Old School Greyhawk - Saltmarsh Campaign PFRPG (570CY - Southern Keoland)

Game Master ALLENDM

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Party Skill, Save, and Ability Check Macros Sheet
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Party Scripts:

Initiative
[dice=Antas]1d20+0[/dice]
[dice=Ferona]1d20+1[/dice]
[dice=Grond]1d20+2[/dice]
[dice=Naia]1d20+2[/dice]
[dice=Narciso]1d20+2[/dice]
[dice=Peran]1d20+0[/dice]
[dice=Rabalar]1d20+4[/dice]
[dice=Soros]1d20+2[/dice]

Time line, Location, Conditions:

Party: 5th Day of Readying, Waterday, 5 hours past noon. Party is in the house investigating the cellar area.

Conditions:The day is sunny but breezy and the day is starting to cool off. The breeze has died down from the south but it will be a cool night.


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Antas, Ferona, and Peran

The three of you make your way back down the south end of Dock Street. The street is busy with several wagons leaving the docks. Some carrying cargo and some empty. All appear to move cargo to warehouses or towards the merchant ships themselves.

You turn down Hymns Road and your eyes adjust to the darker roads away from the dock areas and the street lanterns. The cobbled stones have a bit of dampness on them from the cool evening. You see a few lights on in the windows about you but for the most part, the street is empty and it is quiet.

Peran Percept: 1d20 + 3 ⇒ (8) + 3 = 11
Antas Percept: 1d20 + 4 ⇒ (15) + 4 = 19
Ferona Percept: 1d20 + 1 ⇒ (9) + 1 = 10

Antas Eyes Only:

You notice that the lanterns in this section are out. As you make your turn to Fisherman's Road you notice the same thing the lights are out on the north end of Fisherman's Road.

The street is empty but it feels wrong...as if you are the lamb and there are wolves circling around you...

The Exchange

Male Human Lt Commander, Chief Engineer

Antas eyes gaze along the dark streets and he says in a sharp whisper to his friends we are coming into an ambush and his hammer leaps from leather into his hand from years of practice as he stops his friends where hey are and looks for a place that is defendable saying aloud yer nae likely ta take an Aerdi tha way ya want lads, come on out an let's talk it over


Male human (Oeridian) Cleric of St. Cuthbert;

Peran also readies his weapon but adds to the light by casting a spell on the extinguished lantern closest to them.

"Perhaps a little more light will help us see what is awaiting us!"


Antas Di Santos wrote:
Antas eyes gaze along the dark streets and he says in a sharp whisper to his friends we are coming into an ambush and his hammer leaps from leather into his hand from years of practice as he stops his friends where hey are and looks for a place that is defendable saying aloud yer nae likely ta take an Aerdi tha way ya want lads, come on out an let's talk it over

Antas, Ferona, and Peran - Ambush in the Shadows

Antas roll initiative.
Ferona and Peran are suprised the first round.

It is hard to tell from the darkness and shadows what and who is about you. But Antas pulls his weapon and as he does Ferona and Peran can sense the danger around them.

I will set up the combat round tonight when I get in.

Antas can see at least two forms in a dark alley to his left but he also senses that there are more to his right and in front and to the rear. It is hard to tell but he would guess maybe five or six lads at best.


Race: Half-Orc | HP5/12 Wounded | AC20 (DR3/-) F18 T12, AC17 F12 T15 (-1 to all due to Grazed) | F+5 R+3 W+3 | Init +2 | Intimid+3 Kn(Dung)+7 Kn (Nat)+4 Per+1 SM+1 Sur+4 Classes/Levels: Fighter 1

Awwwww maaaaan! I want XP too... :P


Grond's Eyes Only:

You are tossing and turning on the ground and something startles you... You awaken and look around and you realize you are sleeping by yourself. There is a strong wind from the west and it is whistling in your ear. You quickly realize that there is no fire...no Narciso...no Rabalar...no one else. You look around and a gigantic red dragon is looming over you. The same moment you realize this is not good you also realize there is something foul in your pants and about your hind quarters. You go to rise and you realize that there is not one but two reddish brown eggs the size of small barrels laying next to you.

You quickly look up at the red dragon...it's reddish black eyes seem to be glaring at the eggs and then back to you. The dragon is the size of a small castle...its wings as they unfurl shake the trees around you as if they were kindling. Even though its head is nearly sixty feet above you the heat from its mouth is like standing inside of a furnace.

Roll initiative.

Grond's Eyes - Read Last:

Just Kidding.


Race: Half-Orc | HP5/12 Wounded | AC20 (DR3/-) F18 T12, AC17 F12 T15 (-1 to all due to Grazed) | F+5 R+3 W+3 | Init +2 | Intimid+3 Kn(Dung)+7 Kn (Nat)+4 Per+1 SM+1 Sur+4 Classes/Levels: Fighter 1

ALLENDM:

You got me going there for a second...

Would you believe if I told in all my years playing Fantasy RPGs, I only faced a Dragon once? :D


Antas, Ferona, and Peran

Conditions - cobblestone road area is dimly lit with light coming from the windows of buildings and distant street lamps. The lamps near you are unlit. The dark street at night with no lantarns afford true concealment to your attackers, it also lends a +2 circumstance bonus on Stealth checks.

Map of the Road

Antas needs to roll initiative.

Initiative for attackers:

Cutpurse 1 1d20 + 7 ⇒ (8) + 7 = 15
Cutpurse 2 1d20 + 7 ⇒ (8) + 7 = 15
Cutpurse 3 1d20 + 7 ⇒ (2) + 7 = 9
Sailor 1 1d20 + 3 ⇒ (19) + 3 = 22
Sailor 2 1d20 + 3 ⇒ (4) + 3 = 7


Naia's Home

The cry of seagulls and the methodical rolling of waves onto the sand slowly begins to waken each of you around the firepit just outside Naia's parent's home. Rabalar is the first to arise from his trance...this one was long as the olf felt at ease but his reverie was both odd and different. It is early as the sun is casting a purple red shadow as it rises from the east.

Rabalar's Eyes Only:

Your trance leds you to ponder about your friends and family and the trails of the Dreadwood you took during hunts and patrols. During your reverie it was interrupted by odd omens. You kept seeing a great tree made of both light and darkness (like the wood itself was made of it), intertwined...from it came both life and knowledge. It was at a distance but the tree was surrounded by a beautiful garden in the garden the tree was surrounded by elves of all sorts. They stood before the tree as if staring at it but on several occasions in your reverie you notice it was something above the tree in the sky they were looking at and not the tree itself.

Beyond the garden the sky was always black and the dark clouds seem to swirl as if trying to penetrate the boundary of the garden but what was above the tree was keeping the storm at bay.

As you awaken from your trance you realize it is the morning time. The sound of the seagulls is comforting as is the sound of the waves rolling into the sands of the beach.


Race Half Elf Bard 1| 10/10 HP | Bard Performance: 3 of 5 uses per day | Spells/day: 1 of 2 | 2 Hero Points | AC15 F12 T12 | F+2 R+4 W+3 | Init+2 | Perc+7, Stealth+6, SM+1, Diplo+5, Know+5(All)/+9(Trained) | CMD13 | Spd 30'

zzzZZzzZZZzZZzzZ....


Healthy Female Human (Flan) Fighter 2; HP 22/22; Grazed: 16; Wounded: 11; Critical: 5; DR: 1/- || AC 17 || T 12 || FF 15; Fort +4; Ref +2; Will +2; Init +2; Per +7; SM +2; Stealth +2; CMB +5; CMD 17; Spd 30 ft. Current AC 17/12/15; Hero Points: 4/4

”Fsnrk...shnop.....fsnrk.....shnlopshft.....fsnrk.....” Naia adds usefully.


Antas, Ferona, Peran and the Ambush

Antas, Ferona, and Peran

Conditions - cobblestone road area is dimly lit with light coming from the windows of buildings and distant street lamps. The lamps near you are unlit. The dark street at night with no lanterns afford true concealment to your attackers, it also lends a +2 circumstance bonus on Stealth checks.

Map of the Road

Initiative for rolls:

Cutpurse 1 1d20 + 7 ⇒ (8) + 7 = 15
Cutpurse 2 1d20 + 7 ⇒ (8) + 7 = 15
Cutpurse 3 1d20 + 7 ⇒ (2) + 7 = 9
Sailor 1 1d20 + 3 ⇒ (19) + 3 = 22
Sailor 2 1d20 + 3 ⇒ (4) + 3 = 7

Antas Initiative: 1d20 + 0 ⇒ (12) + 0 = 12

Initiative Order - Surprise Round:

Group 1
Sailor 1

Group 2
Cutpurse 1
Cutpurse 2
Antas

Group 3
Cutpurse 3
Sailor 2

Surprised
Ferona
Peran

The Exchange

Male Human Lt Commander, Chief Engineer

init: 1d20 ⇒ 3


M Wood Olf | HP22/22 Healthy | AC16 F14 T12 CMD17 | F+3 R+7 W+1 | Init +4 | Perc+10+ SM+1 Stealth+9 Survival+6+ Ranger (Ilsurian Archer [Divine Marksman]) 2

AllenDM:
Uhhhh . . ..

Really not sure to do with that Tree of Life and Paradise threatened imagery right now.


Rabalar wrote:
** spoiler omitted **

Rabalar Eyes Only:

LOL...just setting up stuff.


Antas, Ferona, Peran and the Ambush

Conditions - cobblestone road area is dimly lit with light coming from the windows of buildings and distant street lamps. The lamps near you are unlit. The dark street at night with no lanterns afford true concealment to your attackers, it also lends a +2 circumstance bonus on Stealth checks.

Map of Street Corner

Sailor 1 moves in behind you and to your left and throws a dagger at Peran (the nearest target).

Peran hears something behind him and to his right he then hears a whistling sound as if something is being thrown at the group.

Sailor 1 throws dagger: 1d20 + 2 ⇒ (11) + 2 = 13 Sneak Attack - Surprise (no dex)
Damage: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6
Critical Damage if needed: 1d4 ⇒ 1

The dagger whizzzz by your head past you but you could feel the steel of the blade as it went by. Damn it!


Antas, Ferona, Peran and the Ambush

Group 2 is up - Cutpurse 1, 2, and Antas

Cutpurse 1 moves up five feet behind Antas and you the Paladin hears something whistling at him and his friends.

Cutpurse 1 throws dagger: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d4 + 2 ⇒ (1) + 2 = 3
critical damage: 1d4 ⇒ 4

Again a dagger goes by Antas' outside shoulder but a bit away. A second dagger flying through the air misses its mark.


Antas, Ferona, Peran and the Ambush

Group 2 is up - Cutpurse 1, 2, and Antas

A movement in front of Antas and to the left of Ferona under bald cypress the silhouette of a man as he throws something at Ferona!

Cutpurse 2 thrown dagger: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8
critical damage: 1d4 ⇒ 4

The dagger goes way high above Ferona!

Antas is now up as he is in group 2.

Map Link


Waiting on Antas to move. I will bot his movement tomorrow AM If he has not moved.


Antas - BOTTED

Antas not waiting for any more flying knives closes down on the shadowy figure in front of him under the tree and he comes in low and swings his hammer with both hands looking to take this attacker out right now!

Power Attack -1 Atk, +3 Damage (using 2 hands)

Antas Hammer Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Lucern Hammer Attack: 1d12 + 6 ⇒ (12) + 6 = 18
Lucern Hammer Critical Damage (if needed): 1d12 ⇒ 2

The paladin swings his polearm and the blow lands cleanly into the left hip of the man. Ferona, Peran and the man's crew hears the horrible crack of bones has the man crumples, nearly in half, has his hip shatters under the tremendous force of the blow. The man collapses as he screams his body kicking and jerky as the life escapes from it!

Cutpurse 2 is now dead...completely and utterly dead...

morale roll: 1d20 - 2 ⇒ (6) - 2 = 4


Antas, Ferona, Peran and the Ambush

Group 3 is up. I will post their moves tonight!

Initiative Order - Surprise Round::

Group 1
Sailor 1

Group 2
Cutpurse 1
Cutpurse 2
Antas

Group 3
Cutpurse 3
Sailor 2

Surprised
Ferona
Peran


Morning - D'ogryn

You lay in your bed and you can hear the footsteps in the hall and on the stairs outside your doorway. You peak at your window from under your blanket and realize that your body needed the welcome sleep and rest.

You realize as you peer outside that you might have an hour or more before sun rise and your meeting with Geolin at the barracks. Soro's family home is about twenty minutes away or so if you walk and take a few short cuts.


Morning - Naia's Home

Edan seems to rise, stretches, and grabs his gear. He walks down the sandy dune and there he finds a place to pray and reflect. Naia's family is now rising for the days work. It is about an hour before the sun rises above the horizon.


Male human (Oeridian) Cleric of St. Cuthbert;

Taking a step back, Peran swings his oaken cudgel at the thug.

Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


Healthy Female Human (Flan) Fighter 2; HP 22/22; Grazed: 16; Wounded: 11; Critical: 5; DR: 1/- || AC 17 || T 12 || FF 15; Fort +4; Ref +2; Will +2; Init +2; Per +7; SM +2; Stealth +2; CMB +5; CMD 17; Spd 30 ft. Current AC 17/12/15; Hero Points: 4/4

[Rolls over in a heap as the baleful light of morning begins to assail Naia’s crusty eyelids...]

”Pfnsnnnrrrrk....flnozzle.....pfsnrrrk....flnozzzlpt”


Human (Suel)Male HP:20/20 Grazed|AC:17 T:15 FF:12 CMD:+15 |F:+1 R:+7 W:+1| Init:+4 | Perc:+6| Bluff+7 Disable+10 Sense Motive+5 Stealth+11 |Dagger/Thrown +5/+5,1d4+0 CMB;+1 Human (Suel) Unchained Rogue 2
ALLENDM wrote:
You lay in your bed and you can hear the footsteps in the hall and on the stairs outside your doorway. You peak at your window from under your blanket and realize that your body needed the welcome sleep and rest. You realize as you peer outside that you might have an hour or more before sun rise and your meeting with Geolin at the barracks. Soro's family home is about twenty minutes away or so if you walk and take a few short cuts.

D'orgyn gets up and washes himself quickly eager to be on the move. Once on the move he moves quickly and with purpose. His eyes roam from shadow to shadow. Every so often he looks over his shoulders to make sure his back is clear and that he is not being followed. He makes sure that he does not move into areas that would bring him trouble on his travel.


Race: Half-Orc | HP5/12 Wounded | AC20 (DR3/-) F18 T12, AC17 F12 T15 (-1 to all due to Grazed) | F+5 R+3 W+3 | Init +2 | Intimid+3 Kn(Dung)+7 Kn (Nat)+4 Per+1 SM+1 Sur+4 Classes/Levels: Fighter 1

Grond woke up early without a word - he was not really much of a 'morning half-orc', but he was disciplined enough.

He grabbed the chance to walk close to the ocean, enjoying the rising sun and the vastness of the open water.

When he realizes activity is spurring back at the house, he heads back and makes himself useful as possible with the morning preparations.


Race Half Elf Bard 1| 10/10 HP | Bard Performance: 3 of 5 uses per day | Spells/day: 1 of 2 | 2 Hero Points | AC15 F12 T12 | F+2 R+4 W+3 | Init+2 | Perc+7, Stealth+6, SM+1, Diplo+5, Know+5(All)/+9(Trained) | CMD13 | Spd 30'

Narciso wakes quickly with the sounds of movement around him. Realizing he is in a friendly area he groans, stretches, and rolls over trying to keep his eyes closed for a while longer. It doesn't take much time before he knows he won't get back to sleep. He rolls against the wall and up to a comfortable slouched position, keeping his eyes closed he just listens mentally putting musical tones and rhythms to the movements. Maybe someday he'll need to remember this and put it to a ballad, but today it just helps him relax.


Antas, Ferona, Peran and the Ambush

Group 3 is up.

Initiative Order - Surprise Round::

Group 1
Sailor 1

Group 2
Cutpurse 1
Cutpurse 2 (DEAD)
Antas

Group 3
Cutpurse 3
Sailor 2

Surprised
Ferona
Peran

A shadowy figure moves out on to the street and the cutpurse (3) throws his dagger as finishes moving up closer to Ferona! The dagger comes out of his hand swiftly as he nervously looks over at his cohart that is dead on the street to right of him!

Cutpurse 3 throw dagger: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d4 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10
critical damage: 1d4 ⇒ 3

The dagger goes by her wide to the right harmlessly. The man is a bit shaken by the brutal fall of his friend!

The man to the south behind some bushes throws his dagger at Antas seeing he is the biggest threat to him and his friends.

Sailor 2 throw dagger: 1d20 + 3 - 1 ⇒ (7) + 3 - 1 = 9[15 feet]
damage: 1d4 + 2 ⇒ (1) + 2 = 3
critical damage: 1d4 ⇒ 1

His dagger skips off the cobblestone in front of Antas and the man looks worried as their sneak attack from the darkness did not land one single hit and one of their friends lies dead on the ground!

This ends the surprise round. Everyone needs to roll initiative for the remaining rounds of action.


Antas, Ferona, Peran and the Ambush
Round 1

Initiative Rolls for Remaining Rounds::

Cutpurse 1: 1d20 + 7 ⇒ (6) + 7 = 13
Cutpurse 2: 1d20 + 7 ⇒ (13) + 7 = 20((DEAD))
Cutpurse 3: 1d20 + 7 ⇒ (19) + 7 = 26
Sailor 1: 1d20 + 3 ⇒ (11) + 3 = 14
Sailor 2: 1d20 + 3 ⇒ (3) + 3 = 6

The Exchange

Male Human Lt Commander, Chief Engineer

init: 1d20 ⇒ 5


Saltmarsh House Rules F Human (Suel) Arcanist 2| HP 8/16 Wounded | AC 11 F 10 T 11 CMD 12 | F +2 R +1 W+4 | Init +1 | Perc +2, SM+1, Stealth +1 | Know (arcane) +7, Spellcraft +8 | Hero Points 3
Resources:
Arcane Reservoir 2/5 ; Spells: 1st 2/4

Initiative: 1d20 + 1 ⇒ (18) + 1 = 19


Waiting on Peran to roll initiative. Will roll for him this evening if he doesn't.

I have updated the Town of Saltmarsh Link. It has a bit more detail in respect to the party. This marks Soll family residence and Zove's family residence.

Town of Saltmarsh Map


Male human (Oeridian) Cleric of St. Cuthbert;

Init: 1d20 ⇒ 20


Antas, Ferona, Peran and the Ambush
Round 1

Initiative Rolls for Remaining Rounds::

Cutpurse 1: 1d20 + 7 ⇒ (6) + 7 = 13
Cutpurse 2: 1d20 + 7 ⇒ (13) + 7 = 20((DEAD))
Cutpurse 3: 1d20 + 7 ⇒ (19) + 7 = 26
Sailor 1: 1d20 + 3 ⇒ (11) + 3 = 14
Sailor 2: 1d20 + 3 ⇒ (3) + 3 = 6
Peran 20
Ferona 19
Antas 5

Initiative Order for Remaining Rounds (R1):

Group 1
Cutpurse3 26

Group 2
Peran 20
FErona 19

Group 3
Sailor1 14
Cutpurse1 13

Group 4
Antas 5
Sailor2 6

Health Status & Condition:

Antas - Healthy
Ferona - Healthy
Peran - Healthy

Cutpurse 1 - Healthy
Cutpurse 2 - DEAD
Cutpurse 3 - Healthly

Sailor 1 - Healthy
Sailor 2 - Healthy


Antas, Ferona, Peran and the Ambush
Round 1

Cutpurse 3

The man moves north five feet and with his left hand he stabs at Ferona with a short sword.

short sword attack OFF HAND: 1d20 + 3 ⇒ (15) + 3 = 18
short sword damage: 1d6 + 1 ⇒ (2) + 1 = 3
critical damage: 1d6 ⇒ 2

The blade cuts into her right shoulder and the sting of the blade burns as it goes by. Leaving a spatter of blood on Ferona's face.

3 hp damage - 8/5 Grazed (below 3/4 and above 1/2 total hp) -1 ATK/AC/Sav/Skill/Abil/Caster Level.

The man grins as his blade bits into the women!

Group 2 is up. Peran and Ferona are up.


Saltmarsh House Rules F Human (Suel) Arcanist 2| HP 8/16 Wounded | AC 11 F 10 T 11 CMD 12 | F +2 R +1 W+4 | Init +1 | Perc +2, SM+1, Stealth +1 | Know (arcane) +7, Spellcraft +8 | Hero Points 3
Resources:
Arcane Reservoir 2/5 ; Spells: 1st 2/4

Ferona stares at the man with a brief look of a mix of shock and dumbfoundedness as her own blood drips from her face. A brief glance into the man's eyes told her all she needed to know here, even more than the other dead body lying across her path.

We must be getting close here... a thought spins crazily across her brain as she remember's her old master Tilver's lesson here...

Use your magic wisely, my child...yet should you decide to use it...do not hold back...

Turning her attention to the cutpurse who just wounded her she stares at him, stepping back as her mouth opens in a silent scream...

Cast Ear-Piercing Scream at Cutpurse 3.
The target is dazed for 1 round and takes 1d6 ⇒ 2 points of sonic damage. Fort save DC 12 (13-1) negates the daze effect and halves the damage.


Ferona Ardomil wrote:

Ferona stares at the man with a brief look of a mix of shock and dumbfoundedness as her own blood drips from her face. A brief glance into the man's eyes told her all she needed to know here, even more than the other dead body lying across her path.

We must be getting close here... a thought spins crazily across her brain as she remember's her old master Tilver's lesson here...

Use your magic wisely, my child...yet should you decide to use it...do not hold back...

Turning her attention to the cutpurse who just wounded her she stares at him, stepping back as her mouth opens in a silent scream...

Cast Ear-Piercing Scream at Cutpurse 3.
The target is dazed for 1 round and takes 1d6 points of sonic damage. Fort save DC 12 (13-1) negates the daze effect and halves the damage.

Cutpurse3 Fort Save: 1d20 + 1 ⇒ (3) + 1 = 4

The man is pierced by the abrupt magical scream directed at him and attempts to cover his ears as he shakes his head.

Cutpurse3 is now Grazed. Ferona can see that there is blood coming from the man's nose and ears.

Cutpurse3: 2 hp damage and dazed until next round. HP10/8 Grazed.


Antas, Ferona, Peran and the Ambush
Round 1

Health Status & Condition::

Antas - Healthy
Ferona - Healthy - Grazed HP8/5, -1 ATK/AC/Sav/Skill/Abil/Caster Level
Peran - Healthy

Cutpurse 1 - Healthy
Cutpurse 2 - DEAD
Cutpurse 3 - Grazed HP10/8, -1 ATK/AC/Sav/Skill/Abil/Caster Level ((DAZED 1 ROUND))

Sailor 1 - Healthy
Sailor 2 - Healthy


Male human (Oeridian) Cleric of St. Cuthbert;

Seeing Ferona on the receiving end of a sword slice, Peran moves to her side and with a quick prayer sends healing power through her body.

Channel Positive Energy: 1d6 ⇒ 5


Antas, Ferona, Peran and the Ambush
Round 1

Initiative Rolls for Remaining Rounds:

Initiative Order for Remaining Rounds (R1):

Group 1
Cutpurse3 26

Group 2
Peran 20
FErona 19

Group 3
Sailor1 14
Cutpurse1 13

Group 4
Antas 5
Sailor2 6

Health Status & Condition:

Antas - Healthy
Ferona - Healthy - HP8/8
Peran - Healthy

Cutpurse 1 - Healthy
Cutpurse 2 - DEAD
Cutpurse 3 - Grazed HP10/8, -1 ATK/AC/Sav/Skill/Abil/Caster Level ((DAZED 1 ROUND))

Sailor 1 - Healthy
Sailor 2 - Healthy

Group 3 is now up. Sailor 1 and Cutpurse 1

Peran steps up and calls on his god to heal his friend as he does a white light encapsulates the women and the wound on her shoulder closes and heals fully.

The cutpurse standing in front of her dazed looks on as he realizes that not one but two spellcasters are standing in front him.


Cutpurse 1

The man crouches down lower and moves up stalking Antas from his rear as Ferona and Peran's backs are turned away from him.

stealth to move up to Antas: 1d20 + 9 ⇒ (14) + 9 = 23
short sword attack: 1d20 + 3 ⇒ (19) + 3 = 22
short sword damage: 1d6 + 2 ⇒ (6) + 2 = 8
sneak attack: 1d6 ⇒ 4
critical damage: 1d6 ⇒ 4


Cutpurse 1
Part 2

The man crouches down lower and moves up stalking Antas from his rear as Ferona and Peran's backs are turned away from him.

stealth to move up to Antas: 1d20 + 9 ⇒ (12) + 9 = 21
short sword attack: 1d20 + 3 ⇒ (10) + 3 = 13
short sword damage: 1d6 + 2 ⇒ (3) + 2 = 5
sneak attack: 1d6 ⇒ 6
critical damage: 1d6 ⇒ 6

If Antas is surprised:
The man slips into the shadows near the side of the wall and disappears and with a suddenness comes out of the shadows and stabs with his shortsword. The blade goes through Antas's back and out his side. Antas screams in pain and looks down at the blade. The man snorts and seems to laugh as Antas drops his polearm and the man falls to the street.

HP12/-4 Critical (-3 ATK/AC/Sav/Skill/Abil/Caster Level)

Antas is DEAD - CON 14 (+2) and is now -4. 16 points of damage and Antas has 12HP total.

Need to roll perception and beat his stealth roll.
The use of a HERO point would be important here...if you beat his roll you only get 12 points of damage as the sneak attack damage will not count.


D’ogryn Amaidar wrote:
ALLENDM wrote:
You lay in your bed and you can hear the footsteps in the hall and on the stairs outside your doorway. You peak at your window from under your blanket and realize that your body needed the welcome sleep and rest. You realize as you peer outside that you might have an hour or more before sun rise and your meeting with Geolin at the barracks. Soro's family home is about twenty minutes away or so if you walk and take a few short cuts.
D'orgyn gets up and washes himself quickly eager to be on the move. Once on the move he moves quickly and with purpose. His eyes roam from shadow to shadow. Every so often he looks over his shoulders to make sure his back is clear and that he is not being followed. He makes sure that he does not move into areas that would bring him trouble on his travel.

The Soll Family House is marked on the map I posted for the Town. It is on the southwest corner of the Common's Road near on the corner of the Cemetary Road by (22) The Herbalist and (21) The Aerie of Phaulkon. The Soll family runs a blacksmith shop in town. One of two in the town and Soro's family makes a small amount of armor and weapons as well but this is not their primary source of income. Iron goods for wagons, farming equipment, and such is the bulk of what they make.

You arrive at the Soros family home. The Smith is to left, right between the Soll home and the Herbalist shop. You give a knock on the door and Soro's sister-in-law opens the door. She doesn't know you has you have not met any of the Soll family. Yes? You need something? If you are lookin for the smith it is over there sir. She points to the open air building with the two chimneys and several men working under the roof. One is hammering something on an anvil and the other is putting something together on a table. Soros is not amongst them.

The Exchange

Male Human Lt Commander, Chief Engineer

do I use the hero point before the roll or after?


Antas Di Santos wrote:
do I use the hero point before the roll or after?

Because you have not rolled yet you have several options as you have two hero points to use.

Hero Point Options:

Hero Point Rules

You can choose to use it prior to your roll expending 1 point for a +8 Luck Bonus. You have to overcome a Stealth roll of 23.

You can elect to use it after your roll to add a +4 luck bonus again expending a +1 luck bonus.

You make your roll and see if it plays out in your favor so that you overcome the stealth roll naturally and are reduced to 0 HP only and if not and you are moved to -4 and DIE you can expend both of your Hero Points and CHEAT DEATH. If you expend a Hero Point for any of the options above and don't overcome the Stealth roll (say by using it pre-roll to reach a +8 you will not be able to elect to CHEAT DEATH after. So you need to make a decision based on how you feel that roll will play out.

From D20PFSRD:

Hero Points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects.

Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.

Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.

Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.

If it were me I would hold the two Hero Points and use it for CHEAT DEATH but I play the odds in these cases :)

The Exchange

Male Human Lt Commander, Chief Engineer

perception: 1d20 + 4 ⇒ (18) + 4 = 22

wow great roll, so I spend one point to get a plus four and deduct four damage or I spend two to cheat death and how much hp do I keep?


Antas Di Santos wrote:

[dice=perception]1d20+4

wow great roll, so I spend one point to get a plus four and deduct four damage or I spend two to cheat death and how much hp do I keep?

Spend one HP you get a +4 to your roll and you overcome the stealth roll. You are now Disabled (0 HP).

GREAT ROLL BY THE WAY!

Disabled:

A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, he is now in negative hit points and dying.

A disabled character with negative hit points recovers hit points naturally if he is being helped. Otherwise, each day he can attempt a DC 10 Constitution check after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally.


Sailor 1

The man quickly moves his falchion over to his dominant hand and attack Peran from his right side.

Attack with Falchion: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 2d4 + 3 ⇒ (3, 3) + 3 = 9
critical damage if needs: 2d4 ⇒ (4, 3) = 7

Peran dodges the blade with ease as it slices by him.

Group 4 is up - Antas. He is disabled so his actions are limited and will result in loss of HP.


waiting on Antas to move.

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