Limbo Fight (The Bloodjaw encounter) (Inactive)

Game Master Eben al'Jol

Inactive


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Ok, initiative rolls, please, and nothing else,and i'll line up our order of initiative. Initiative rolls for hyena-faced friends…

Spoiler:
Blood-Jaw 12; One-Eye 18; Shorty 7

The Setup
You are all at the tables, at the bar, or in the kitchen, depending on who you are. Because of tables everywhere, there really isn't a clear lane for charging in any direction. Getting onto a table or the bar is a Climb DC 10 or Acrobatics DC 16, both are sturdy enough to support you standing/fighting from atop them (unless they are disturbed by another combatant). Feel free to take liberties with the surroundings, but if something seems wonky or exploitive, i may call you on it.

LET'S GET IT ON!


Male Human Wizard 5

Initiative 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 (+2 for Perception)
Will 1d20 + 6 ⇒ (14) + 6 = 20
Perception 1d20 + 8 ⇒ (2) + 8 = 10


RP Only

Will Save: 1d20 + 3 ⇒ (20) + 3 = 23
Perception Check: 1d20 + 8 ⇒ (3) + 8 = 11
Initiative: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22(+2 Bonus for Perception success)


Will save 1d20 + 2 ⇒ (7) + 2 = 9
Perception 1d20 + 4 ⇒ (17) + 4 = 21
Initiative 1d20 + 3 ⇒ (8) + 3 = 11


RP Only

Lureene - don't forget to add +2 to your initiative for the successful Perception roll. (See details in Tale-Spinner Eben's first post, spoiler on the other thread.)


My first two rolls are on the main thread - made the Save, blew the Perception roll.

Initiative 1d20 + 5 ⇒ (17) + 5 = 22


Male Human Summoner 2

Will, Perception, Initiative: 1d20 + 2 ⇒ (19) + 2 = 211d20 - 1 ⇒ (6) - 1 = 51d20 + 1 ⇒ (20) + 1 = 21

"Damn it, how many fights can this place have in one night!? Pythia, get down here! You'll have a meal yet!"


Ok make her init 13


1 spot left...


Serpentine Eidolon 2

Pythia shows up on initiatve 1d20 + 3 ⇒ (3) + 3 = 6 in round 3.


FWIW, my character is 1st not 2nd... so I might count as 1/2 a combatant in this fight. :)


yah, but Lureene (being a gestalt with a template) is equivalent to something higher than 2, though, honestly... so it all evens out :)


True, enough. Besides, I like being the smallest dog in the fight. But if Pythia eats my corpse, I'm gonna call that a 'party foul'. :)


Eben: Question about positions and distances...
When we last saw Rath, he was tossing shurikens at the dartboard. Since Keane, while throwing darts earlier, nearly hit a few us having a conversation by the front door - my base assumption is that the board is relatively close to the door (maybe on a shared wall) and the throwing line is some 10+' beyond that.
Knowing my distance from the bad guys will make a bit of difference in my 1st action. If you'd care to give me a distance, that would be great. OR, if you want to place me somewhere else in the scene (kitchen perhaps) - that is fine too. I'll play through however you want to set it up.


I'm approaching it from a fairly 'loosey-goosey' perspective as i don't want to have to deal with a battle-grid, and i don't want to take that artistic control out of Mors' hands (as he created this whole schtick). Assume you're within 40 feet of the nearest opponent. Once we have our final combatant, i'll write up a blurb about general positioning, and hopefully that will shed some light... until then, assume that a good charge (if that option were readily available... hee hee) would get you in melee.

if we don't get a final combatant in the next few hours, i'll go ahead and roll Thom in here... that should round out the group nicely, and i'll try not to hog all the kills.


Tale-Spinner Eben wrote:

I'm approaching it from a fairly 'loosey-goosey' perspective as i don't want to have to deal with a battle-grid, and i don't want to take that artistic control out of Mors' hands (as he created this whole schtick). Assume you're within 40 feet of the nearest opponent. Once we have our final combatant, i'll write up a blurb about general positioning, and hopefully that will shed some light... until then, assume that a good charge (if that option were readily available... hee hee) would get you in melee.

if we don't get a final combatant in the next few hours, i'll go ahead and roll Thom in here... that should round out the group nicely, and i'll try not to hog all the kills.

No worries. Actually I wasn't planning a charge. I was debating whether I could reduce the f*$#(%&# range penalties on these damn shurikens with a 5' step and fire off 2 in a FoB for the first round OR suck it up, do a full move to within 10' then hit Red Shirt #1 with a single throw. I didn't want to close too quick and kill all the bad guys before you higher level characters have a chance to do something. [channeling Inigo Montoya] I'm going to do him left-handed... If I use my right -fft- is over too quick.[/Inigo] :)

I think the question you raise about artistic control is a good one. I was thinking that Mors is operating under the premise that anyone who creates a 'situation' is essentially the final arbiter of it, provided Mors' basic rules are enforced (no killing)... sort of co-op DMing. But that may not be his vision - and that would be good to know.


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Okay, i got impatient... we'll run the combat with Thom. I mean, he is Lureene's personal hero, anyway, right?

Will 1d20 + 5 ⇒ (11) + 5 = 16
Perception 1d20 + 7 ⇒ (14) + 7 = 21
Initiative 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26


Thomdril wrote:

Okay, i got impatient... we'll run the combat with Thom. I mean, he is Lureene's personal hero, anyway, right?

Well, she is the damsel in distress, he he. So anybody regretting siding with Lureene now?


Lureene Ourson wrote:
Well, she is the damsel in distress, he he. So anybody regretting siding with Lureene now?

Ask me that after a Gnoll starts gnawing on my femur.


The room explodes into motion, shouts of surprise turning to war-cries as the warriors square off.

The hyenas (One-eye - the huge one, Bloodjaw - the one in a breastplate with the bow, and Shorty - the Rav-proclaimed 'red-shirt') are 10 feet from the door. The rest of you are at various spots in the heart of the common room, and Lureene was performing. We'll say this puts the groups in a triangle shape, with Lureene isolated from everyone else. From the hyenas to anyone fighting is 40 feet - as i indicated above… that was based on some of the information that was passed around earlier in the thread.

Game on…

Initiative
Thom - 26
Keane - 23
Rav - 22
Olivier - 22
Havelock - 21
One-eye - 18
Lureene - 13
Bloodjaw - 12
Shorty - 7


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Thom, blood still riled from the combination of the earlier tension and Lureene's dancing, is quick to respond to the threat. He jumps from his seat, drawing his long blade and whispering a prayer to Gorum for aid.

"Gorum, make me fast and deadly."

Move Action - stand from seat and draw weapon
Standard Action - Cast Protection from Evil on self

Keane's up


RP Only

”Hee, shoor stoof!”

Keane yells, and levels his bow at the short hyena.

Rapid Shot @ Shorty

Attack: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 101d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14

Damage: 1d8 ⇒ 61d8 ⇒ 2


The unintelligible dwarf's first arrow flies wide, embedding itself in the bar, the second one grazing the short gnoll's arm, who hisses in pain.

Rav's up... show us something monk-tastic


Rath looks at the shuriken in his hand, cocked to throw at the board... seems like a good place to start, he moves towards the gnolls hoping to take advantage of Keane's tactic.

Move action: 30' (to 10' from Shorty w/the longspear)
Standard Action (Shuriken throw):
To Hit:1d20 + 2 ⇒ (2) + 2 = 4
Damage:1d2 + 4 ⇒ (1) + 4 = 5
FEH!


Male Human Wizard 5

Olivier watches the actions of his compatriots with interest.

"It seems to me that this particular skirmish might endure for somewhat longer than I'd hoped. Perhaps a modicum of defensive strategy would be in order..."

Move action: to the rear of the bar, near the door to the kitchen, facing the hyena critters.
Standard action: Cast 'Shield' - New AC from front: 19


As the second errant projectile zings past the short defender, a high-pitched laughter sound erupts from it's throat. A mouth that was never intended for the Common Tongue splits into a grin and barks out, "wwwweakling.. yip yip yip.. humans!"

wow... with firepower like that, Rav, it's kind of you to leave some scraps for the rest of the guys. :)

Havelock... make it happen


Tale-Spinner Eben wrote:
wow... with firepower like that, Rav, it's kind of you to leave some scraps for the rest of the guys. :)

I wanted the gnolls over-confident. All part of my master plan. We will now all get a +2 on to hits because the gnolls are double-over'd with laughter. I should be thankful I didn't crit myself with a roll that poor. :)


Ravarath wrote:
I wanted the gnolls over-confident. All part of my master plan. We will now all get a +2 on to hits because the gnolls are double-over'd with laughter. I should be thankful I didn't crit myself with a roll that poor. :)

Don't worry, I believe in you hun! You're my hero!


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1
Lureene Ourson wrote:
Don't worry, I believe in you hun! You're my hero!

YOU TWO-TIMIN'...


Male Human Summoner 2

With a wave of his hand, Havelock coats the ground beneath the gnolls' feet with fetid grease.

Move: Stand and draw dagger. Standard: Cast Grease, catching as many in the area as possible. Definitely the big one, at least. (DC 15 Reflex within 10ft square to not fall prone. To move at half speed, DC 10 Acrobatics, DC 15 Reflex to not fall prone if you fail)


They're in a slightly spaced out triangle, so you can get two of the three. Do you want Shorty or Bloodjaw also in the area?


Male Human Summoner 2
Tale-Spinner Eben wrote:
They're in a slightly spaced out triangle, so you can get two of the three. Do you want Shorty or Bloodjaw also in the area?

Shorty. Bloodjaw's an archer, so his Reflex is probably good enough for it to be less effective.


rolls:

One Eye 1d20 + 2 ⇒ (18) + 2 = 20
Shorty 1d20 ⇒ 9

Free Action = Rage. Move Action = try to move. Standard Action = hurl alchemist's fire at the defendes.

One Eye Acrobatics 1d20 + 4 ⇒ (4) + 4 = 8
One Eye Throw 1d20 + 3 - 3 ⇒ (6) + 3 - 3 = 6

Shorty's paws slide uncontrollably, and he collapses in a heap, the greasy substance splashing with a sickening SPLOOSH. One Eye, in a show of surprising athleticism, deftly sidesteps the ooze, but is unable to safely step away from it completely. Growling in frustration, he hurls his flask wildly past the defenders, and wild alchemist's fire explodes at the back of the room. The flames immediately leap up and begin to spread across the back wall.


Lureene cries out, "You bastard! You are gonna pay for this!"

She will spend a full round action to put the fire out, she has Fire Resistance 10, so she should not take any damage from the flames.


Kidnap our barmaid... OK.
Pistol-whip a nun... OK.
BURN DOWN our BAR? - that is just going TOO FAR! :)


Bloodjaw levels his flame-tipped arrow at Havelock, seeking to end arcane trickery, and looses. Shooting at Havelock 1d20 + 4 ⇒ (10) + 4 = 14; Damage 1d6 + 1d6 + 2 ⇒ (5) + (3) + 2 = 10

Once the arrow is loosed, he drops the bow and steps around in front of Shorty, skirting the slick area. As he moves, he draws a wicked half-moon battleaxe from his harness and a long dagger, both of which have the caste of Cold Iron to them.

Fire explodes around Havelock, flames lashing onto everything around him.

All squares around Havelock are now also on fire... entering into those squares will cause 1 point of damage. Now 2 opponents are within melee of Rav, Shorty being 10' away and Blood jaw right in his face.

Then Shorty tries to stand up, and goes after the nearest aggressor... which is Rav.

Shorty rolls:
Move Action to stand
Free Action 5' step to get out of grease, forward next to Bloodjaw (requiring Acrobatics DC 10)
Standard Action is Power Attacking Rav with Longspear (if Acrobatics is successful)

Acrobatics 1d20 ⇒ 19


Attack w/ Longspear (power attack) 1d20 + 2 ⇒ (10) + 2 = 12; 1d8 + 6 ⇒ (8) + 6 = 14

But the attack goes wide.


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Thom, seeing the monk being double-teamed, rushes up to help him out.

Double move to get into melee range with Bloodjaw.. stupid medium armor


Rath turns to greet Bloodjaw, and (assuming I don't need more than a 5' step) launches into the 3rd step of the kata known as 'Sculpting the Buddha' delivering vicious blade-handed strikes to both sides of the gnoll's ribs.

Full Round Action - Flurry of Blows (hand):
To Hit: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

To Hit: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

If possible, I'd use the 5' move to put myself inside the effective range of the longspear. IIRC those beasts can't hit within 5' OR outside of the range if I can scoot around Bloodjaw. Not worried about it, just saying.


RP Only

Keane drops his bow and draws forth his mighty blade
Teem tah eet soord, ye doog feeced deemuns!

  • Free action - Draw greatsword (quick draw)
  • Move Action - move into flanking position on one of the hyenas - shorty, if I can.
  • Attack - 1d20 + 6 ⇒ (14) + 6 = 20 | Damage - 2d6 + 4 ⇒ (5, 3) + 4 = 12


One of Rav's blows lands home, eliciting a hiss from Bloodjaw's crooked maw. The fiery dwarf explodes through Shorty's defenses, his great blade removing one arm and half his face in one nasty diagonal slice.

AoO from Shorty (w/ Power Attack) 1d20 + 2 ⇒ (2) + 2 = 4; 1d8 + 6 ⇒ (5) + 6 = 11

Shorty is down in a pile of greasy, gooey guts.

Olivier's up


Male Human Wizard 5

"Oh my, well this is indeed an unacceptable set of circumstances..." And with that, the old man points a finger at the archer and mutters under his breath.

Standard action - Cast Magic Missile at Bloodjaw 1d4 + 1 ⇒ (2) + 1 = 3


The flaming likeness of Havelock is now up


Male Human Summoner 2

Havelock flees from the flames.

Moving out of the flames, taking 1 damage, then either putting myself out or running for the stairs. Also, one more round until Pythia shows up.


Seeing the weak humans begin to break, Bloodjaw barks out an order is his yipping tongue and points at Lureenee. One Eye slips his way out of the slick goo and skirts the combatants, making his way towards the wing'd barmaid. On his way, he draws a net from behind his back.

One Eye Acrobatics in Grease 1d20 + 4 ⇒ (6) + 4 = 10
Double move, skirting the fight and drawing a net from his pouch, and is now within 10 feet of Lureene

Lureene's move, then Bloodjaw


Lureene hisses at him, "That was a mistake!", as she steps towards him and reaches her hand, now glowing with a sickly dark aura, and touches One-Eye. Touch attack 1d20 + 0 ⇒ (5) + 0 = 5, damage 1d6 + 6 ⇒ (6) + 6 = 12


okay, so... i'm brain-dead his morning, i deleted that post as it's Bloodjaw's turn, not One Eye again.. sorry all for the confusion

Bloodjaw lashes out with two blows, targeting both of his opponents, but his foot slips in the grease behind him, throwing his attacks wildly off the mark.

full attack
Axe attack on Thom 1d20 + 5 ⇒ (1) + 5 = 6; damage 1d8 + 4 ⇒ (1) + 4 = 5
Trying to knife Rav 1d20 + 5 ⇒ (1) + 5 = 6; damage 1d4 + 4 ⇒ (1) + 4 = 5

worst. rolls. ever


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

With the removal of Shorty, Thom realizes the opportunity to gang up on Bloodjaw.
He takes a quick step to his right and gives a cursory swing at Bloodjaw, hoping to give Rav or Keane the opportunity to step into a flanking position.

5' step to the right (free action)
Greatsword attack on Bloodjaw 1d20 + 5 ⇒ (1) + 5 = 6; damage 2d6 + 6 ⇒ (1, 2) + 6 = 9

WHAT IS WITH THESE ROLLS?!


RP Only

I cry "foul" on Paizo's dice roll generator.


Thomdril wrote:
WHAT IS WITH THESE ROLLS?!

Thanks for leaving some for the rest of us. :)

Your two character To Hit rolls are bizarrely consistent. It appears the dice Gods have forsaken you.

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