| GM Lareg |
| Pent Arotha |
"Ooooo, hey now. You gotta draw a line somewhere. Right there. That line. The one that goes up towards the ceiling. The one that's like to bring something down on our heads when you trip over it. Well, not over it, then you'd miss it. More like trip through it, or bump into it. So, which one of you is going to unbooby the trap?"
| Aldebert Piddlespot |
"Good eyes Pent, nice catch. It's probably just an alarm or some such. Let's just cut it and move through shall we?"
I don't think any of us has any disable device skills. If no one steps up/objects, Aldebert cuts the wire with his dagger - likely standing in the saddle to reach it on the rocks.
Once it's cut, if nothing further happens, Aldebert motions Otah to scramble ahead and he follows close behind.
| Amiamble Piddlespot |
Ami nods at Pent, happy the gnome has proven useful despite his large and active mouth. Ami decides to decide to make a decision soon on whether the gnome's useful eyes override the gnome's flappy mouth and arse.
Ami leans over to Aldebert.
"Oh, a tripper, huh? What do we do brother? I can toss a rock at it from a distance if you'd like," Ami offers.
If people move back, Ami will spin a regular stone at the wire, trying to pop it.
| Mahdi al-Jabira |
Sorry for my lack of posting, guys. *flops* Heck of a few days.
retconlandia:
"In size he counts as two. In skill? Forgettable," Mahdi mutters irritably as his fire sphere winks out of life. "I'm wasting my beautiful fire on these brutes..."
Mahdi is uncharacteristically silent for the next little bit of exploration. Because he is thinking about cake. Mmm, cake. Shaking himself from a dream of cake back at their communal house, Mahdi follows after the others, squinting at this supposed wire discovery.
"Hmmm. A crude gnoll trap, perhaps?"
Kn Engineering, if useful, to try and ascertain the safest way to cut the wire/what might happen when cut: 1d20 + 8 ⇒ (11) + 8 = 19
| GM Lareg |
Don't want to hang things on Mahdi, so I'll give you all the choice if you want to give him a chance to respond in character. Wanted to provide a bit after the nice skill roll.
| Mahdi al-Jabira |
"Perhaps we might sever it from a distance," Mahdi says with a squint. "It looks like it might be dangerous if you did it too closely. I could take my time and use a crossbow bolt..."
| Pent Arotha |
"Well, well, well... Let's try this then..."
Pent pulls out some rope, and sets up a loose noose around the trip wire, taking care to avoid touching the wire itself. Once he's got it just right, he steps away from the boulders, and walks back a piece. With a quick yank, and a zip cinch of the noose, he pulls as hard as he can, hoping to break the tripwire.
| Amiamble Piddlespot |
Ami steps back and watches the ropey display. He wants to go kill gnolls, but also likes to see things fall down so he is torn. He decides to watch from a safe distance.
| Otah Cragsmith |
Otah watches the industrious trap removal team go to work. "Take care lads."
He will move in front of the party as asked once the way is clear.
| Mahdi al-Jabira |
Mahdi crosses his arms and tilts his head, idly making a bet with himself about the likelihood of Pent's methodology to succeed.
| GM Lareg |
A sharpened gate swings down like a primitive guillotine, striking everything in its path. Luckily, nothing is its path.
| Aldebert Piddlespot |
Aldebert watches the guillotine strike the air. "That would have been unpleasant." he murmurs.
He gestures to Gretiem and scrambles over the rooks into the room beyond. Leaving room for Otah, he moves up to the door and listens - trying to piece together what might lie beyond.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
| Pent Arotha |
"Hooo, boy!! Where the hells did that come from?! They turned a gate into a gash! Are the gnolls that interested is dissuading us intruders to trap our way? I thought that's what their patrols are for, you know. Finding unwanted arrivals. Feelin' their way. Flushing us out. This is turning into one unholy place, I tell you. First Rovagug in its artwork, now the very building is set against us." Pent pulls his pants up, and rolls up his rope.
"Lead on, Aldi!"
| GM Lareg |
| Otah Cragsmith |
"Unpleasant? They just wanted to give us a haircut!"
Otah steps forward, his horsechopper prodding out in front of him.
I hope there's no more of those coming... "Keep those eyes and ears wide, small one. Do you need a belt, gnome?"
| Amiamble Piddlespot |
C'mon Otah, push! Open a door. You have as much right/responsibility as any of us.
Ami moves up across from Aldebert by the nearly open door.
He loads his slingstaff with a stone, readying to loose it.
| Otah Cragsmith |
Otah moves up to the door, waits for the party to ready and opens it slightly. Stepping back, he uses the reach of his weapon to open it the rest of the way.
He peers into the room beyond, seeking dangers.
Perception: 1d20 + 2 ⇒ (3) + 2 = 5
| Pent Arotha |
"Do you need a belt, gnome?"
Pent looks askance at Otah. "Ah, belts are overrated. Makes me take two steps to empty my bladder. Makes an easy grab handle as well. Don't like getting picked up by my pants. Gets all wedged up my backside. Now, maybe some snugger hip-huggers, that'd be more likely to keep my hands off my hems." The gnome pats his arms, and his wardrobe changes to a smoking jacket, with velvet pants that seem to rise above his rounded belly.
He looks past the dwarf, listening to his encouragement to keep one's eyes peeled.
Perception: 1d20 + 13 ⇒ (3) + 13 = 16
| GM Lareg |
Pale blue ceramic censers dangle from copper chains mounted into the ceiling along the edges of this room, filling the chamber with a faint, flickering light. To the west, a mound of rocks has been stacked to form a crude throne. A collection of mismatched boxes and clay urns lines the northern wall, while to the south, numerous rocks have been stacked in front of a pair of doors. At the makeshift throne sits a giant humanoid, he barks orders to the four individuals cowering before him. They charge toward the now open door while the hulk of a creature rises.
"Leave or die." Intimidate: 1d20 + 7 ⇒ (13) + 7 = 20
Anyone with a Wisdom mod lower than 5 is shaken for a number of rounds equal to the difference between you WIS mod and 5. Please state WIS mod prior to taking your first round actions..
Round One: Mahdi and Otah now acting. (Roll20 updated.)
Initiative
Mahdi: 1d20 + 10 ⇒ (15) + 10 = 25
Aldebert: 1d20 + 1 ⇒ (8) + 1 = 9
Pent: 1d20 ⇒ 15
Amiamble: 1d20 + 3 ⇒ (10) + 3 = 13 (with Yeenoghu)
Otah: 1d20 + 2 ⇒ (18) + 2 = 20
| Otah Cragsmith |
Wisdom Modifier: 0. Woo! 5 rounds of shaken!
Round 1: Initiative 20.
Otah yells as he moves into the room and readies an attack against the first foe to approach him.
"So far, size hasn't mattered! You gonna change that king of pebbles?!"
Pre-emptive readied attack: 1d20 + 9 ⇒ (3) + 9 = 12 for: 1d10 + 5 ⇒ (10) + 5 = 15
| Mahdi al-Jabira |
For the record, the Intimidate skill can only be used in the fashion that I think you are using it (demoralizing) on one opponent at a time, and only within 30' feet. Unless the bad guy has a particular feat, like Dazzling Display, or a special rules exploit that allows him to use it at the range the map shows, and against all foes, this is not a rules-legal usage of Intimidate. Of course, if he does have such an exploit, that's fine, but based solely on what you posted, it looks like just the usual 'demoralize'
If you want to house-rule that this is how Intimidate works, well....Mahdi is gonna start pumping ranks into it. ;)
Round 1, Init 25
Wis modifier = 0
Are these gnolls? If not, I don't know what knowledge skill you would like to identify them, but Mahdi's minimum would be a +9:
Knowledge ??: 1d20 + 9 ⇒ (1) + 9 = 10
Waiting to post actions until I have a better idea what we are facing. eta: or not, with that crappy roll. Still, I would like to know if they are gnolls or not.
| GM Lareg |
Four humans. That much is easy to tell. The other is a humanoid, but need a better knowledge roll to see what kind for sure. Also, please position Mahdi inside the room when you have a chance. With the rules corrections - Otah only is the only one shaken.
| GM Lareg |
Two of the humans charge Otah, but neither makes it through his armor..
club: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20, club: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Round One: Pent and Ami now acting.
| Amiamble Piddlespot |
Round 1, Init 13
Ami feels a chill run down his spine when he thinks he is the one being yelled at, but feels better when he realizes it's Ooootah who is in trouble.
He kicks Yeen into the room, firing as he rides at the top human next to Oootah.
1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10 to hit;
1d6 + 3 - 1 ⇒ (1) + 3 - 1 = 3 slingstone damage.
Yeen bites at the man.
1d20 + 6 ⇒ (1) + 6 = 7 to hit;
1d6 + 3 ⇒ (3) + 3 = 6 damage.
ACs: 19 Ami; 22 Yeen.
HP: 31/33 Ami; 35/35 Yeen.
Yeen:
[ dice]1d20+6[/dice] to hit; (bite)
[ dice]1d6+3[/dice] damage.
[ dice]1d20+6[/dice] to hit; (claw)
[ dice]1d4+3[/dice] damage.
[ dice]1d20+6[/dice] to hit; (claw)
[ dice]1d4+3[/dice] damage.
Ami:
[ dice]1d20+8[/dice] to hit; (slingstaff)
[ dice]1d6+2[/dice] damage.
Lvl 1: 2/7 used
Lvl 2: 1/5 used
Yeen: Resist Fire, 50 minutes.
Ami: Endure Elements
| Mahdi al-Jabira |
Round 1, Init 25
Mahdi scowls at finding only humans, and not the gnolls he wishes to burn. He runs into the room, stopping a few feet away from Otah, almost daring the others to run forward.
Readied action: casting burning hands in the cone shown on the map; however, Mahdi is triggering it to when another guy runs up towards him, as he is hoping happens. So basically, trigger is 'when a third enemy enters that cone area." If that trigger doesn't happen, he doesn't cast the spell.
Reflex save DC 16 or take: 5d4 ⇒ (2, 4, 3, 2, 1) = 12 damage. Save for half.
| Pent Arotha |
Round 1, Init 15
AC = 13
HP = 35/35
Weapon Equipped = MW Light Crossbow
Condition(s) = None
Current Sarah's Gifts Available = Create Water, Detect/Read Magic, Guidance, Bless, Command, Longstrider, Summon I, CMW, Hold Person, Spiritual Weapon, Summon II, Prayer, Summon III
Pent creeps up to the doorway, taking in the chaos beginning to foment. "Well, well, well. We're expected. They're laying out the welcome Matt, and Morty, and Mark, and Moby. Mountain Man in the back, well, he's something less welcoming, eh?"
The gnome figures out his proximity to his posse, and lets Sarah's Blessing touch them all. Cast Bless- Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
| GM Lareg |
As sling and claw miss the man his fear doesn't seem to subside.
Awaiting roll20 reboot for further actions.
| GM Lareg |
The other two humans charge, one toward Ami and Yeen and the other toward Mahdi. Though the club merely clips Ami, Mahdi's assailant seems entirely off target - likely surprised by the burst of flame that flies from the wizard's out stretched hands. Moments later the first duo of attackers are wracked in flames. They quickly fall to the ground - motionless mounds of shared flesh and bone.
club@Ami: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19, dmg: 1d6 + 1 ⇒ (1) + 1 = 2; club@Mahid: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9 (miss)
Ref Sv. 1: 1d20 ⇒ 6, Ref Sv. 2: 1d20 ⇒ 7
Round One: Aldebert now acting.
| Aldebert Piddlespot |
Round: 1, Initiative: 9
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), Barkskin (+2 nat arm)(26/50m), Blessed (1/50r)
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +5 damage, +2 AC)
Lay on Hands: 3/4 (2d6 healing +1d6 if not fatigued)
Guisarme Attack Mods: BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Mods: Str +2, Two handed +1, (Power Attack +6)
Hammer Attack Mods: BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Mods: Str +2, Magic +1, (Power Attack +4)
Spells (caster level 2, concentration +4)
1) Hero's Defiance, Bless Weapon
- - -
Gretiem Lord of the Green
HP: 40/40 AC: 20 (F18/T16) (includes mage armor) Fort: 6 Reflex: 6 Will: 3 BAB: +3 CMB: 6 CMD: 18
Conditions: Mage Armor (26/60m), Endure Elements (1/4hrs)
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)
Sorry for my delay and thanks for the push Otah - way to keep us moving.
Aldebert follows the courageous Otah through the door and into the room only to be worried by what he sees. ”I think these humans are slaves, spare them the full brunt of your fury - they may be innocents!” He watches Mahdi burn them to crisps and cringes.
Gretiem plows through the still smoking front line and lurches on to the man in the back (double move - no charge). (I only provoke from the giant, and then only if he has reach - AC 21 for Aldebert or 20 for Gretiem.) Aldebert then swings with righteous fury!
Hammer (magic): 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 (bless) damage: 1d6 + 7 ⇒ (4) + 7 = 11
Sigh…
| Mahdi al-Jabira |
Mahdi frowns at Aldebert's words, gazing down at the burning bodies. "...well, they shouldn't have attacked me," he mutters a touch defensively. In another life... if Hazim hadn't saved him from the gnolls... perhaps that wretch on the floor might have been him.
| Otah Cragsmith |
Did we wrap around in initiative, or is there more enemy stuff happening this round?
| GM Lareg |
Bogged down in work. Slow update. Should be in the clear now.
The giant barks loudly at the two remaining humans.
"Kill them or die."
Round Two: Mahdi, Otah, Pent, and Ami now acting.
| Pent Arotha |
Round 2, Init 15
AC = 13
HP = 35/35
Weapon Equipped = MW Light Crossbow
Condition(s) = None
Current Sarah's Gifts Available = Create Water, Detect/Read Magic, Guidance, Bless, Command, Longstrider, Summon I, CMW, Hold Person, Spiritual Weapon, Summon II, Prayer, Summon III
Pent listens closely to Aldebert's assessment, and finds it has merit. He struggles to understand the best course of action, so he sits tight, and brings the Sarahtar to life once more, directly above the big brute. Cast Spiritual Weapon
"LOOK!!! You-who-would-be-ex-slaves!!! The righteous judgment of Sarenrae has arrived, and the Sarahtar fights for you!! Do not blindly attack your saviors, simply lay down your arms, and stay out of the gorilla's reach while we end him!! He will be unable to back his threat to kill you!! We promise NOT to kill you, as long as you put down your arms!!"
Sarahtar: 1d20 + 3 + 3 ⇒ (14) + 3 + 3 = 20 for 1d8 + 2 ⇒ (1) + 2 = 3 damage
"I'm an ex-slave myself, and I bring you hope!! Hope of freedom, hope of life, hope of independence!! Do not throw your lives away out of fear!!"
| GM Lareg |
As the shimmering weapon scratches the giant, the two humans drop their clubs and cower in the far corner of the room.
Round Two: All PCs now acting.
| Mahdi al-Jabira |
Mahdi flashes a bright grin at the man who speaks from his throne and orders others to die for him, when the slaves--if such they are-- run out of the way.
He lifts his crossbow, slots a bolt into the groove, and lets fly.
Pew pew: 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11
However, Mahdi is not a marksman. The bolt goes wide. Unconcerned by that, Mahdi sidles a little closer. (5-foot stepped forward)
| Otah Cragsmith |
"You made the right decisions, humans!
As the humans turn to flee their large oppressor, Otah charges forward closing the distance.
Run forward, unable to attack. Threatening though. AC vs Giants (if he is indeed a giant) is +4, so 27.
"Lets see you fight, pebble lord."
| Mahdi al-Jabira |
Mahdi studies the battle a moment, then hurries in to one side. His options are limited now, but... he'll do what he can.
Double-moved
| Aldebert Piddlespot |
I don't think I'm up again, or if I am, we skipped Lazrul in there. I'm right next to him (might have had an AoO as I closed too if he has reach) so he could have swung on me. Otherwise I'm going twice and all he did was shout, which feels wrong. :)
| Amiamble Piddlespot |
Round 2, Init 4
Ami moves up on Yeen, loading his sling as he moves. He whips a stone when he gets closer.
Ami Attack:
1d20 + 8 - 1 + 2 ⇒ (7) + 8 - 1 + 2 = 16 to hit (staff, poison);
1d6 + 2 - 1 ⇒ (1) + 2 - 1 = 2 damage.
ACs: 19 Ami; 22 Yeen.
HP: 31/33 Ami; 35/35 Yeen.
Yeen:
[ dice]1d20+6[/dice] to hit; (bite)
[ dice]1d6+3[/dice] damage.
[ dice]1d20+6[/dice] to hit; (claw)
[ dice]1d4+3[/dice] damage.
[ dice]1d20+6[/dice] to hit; (claw)
[ dice]1d4+3[/dice] damage.
Ami:
[ dice]1d20+8[/dice] to hit; (slingstaff)
[ dice]1d6+2[/dice] damage.
Lvl 1: 2/7 used
Lvl 2: 1/5 used
Yeen: Resist Fire, 50 minutes.
Ami: Endure Elements
| GM Lareg |
Took a short cut and just typed 'All PCs' even though Aldebert went already :-)
With everyone gathering around the giant, it looks with rage at the cowering slaves. Then unleashes a single attack, followed by a mighty cleaving attack with its greatclub.
"You both will die after I take care of these pests."
AoO @ Aldebert, Large greatclub: 1d20 + 12 ⇒ (8) + 12 = 20, dmg: 2d8 + 10 ⇒ (5, 6) + 10 = 21
Full attack, cleave: Aldebert, Otah possible: 1d20 + 12 ⇒ (17) + 12 = 29, dmg: 2d8 + 10 ⇒ (4, 7) + 10 = 21
cleave: Otah: 1d20 + 12 ⇒ (8) + 12 = 20, (miss)
42 points of dmg to Aldebert. -2 AC to giant
| Aldebert Piddlespot |
Round: 2, Initiative: 9
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), Barkskin (+2 nat arm)(35/50m), Blessed (2/50r), smiting giant
Summon Mount: 1/1 (full round)
Smite Evil: 1/2 (+2 attack, +5 damage, +2 AC)
Lay on Hands: 3/4 (2d6 healing +1d6 if not fatigued)
Guisarme Attack Mods: BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Mods: Str +2, Two handed +1, (Power Attack +6)
Hammer Attack Mods: BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Mods: Str +2, Magic +1, (Power Attack +4)
Spells (caster level 2, concentration +4)
1) Hero's Defiance, Bless Weapon
- - -
Gretiem Lord of the Green
HP: 40/40 AC: 20 (F18/T16) (includes mage armor) Fort: 6 Reflex: 6 Will: 3 BAB: +3 CMB: 6 CMD: 18
Conditions: Mage Armor (26/60m), Endure Elements (1/4hrs)
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)
I think I’m only hit the second time thanks to my brother’s barkskin. Ooof! We do not like this guy!
Aldebert reels at the blow and catches himself before falling off Gretiem. He rights himself in the saddle and shakes his head to try and clear it. Failing, he calls upon the power of Abadar to assist him (Smite Evil (swift)).
"By Abadar you will not live out this day!"
He and Gretiem attempt to counter the big creature’s blows as they slide into a future flank with Otah (5’ step)(like I'm gonna live that long).
Gretiem Bite: 1d20 + 6 ⇒ (8) + 6 = 14 damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12
Hammer (magic): 1d20 + 7 + 3 ⇒ (16) + 7 + 3 = 26 (bless, smite) damage: 1d6 + 7 + 5 ⇒ (2) + 7 + 5 = 14 (smite)
Of course if he's not evil, I lose +2 to hit and +5 to damage.
| Amiamble Piddlespot |
Round 3, Init 4
Ami loads his sling, fires, then moves with Yeen.
Ami Attack:
1d20 + 8 - 1 + 2 ⇒ (5) + 8 - 1 + 2 = 14 to hit (staff, poison);
1d6 + 2 - 1 ⇒ (4) + 2 - 1 = 5 damage.
ACs: 19 Ami; 22 Yeen.
HP: 31/33 Ami; 35/35 Yeen.
Yeen:
[ dice]1d20+6[/dice] to hit; (bite)
[ dice]1d6+3[/dice] damage.
[ dice]1d20+6[/dice] to hit; (claw)
[ dice]1d4+3[/dice] damage.
[ dice]1d20+6[/dice] to hit; (claw)
[ dice]1d4+3[/dice] damage.
Ami:
[ dice]1d20+8[/dice] to hit; (slingstaff)
[ dice]1d6+2[/dice] damage.
Lvl 1: 2/7 used
Lvl 2: 1/5 used
Yeen: Resist Fire, 50 minutes.
Ami: Endure Elements
| Otah Cragsmith |
Round 3, Initiative 20
"Finally!" Darting forward, Otah swings his horsechopper in a wide arc, attempting to take advantage of any openings the giant's hammer swing may leave in his stance, and then retreats to a position where his weapon can do the most good for the halfling.
Horsechopper: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 for: 1d10 + 5 ⇒ (1) + 5 = 6
Spring attack, 20ft move, attack, flanking
| Mahdi al-Jabira |
Round 3
Mahdi studies the developing battle, steps in a few feet closer, and lets loose with a gout of fire from his hands that washes over the giant on his throne.
Using fire jet; big boy owes me a DC 16 reflex save. On success, half damage; on fail, full damage and on fire for one round
Fire!: 1d6 + 2 ⇒ (1) + 2 = 3
Ongoing fire damage if failed save (takes at start of his turn): 1d6 ⇒ 5
| GM Lareg |
I knew I was missing a status update. Check, Aldebert is only damaged for 21 hp.
The series of of hammer and horse chopper attacks smack into the behemoth. Fire easily singes the creature, lingering to burn its clothing and skin.
| GM Lareg |
Pent's Round Three actions come before this attack.
Seeing Otah and Aldebert spread out, the beast focuses on the halfling.
Power attack, Aldebert: 1d20 + 12 - 1 ⇒ (12) + 12 - 1 = 23, dmg: 2d8 + 10 + 1 ⇒ (7, 4) + 10 + 1 = 22
Round Four: All PCs acting (please hold for Pent to post Round Three.)
| Pent Arotha |
Round 3, Init 15
AC = 13
HP = 35/35
Weapon Equipped = MW Light Crossbow
Condition(s) = Blessed
Current Sarah's Gifts Available = Create Water, Detect/Read Magic, Guidance, Command, Longstrider, Summon I, CMW, Hold Person, Summon II, Prayer, Summon III
Pent swings his crossbow like a scimitar, encouraging the Sarahtar to continue harrowing the biggun from above.
Sarahtar: 1d20 + 3 + 3 ⇒ (4) + 3 + 3 = 10 for 1d8 + 2 ⇒ (6) + 2 = 8 damage
Watching Aldebert get bludgeoned, Pent decides Sarah's healing is likely the better thing to bring at this moment. He shuffles close enough to include the soon-to-be-ex-slave in the corner with his healing burst.
Channel Energy, No no big boy: 3d6 ⇒ (3, 6, 5) = 14
Emission? Low's a go: 1d10 ⇒ 3