: 1d20 + 9 ⇒ (12) + 9 = 21
20% miss: 1d100 ⇒ 86
Arrow Dmg: 1d8 + 3 ⇒ (8) + 3 = 11
TN #2 Reflex DC17: 1d20 + 8 ⇒ (9) + 8 = 17
Aggressive Thunder cloud dmg: 3d6 ⇒ (3, 2, 4) = 9
TN #4 29/29
TN #5 18/29
TN #6 29/29 recovers from Murderous Command in Round 2
Map Updated
Rennyn: AC19 HP32: -10 (strain) | Jeryn: HP25 -2 (strain) + 1 Con damage MUST make one more save in Round 2 | Fenra: 2 strain Save DC15 | Kenan: 2 strain save successful | Suggestions for Spivey??
| Dræven |
Round 2 Init 22
Draeven steps to his right (MA to I,-40), nocks another arrow and looses it at the rightmost attacker...
SA attack /w bow +1 flaming arrow vs #4: 1d20 + 7 ⇒ (18) + 7 = 25
20% miss chance: 1d100 ⇒ 67
damage: 1d8 + 5 + 1d6 ⇒ (6) + 5 + (3) = 14
...and another flaming arrow finds purchase in the enemy.
Status and Effects:
AC: 19 HP: 45
PS Kenan has three flaming +1 arrows, and one flaming burst +1 arrow.
| Fenra Mvashti |
Fort save: 1d20 + 2 ⇒ (18) + 2 = 20
Adrenaline pumping, Fenra manages to shrug off the effects of the prick.
In response she moves forward and a familiar flash of colour bursts from her fingers towards the nearest birdmen.
MA to G42. Colourspray DC17 Will. trying for 1,2,5 but 5 may be out of range depending on height. Remember they are treated as 5HD less for effects due to Awesome Display if save is failed.
| GM KoKyu |
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg
Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg|
Ravenscraeg
Combat! Round 2
Init: Spivey: 24 | Fenra: 22 | Draeven: 22 | Ninja's#4 & 6: 22 | Ninja #5: 20 | Rennyn: 19 | Ninja's #1,2 & 3: 17 | Jeryn: 10 | Kenan: 7 |
At Rennyn's signal the tiny blonde races to his side. Touching the paladin's arm Spivey calls upon the Tender of Dreams to ease his suffering. The Goddess grants her request to which does a quick twirl in thanks. Having ween the paladin off Spivey turns to catch a wink. She blushes but recognizes the prearranged signal and reads his hand as it gestures for a distraction. The tiny lyrakien cocks her head in thought then calls upon the Goddess' help once again. This time she points a finger and causes a few nutshells to spin in front of one of the foes. The masked creature pauses in his tracks, eyeing the prone figure of his burnt ally as he wiggles like a worm coming to the surface after a good rain. The motion appeals to the figure who then plunges his weapon into the already ravaged warrior.
Another arrow streaks upward. As with the previous, this too ignites causing flames to spread across another of the combatants. The ninja drops his blowgun and himself to the ground to smother the flames.
Despite having he high ground, still more confusion spreads across the line of warriors overhead when a burst of color assails the trio on the end from below. The blinding hues and flashes from the oracles fair hand send two to the ground and only the figure in the middle remains standing.
TN #6 vs. DC 16: 1d20 + 1 ⇒ (2) + 1 = 3
TN #6 Action: 1d100 ⇒ 91
TN #6 vs. #3: 1d20 + 8 ⇒ (11) + 8 = 19
Dmg: 1d6 + 1 ⇒ (3) + 1 = 4
TN #1 Will Save vs. DC 17: 1d20 + 1 ⇒ (8) + 1 = 9
TN #2 Will Save vs. DC 17: 1d20 + 1 ⇒ (18) + 1 = 19
TN #5 Will Save vs. DC 17: 1d20 + 1 ⇒ (12) + 1 = 13
#1,5 unconscious: 2d4 ⇒ (3, 4) = 7
TN #1 29/29 Unconsciou
TN #2 29/29
TN #3 -1/29 DEAD
TN #4 15/29 Prone
TN #5 18/29 Unconscious
TN #6 29/29 Recovered from Murderous Command, now confused kills #3
Map Updated
Rennyn: AC19 HP32: 0 (strain) | Jeryn: HP25 -2 (strain) + 1 Con Round 2 save pending | Fenra: 2 strain Save DC15 | Kenan: 2 strain |
| Rennyn of House Thysrial |
Round 2 Init 19
Rennyn continues to make his way to a spot where he can get involved...
(x2MA? OR x1MA + SA attack?)
attack??: 1d20 + 7 ⇒ (11) + 7 = 18
damage??: 1d8 + 12 ⇒ (2) + 12 = 14
Status and Effects:
AC: 19 HP: 32
| GM KoKyu |
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg
Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg|
Ravenscraeg
Combat! Round 2
Init: Spivey: 24 | Fenra: 22 | Draeven: 22 | Ninja's#4 & 6: 22 | Ninja #5: 20 | Rennyn: 19 | Ninja's #1,2 & 3: 17 | Jeryn: 10 | Kenan: 7 |
Sword in hand, Rennyn bounds up the last flight of stairs and brings his weapon to bear against the nearest masked ninja (MA to D-42+SA vs #6). The paladin's blade cuts through the ninja's robes finding a soft spot in the leather armor beneath resulting in caws of protest which draw the attention of one of its companions. The second ninja turns, drops its blowgun and advances on Rennyn's position. Drawing a short metal blade (FA+MA to SA). There is a flash of steel but the blade's tip fails to reach the paladin by mere inches.
Below, the wizard's strength fails and both he and the spell he was controlling collapse to the wooden floor. Kenan, desiring a better angle strides past as he notches an arrow died red at the shaft. The projectile streaks upward finding its mark in the back of the ninja confronting Rennyn before bursting into flames. The ninja's robes ignite.
TN #2 Vs. Rennyn: 1d20 + 8 ⇒ (8) + 8 = 16
Jeryn Fort DC14 Save: 1d20 + 2 ⇒ (5) + 2 = 7
Time: 1d3 ⇒ 1
Kenan Flurry: 1d20 + 12 ⇒ (8) + 12 = 20
20%: 1d100 ⇒ 25
Flaming DMG: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7
TN #1 29/29 Unconscious until round 10 then 1d4 rounds stunned
TN #2 22/29 On fire
TN #3 -1/29 DEAD
TN #4 15/29 Prone
TN #5 18/29 Unconscious until round 10 then 1d4 rounds stunned
TN #6 15/29 Recovers from confusion
Combat! Round 3
Init: Spivey: 24 | Fenra: 22 | Draeven: 22 | Ninja's#4 & 6: 22 | Ninja #5: 20 | Rennyn: 19 | Ninja's #1,2 & 3: 17 | Jeryn: 10 | Kenan: 7 |
Map Updated
Rennyn: AC19 HP32: 0 (strain) | Jeryn: HP25 2 (strain) -1 Con unconscious for 1 hour | Fenra: 2 strain | Kenan: 2 strain |
| Dræven |
Round 3 Init 22
Draeven nocks a regular arrow and looses it at the ninja that Kenan just hit...
SA attack /w bow vs #2: 1d20 + 6 ⇒ (7) + 6 = 13
...but misses.
Status and Effects:
AC: 19 HP: 45
| GM KoKyu |
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg
Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg|
Ravenscraeg
Combat! Round 3
Init: Spivey: 24 | Fenra: 22 | Draeven: 22 | Ninja's#4 & 6: 22 | Ninja #5: 20 Unconscious | Rennyn: 19 | Ninja's #1 Unconscious 2 & 3 Dead: 17 | Jeryn: 10 Unconscious | Kenan: 7 |
Spivey bites what looks like a nail as she hovers over the stairs then flicks the piece of toothpick she'd just cut in half with her teeth at the ninja standing by Rennyn. The sliver spins in the air but the flash of light that consumes it does not attract the ninja's attention.
Cleared from his confusion by Rennyn's attack, the ninja (#6) turns his short sword on the paladin. Thrusting his blade past Rennyn's defenses the masked birdman cuts a tear into Rennyn's thigh.
From behind Rennyn's attacker, a scorched looking ninja rises from the platform (F-40 MA rise from prone + MA acrobatics to C-42) and springs past his companion in an attempt to flank the elf. It fails to make the jump past his companion however, clipping a shoulder as he goes and coming within striking distance of Rennyn's blade. (#4 fails acrobatics check, Rennyn please roll for AoO)
TN#6 Will Save DC 15: 1d20 + 1 ⇒ (18) + 1 = 19
TN#6 SA vs. Rennyn: 1d20 + 8 ⇒ (19) + 8 = 27
Confirm: 1d20 + 8 ⇒ (5) + 8 = 13
DMG: 1d6 + 1 ⇒ (3) + 1 = 4
TN#4 Acrobatics vs. CMD 21: 1d20 + 8 ⇒ (11) + 8 = 19 Fail
TN #1 29/29 Unconscious until round 10 then 1d4 rounds stunned
TN #2 22/29 On fire
TN #3 -1/29 DEAD
TN #4 15/29 MA to stand, draws sword & MA to flank
TN #5 18/29 Unconscious until round 10 then 1d4 rounds stunned
TN #6 15/29 SA vs Rennyn
Map Updated
Rennyn: AC19 HP32: 4 (strain) | Jeryn: HP25 2 (strain) -1 Con unconscious for 1 hour | Fenra: 2 strain | Kenan: 2 strain |
| Rennyn of House Thysrial |
AoO: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d8 + 12 ⇒ (5) + 12 = 17
Rennyn's katana flashes out at the stumbling ninja and slices him across the shoulder blade.
Fenra to go before Rennyn's turn. In fact she should have gone before #6 and 4.
| GM KoKyu |
Whoops! From her position number 4 is/was the best target, she can still act against that one and then we'll see if Rennyn needed that roll or if it can be applied upon someone else.
| Fenra Mvashti |
Fenra moves up the stairs with morningstar ready. I'm sure these guys have things in hand. But just in case she is ready to bash some heads.
2xMA to D40
| Rennyn of House Thysrial |
Round 3 Init 19
Using his momentum from striking the ninja trying to slip past him, Rennyn spins back around and slashes at the two ninjas standing beside each other...
cleave attack vs #6: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d8 + 12 ⇒ (6) + 12 = 18
attack attack vs #2: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 1d8 + 12 ⇒ (5) + 12 = 17
...cutting the first but missing the second.
Status and Effects:
AC: 17 (cleave) HP: 32
| GM KoKyu |
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg
Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg|
Ravenscraeg
Combat! Round 3
Init: Spivey: 24 | Fenra: 22 | Draeven: 22 | Ninja's #4 & 6: 22 | Ninja #5: 20 Unconscious | Rennyn: 19 | Ninja's #1 Unconscious 2 & 3 Dead: 17 | Jeryn: 10 Unconscious | Kenan: 7 |
Fenra heads for higher ground. As the oracle rounds the next flight of stairs, blood and flecks of gore spray from a leaping ninja caught by Rennyn's steel. The paladin's blade flashes back cleaving the next in line adding to Fenra's blood bath. The flames from the last standing ninja make it hard for Rennyn to properly track and the masked assailant evades death for at least another few seconds. It's mask and flesh alight with flames, the ninja dives forward grabbing the elf around the waist. The birdman screams manically into the elf's ear as he takes the paladin down to the ground in a fiery embrace.
A little help, the ninja is using his flaming condition to set Rennyn on fire as well, he was probably hoping his allies would be around to assist... I've rolled the ninja's damage (2nd round on fire), but does the same damage apply to Rennyn or do I roll separate?? UOD, I've applied the same damage for now.
Kenan follows the oracle up the stairs, not quite making it as far as she did.
Combat! Round 4
Init: Spivey: 24 | Fenra: 22 | Draeven: 22 | Ninja's #4 & 6: 22 | Ninja #5: 20 Unconscious | Rennyn: 19 | Ninja's #1 Unconscious 2 & 3 Dead: 17 | Jeryn: 10 Unconscious | Kenan: 7 |
Spivey screams at the sight of her favorite paladin covered in a burning ninja however the cry sounds too cute to be taking very seriously.
TN#2 Grapple attempt vs. Rennyn CMD 21: 1d20 + 7 ⇒ (16) + 7 = 23
Fire : 1d6 ⇒ 4
TN #1 29/29 Unconscious until round 10 then 1d4 rounds stunned
TN #2 18/29 On fire, takes another 4 points
TN #3 -1/29 DEAD
TN #4 -2/29 DEAD
TN #5 18/29 Unconscious until round 10 then 1d4 rounds stunned
TN #6 -3/29 DEAD
Map Updated
Rennyn: AC19 HP32: 4 (strain) grappled & on fire| Jeryn: HP25 2 (strain) -1 Con unconscious for 1 hour | Fenra: 2 strain | Kenan: 2 strain |
| Fenra Mvashti |
Crap! I just realized Jerryn is unconscious! The HEALER would likely attend to a possibly dying ally immediately, even though I know he is not dying. So she will be getting some exercise. Also the map doesn't seem to be updated as far as I can tell.
Upon reaching the top of the stairs Fenra catches a glimpse of a prone Jerryn through the flames and blood. Gods!Eyes wide with concern she turns on her heel and races back down the stairs to aid him.
Double move to I41
| DM oKOyA |
Round 4 Init 24
Spivey tries her dazing spell on the remaining ninja that is a threat...
SA casting Daze vs #2 (DC 15 Will)
Flaming arrows don't light anyone on fire RAW so I don't have an answer for you.
Humanoids who don't have both hands free suffer -4 to initiate the grapple. (The ninja would have to drop his weapon or suffer the penalty to his roll.) Also, the grappled condition does not mean prone (in case that is what you are implying by "takes the paladin down to the ground")
And finally, unless the ninja has improved grapple or grab or something similar, the attempt provokes an AoO from Rennyn. If it hits, he takes the damage dealt as an additional penalty to his grapple roll.
| Dræven |
Round 4 Init 22
Draeven, not wanting to risk hitting Rennyn with an errant arrow, slings his bow and moves to climb the stairs while drawing his own sword.
Status and Effects:
AC: 19 HP: 45
Is it not somewhat backwards that I am running the actual NPC and you are running the 2 party members?
| Rennyn of House Thysrial |
Going to assume the ninja does not have improved grapple...
As the ninja attempts to grab Rennyn, the paladin shifts slightly to the side and brings his sword up in a defensive cut...
AoO vs grapple attempt: 1d20 + 7 ⇒ (19) + 7 = 26
20%miss?: 1d100 ⇒ 65
damage: 1d8 + 12 ⇒ (7) + 12 = 19
crit confirm?: 1d20 + 7 ⇒ (5) + 7 = 12 fail
...slashing the tengu across the midsection under his outstretched arms. (grapple attempt fails)
Round 4 Init 19
After opening the ninja's belly, Rennyn rears back and drives his blade at the tengu's side...
attack: 1d20 + 7 ⇒ (12) + 7 = 19
20%miss?: 1d100 ⇒ 44
damage: 1d8 + 12 ⇒ (4) + 12 = 16
...piercing it between two ribs and sinking the blade into its heart.
Status and Effects:
AC: 19 HP: 32
I forgot to include miss chance on my last rounds and previous AoO. Here are rolls for those...
20%miss? for round 2 attack: 1d100 ⇒ 21
20%miss? for round 2 AoO: 1d100 ⇒ 56
20%miss? for round 3 cleave attack: 1d100 ⇒ 25
| GM KoKyu |
Thanks for the reminder Fenra, I must have forgotten to upload it... it's up now :)
How many AoO can Rennyn make in one round? Most get one unless they have Combat Expertise so even though I knew, I didn't take it into account.
Also I have completely messed up the whole flaming arrows thing, having ninjas drop and roll to extinguish themselves etc. so I guess I am consistently holding to my track record of throwing RAW out the window, sorry guys :( Must be too old to learn.
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg
Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg|
Ravenscraeg End of Combat!
Rennyn's blade skills repel the ninja's efforts causing him to slump to the ground to bleed out with the rest of his comrades. With the remaining living ninja laying unconscious on the observation deck (#5&1) and at the mercy of the party, it is time to take stock of what's happened and collect the wizard.
| Dræven |
1 AoO per round is correct. It reset on Rennyn's turn.
I just figured you were making the fight more cinematic with the ninja's catching fire.
Draeven climbs to the platform, joining the others. He proceeds to unceremoniously drive his sword in to the ninjas one by one to ensure they are dead, starting with the two knocked out by Fenra's magic. coup de grace
He then proceeds to rummage through the bodies, looking for anything helpful or valuable...
| Rennyn of House Thysrial |
Rennyn turns his attention up, to the stairs and platforms above, to watch for any more attackers that might arrive.
As he does he whispers over his shoulder to the others, How is Jeryn? Can you get him up?
| GM KoKyu |
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg
Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg|
Ravenscraeg
Jeryn remains unconscious (and will remain so for 1 hour). Spivey attempts to wake him but pulling on his upper lip, pulling nose hairs nor playing with his eyelids seem to help. Hmph! The tiny woman pouts as the creepy sound of butchering flesh trickles down from Draeven's blade, I don't know. We could throw some water on his face but knowing Jeryn he'll just get upset over he robes getting wet. OH! Sometimes bad smells work! I once knew this gnome, he wasn't a small gnome, you know like the ones we saw in that village and Fenra had that romantic evening!! Spivey does a quick spin and loop in the air, Not like them. This one was big! Cause he liked to eat. He ate everything! Anyways, you could always tell when he was around because of the gas...
While Spivey recants several humorous stories of a gnomes pomposity, Draeven searches the bodies. There is evidence of several broken vials strewn across the platform, one of the ninja still has a similar looking bottle tucked within the folds of his robes. Each of the ninjas carried other potions (a greenish looking liquid), several smaller vials with openings which look suitable for a dart tip to penetrate (which Rennyn can identify using Detect Poison), leather armor, blowguns with a total of 55 darts, 18 daggers, 6 well made short swords of Tian origin, 3 lengths of silk rope (50ft each) with grappling hooks and 6 sets of close-fitting bodysuits of dark fabric.
1 potion of blur, 6 potions of disguise self,
blue whinnis poison (2 doses), deathblade poison (3 dose);
6 masterwork wakizashi
3 50-ft. silk rope with grappling hook
6 close-fitting bodysuits of dark fabric called a Shinobi shozoku. These outfits are favored by ninja and assassins. It is of masterwork
quality and grants a +2 circumstance bonus on Stealth checks while worn. A shinobi shozoku costs 50 gp and weighs 2 lbs.
The looming gray stone hall of the fortress blocks further progress. Inset arrow slits with heavy wooden shutters flank a bronze-banded
portal that leads within. By the way the one side of the portal hangs open, the doors don't seem to be locked. Probably because the ninjas expected to repel the group. Above, three more arrow slits look out over the precipice. All seems quiet.
| Fenra Mvashti |
Unable to wake the wizard Fenra asks to examine the intact vials found on the dead. Perhaps one of these is the cure?
She whispers a few words checking for auras.
Cast detect magic and using spellcraft to try to determine the properties of the vials (if magical). +8 to spellcraft check. She will do the same to try to determine what is wrong with Jerryn and if lesser restoration will cure it.
If one of these won't work I have a scroll of lesser restoration I could try.
| GM KoKyu |
Spivey helps Fenra to examine Jeryn. The wizard's condition remains stable. His breathing is regular and other than a couple of darkening circles around his eyes, there is no sign of fever, swelling or anything to suggest his life is in immediate danger. I don't think that's magic keeping him down. Spivey frowns but it looks more like a cute pout. Do you think it's poison? He kind of looks like he's been poisoned.
When Fenra turns her attention to the vials, Spivey darts around happily, Oh! Like an auntie dote! Spivey claps rapidly to show her enthusiasm for the idea while keenly watching the oracle examine the vials.
What Fenra sees via her connection to the arcane is that none of the smaller vials show any magical potential. The six greenish liquids each have auras relating to illusionary properties as does the last vial although with slightly different properties. As it is common knowledge that illusions do not fair well in the healing arts, none of these show any promise of reviving Jeryn. No auntie dote? Spivey sighs hovering over Fenra's shoulder. The tiny lyrakien also used her arcane sight to examine the vials and shares Fenra's opinion of the potions. Wondering aloud Spivey comments, I was never really that good with alchemicals. So much easier to ask the Goddess! Do you think those smaller ones are alchemicals? You know if the dart that struck Jeryn had some of that stuff on it, he might be having some kind of alchemicals reaction! I mean poisoning! My old master was better at spells than I am. I bet she could have asked the Goddess to help poor Jeryn! Calling upon her knowledge of spells, Fenra knows there is one spell that can neutralize whatever alchemical toxin that seems to be afflicting Jeryn, however she has not had time to explore that particular branch of magic. Perhaps in time, when her skills improve. In the meantime, experience with the only spell she is comfortable with, lessor restoration, has shown Fenra that it may help with the dark circles, but not likely with the poison.
| Rennyn of House Thysrial |
Realizing Fenra is having no luck in reviving Jeryn, and suspecting the cause, Rennyn asks Draeven to take his spot on the platform to keep watch above while he descends to the wizard.
Let me help.
Once at Jeryn's side, Rennyn casts a spell to confirm the presence of poison before pulling a small stoppered vial from his pack. Removing the plug, he waves the now pungent smelling vial under the wizard's nose...
Smelling salts administered until Jeryn regains consciousness
Are you not rolling for Fenra's spellcraft to identify the potions?
| GM KoKyu |
Fenra had divided her attention between helping Jeryn and identifying the potions so I broke it up and give Rennyn/Draeven a chance to act/scout/secure their positions while the oracle's did her thing.
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg
Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg|
Ravenscraeg
With Rennyn freeing up Fenra's attention, the oracle and Spivey can now focus upon the potions. As she continues her research Rennyn looks within to cast his own divination. The paladin does detect poison lingering within Jeryn's veins. His elven eyes can also see that the smaller vials found upon the ninja are also poisons. Two of them feel similar to the one afflicting Jeryn, but the other three feel much more potent. The good news is, Jeryn's poison is not lethal. The bad news is the sharply scented crystals don't seem to be having an effect, just a slight crinkling of the nose. One minute passes, then another. It is not until after three minutes that the wizard inhales sharply, then immediately regrets breathing. Bah! Get that gruesome smell away from me! Jeryn's complaint is short lived as he quickly regains his senses. (Three doses of smell salts used)
By the time Jeryn's mind returns, Fenra has only managed to identify one of the bottles as a potion of Blur. The greenish colored liquids of the other 6 vials however eludes her.
Provided the group remains where they are for another few minutes, Jeryn takes up the greenish liquids and after a few minutes manages to identify these as potions of Disguise self. (Please open the Details spoiler of the previous post if you haven't already to see all the items and add them to your inventories)
Spellcraft - Green stuff with Spivey's help: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
SpellCraft - other with Spivey's help: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Jeryn New Save vs. Poison DC 14: 1d20 + 1 ⇒ (8) + 1 = 9
Jeryn 2nd New Save vs. Poison DC 14: 1d20 + 1 ⇒ (5) + 1 = 6
Jeryn 3rd New Save vs. Poison DC 14: 1d20 + 1 ⇒ (15) + 1 = 16
Jeryn SpellCraft - other: 1d20 + 11 ⇒ (7) + 11 = 18
| Fenra Mvashti |
Fenra divides up the potions giving Jeryn, Rennyn, Kennan and herself each one potion of disguise self and two to Draeven as well as the potion of blur. She takes one of the ropes with grappling hook and offers the others to whomever doesn't already have one and can carry it. The poisons are divided between Draeven and Kennan, one of each kind, and the third goes to Rennyn.
Lets leave the other stuff tucked away somewhere and grab it on our way out, unless someone is able to carry it all... She looks questioningly at the others.
| Fenra Mvashti |
Tried to add potion but it says disguise self cant be a potion (personal range spells can't be) so used disguise other. What level as it affects the duration?
| GM KoKyu |
Triple checked the AP, Potion of Disguise Self is listed in their Combat Gear so, yeah... Treat it as the first level spell with the minimal caster level (10 min duration).
| Rennyn of House Thysrial |
As for who does what rolling in general, if it means stopping the game/current post to let the players make a roll when you can just as easily make that roll, I say just roll it. On the flip side, if I as a player, state an action that needs a roll to resolve, I should just go ahead and roll it for the most part. If it pertains to my character.
So for example, you should have just rolled our stealth and perception rolls when you called for them. We stated an action, but did not make rolls to accompany that. Similarly, you should have just rolled inits for everyone rather than stop your post to wait for us to post. Obviously we are going to roll our own attacks and saves and what not, as they are either made as part of our turn's post, or aren't holding up the action usually. And yes, Fenra should just have rolled her own spellcraft checks to identify the potions/etc.
Basically, what I am saying is, to keep the flow of your post and the game in general, it is ok to roll some things without having to wait for player input. Not trying to dump all the "work" onto you or anything, just trying to keep the pace up is all.
A good rule of thumb is that, if the result of a roll is immediately obvious and/or observable, then let the player roll. But if the result is not then the DM should roll, in secret usually.
So generally, skills that the DM should usually roll include: appraise, bluff, diplomacy, disguise, disable device (for disarming traps and sabotaging), perception, linguistics, sense motive and sleight of hand.
Skills usually rolled by the player: acrobatics, climb, disable device (lock picking), escape artist, fly, handle animal, heal, intimidate, knowledge/craft/perform/profession, ride, spellcraft, survival, swim and use magic device.
Or course there are situational exceptions, and any opposed checks are behind the screen. DM rolls inits, players roll attacks and saves for themselves.
Does this make sense?
Rennyn takes the potion and a silk rope but declines the poison. He helps stash the other gear for later retrieval.
| Dræven |
Draeven takes the offered potions and poisons, and Rennyn's declined vial as well.
Not sure I'll use these poisons. You take a big risk even just applying them.
| Rennyn of House Thysrial |
If everyone is set, let's get up and off of these stairs.
Strain removed due to "rest" waiting for Jeryn to come to?
| GM KoKyu |
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg
Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg|
Ravenscraeg
Rested, the group continues the rest of the way up the wooden stairs under the cover of darkness. You don't have far to go before the looming gray stone walls of the fortress' main hall bar the way. Only a bronze-banded portal leads within.
Above, three arrow slits look out over the precipice. It is a 90-foot drop from this landing to the ground below. The entry is slightly ajar for now but as you climb the final steps, murmurs of voices can be heard and a shadow approaches the door (-A47)...
(Post your actions and roll for Initiave....)
Kenan's Perc: 1d20 + 10 ⇒ (6) + 10 = 16
Kenan's Stealth: 1d20 + 2 ⇒ (18) + 2 = 20
Jeryn's Perc: 1d20 + 7 ⇒ (19) + 7 = 26
Jeryn's Stealth: 1d20 + 0 ⇒ (17) + 0 = 17
Spivey Perc: 1d20 + 14 ⇒ (12) + 14 = 26
Spivey Stealth: 1d20 + 22 ⇒ (11) + 22 = 33
Rennyn Perc: 1d20 + 10 ⇒ (19) + 10 = 29
Rennyn stealth: 1d20 + 7 ⇒ (13) + 7 = 20
Draeven Perc: 1d20 + 13 ⇒ (7) + 13 = 20
Draeven Stealth: 1d20 + 11 ⇒ (1) + 11 = 12
Fenra Perc: 1d20 + 10 ⇒ (2) + 10 = 12
Fenra Stealth: 1d20 + 2 ⇒ (16) + 2 = 18
FST1 Perc: 1d20 + 1 ⇒ (11) + 1 = 12
FST2 Perc: 1d20 + 1 ⇒ (11) + 1 = 12
FST3 Perc: 1d20 + 1 ⇒ (5) + 1 = 6
FST1 Init: 1d20 + 1 ⇒ (16) + 1 = 17
FST2 Init: 1d20 + 1 ⇒ (4) + 1 = 5
| Fenra Mvashti |
initiative: 1d20 + 2 ⇒ (7) + 2 = 9
| Rennyn of House Thysrial |
If they have time Rennyn and Draeven will attempt to flank the doorway.
init: 1d20 + 5 ⇒ (9) + 5 = 14
| Dræven |
init: 1d20 + 2 ⇒ (2) + 2 = 4