Tessai |
** spoiler omitted **
** spoiler omitted **
d20; d20
Sometimes I will roll dice without modifiers...I'm usually rolling for NPCs for various reasons that I won't want to tell y'all. Meta and all that. It's a lot easier than me opening up a new random dice roller somewhere else on the 'netThe Party is about 50' from the next opening or intersection (Hard to tell which at this distance}.
Marching Order: 10'Wide hallway
PFL* Beppo, Teassai
5' Janiven, Brandon
10' Corellon, Kyle
15' Morosino
20' Hal, Devil.*Party Front Line
GM, actually the marching order has changed as I have swapped places with Devil.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Knowledge (local): 1d20 + 5 ⇒ (7) + 5 = 12
Should be:
PFL* Beppo, Devil
5' Janiven, Brandon
10' Corellon, Kyle
15' Morosino
20' Hal, Tessai.
As the group settles into a somewhat organized and defined walking order, Tessai draws out also her shield, walking with it and her weapon both at the ready.
The Black Devil |
I believe I'm with Beppo, who was going to be Brandon, but would have been Hal if I was at the end... :)
perception +5 1d20 + 5 ⇒ (19) + 5 = 24
Devil nods serenely at Beppo's whispered warning; he'd heard it, too. He points at Beppo, makes a talking mouth sign in hand-puppet fashion, and gestures toward the rest of the party.
Then Devil moves closer to the intersection, drawing his kukri, intent upon stealth and survey.
stealth+7 1d20 + 7 ⇒ (14) + 7 = 21
Tessai |
Mother... Why is it that walking in the darkness always makes me think of you...?
It took her years to first start questioning the fact that her mother was not around - Where is my mother? - was the simple question she posed to her grandfather at the age of 12. You have none child, you have me and your father. Now go finish your chores - was the most straight, yet vague response she had ever received, but it was left at that.
Even though knowing close to nothing of her mother, what Tessai would call "her presence" had been something that had always nagged at the edges of her consciousness - mainly when in very stressful situations, but most of all, whenever in deep darkness... There is something there - lurking just outside my perceptions... was the unshakable feeling in those situations, and right now, even though she would glance back often to confirm they were not being chased, and found nothing, she could feel... something....
Corellon Aelasar |
Corellon can just make out the sound of something up ahead. He also notices Beppo and Devil's exchange. He touches Kyle on the shoulder and Barndon and Janiven on the back to get their attention. He motions with his finger to his mouth to be quiet, then to his ear and a points ahead down the passage with wide eyes. He does the same to those behind him once he quietly has their attention.
He makes his way through the sewer staying to one wall and out of any refuse or pools of water as stealthily as he can. His one hand is free and his rapier is in drawn and out in front of him defensively.
Stealth: 1d20 + 8 ⇒ (3) + 8 = 11
GM-JCServant |
I'm going to be busy during the normal posting period, so I'm moving on now.
Round 1
Initiative Rolls (Total/Name/Roll/Bonus)
22 Brandon- 20+ 2
20 Tessai- 18+ 2
16 Goblin 6- 13+ 3
12 Hal- 9+ 3
10 Goblin 1- 7+ 3
10 Goblin 8- 7+ 3
09 Goblin 7- 7+ 3
09 Correllon- 3+ 6
08 Tessai- 6+ 2+
06 Goblin 2- 3+ 3
05 B Devil- 2 3+
05 Goblin 5- 2+ 3
04 Goblin 3- 1+ 3
04 Goblin 4- 1+ 3
04 Beppo- 2+ 2
Let me know if one of your bonuses are wrong, and move your name on the list accordingly. If you’re ahead in initiative, when you attack someone lower than you in initiative, it will be against flat footed AC . Remember, turns are party based. Normally, the party goes first, and then the bad guys get their turns. However, if the party is surprised, that is reversed. (If the party surprised the bad guys, the entire round is vs. Flat footed AC)
Please post your actions. If you’re fighting against a creature that will be flatfooted, per above, please note it per the example below.
Bob attacks Goblin 2 (flat): : 1d20 + 5 ⇒ (6) + 5 = 111d8 + 3 ⇒ (1) + 3 = 4
Combat Status
5:Goblin 5, Goblin 6, Goblin 7, Goblin 8
EFL: Goblin 1*, Goblin 2, Goblin 3, Goblin 4*
PFL: Beppo, Devil
5: Janiven, Brandon
10: Corellon, Kyle
15: Morosino
20: Hal, Tessai.
*Note: Goblin 1 & 4 are behind hard corner giving them a +4 cover bonus to AC, but giving anyone they attack the same!
I expect to post Round 1 results at 4pm EST. Please have your moves in before then. Thanks!
Brandon Harcroft |
"Goblins!" Brandon hisses. "We can't linger here, the Hellknights could be right behind us!"
Anxious and still amped on adrenaline from the close call in the tavern, Brandon moves forward toward Goblin 2, Morningstar raised in both sweating hands. Afraid, and gripping too tight, he swings with a might that doesnt seem possible given his narrow shoulders and quiet manner.
Attack 1d20 + 4 ⇒ (10) + 4 = 14
Damage with sneak attack 1d8 + 6 + 1d6 ⇒ (8) + 6 + (1) = 15
Beppo van Drotske |
How wide is this tunnel? 10 feet? Can Brandon and I just take turns shoving one another out of the way?
If for some reason he can't get to the front, Beppo will growl in disgust and press up against his fellows in front, waving his sword and reminding the goblins of the inferiority of their kind. Assuming he does not lose his front line position:
Beppo surges forward, eyes wide, an Ahaa! escaping his lips as he hacks at Goblin #2 in front of him.
power attack: 1d20 + 4 - 1 ⇒ (4) + 4 - 1 = 7
damage: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
The Black Devil |
I think I've got +5 to Init, 3 Dex 1 Westcrown Firebrand 1 Devoted Defender. But not stressing about it. I get to act in surprise rounds, anyway, and I get +1 damage.
"We'll fight the armored ones soon. Return for their wounded. But go now. Or the rats will be your goblins."
Devil is Fighting Defensively (20 AC) after his Init (7?), and Flatfooted (but can still act) before then. FF AC is 14. Devil will be using Unarmed to attack, so totals are -1 to hit, 1d6+2 damage.
To hit -1 1d20 - 1 ⇒ (18) - 1 = 17
damage 1d6+2 1d6 + 2 ⇒ (2) + 2 = 4
GM-JCServant |
Part of the abstraction of my patented combat system is that you cannot step up unless all enemies / friendlies are defeated on a particular 'line'. However, you can move past lines if you don't mind drawing AoO's (Unless you tumble). If the party destroys all four enemies on the front line, I presume other attackers five foot step up or move forward whenever able. I generallly resolve combat of heroes in the order they post. (Not super scientific, but makes it easier for me to resolve quickly whilest at work). Hal, being WAY in the back, you're probably not going to be able to move up this turn given the cramped quarters. You're best bet is a ranged attack right now if you got one.
GM-JCServant |
Keep in mind that there in Pathfinder (unlike earlier versions of D&D from what I understand), there is no chance of friendly fire. Firing at an enemy that has another person or obsticle in between gives him a +4 cover bonus to AC. If that enemy is engaged in melee combat with one of your allies, you take a -4 on your attack roll. (Essentially, in the case like this one, you take a -8 swing in your chances to hit). There are feats that distanced focused characters can take to eliminate both of those drawbacks.
Corellon Aelasar |
Corellon jumps to the left side of the passage, pushing past Janiven and makes a stabbing attempt with his rapier at Goblin 1.
Not clear if I can make it that far and attack, if not consider it my first rouund attack, if so add the sneak attack bonus.
Attack w. concealment: 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Potential Sneak Damage: 1d6 ⇒ 3
GM-JCServant |
Corellon: You can't. Essentially y'all are 'choked up.' You're in a 10' hallways, that leads into a room where the goblins are attacking you from. Beppo and Devil are your 'front line.' EVeryone else is behind them. Unless you want to risk provoking a bunch of AoO's by rushing the goblins, you're stuck using ranged attacks or doing something really creative.
Kyle. In fact, I insist on using these rolls. Just let me know. I'm assuming that those in the front line had melee weapons drawn, and the six party members behind those two would have had their ranged weapons drawn and loaded, since the party clearly suspected trouble up ahead.
The Black Devil |
The Gobs are smart enough to have set up a four-guy line capping a two-guy tunnel. Everybody taking notes? Because we'll want this against the knights, later. :) Now, I prefer the 'deep U' cap, where you let the enemy get a bit into the room, so you can get flanks. As for our situation now, we're well built to hold, fight defensively, 2nd rank Aids Another the first rank, for AC or to hit, and reach weapons and spammable magics get to shine. But I left my reach weapon at home. No, really, I have one, and I left it...
Re: dancing to rotate the ranks. Not likely. Rotate out when hit, maybe. But mostly, Cry turtle and let slip the 0-level spells of war!
Kyle Gray |
Not sure when I'll get a chance to post next and I want to make sure I do so before Brandon because it'll effect his turn unless someone is in desperate need of healing.
GM-JCServant |
GM-JCServant |
It's 6pm, and I read over the postings....it would appear that a LOT of players are missing their turn, more from confusion than anything else. So, in the interest of fairness, I'm declaring a 'do over' for everyone.
Please read my posts from http://paizo.com/campaigns/JCServantsCouncilOfThieves/gameplay&page=4#1 57 and the ones I did after it. Long story short, at the beginning of the round, only the two guys in front, Beppo and Devil are in melee range of the Goblins. The rest of you are not. Unless they post first that they are moving back, you must assume that you cannot get in melee range. Remember, even if it looks like a Goblin would die from an awesome hit from a front line fighter, it does not open a 'hole' for you to move into cuz of my silly combat rules. (Well, that and dead Goblins make for difficult terrain! LOL)
Next posting is around 10am EST
The Black Devil |
If you're wanting to get in and mix it up, the fighter and the monk are probably not going to yield their ground to you. What might work, GM's got to say, is that a Standard Action attack that clears a gobo might be followed by a 5' step by the same person who attacked. THAT can slowly advance our line. To make that other than suicide, Devil fights defensively. You all in Rank 2 can help by Aid Another on the ACs or To Hits of the Rank 1 guys. Those with spammable magics (and I checked, we're really 'Light' on those) can make a Gob's weapon glow, or some such. We really are not prepared for this. Bright side: We're about to have several more throwable light weapons. :)
GM: Devil will Fight Defensively (rolls from before, or re-roll?), and if he drops a Gob, 5' advance into its space, and since that will mean being flanked, go Total Defense until another one falls and he's not flanked, then back to FD.
GM-JCServant |
Again, you can't five foot step-up (or move forward/through without provoking) unless their whole enemy front line is dead, and then I presume everyone steps up. I purposely abstract combat through lack of exact precisioning to keep things moving quickly and avoid too much 'contingency thinking'...otherwise, Combat by Description becomes just as, if not more complicated (and time consuming) as using a grid.
I really encourage everyone to read, carefully, every one of my posts above, as I've explained some of this as we went along. If anyone is super confused, I am available by phone tonight to explain in more detail. Thanks! Oh, and yes, we are totally re-doing the combat round over again...the includes all rolls necessary.
Tessai |
I guess I misunderstood the placement, but of course it makes perfect sense that I would not be able to reach the front to attack, I stand corrected - as far as ranged attacks go, from my part that is an impossibility: -4 from being in melee would suffice to deter me from trying, with the added cover it becomes impossible.
Question: If you miss a ranged attack roll, what are the chances of hitting the cover a.k.a. your friendly neighbourhood adventurer standing in the way? :D
The Black Devil |
There is no chance of hitting the friends between you and your target. The rules instead give you -4 to hit. The rules also give oyu -4 to hit any target in melee. That's -8 total.
rerolling to hit and damage, Fighting Defensively
to hit -1 1d20 - 1 ⇒ (20) - 1 = 19
crit confirmation 1d20 - 1 ⇒ (8) - 1 = 7
damage 1d6+2 1d6 + 2 ⇒ (3) + 2 = 5
CORRECTION: Attack rolls should be +0
Brandon Harcroft |
I don't think any of us in rank 2 or further back can aid another because we are not in melee range of the goblins. I think Beppo and Devil will have to move us all up by slaying the front rank of goblins or alternatively take an action to move back if they get injured so that myself or Hal can plug the gap. Its the environment that's making this more challenging.
Brandon Harcroft |
Brandon Harcroft |
Brandon's first action this encounter is to drink his enlarge person extract giving him the benefits of reach.
Seeing that he can't get through to help Beppo and Devil against the salivating, grinning goblins, Brandon quickly selects a vial from his belt.
Thumbing the cork from the top in the same motion he guzzles down the liquid. Within seconds he is growing, filling the corridor with his mass until he stands nearly 12 feet tall. He taps his now overaized Morningstar against his palm.
"Ok, you little green buggers...."
AC now = 14, Touch = 10, Reflex = 3
Corellon Aelasar |
Round 1 - HP 9/9
Corellon pulls his bow from over his shoulder and draws an arrow from his quiver. He pulls back quickly on the nock of the arrow, the fine feathers of the fletching whisking out of his hands as he tries to find a space between an expanding Brandon and the fury of the melee in front of him at a goblin in the first row.
Attack (Ranged, into melee): 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
GM-JCServant |
He does, though goblins do get a cover bonus from his attacks since there are people inbetween him and them. Rule "When making a melee attack against an adjacent target, your target has cover if any line from any corner of your square to the target's square goes through a wall (including a low wall). When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks"
GM-JCServant |
Round 1
Here we go.
Party’s Turn
As the Goblins jump out, Black devil quickly kicks Goblin 2 upside the head, causing his body to spin around and fall to the ground, unconscious. Brandon grows incredibly big, having to duck his head down a bit to keep from hitting the ceiling of this rather large sewer hallway. Tessai throws a javelin between her friends but misses the green little men. Beppo swings his sword, but the goblin jeers as he ducks the brutish swing. Brandon shoots, but just can’t get a good shot with all the bodies in the way. Kyle’s luck is wasted, as Brandon didn’t roll a d20 within one round of the casting.
Goblin’s Turn
The goblins in the back are using short bows, and shoot the 2nd line of party members, specifically, the rather large alchemist that’s a really BIG target. The goblins in the front are all wielding dogslicers.
Goblin 5 drops his short bow and arrow, pulls out his dogslicer, five foot steps up and attacks with the others on the front line.
One of the goblins viciously attacks Beppo and hits for 4 points. Black Devil blocks his would be attackers. Two arrows find their marks on the rather large alchemist for a total of 7 points of pain.
Combat Status
5’: Goblin6, Goblin7, Goblin8
EFL: Goblin1*, Goblin5, Goblin3, Goblin4*
PFL Beppo 9 -- B Devil 10
5: Janivan Healthy -- Brandon 7
10: Correllon 9 -- Kyle 8
15: Morosino Healthy --
20: Hal 11 -- Tessai 13
--
*Note: Number after party name is HPs. Goblin 1 & 4 are behind hard corner giving them a +4 cover bonus to AC, but giving anyone they attack the same!
I expect to post Round 2 results at 2pm EST. Please have your moves in before then. Thanks!
Melee: 1d20 + 2 ⇒ (19) + 2 = 211d4 ⇒ 4
Melee: 1d20 + 2 ⇒ (15) + 2 = 171d4 ⇒ 4
Melee, Soft Cover Penalty: 1d20 - 2 ⇒ (7) - 2 = 51d4 ⇒ 2
Melee, Soft Cover Penalty: 1d20 - 2 ⇒ (5) - 2 = 31d4 ⇒ 3
Ranged, Soft Cover Penalty: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 161d4 ⇒ 4
Ranged, Soft Cover Penalty: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 181d4 ⇒ 3
Ranged, Soft Cover Penalty: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 41d4 ⇒ 1