| Urza Sha'rahad |
Yet another example of the differences in editions. I'll go for inconspicous then. Perhaps somewhere in the living room. Next to a window is fine.
Urza offers the 'safety' of the Rope Trick to the group.
| Douena Trestleben |
Not entirely trusting the dwarf, Douena volunteers for one of the spots sleeping on the floor of his room. If she has time before starrise, she'll poke around his bedroom to see if she can find anything interesting or something that provides some insight into his life and background. Take 20 on Perception for 32 (33 to find traps) She'll climb to the roof to commune with Desna at the right time (Take 10 on Climb for 13) and take advantage of the view and her low-light vision when she's done to get a sense of what's going on in this neighborhood of Kalabuto. Perception 1d20 + 12 ⇒ (4) + 12 = 16
Unless she spies or overhears something interesting, she'll climb back down to the window Taking 10 if possible and take the opportunity then to search Cheiton's room if she didn't have time before speaking with Desna; either way, she'll use her newly-learned detect magic. Finally, she'll steal a blanket and pillow from his bed, since she has no bedroll or blanket of her own, and go to sleep on the floor.
If Urza casts his rope trick before starrise, she'll be sure to climb up and see what it looks like "inside," never having been in one before.
Urza, if your sleep is interrupted after 5 hours, you won't be able to renew spells unless you sleep another four out of the rope trick. Probably not that big a deal, as I don't believe you cast any spells today in the first place so can just carry them over to the next day.
| Urza Sha'rahad |
[ooc]Actually I had planned on spending the first 4 hours at rest before casting the rope trick. I believe the attack will not come at the beginning of the night.[/b]
| Navior |
Cheiton's room is large, but quite simple and functional. The east wall is alcoved and lined with several tall windows providing a wide view of Kalabuto in that direction. It's clear that the building was designed for someone with more aesthetic sense than Cheiton, as he hasn't really done much to decorate the room. He has a large bed, positioned so that the head is in the alcove. In the northwest corner, there is a large wardrobe.
Galina's search through the wardrobe finds a number of plain, practical outfits along with a couple of utility belts, several belt pouches of different sizes, a couple of backpacks, work gloves, and two pairs of goggles. She finds little else in the room other than a bedpan under the bed.
From the roof, she sees the activity along the riverfront slowly calm down as darkness settles into Kalabuto. In the other direction, up the hill, she can still see light coming from many of the buildings, but no one moving about outside (of course, the trees hamper vision a fair amount). Nearby the tavern is clearly still quite active, as evidenced by the sound of boisterous patrons within.
Okay, so Douena is going to sleep on the floor in Cheiton's room. Pezock will join her there. Jask, Ishirou, and Shokambe will set up in the northwest guest room. Sasha grabs the bed in the southwest room.
For now, I'll place Makoa and Mahjik in the other room (the one between the northwest and southwest rooms). If there are any objections, just let me know. Lorenz can stay there, too, or he can sneak into the southwest with Sasha, as she seems to have managed to grab a room to herself.
Urza, you mentioned setting up the rope trick in the living room (which is on the first floor, not the second like the guest rooms). Since you're not casting the spell immediately, does this mean you'll sleep on the floor in the living room until then, or stay in a guest room until then?
| Navior |
Okay, I've put a map up (yeah, all this prep kind of gives away that something is going to happen, doesn't it?). The map in the book only shows the second floor of the house for some reason, so I've drawn the first floor beside it, thus the very noticeable difference in quality. :) I've deliberately moved the chimney from the north side to the south so that the stairs don't inexplicably descend into the fireplace (so there is no chimney at AS31). I also added a second one so that there's one from the kitchen and one from the living room. I've put candles in each room so that people can see where they are at the moment.
Let me know if you have any objections to the positions of your characters. Note that Jask, Ishirou, and Shokambe are in the northwest room; they just don't show up at the moment because they're not in sight of any PCs.
| Douena Trestleben |
Lorenz is totally going to sneak into the southwest room with Sasha if he can get away with it.
The real reason Lorenz was so keen to spend the night in Kalabuto rather than camping out. ;P
Just doublechecking, but: no magic auras in Cheiton's room?
| Navior |
Douena Perception: 1d20 + 12 ⇒ (16) + 12 = 28
Lorenz Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Mahjik Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Makoa Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Urza Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Ishirou Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Jask Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Pezock Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Sasha Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Shokambe Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Alton Perception: 1d20 + 1 ⇒ (5) + 1 = 6
You gradually settle yourselves down to rest for the night. Mahjik remains on watch for the first part of the night along with Shokambe. The two of them wander the halls together. Early on, not long after Douena returns from the roof, you hear some shuffling about coming from the roof, but it turns out to just be Alton, who is finding his own place to lie down and sleep. After that, the only sounds come from Sasha and Lorenz's room.
Just as Mahjik and Shokambe are finishing their watch, Shokambe takes one last look out a window. "There's movement above the window!" he hisses.
There will be a surprise round. With sleeping penalties taken into account, only Shokambe beat the assailants' Stealth results (they were taking 10 for results of 20). His warning to Mahjik will allow Mahjik to act in the surprise round as well.
Douena Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Lorenz Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Mahjik Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Makoa Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Urza Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
Ishirou Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Jask Initiative: 1d20 + 0 ⇒ (10) + 0 = 10
Pezock Initiative: 1d20 + 8 ⇒ (3) + 8 = 11
Sasha Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Shokambe Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Alton Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Assailants Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Other Initiative: 1d20 + 9 ⇒ (15) + 9 = 24
Order: Other, Urza, Douena, Assailants, Makoa, Lorenz, Sasha, Ishirou, Pezock, Jask, Alton, Mahjik, Shokambe.
SURPRISE ROUND
Everyone is suddenly awakened by the sound of shattering glass as hooded figures smash through the windows. Some of you in beds near the window are showered by small fragments of glass. In the hall with Shokambe and Mahjik, the hooded figure lands beside Shokambe, a hand crossbow in one hand. In the room with Makoa and Urza, a similar figure also holding a hand crossbow lands on the end of the bed Urza was sleeping in. In Cheiton's room, three figures crash through the windows, startling Pezock and Douena awake. In the southwest room, a figure comes through the south window and lands on the floor just beside the foot of the bed. All the figures have silk ropes attached to them, having obviously used them to swing down with.
Next Up: Mahjik, Shokambe, Other, Urza, Douena, Assailants, Makoa, Lorenz, Sasha, Ishirou, Pezock, Jask, Alton.
Map Updated
Blue circles indicate prone.
| Mahjik the Flink |
AC 20; HP 53/53
5ft and stun punch!
Shokambe barely has the time to pull his head out of harms way as the hooded figure lands. Mahjik quickly steps up and delivers a ringing punch to the side of the enemy's temple. His attack is designed to stun and harm, but not kill.
Attack, non-lethal, stunning fist DC 18 1d20 + 6 ⇒ (15) + 6 = 21 1d8 + 1 ⇒ (7) + 1 = 8
If they have hand crossbows, they probably use poison and sneak attack. Disarms may be useful here.
| Douena Trestleben |
What are the lighting conditions? Candles are supposed only to burn for an hour and only provide 5 feet of illumination, so even if they're still burning after all this time, we should be in dim light at best if we're not within 5 feet of a candle, inside a building at night, unless there's streetlamps literally just outside the windows. Gives us a 20% miss chance, but it does for them too and prevents them (and us) from using sneak attack unless they have darkvision. Are there any light sources in the hallways other than the windows?
| Navior |
What are the lighting conditions? Candles are supposed only to burn for an hour and only provide 5 feet of illumination, so even if they're still burning after all this time, we should be in dim light at best if we're not within 5 feet of a candle, inside a building at night, unless there's streetlamps literally just outside the windows. Gives us a 20% miss chance, but it does for them too and prevents them (and us) from using sneak attack unless they have darkvision. Are there any light sources in the hallways other than the windows?
Since Mahjik has generally been a "lantern bearer" for the group, I made him a light source (just forgot to mention it), figuring he would be carrying one while "patrolling" the hall.
I did neglect to consider the fact that the candles should probably be burnt out by now. However, in order to avoid having to reset all the lighting in the program, I'm going to say they're "long-burning" candles. :) You're right that it's dim light beyond 5 feet of one (10 feet with lowlight vision) and that negates sneak attacks and provides a 20% miss chance (unless you have darkvision). Unfortunately, unless I select a specific character (which then shows only that character's vision), the program defaults the bright and dim areas to the character with the best vision. As such, it accurately shows Douena's bright and dim light areas, but shows Lorenz as being in bright light when he is actually in dim light (since he has normal vision). Hmmmm....
Actually, maybe I'll take screen shots for each individual character. Given the difficult lighting, it may be helpful. Okay, I'll do that. :)
Assailant #2 Fortitude: 1d20 + 4 ⇒ (5) + 4 = 9 -- fail
Mahjik steps up to #2 and hits him hard. The assailant's crossbow clatters to the floor as he wobbles uncertainly. Shokambe takes the opportunity to grab hold of the man while he's stunned.
Shokambe grapple: 1d20 + 5 ⇒ (1) + 5 = 6 -- fail
Unfortunately, despite the man's disoriented state, Shokambe is unable to get a secure grip on him.
ROUND 1
Other Stealth: 1d20 + 18 ⇒ (8) + 18 = 26
Mahjik Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Other blowgun at Mahjik: 1d20 + 11 ⇒ (15) + 11 = 26 -- hit
Damage: 1 + 3d6 ⇒ 1 + (1, 3, 3) = 8
Mahjik Fortitude: 1d20 + 5 ⇒ (9) + 5 = 14 -- fail
Poison effect = Paralysis
Suddenly, Mahjik feels a prick in his neck as a needle pierces it. He has just enough time to turn his head slightly and notice a small figure holding a blowgun has emerged at the top of the stairs. Then he feels his muscles tightening and he finds himself unable to move.
Next Up: Urza, Douena, Assailants, Makoa, Lorenz, Sasha, Ishirou, Pezock, Jask, Alton, Mahjik (paralysed), Shokambe, Other.
| Douena Trestleben |
Thanks for the individual lighting maps. I would have been okay with counting squares from the light source and figuring it out; I just wanted to ascertain what the lighting situation was. Without the candles, I assume everything would be dim light from the windows?
Btw, Douena will be accepting 'You were right again, Douena, about the wisdom of staying in town' acknowledgements after the battle, if we survive. Hope everyone's enjoying their restful night of "comforts." Perhaps I should change her name to Cassandra. ;P
| Urza Sha'rahad |
AC 14, FF 12 T 12; HP 32/32
Lvl 2: 4/4; Lvl 1: 7/7; Cantrip: at will
Urza activates his claws. "This was my last chance to get a good night's rest in a comfortable bed and you woke me. That does not bode well for you."
Intimidate 1d20 + 12 ⇒ (3) + 12 = 15
Urza stands up.
FYI: If it's just Makoa and Urza in the room, we have no need of a light.
| Douena Trestleben |
Assuming I'm correct about the ambient lighting conditions without the candle...
Douena points at the candle and asks, "Lights out, Desna," creating 6 gallons of water above the flame that splash down and douse it. Hope they aren't half-orcs, she thinks, or that awful dwarf's dwarf friends. Noting the tiny crossbows, she stays on the floor where she knows she'll be harder to hit at range and draws her starknife. "Wake, up, Pezock!" she calls. "I think this 'boring' town just got too interesting!"
cast create water; draw starknife
| Navior |
FYI: If it's just Makoa and Urza in the room, we have no need of a light.
Yes, I know. I put it there, since Mahjik will also be staying in the room, even though he's not in it at the moment.
#3's face is just visible under his hood, and he goes noticeably paler at the sight of Urza's angry face. #3 is shaken for 1 round.
Assuming I'm correct about the ambient lighting conditions without the candle...
You are correct.
At Douena's words, water splashes down and douses the candle in her room, dropping the lighting to dim moonlight coming through the windows, and resulting in a couple areas of the room being in darker shadow.
The assailants raise their crossbows to fire. In Urza and Makoa's room, #3 drops his crossbow and draws a shortsword, its blade dripping with vile slime.
Assailant #1 hand crossbow at Jask: 1d20 + 6 ⇒ (7) + 6 = 13 -- miss dye to prone
Assailant #3 short sword at Urza, shaken: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22 -- hit
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Urza Fortitude: 1d20 + 4 ⇒ (5) + 4 = 9 -- fail
Urza is paralysed.
Assailant #4 hand crossbow at Lorenz: 1d20 + 6 ⇒ (3) + 6 = 9 -- miss
Assailant #5 hand crossbow at Ishirou: 1d20 + 6 ⇒ (17) + 6 = 23 -- hit
Damage: 1d4 + 2d6 ⇒ (1) + (5, 1) = 7
Ishirou Fortitude: 1d20 + 2 ⇒ (1) + 2 = 3 -- fail
Ishirou is paralysed.
Assailant #6 hand crossbow at Pezock: 1d20 + 6 ⇒ (13) + 6 = 19; Miss Chance 20%: 1d100 ⇒ 48 -- miss due to prone
Assailant #7 hand crossbow at Pezock: 1d20 + 6 ⇒ (16) + 6 = 22; Miss Chance 20%: 1d100 ⇒ 99 -- miss due to cover from the bed and prone
Assailant #8 hand crossbow at Douena: 1d20 + 6 ⇒ (16) + 6 = 22; Miss Chance 20%: 1d100 ⇒ 44 -- miss due to cover from the bed and prone
The bolts from the various crossbows shoot out over their very short distances, but most fail to find their mark. The assailants then drop their crossbows and draw short swords dripping with venom.
With a yell of terror, #3 stabs his sword at Urza who feels it pierce his leg. Then his muscles start to tighten and he finds himself unable to move.
Next Up: Makoa, Lorenz, Sasha, Ishirou (paralysed), Pezock, Jask, Alton, Mahjik (paralysed), Shokambe, Other, Urza (paralysed), Douena, Assailants.
| Lorenz Aeryson |
Round 1: AC/FF/T: 14/10/14 - No Armor worn.
With a short cry of surprise at the shards of glass showering over him, Lorenz rolls out of bed quite naked, with no weapons at hand. Seeing the intruder, he gives a wordless shout and launches himself at the man in an effort to keep him away from Sasha.
Move to get out of bed/ stand. Standard action: Grapple attempt: 1d20 + 8 ⇒ (6) + 8 = 14
20% miss chance: 1d100 ⇒ 33
If the attacker has a melee weapon (which I don't think he does) he'll get an AoO.
As far as Douena's warning about certain trouble: If someone is always crying alarm, of course they're going to be right from time to time. There's no telling these fiends wouldn't have found us and attacked if we'd avoided the town entirely. :)
| Navior |
If the attacker has a melee weapon (which I don't think he does) he'll get an AoO.
They all dropped their crossbows and drew swords at the end of their last action above (well, #3 did it at the beginning of his action).
As Makoa rises to his feet, #3 stabs frantically at him.
Assailant #3 AoO short sword at Makoa, shaken: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19 -- hit
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
The sword jabs Makoa's arm, producing a fairly superficial wound. Luckily, the venom on it was expended on Urza. Unfortunately, the assailant manages to pull back out of the way of Makoa's attack just in time.
Assailant #4 AoO short sword at Lorenz: 1d20 + 8 ⇒ (1) + 8 = 9 -- miss
As Lorenz rises, the assailant in his room stabs at him, but Lorenz is able to duck beneath the blade and make an attempt to grab hold of the assailant. Unfortunately, #4 is a little too quick for him and avoids his grasp.
With a groan, Sasha jumps out of bed and grabs for her rapier, which is lying on the floor. "Alton! Here!" she calls. Move action to get out of bed, move action to grab rapier, but it's still sheathed.
In Douena's room, Pezock sneers and grabs his sabre (which he was sleeping with, so it's right there), then swipes at the assailant looming over him.
Pezock sawtooth sabre at #6, prone: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12 -- miss
#6 steps back away from the attack.
Assailant #1 AoO short sword at Jask: 1d20 + 8 ⇒ (3) + 8 = 11 -- miss
Out of sight, in Jask and Ishirou's room, Jask rises to his feet and #1 stabs at him clumsily. Jask then calls out to Nethys as he casts a spell (casting shield of faith on himself).
There's a loud squawking sound and Alton appears at the south window of Lorenz and Sasha's room. Sticking his head through the broken window, the flappybite bites at #4.
Alton bite at #4: 1d20 + 2 ⇒ (7) + 2 = 9 -- miss
Although #4 is startled by the flappybite's sudden appearance, he manages to duck aside in time to avoid the attack.
Shokambe glances over to the appearance of the "other", but notices that #2 is regaining his senses (the stun has worn off). He pulls out his heavy mace and attacks.
Shokambe heavy mace at #2: 1d20 + 7 ⇒ (6) + 7 = 13 -- miss
Unfortunately, #2 has regained enough of his senses to dodge the blow.
ROUND 2
CURRENT EFFECTS:
Poison + Paralysis (Mahjik, Urza, Ishirou)
Bleed (Mahjik)
Shield of faith (Jask)
Mahjik Fortitude vs poison: 1d20 + 5 ⇒ (19) + 5 = 24 -- success
Mahjik needs a second consecutive save to overcome the poison.
Mahjik takes 3 points of bleed damage.
The newly arrived figure smiles, sticks another dart in the blowgun while walking up a little closer, and blows at Shokambe.
Other blowgun at Shokambe: 1d20 + 11 ⇒ (15) + 11 = 26 -- hit
Damage = 1
Shokambe Fortitude: 1d20 + 4 ⇒ (19) + 4 = 23 -- pass
Shokambe instinctively raises his hand and it works. The dart only grazes the back of his hand as he swats it aside. The poison on does not manage to get in his bloodstream.
Next Up: Douena,[b] Assailants, Makoa, Lorenz, Sasha, Ishirou (paralysed), Pezock, Jask, Alton, Mahjik (paralysed), Shokambe, Other, Urza (paralysed).
| Mahjik the Flink |
A series of hypotheticals: given that Mahjik actually had a bigger range everburning torch on him, would the "other" assailant have been able to stealth where (s)he was? Assuming no (i.e. Mahjik was aware of her), his Deflect Arrows feat should apply to the blow dart and he'd be unpoisoned. I like this plan, yes? :)
Edit, as an aside, I'm used to having AOE like lights, channels, fireballs, etc centered on a corner of a square, rather than the middle of the square - if this applies in this case, Mahjik would try to hold the light to maximize the area lit-up (i.e. the passage down south too).
| Navior |
A series of hypotheticals: given that Mahjik actually had a bigger range everburning torch on him, would the "other" assailant have been able to stealth where (s)he was? Assuming no (i.e. Mahjik was aware of her), his Deflect Arrows feat should apply to the blow dart and he'd be unpoisoned. I like this plan, yes? :)
The other came up the stairs and had complete cover from him until then, so yes, could Stealth him.
Edit, as an aside, I'm used to having AOE like lights, channels, fireballs, etc centered on a corner of a square, rather than the middle of the square - if this applies in this case, Mahjik would try to hold the light to maximize the area lit-up (i.e. the passage down south too).
Since Mahjik is carrying the torch, I've centred the light on him, so it's in the centre of the square, not corner. As he was moving around and fighting, it would be difficult (near impossible really) for him to keep the torch in a specific spot without sacrificing defence, so centring the light makes the best "average" position. And since he's been paralysed, he can't now edge it over to the corner. :)
| Navior |
Urza Fortitude vs poison: 1d20 + 4 ⇒ (12) + 4 = 16 -- pass
Urza needs to make a second consecutive save to be free of the poison.
Ishirou Fortitude: 1d20 + 2 ⇒ (11) + 2 = 13 --fail
Poison Damage: 1d2 ⇒ 2 Con
#2 draws his short sword while the other assailants each draw punching daggers to go along with their short swords (the daggers do not appear to have venom on them) and move in to attack. #7 climbs onto Cheiton's bed as he draws the dagger in order to stab down at Pezock. #7 move to AZ34. #8 five-foot step to BA33.
Assailant #1 short sword at Jask: 1d20 + 8 ⇒ (15) + 8 = 23 -- hit
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Jask Fortitude: 1d20 + 1 ⇒ (19) + 1 = 20 -- pass
Assailant #2 short sword at Shokambe: 1d20 + 8 ⇒ (15) + 8 = 23 -- hit
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Shokambe Fortitude: 1d20 + 4 ⇒ (2) + 4 = 6 -- fail
Shokambe is paralysed.
Assailant #3 short sword at Makoa: 1d20 + 8 ⇒ (7) + 8 = 15 -- hit
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Assailant #4 short sword at Sasha: 1d20 + 8 ⇒ (18) + 8 = 26 -- hit
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Sasha Fortitude: 1d20 + 6 ⇒ (7) + 6 = 13 -- fail
Sasha is paralysed.
Assailant #5 short sword at Jask: 1d20 + 8 ⇒ (1) + 8 = 9 -- miss
Assailant #6 short sword at Pezock: 1d20 + 8 ⇒ (15) + 8 = 23; Miss Chance 20%: 1d100 ⇒ 18 -- miss
Assailant #7 short sword at Pezock: 1d20 + 8 ⇒ (12) + 8 = 20; Miss Chance 20%: 1d100 ⇒ 99 -- hit
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Pezock Fortitude: 1d20 + 2 ⇒ (7) + 2 = 9 -- fail
Pezock Fortitude reroll: 1d20 + 2 ⇒ (15) + 2 = 17 -- pass
Assailant #8 short sword at Douena: 1d20 + 8 ⇒ (14) + 8 = 22; Miss Chance 20%: 1d100 ⇒ 31 -- hit
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Douena Fortitude: 1d20 + 3 ⇒ (3) + 3 = 6 -- fail
Douena is paralysed.
#2 deals a nasty blow to Shokambe, who stumbles back and freezes up. #3 stabs again at Makoa, dealing him another cut. #4 stabs Sasha, paralysing her. #6 misses Pezock, but #7 catches the tengu as he avoids #6's attack. Desna's luck is with him, however, and the poison does not take root. Unfortunately, Desna's luck is not with Douena, as #8 stabs her in the shoulder and she finds her muscles not responding.
Next Up: Makoa, Lorenz, Sasha (paralysed), Ishirou (paralysed), Pezock, Jask, Alton, Mahjik (paralysed), Shokambe (paralysed), Other, Urza (paralysed), Douena (paralysed), Assailants.
Douena Map Updated
Lorenz Map Updated
Mahjik Map Updated
Makoa Map Updated
Urza Map Updated
| Lorenz Aeryson |
Round 2: AC/FF/T: 14/10/14 - No Armor.
"Sasha!" Lorenz shouts as she is struck by the fiend's blade. He looks desperately about for a weapon and sees the pile or equipment he'd left beside the bed earlier. Reaching for the one unsheathed weapon at hand, Lorenz grabs a flail and turns back to their attacker.
"Back off, you bastard!"
Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Curses. Anyway, he'll probably get an AoO for grabbing the flail.
| Navior |
At the risk of turning this into a GM-does-everything battle, I'll go ahead and bot Makoa...
Makoa bite at #3, raging: 1d20 + 9 ⇒ (6) + 9 = 15 -- miss
Makoa claw 1 at #3, raging: 1d20 + 9 ⇒ (6) + 9 = 15 -- miss
Makoa claw 2 at #3, raging: 1d20 + 9 ⇒ (8) + 9 = 17 -- hit
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
1/7 rage used.
Wow, talk about low roll after low roll.
With a louder growl, Makoa lashes at #3. The assailant pulls back, narrowly avoiding Makoa's sharp teeth and one of his newly emerged claws. However, Makoa catches him with his other claw.
Assailant #4 AoO short sword at Lorenz: 1d20 + 8 ⇒ (9) + 8 = 17 -- hit
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
As Lorenz reaches for his flail, #4 stabs at him, catching him in the arm. The flash of pain distracts Lorenz just enough that his own attack is off and misses #4.
With a yell, Pezock risks the attacks on him and jumps to his feet.
Assailant #6 AoO short sword at Pezock: 1d20 + 8 ⇒ (8) + 8 = 16; Miss Chance 20%: 1d100 ⇒ 12 -- miss
Assailant #7 AoO short sword at Pezock: 1d20 + 8 ⇒ (5) + 8 = 13; Miss Chance 20%: 1d100 ⇒ 65 -- miss
With a laugh at the assailants' feeble attempts to hit him, he attacks.
Pezock sawtooth sabre at #6: 1d20 + 9 ⇒ (20) + 9 = 29
Pezock sawtooth sabre reroll: 1d20 + 9 ⇒ (12) + 9 = 21
Miss Chance 20%: 1d100 ⇒ 18 -- miss
His laughter is short-lived, however, when he only manages to hit air in the dimly lit room.
Jask Concentration to cast defensively DC 19: 1d20 + 7 ⇒ (12) + 7 = 19 -- success
In the north room, Jask calls out to Nethys again, asking the god to strike his enemies. Casting spiritual weapon.
Spiritual weapon at #1: 1d20 + 6 ⇒ (3) + 6 = 9 -- miss
1/4 rounds used
Alton Fly check to hover: 1d20 + 8 ⇒ (4) + 8 = 12 -- fail
In the southwest room, Alton is unable to maintain his position by the window, so pulls back away and circles round to come in next time.
ROUND 3
CURRENT EFFECTS:
Poison + Paralysis (Mahjik, Urza, Ishirou, Shokambe, Sasha, Douena)
Bleed (Mahjik)
Shield of faith (Jask)
Spiritual weapon (Jask)
Mahjik Fortitude vs poison: 1d20 + 5 ⇒ (14) + 5 = 19 -- success
Mahjik is free of the poison and no longer paralysed. He does take 3 bleed damage though.
The other nods in satisfaction at the sight of Mahjik and Shokambe both paralysed, reaches for the door to the north room, and opens it (move action). Only then does the other notice that Mahjik is relaxing and once again mobile. With a sneer, the other steps through the door (5-ft step to AU 31), then slams the door (move action).
Douena Fortitude: 1d20 + 3 ⇒ (12) + 3 = 15 -- success
Douena needs a second consecutive save to be free of the poison.
Urza Fortitude: 1d20 + 4 ⇒ (9) + 4 = 13 -- fail
Poison damage: 1d2 ⇒ 1 Con
Ishirou Fortitude: 1d20 + 2 ⇒ (3) + 2 = 5 -- fail
Poison damage: 1d2 ⇒ 2 Con
Sasha Fortitude: 1d20 + 6 ⇒ (9) + 6 = 15 -- pass
Sasha needs a second consecutive save to be free of the poison.
Shokambe Fortitude: 1d20 + 4 ⇒ (6) + 4 = 10 -- fail
Poison damage: 1d2 ⇒ 2 Con
The assailants continue their attacks. #2 draws his punching dagger. #8 moves onto the bed beside #7 to attack Pezock.
Assailant #1 short sword at Jask: 1d20 + 6 ⇒ (19) + 6 = 25 -- hit, critical threat
Assailant #1 critical confirm: 1d20 + 6 ⇒ (6) + 6 = 12 -- not confirmed
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Assailant #1 punching dagger at Jask: 1d20 + 5 ⇒ (10) + 5 = 15 -- miss
Assailant #2 short sword at Mahjik: 1d20 + 8 ⇒ (8) + 8 = 16 -- miss
Assailant #3 short sword at Makoa: 1d20 + 6 ⇒ (4) + 6 = 10 -- miss
Assailant #3 punching dagger at Makoa: 1d20 + 5 ⇒ (14) + 5 = 19 -- hit
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Assailant #4 short sword at Lorenz: 1d20 + 6 ⇒ (18) + 6 = 24 -- hit
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Assailant #4 punching dagger at Lorenz: 1d20 + 5 ⇒ (8) + 5 = 13 -- miss
Assailant #5 short sword at Jask: 1d20 + 6 ⇒ (20) + 6 = 26 -- hit, critical threat
Assailant #5 critical confirm: 1d20 + 6 ⇒ (9) + 6 = 15 -- not confirmed
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Assailant #5 punching dagger at Jask: 1d20 + 5 ⇒ (20) + 5 = 25 -- hit, critical threat
Assailant #5 critical confirm: 1d20 + 5 ⇒ (13) + 5 = 18 -- confirmed
Damage: 2d4 + 2 ⇒ (1, 3) + 2 = 6
Assailant #6 short sword at Pezock: 1d20 + 6 ⇒ (13) + 6 = 19; Miss Chance 20%: 1d100 ⇒ 9 -- miss
Assailant #6 punching dagger at Pezock: 1d20 + 5 ⇒ (6) + 5 = 11; Miss Chance 20%: 1d100 ⇒ 34 -- miss
Assailant #7 short sword at Pezock: 1d20 + 6 ⇒ (3) + 6 = 9; Miss Chance 20%: 1d100 ⇒ 5 -- miss
Assailant #7 punching dagger at Pezock: 1d20 + 5 ⇒ (3) + 5 = 8; Miss Chance 20%: 1d100 ⇒ 98 -- miss
Assailant #8 short sword at Pezock: 1d20 + 8 ⇒ (10) + 8 = 18; Miss Chance 20%: 1d100 ⇒ 53 -- miss
Most of the attacks miss, but #3 and #4 get hits in on Lorenz and Makoa respectively. From the north room comes a cry from Jask.
Next Up: Makoa, Lorenz, Sasha (paralysed), Ishirou (paralysed), Pezock, Jask, Alton, Mahjik, Shokambe (paralysed), Other, Urza (paralysed), Douena (paralysed), Assailants.
Whew! That was the craziest post I've ever had to write and I don't want to ever do it again! ;)
The site better not mess this up...
| Lorenz Aeryson |
Round 3: HP: 35/44 - AC/FF/T: 14/10/14 - No Armor.
Biting his lip to keep from crying out at the pain of his injuries, Lorenz strikes again with his flail. Unfortunately, he stumbles over the pile of his armor lying on the floor and almost falls, striking the mattress uselessly with the flail's head.
Dammit!"
Attack:1d20 + 8 ⇒ (1) + 8 = 9
Man, these rolls are awful!
| Mahjik the Flink |
Posting in anticipation
AC 20; HP 36/53
damage: 8 from "other" and 3 times 3 bleed; total 17
Mahjik tries to recover from the poison and come out fighting - but the lingering paralysis throws off his rhythm and all attacks are telegraphed.
Attack, power attack 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7 damage 1d8 + 1 + 4 ⇒ (1) + 1 + 4 = 6
Attack, power attack 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5 damage 1d8 + 1 + 4 ⇒ (5) + 1 + 4 = 10
| Navior |
I'll post for Makoa again. And here comes another giant post...
Makoa bite at #3, rage: 1d20 + 9 ⇒ (9) + 9 = 18 -- hit
Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Makoa claw 1 at #3, rage: 1d20 + 9 ⇒ (9) + 9 = 18 -- hit
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Makoa claw 2 at #3, rage: 1d20 + 9 ⇒ (11) + 9 = 20 -- hit
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Makoa leaps upon #3, tearing at him with his claws and biting into his shoulder. The man screams in pain and terror, and is barely left standing afterwards.
Bad luck continues to plague Lorenz as #4 laughs at his stumbles.
"Douena," Pezock says as he swings his sabre at #6, "don't just stand there. Do something!"
Pezock sawtooth sabre at #6: 1d20 + 9 ⇒ (18) + 9 = 27; Miss Chance 20%: 1d100 ⇒ 70 -- hit
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Pezock bite at #6: 1d20 + 2 ⇒ (20) + 2 = 22; Miss Chance 20%: 1d100 ⇒ 84 -- hit, critical threat
Pezock bite critical confirm: 1d20 + 2 ⇒ (9) + 2 = 11 -- not confirmed
Damage: 1d3 ⇒ 3
The tengu's sabre slices across #6's side. As the man tries to turn to avoid the worst of the attack, Pezock leans in and bites his arm.
Jask spiritual weapon at #1: 1d20 + 6 ⇒ (14) + 6 = 20 -- hit
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Alton bite at #4, charge: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11 -- miss
In the south room, Lorenz sees Alton suddenly reappear, his mouth wide and biting at #4's side. #4 pulls away with a gasp just in time to avoid damage. He does stop laughing at Lorenz, though.
Mahjik, who is still only coming back to his senses, attempts to attack #2, but the man easily dodges his weakened blows.
ROUND 4
CURRENT EFFECTS:
Poison + Paralysis (Urza, Ishirou, Shokambe, Sasha, Douena)
Bleed (Mahjik)
Shield of faith (Jask)
Spiritual weapon (Jask)
The door the other ducked behind opens a crack again and the other peers out, blowgun raised.
Other blowgun at Mahjik: 1d20 + 11 ⇒ (12) + 11 = 23 -- hit
Damage = 1
Mahjik Fortitude: 1d20 + 5 ⇒ (13) + 5 = 18 -- pass
The dart grazes the back of Mahjik's hand, but the poison doesn't take hold again. The other frowns.
Douena Fortitude: 1d20 + 3 ⇒ (18) + 3 = 21 -- pass
Douena is now free of the poison.
Urza Fortitude: 1d20 + 4 ⇒ (10) + 4 = 14 -- fail
Poison damage: 1d2 ⇒ 1 Con
Ishirou Fortitude: 1d20 + 2 ⇒ (16) + 2 = 18 -- pass
Ishirou needs a second consecutive save to be free of the poison.
Sasha Fortitude: 1d20 + 6 ⇒ (11) + 6 = 17 -- pass
Sasha is now free of the poison.
Shokambe Fortitude: 1d20 + 4 ⇒ (17) + 4 = 21 -- pass
Shokambe needs a second consecutive save to be free of the poison.
"I've got this one," Mahjik hears a voice in the northern room say. "You take care of out there."
Assailant #2 short sword at Mahjik: 1d20 + 6 ⇒ (14) + 6 = 20 -- hit
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Assailant #2 punching dagger at Mahjik: 1d20 + 5 ⇒ (5) + 5 = 10 -- miss
Assailant #3 short sword at Makoa: 1d20 + 6 ⇒ (5) + 6 = 11 -- miss
Assailant #3 punching dagger at Makoa: 1d20 + 5 ⇒ (19) + 5 = 24 -- hit
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Assailant #4 short sword at Lorenz: 1d20 + 6 ⇒ (9) + 6 = 15 -- hit
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Assailant #4 punching dagger at Lorenz: 1d20 + 5 ⇒ (6) + 5 = 11 -- miss
Assailant #6 short sword at Pezock: 1d20 + 6 ⇒ (10) + 6 = 16; Miss Chance 20%: 1d100 ⇒ 42 -- miss
Assailant #6 punching dagger at Pezock: 1d20 + 5 ⇒ (20) + 5 = 25; Miss Chance 20%: 1d100 ⇒ 68 -- hit, critical threat
Assailant #6 critical confirm: 1d20 + 5 ⇒ (15) + 5 = 20 -- confirm
Damage: 3d4 + 3 ⇒ (3, 2, 1) + 3 = 9
Assailant #7 short sword at Pezock: 1d20 + 6 ⇒ (16) + 6 = 22; Miss Chance 20%: 1d100 ⇒ 30 -- hit
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Assailant #7 punching dagger at Pezock: 1d20 + 5 ⇒ (15) + 5 = 20; Miss Chance 20%: 1d100 ⇒ 48 -- hit
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Assailant #8 short sword at Pezock: 1d20 + 6 ⇒ (4) + 6 = 10; Miss Chance 20%: 1d100 ⇒ 51 -- miss
Assailant #8 punching dagger at Pezock: 1d20 + 5 ⇒ (6) + 5 = 11; Miss Chance 20%: 1d100 ⇒ 84 -- miss
The assailants continue their assault. #2 gets in a fairly strong blow at Mahjik, while #3 manages to stab Makoa's arm lightly. #4 gets a mild blow on Lorenz. In Cheiton's room, the assailants get lucky, penetrating Pezock's defences. #6 stabs him in the gut with his punching dagger, while #7 gets him twice from the side. "Douena!" the tengu cries.
Next Up: Makoa, Lorenz, Sasha, Ishirou (paralysed), Pezock, Jask, Alton, Mahjik, Shokambe (paralysed), Other, Urza (paralysed), Douena, Assailants.
| Mahjik the Flink |
I suppose Mahjik's actions won't interfere with anybody, so I'll post them now
AC 20; HP 28/53
"It's that little girl that was selling that rubbish! She's here too!" Despite Mahjik's best effort, his attacks are still fragile. "They got Shokambe!"
Attack 1d20 + 6 ⇒ (6) + 6 = 12 damage 1d8 + 1 ⇒ (1) + 1 = 2
Attack 1d20 + 6 ⇒ (1) + 6 = 7 damage 1d8 + 1 ⇒ (8) + 1 = 9
| Navior |
Okay, here we go again. I hope Dragonborn's doing okay.
Makoa bite at #3, rage: 1d20 + 9 ⇒ (10) + 9 = 19 -- hit
Damage: 1d4 + 5 ⇒ (3) + 5 = 8
3/7 rage rounds used.
Makoa bites into #3's shoulder again, this time tearing out part of the man's neck. With a scream, the man drops onto the end of the bed. With a growl, Makoa pulls open the door of the room. "I'll be back," he tells the paralysed Urza, then steps through the door (5-ft step to AX30).
Lorenz tries again to hit the assailant in this room. Although he misses again, #4 doesn't laugh at him this time. The man is clearly starting to worry a bit by the fact that he is surrounded by three mobile opponents. As Sasha reaches for her rapier again, he strikes out at her in panic.
Assailant #4 AoO short sword at Sasha: 1d20 + 6 ⇒ (3) + 6 = 9 -- miss
Sasha rapier at #4, flanking: 1d20 + 10 ⇒ (16) + 10 = 26 -- hit
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Sasha easily ducks beneath his blow, then comes up with a stab into his thigh.
Pezock sawtooth sabre at #6: 1d20 + 9 ⇒ (3) + 9 = 12 -- miss
Pezock bite at #6: 1d20 + 2 ⇒ (2) + 2 = 4 -- miss
Grumbling angrily, Pezock strikes out at #6 again, but his annoyance at the lack of assistance coming his way impairs his judgements, and he strikes too far to the side.
Jask spiritual weapon at #1: 1d20 + 6 ⇒ (20) + 6 = 26 -- hit critical threat
Jask spiritual weapon critical confirm: 1d20 + 6 ⇒ (11) + 6 = 17 -- confirmed
Damage: 2d8 + 2 ⇒ (6, 7) + 2 = 15
There's a yell from the north room. "Aaah! Damn thing!"
Alton Fly check to hover: 1d20 + 8 ⇒ (19) + 8 = 27 -- success
Alton bite at #4, flanking: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19 -- hit
Damage: 1d4 ⇒ 3
Managing to hover by the window, Alton reaches in and bites at #4, taking a chunk out of his backside.
Mahjik tries again to get #2, but the man continues to dodge his blows.
ROUND 5
CURRENT EFFECTS:
Poison + Paralysis (Urza, Ishirou, Shokambe)
Bleed (Mahjik)
Shield of faith (Jask)
Spiritual weapon (Jask)
"You should have bought more fetishes," the girl says in response to Mahjik's warning. Seeing Makoa coming into the hall, she raises her blowgun again.
Young Girl blowgun at Makoa: 1d20 + 11 ⇒ (5) + 11 = 16 -- hit
Damage = 1
Makoa Fortitude: 1d20 + 8 ⇒ (19) + 8 = 27 -- pass
The dart hits the half-orc in the arm, but he barely notices it. When the poison doesn't paralyse him, the girl says, "Uh oh." She hurries out the door and starts down the stairs. Move to AT33.
Next Up: Douena, Assailants, Makoa, Lorenz, Sasha, Ishirou (paralysed), Pezock, Jask, Alton, Mahjik, Shokambe (paralysed), Young Girl, Urza (paralysed).
| Douena Trestleben |
As the poison begins to release its hold on her muscles, Douena's fingers inch toward her butterfly, but if she calls on Desna's healing energy for Pezock, she'll also heal the attacker with whom Pezock has been struggling. Instead, she fixes the assailant directly opposite her with a hard glare, as if daring him to try to stab her, and her hand quickly darts into her pack for the wand she bought in Eleder. Reaching around the corner of the wardrobe, she taps it against Pezock's leg. "Try to get to the window," she urges him. "It's an easy climb anyway, and those ropes are tied to something!"
Retrieve wand, provoking AoO from #8; use wand on Pezock 1d8 + 1 ⇒ (1) + 1 = 2 *sigh* I knew that was going to be a 1. She'll take more damage than that from the AoO. :P
| Navior |
You didn't roll for Urza's save against poison.
Fort 1d20+4
Do I take Con damage again?
Con Dmg 1d2
That's because his save comes on the assailants' turns (when he was poisoned), and we haven't reached them yet. My last post was the first one in a while that didn't cover an entire round! :)
The assailants will be coming up next and I'll use your roll. You do take Con damage again. I won't be able to post a full update until morning though.