HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
You know that's a good point, there aren't very good rules for hanging. Can you give me a gist of what you came up with Grace? I'm all for not killing them, that actually wasn't my intention it just kinda worked out that way.
You know that's a good point, there aren't very good rules for hanging. Can you give me a gist of what you came up with Grace? I'm all for not killing them, that actually wasn't my intention it just kinda worked out that way.
Yeah, carving into people's chests, putting a 2 story noose around their neck and then shoving them off a 3 story ledge tends to work out exactly like that :3
Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day
Sure. From Call to Arms: Ropes (Fat Goblin Games), page 34. By me! :)
Properly tying a noose and setting a target up for an execution requires a DC 15 Profession (executioner) check. Failure means the noose was improperly tied and set and is easier to survive. If the roll is failed by 10 or more the rope’s knots come unraveled as the victim is dropped, freeing the victim.
When the victim is dropped he must succeed at a Fortitude save or die. The Fortitude save DC is 25 if the noose is properly tied, or 15 if the noose is improperly tied. If the victim survives the initial drop they are automatically grappled and begin suffocating as per the normal suffocation rules.
A hanging victim trying to escape a noose must succeed at a DC 35 Escape Artist check. A hanging victim who tries to break the rope suffers a -10 penalty to his Strength check due to lack of leverage.
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You could probably replace Profession (executioner) with Profession (serial killing psycho cultist...)
I'm afraid I didn't write the rules to make it easy to survive. Hanging is a fairly effective form of execution. It all just depends on if its a slow death or a quick one.
Well, no, not exactly. From what I've seen so far there could be 1,000 cultists lined up before you and you're more likely to run headlong straight into them than anything else.
But hey.
You're not here for daisies and playing on a playground.
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
I'd like to think your companions could try to stop you since you need to walk through half of them first.
*shrugs*
Delendir Farnes wrote:
That sounded reasonable. Daud did not want to come in the first place.
No, Sunday DID want to come here, it was Yavenee's shop he didn't want to go to as a detour and take part in an apparently meaningless and humiliating ritual.
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Half-elf male Ranger 10 | RoTRL Doc·Treasure | +2 goblins, +5 giants, +4 undead, +4 urban/underground | Ghina +15 HP 67/67 AC 26 TAC 17 | (Died fighting Mokmurian)
Well, I meant is reasonable it can sprung on him the idea Kiley needs him somewhere else :/
The only way I see is convincing him the fastest way to reach the temple on time is to finish this combat first. Will be interesting to see whom is able to convince him of something.
Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day
Booyah! Who's the bard, huh? :)
BTW, Endzeitgeist posted a review of Call to Arms: Ropes today and gave it 5 stars, his seal of approval, and is now a candidate for his top 10 of 2015 list! I'm jazzed. :)
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Half-elf male Ranger 10 | RoTRL Doc·Treasure | +2 goblins, +5 giants, +4 undead, +4 urban/underground | Ghina +15 HP 67/67 AC 26 TAC 17 | (Died fighting Mokmurian)
Oh man! Delendir is at high risk of perishing right now, but, what a catharsis. It has been the coolest moment for him in the whole campaign so far. Specially in this great hazardous environment of the mill.
Thanks a lot for the opportunity to trigger the hook of his wife/daughter in such a compelling way!
It's what I love about adventure paths over PFS. The ability to refine the story to involve bits of history of my players and make it personal is truly my favorite part being a GM. I'm glad you are enjoying it!
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Yep, I would have moved myself, but I didnt actually know my speed vs distance when travelling between floors + up stairs. If you are happy with me being next to Grace, then I am
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |