The Isle of Yune

Game Master Thrun


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Male Human (Taldan/Ulfen) Ranger (Spirit Ranger) 1 | HP 11/11 | AC 17, Tch 12, FF 15 | CMD 17 | Fort +4, Ref +4, Will +2 | Init +2 | Perception +6 | Sense Motive +7

When no apparent threat appeared, Einor eased his armored form through the doorway and squinted down the narrow hall, picking out two more doors at its terminus. He was a bit surprised by the lengthy extent of the cellar's layout. I guess this won't be a simple in-and-out after all, he mused. No wonder Rogthrin didn't handle this himself. The sudden mental image of the overweight dockmaster attempting the physical exertion necessary for this task made Einor chuckle. Quickly resuming his former silence, the dark-haired ranger passed by Tazennin and approached the labeled door to the south. Pushing it open, he peered inside half-expecting to see rows of weathered barrels filling the room.

Checking out the Drink Storage room at J5. This'll take place before Askar's post, chronologically.


As Einor pushes open the door to the Drink Storage he is pleased to see he is right. The room is filled on all sides with large wooden barrels holding the towns supply of ale and wine. You can now recognize the old wood smell from earlier as coming from these types of barrels. The room is empty, here also the dust has settled and you see no obvious signs of life.

It is not until Einor opens the far door that any signs of this infestation are seen. The room you open into is a large well lit room. A staircase goes deeper into the cellars at the south wall. Two doors flank the wall opposite from you and signs label them as "Food Storage". The rightmost of these doors seems to be under attack, a large rat is raking the door with his claws continuously trying to get in. The rat itself is a disgusting sight, almost three feet tall with large claws and fangs it is obviously a dire rat, but apparently there can be hard times for rats too. The rats ribcage shows through its dirt covered fur and its mouth is covered in spittle from hunger. As the door opens, it turns to you with maddened eyes, and seeing a possible respite from its hunger, leaps towards the party.

Askar managed to hear some sort of scratching coming from the other room. Anyone who manages to complete the sense motive roll gets their action as an ambush and gets a turn before anyone else (as though they ambushed). I have tried to line the party up in the hallway as best I could, with melee in front and ranged behind them.

DM Rolls:

Einor: 1d20 + 2 ⇒ (4) + 2 = 6
Askar: 1d20 + 4 ⇒ (12) + 4 = 16
Tommar: 1d20 + 2 ⇒ (4) + 2 = 6
Tazennin: 1d20 + 5 ⇒ (17) + 5 = 22
Helod: 1d20 + 2 ⇒ (9) + 2 = 11
Oberst: 1d20 + 5 ⇒ (6) + 5 = 11
Rat: 1d20 + 3 ⇒ (20) + 3 = 23

I realize that people are busy and it's hard to post every singe day (I fail at it as well), we are getting to combat though, and it would be appreciated if I did not have to take your moves for you during combat.

So, order of Initiative
1. Rat
2. Tazennin
3. Askar
4. Oberst
5. Helod
6. Einor
7. Tommar
Of course if you succeed at the sense motive check, you get to act before the rat.

Grand Lodge

Male Human
Inquisitor 1:
HP 10, AC 19, Fort +3, Ref +4, Will +4, CMD 16, Perception +7, Init +4

I positioned myself second, so if Einor succeeds in his Sense Motive check, I'll delay my turn until after his, then, if it yet lives, move in and fire.

Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

If the rat lives and attacks, five-foot step if necessary and fire another shot:
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Due to the expectation that the rat will die after one round of the ambush (Flat-footing a dire rat generally means killing it), Askar sort of chuckles to himself. "I doubt these are the only ones in the food storage - these are pack creatures. As are we . . ." Stepping further into the room so everyone can look about, Askar will point to himself, Helod, and Tommar and then to the closest door (W4), indicating that they'll take that door, and then to Einor, Tazennin, and Oberst, pointing to the door at (W8).

Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

I guess since I act before Askar I should still take my shot?

Due to their previous knowledge of the vermin infesting the storage, Taz isn't surprised to see the giant rat. He moves up to S4 and fires his nocked arrow.

Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 ⇒ 7

If Askar already took the rat down with his own shot, Taz will follow his lead and position himself at T8 arrow nocked and peering in the direction of the door at W8.

EDIT: Forgot to add my +1 for PBS, making my attack a 19.

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

Sense Motive: 1d20 + 2 ⇒ (3) + 2 = 5

Oberst pulls back on his bow and waits for a chance to strike at the creature.

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

Sense Motive: 1d20 + 3 ⇒ (8) + 3 = 11


I would have needed Tazennin to succeed at the sense motive check in order to shoot before Askar. Also, although it doesn't really matter here, I would have needed Oberst and Tommar to give me attacks.

The party kicks open the door and a hail of arrows meets the rat, turning it into a living pincushion. It kicks and whines a little feebly before dying in a pile of its own spit and blood. You quickly move to flank the two opposite doors, but nothing seems to be emerging.

Back to opening doors. Also, I will deal with experience for each person at the end of the mission/day.

Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

Ah, sorry I completely glazed over the bit about the Sense Motive check. I was really stumped as to why everyone was rolling them, hah.

Taz will remain at T8 with his bow at the ready until the more durable characters move forward.

Grand Lodge

Male Human
Inquisitor 1:
HP 10, AC 19, Fort +3, Ref +4, Will +4, CMD 16, Perception +7, Init +4

I hope it is okay that we can assume most movement on the map is agreed upon by the party - if we're attempting to coordinate quietly, frequent debate regarding party movement wouldn't make much sense.

Once Tazennin and Askar are in their further-back spots, and Oberst next to Tazennin, Askar looks to Helod at his door, then Einor at his. He knocks an arrow without drawing it, then nods to both of them to signal that they should open both doors at (W4) and (W8).

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

wait... aren't we waiting for the rat's action then, or should we post a round 1 action?

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

"You sure you don't want me to use my rifle"He says as he steps up to look along side the others his rapier still out.

Grand Lodge

Male Human
Inquisitor 1:
HP 10, AC 19, Fort +3, Ref +4, Will +4, CMD 16, Perception +7, Init +4

"Oh, I'm sure I don't want to get swarmed by Dire Rats, even if they're so easy to kill. With a jump on them and several archers at the ready."

We already killed the rat.

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

oh wow I totally missed that. It all makes sense now...

Oberst relaxes himself. The rat had been eliminated so quickly that he almost didnt even know it had happened.

"well... Shall we go find the rest of these vermin?"

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

"Just saying I am a better shot, and well I prefer to use Matilda over the sword any day"He says in a gruff voice feeling odd with out his precious Matilda out to use against his enemies.

Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

Taz nods in Oberst's direction.

"Yeth, letth. I think we are all eager to be done with this tathk tho we can move on to more important matterth. If only I could manage to be a bit more thtealthy, onth we find the netht, I could thneak into range and throw a bomb on it and be done with it." Imperceptible to the rest of the group, once Taz mentions the idea of using one of his bombs, there is a bright glimmer in his eye.

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

"You are crazy Taz, just crazy." he said with a light chuckle as he looked at the others.

"Come lets clear this place out"


As the group opens the doors that the rat was scratching at they are greeted by a room filled with food storage. It seems that the infestation has not quite reached the upper levels and barrels of pickled herring and salted meat greet you in the room. No signs of life are in this room either so that not all of the towns storage has been destroyed.
Sorry I was a day late, got a little busy.

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Oberst steps into the room and gives it a quick scan to make sure that there is, in fact, nothing in there.

He then creeps down the stairs and up to the next door. Putting his ear to the door, he listens to see if anything is inside.

Steath: 1d20 + 7 ⇒ (11) + 7 = 18
Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Grand Lodge

Male Human
Inquisitor 1:
HP 10, AC 19, Fort +3, Ref +4, Will +4, CMD 16, Perception +7, Init +4

Askar makes a quick scan of the food storage, then follows along with Oberst's movements and pulls out his ear horn to listen to the southernmost door at U16.
Perception, Food Storage: 1d20 + 7 ⇒ (9) + 7 = 16
Perception, U16: 1d20 + 7 ⇒ (6) + 7 = 13

If he hears nothing at this point, Askar will more thoroughly consider Tom's desire to use his gun. It could compound well with all of the unopened doors, after all, and help them clean this up faster. "Come to think of it - Tom, next rat we see, shoot. I would like to draw the rats to a big, open room like this, especially where we can hold down all the doors they may come through." He indicates U16, R14, and Q4.

"Hear anything, Oberst? If we can find where they're coming from, it would make this extermination a great deal faster." Askar tosses Oberst his ear horn to help him out.

Dexterity check to throw Ear Horn: 1d20 + 5 ⇒ (19) + 5 = 24

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

Oberst easily catches the ear horn and listens again at the door.

Do I get another check, or does it just aid my first check?


STATS:
HP 11/11 | AC 17 | FF 15 | TOUCH 12 | INIT 2 | SPD 20 |
Human 1 Devout Paladin of Sarenrae

Helod silently followed, and nodded to Askar, as he took a position in front of the door at V4, and waited for anything to come along, and continually stayed alert for any possible enemies. Throughout the silence he thought back to the days where he had to stay quiet for days upon days, and the fasts he did without food or contact, back when he was just a lad at the chapel.

Stealth: 1d20 + 2 ⇒ (1) + 2 = 3
Perception: 1d20 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Human
Inquisitor 1:
HP 10, AC 19, Fort +3, Ref +4, Will +4, CMD 16, Perception +7, Init +4

Ear horns simply allow you to negate penalties to Perception for listening through objects as thick as a door, which means 10 is good enough to hear most of what's going on in a room (assuming it's no quieter than a whisper). You don't get a re-roll, but it's pushing your chances of success higher.
And now we wait for DM updates...

Grand Lodge

Male Halfling Pathfinder Chronicler, 1 | HP: 8/9 | AC: 16/14/13 | CMD: 11 | Fort: +1 | Ref: +5 | Will: +3 | Init:+3 | Perc: +7 |

That's pretty cool! I do not think I have ever seen an ear horn used before, in all my time playing lol.

Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

Taz agrees with Askar's suggestion. "I applaud that idea ath well. If we can create a bottleneck by attracting the ratth with your gun fire, then my bombth thould do the retht."

Taz moves up to U14 so he can get a bead on both doors. He still has his bow nocked, but is prepared to drop it at any moment so he can quickly whip up a bomb if the situation presents itself.

Stealth: 1d20 + 3 ⇒ (20) + 3 = 23
Perception: 1d20 + 7 ⇒ (17) + 7 = 24

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

Tommar sheaths his raiper and pulls free his musket. He loads it and than looks down the corridor. He nods and begins to walk forwards looking for rats.

perception: 1d20 + 7 ⇒ (4) + 7 = 11
stealth: 1d20 + 6 ⇒ (15) + 6 = 21

Moves up to ready himself for his next shot.


Once again I will apologize for my absence, life hit me with a truck of work rather recently.

Oberst quietly moves up to the door and with the use of Askar's ear horn listens intently at the door. He doesn't hear much but a faint patter of something rather far away in the distance, it sounds almost like rain upon a stone street, or the patter of smaller feet.

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

Oberst whispers:

"It sounds like something may be behind these doors... I think I smell a rat. Who wants to take the lead?"

He readies an arrow in his bow and waits for the door to be opened.

Can I ready an action to shoot a rat if I see one?

Grand Lodge

Male Human
Inquisitor 1:
HP 10, AC 19, Fort +3, Ref +4, Will +4, CMD 16, Perception +7, Init +4

"Tom's got this one - Helod, hold this door in case more than one is on the other side." He indicates the door at R14, and stays by the door at U16 just in case something should emerge from either door.

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

Tom takes aim and nods for some one to open the door as he holds his musket up ready to fire.


Did you guys open a door or am I missing something, everybody just seems to be getting ready to me. I will need you guys to tell me which of the inactive melee blokes open the door.


Since we're all ranged we were waiting on the melee to open the door. If they're inactive, maybe we should open recruitment back up?


I am afraid you are right, unless Einor and Helod post soon then I will open up recruitment for two new melee fighters.

Grand Lodge

Male Human
Inquisitor 1:
HP 10, AC 19, Fort +3, Ref +4, Will +4, CMD 16, Perception +7, Init +4

I indicated the door at R14 be opened - however, due to Einor and Helod's infrequency of posting, I assumed there might be difficulty and suggested Long Tom enter the door and fire if he saw a rat. If we've lost them entirely, though, I suppose we'd simply need to add two new players.

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

Didn't see the open door part. So I guess i was looking for a rat! As for recruitment that would be awesome if we are out two characters

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

I suppose it has been about a week, but sometimes things happen? Even without our bulkier party members though... I think we could handle a few rats. Shall we just head in anyways?

Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

Fine by me. Highest AC first? Hehe.

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

Who has the highest AC


That would be Askar, by a longshot.

Unless of course Oberst really does have a 23 flatfoot

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

whoops! fixed it ;p

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

LOL

Tom seeing the door open steps forward looking about for any rats down the barrel of his intricately carved gun.


The room Tommar opens the door to is large and packed with materials. Large beams and piles of wood lie in organized stacks across the floor. They rise about 6 feet into the air, making miniature corridors in the room. It is however hard to pick out anything very far away. For the first time in the cellars there are no lights in this room, it seems as though whover has been tasked with keeping the lanterns lit hasn't made it this far. All of this was picked out from the lantern hanging in the room behind you. As for rats, the room seems empty and silent, although in the distance you can still hear a faint pattering.

On the Tactical Map, the large piles of brown are the piles of wood.

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

Oberst whispers from behind Tommar,

"Sure seems dark, eh? Let me help with that..."

He whispers a few words in his hand, and then with a flourish produces 3 glowing orbs of colored light. At his command, they dance out into the room, illuminating the darkness.


Male Human Life Oracle 2 HP 20/20 AC 17/11/16 Fort +2 Ref +1 Will +2 Init +1 Perc +1

Stepping forward, armour and equipment clinking softly in time with his uneven gait, Severn moves into the room. "Thanks for the lights Oberst, now I can get in there. I'll find the vermin. Wait for me here." Greatsword levelled at the ready, he proceeds down the crowded aisle before him.

I'll end movement in N14. Whurly I'd be grateful if you joined me in the room when you appear. Can we flush the rats out together while the ranged guys wait to shoot stuff we lead to them?

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

He looks about examining the area.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13for signs or rats or what not
survival: 1d20 + 8 ⇒ (6) + 8 = 14also for signs of the rat


DM Rolls:
stealth: 1d20 + 11 ⇒ (6) + 11 = 17

The light from Oberst illuminates the room a little better, shining light on the piles of wood and the room. You can now tell with more distinctness that this wood is used in ship construction, you notice mast beams and the beginnings of longboat walls being made. This light also illuminates the distinctive signs of life to Tommar, small droppings cover the floor and tooth marks are notched into the wood. Tommar however doesn't see any of the rats he suspects must have been here. However as Severn walks forward there is a loud pitched squeal from inside one of the piles of wood. This is followed by another squeal from the next pile of wood, and then another, and another. Dire Rats leap out of the piles and upon Severn, mangy and starved from lack of food, they have gone mad at the prospect of something to fill their belly.

Initiative
Rats: 1d20 + 3 ⇒ (13) + 3 = 16
Tommar: 1d20 + 2 ⇒ (12) + 2 = 14
Oberst: 1d20 + 5 ⇒ (6) + 5 = 11
Severn: 1d20 + 1 ⇒ (20) + 1 = 21
Askar: 1d20 + 4 ⇒ (3) + 4 = 7
Taz: 1d20 + 5 ⇒ (13) + 5 = 18
Whurly: 1d20 + 2 ⇒ (4) + 2 = 6

So that would be Severn, Tazennin, Rats, Tommar, Oberst, Askar, and Whurly.
So Tazennin, you have an ally in the form of Severn for your mission, Whurly, I will get yours up later.

As the rats are inside the piles of wood right now, they cannot attack you until they get down to the floor. You can attack them, but will be at a -4 to hit. If you are small, an acrobatics check will allow you to get in the wood pile too, and a climb check could get you to climb the piles if you would like (although you still would take a -4 to hit).


Male Human Life Oracle 2 HP 20/20 AC 17/11/16 Fort +2 Ref +1 Will +2 Init +1 Perc +1

When the giant rats reveal themselves, Severn reverses course. He stops in the doorway he left just a moment earlier, slashing at one of the critters as it emerges from its hiding spot.

"That was quick!" he exclaims to Long Tom.

Move Action: 20' to end in R14, Standard Action: Attack

Attack: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
Damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7

Silver Crusade

Encumbered by all the armor and the equipment, trying to fit through all the piles of wood in the room, Whurly is very slow to react. Once he finally notices what us happening inside the room, he moves past his comrades, having faith that his armour will offer him ample protection against the critters in the room.

Move action - If possible, Whurly would move past Severn, to Q14 and take his stand there, baiting the rats to come for him

Standard action - Total defense, bringing his AC to 26 for this round

Grand Lodge

Male Human
Inquisitor 1:
HP 10, AC 19, Fort +3, Ref +4, Will +4, CMD 16, Perception +7, Init +4

Askar will move to the doorway at R14 and ready an action to shoot at the first rat to emerge from the piles, regardless of cover. If they're already out into the open, he'll fire at the nearest one.

Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

Taz will position himself at Q13 with his bow drawn, taking a bead around the edge of the wood pile. He will ready an action to attack the first rat that appears.

Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 ⇒ 7

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

First one he sees comes out he shoots it.

Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d10 ⇒ 7

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