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

Game Master ALLENDM

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Second Floor Map
Outground & First Floor Map
Wine Cellar Map
Caverns

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 Di Santos wrote:

how close are the enemy to me now? Can I get to one of those enemy or next to one again?

Antas will move to engage the enemy.

You are standing in the eastern room. You are not going to know exactly where the enemies are as no one has specifically called them out. You do know that there was smugglers in the tunnel to the south that shot you (several times) and you hear the clash of steel from where you came. Link to the map is below.

Map of Caverns

Narciso - Inspire Courage 1 more rounds - Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself),
bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance.
An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components.
The bard must choose which component to use when starting his performance.

Soros - Condition after Color Spray:
Unconscious, Blind, Stunned: 4
Blind, Stunned: 1
Stunned: 1

The Exchange

Male Human Lt Commander, Chief Engineer

some I will move back towards the battle behind me then as that must involve my weaker friends double moving if necessary


Male human (Oeridian) Cleric of St. Cuthbert;

Current HP: 13/22
Condition: Grazed -1 on all ATK/AC/Sav/Skill/Abil/Caster Level

Peran stumbles back a step as the pain from the wound destroys any concentration he had for battle. Feeling the blood running out of the cut and his head feeling lighter and lighter, the priest decides to call upon his healing powers to help stanch the wound.

Convert Bless to CLW 1d8 + 1 ⇒ (6) + 1 = 7

New HP: 20/22


Group 4 is up!Ferona and Grond are up.

Initiative Order:

Group 1
Smuggler 6 (20) ((DEAD))
Naia (17)
Narciso (16)
Smuggler 3 (16)

Group 2
Sanbalet (14)
Smuggler 4 (14)
Antas (13)
Rabalar (12)
Smuggler 7 (11) ((DEAD))

Group 3
Smuggler 1 (10)
Smuggler 5 (9) ((DEAD))
Smuggler 2 (9)
Soros (7) ((Unconscious)) ((Need to reroll when he wakes up.))

Group 4
Ferona (4)
Smuggler 8 ((DEAD))
Grond (3)
Peran (2) ((Peran healed himself))

Caverns

Narciso - Inspire Courage 1 more rounds - Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself),
bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance.
An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components.
The bard must choose which component to use when starting his performance.

Soros - Condition after Color Spray:
Unconscious, Blind, Stunned: 4
Blind, Stunned: 1
Stunned: 1


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 hears to sounds of battle behind her yet knows the true threat lays ahead. She continues to concentrate on the magical auras in front of her...

Knowledge Arcana: 1d20 + 7 ⇒ (18) + 7 = 25
Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22


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 carefully steps forward and attacks.

Morningstar: 1d20 + 2 + 1 - 2 ⇒ (20) + 2 + 1 - 2 = 21
Damage if it hits: 1d8 + 5 ⇒ (6) + 5 = 11

Could that be a crit?: 1d20 + 2 + 1 - 2 ⇒ (5) + 2 + 1 - 2 = 6
Additional damage if it is: 1d8 + 5 ⇒ (4) + 5 = 9

----------

AC: 21 - 2 (Wounded) = 19
HP: 4/12
Effects: Inspire Courage, Combat Expertise, Power Attack


Ferona Ardomil wrote:

Ferona hears to sounds of battle behind her yet knows the true threat lays ahead. She continues to concentrate on the magical auras in front of her...

[dice=Knowledge Arcana]1d20+7
[dice=Spellcraft]1d20+8

Ferona's Eyes Only:

As you study the magical aura you see that it is on the southern cavern wall. As you study the wall you notice it not covered in green lichen or moss but just a rough natural cavern wall. The portion framed in yellow is glowing... The aura is faint and at first, appears to be an abjuration, but as you delve deeper and really study it you notice it is really an illusion. It is very deceptive but like the other illusions once you know what you are looking for you realize quickly it is a deception.


Grond Borg-Drautran wrote:

Grond carefully steps forward and attacks.

[dice=Morningstar]d20+2+1-2
[dice=Damage if it hits]d8+5

[dice=Could that be a crit?]d20+2+1-2
[dice=Additional damage if it is]d8+5

----------

AC: 21 - 2 (Wounded) = 19
HP: 4/12
Effects: Inspire Courage, Combat Expertise, Power Attack

We are not rolling for Crits. They autoconfirm is you hit in the crit range.

You move in towards the smuggler and bring your morning star in a downward arc that finishes in the side of the man's head. There is a crunching sound and then a sound of something soft being smashed...Then the man's body starts to jerk as he makes a weird gurgling sound as he falls to the ground, his head a bloody mess. Before you is a natural cavern, roughly circular and 25-30’ in diameter with a 10 to 12' ceiling.


New Round
Narciso's Inspire Courage is finished.

Group 1 is now up.
Group 1
Smuggler 6 (20) ((DEAD))
Naia (17)
Narciso (16)
Smuggler 3 (16)


Smuggler 3 - DM's Eyes Only:

Smuggler continues to ready his action. He is watching the three in front of him. Ferona, Naia, and Narciso. Any indication they don't believe the deception he will fire and fall back. If they move off to the east he will ambush them from the rear.


What is Ferona doing after what she saw from her detect magic spell and investigation? What is Narciso and Naia doing? You hear the sound of battle to the east. Both Naia and Narciso saw Peran stumble back from the southern tunnel wounded...He then quickly healed himself and Grond moved from the east into the southern tunnel in front of Rabalar who is drawing another arrow. Ferona seems to be carefully studying the natural cavern wall to the south. The one that lies in front of Soro's (who is still unconscious but alive).


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'

Not seeing any enemy and unable to provide any useful healing for Soros, Narciso moves along to locate Grond and see how the big warrior is doing. Reaching him he quickly assesses the blood all over the man, realizing that enough of it is his own to warrant healing he quickly intones a spell and touches him. "You got so far ahead of me that I couldn't see you. You look a bit beat on but this should help some...."

CLW: 1d8 + 1 ⇒ (5) + 1 = 6


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 mutters softly to Naia, "Another illusion here. He must be tryin to hide his passage here. How are the others faring here? Do we need to assist them?" she queries.

Ferona will delay here, waiting for Naia to reply here. She wants to press on here to track the mage down but will wait for now.


Still waiting on Naia. Will ping OSW. If I don't get any update I will bot her this move tonight.


Naia - Botted

Naia, attention locked on the east while keeping an eye out on what Ferona is doing nods when Ferona passes along the information. "Not sure. Splitting up has never been a good idea when it comes to his trickster. Not sure we should divide or forces. I don't much care for walking towards these illusions."

She looks around and studies the area in front of her and around her.

Will Save to disbelieve the illusion: 1d20 + 2 + 4 + 1 ⇒ (11) + 2 + 4 + 1 = 18+4 for Ferona informing her of the illusion. +1 for having dealt with previous illusions.

Perception - inspect area for any signs or clues: 1d20 + 7 ⇒ (12) + 7 = 19

Naia this time calms her mind and looks directly south at the wall and for a moment she doesn't see anything out of the normal. But then she immediately notices it is missing any hint of the greenish moss and lichen that the rest of the walls have. As she stares at it she realizes the pattern of the natural rock is all the same, there are no differences or variations... Then suddenly the wall becomes translucent and behind the wall is only a dim space...some sort of cavern room that goes into darkness.

As she stares into the room because of her angle she can only see to the western cavern wall. There seems to be a natural wall but it is covered in a thick green moss or lichen, much thicker than the rest of the walls, and the space appears to fade into shadow and darkness.


Smuggler 4

DM's Eyes Only:

perception to notice if any of the two left standing in front of Sanbalet's illusion have discovered it is not real. Listening and watching.: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21

Each use their standard action to fire Lt Xbow.
Each use thier move action to reload their Lt Xbow.
Each use a 5 foot step to move back to the south/southeast.

From the south Ferona and Naia hear the sound of a click and then the thrum of a crossbow cord and then another one. "They found us out! Let them have it!" Two crossbow bolts fly out of the shadowy area from the south facing Ferona and Naia. With Naia covered by the wall both bolts fly towards Ferona!

Smuggler 4 Lt Crossbow Atk: 1d20 + 2 ⇒ (10) + 2 = 12
Smuggler 4 Lt Crossbow Dmg: 1d8 ⇒ 8
Smuggler 4 Critical Dmg if needed: 1d8 ⇒ 7

smuggler 3 readied action - Lt Crossbow Atk: 1d20 + 2 ⇒ (13) + 2 = 15
Smuggler 3 Lt Crossbow Dmg: 1d8 ⇒ 1
Smuggler 3 Critical Dmg if needed: 1d8 ⇒ 7

Ferona hears the sound and suddenly sees the first bolt as it slams into shoulder...the pain is overwhelming. Then the other bolt flies by her left arm just grazing her. She is wounded and now facing at least two adversaries to the south!

Take 9 hp of damage. You are now Wounded (below 1/2 and above 1/4 total hp) -2 ATK/AC/Save/Skill/Ability/Caster Level. All spells are cast at -2 caster level.

The Red Line marks the Normal Light to Dim Light/Shadowed area


Sanbalet

DM's Eyes Only:

The shadow mage seeing that things are going badly for him and his crew decides he must "step out of the shadows" and try to right this ship.

He steps up five feet. Casts Color Spray - aimed at the Half-Orc (Grond) and the Half-Elf (Narciso).

Will Save DC15.

As Narciso rounds the corner and speaks to Grond his eyes settle past Grond to the south. At first he is shocked that this tall, lean, slighlty bald man is standing not 20 or so feet away in front of Grond and Grond doesn't even notice him. Then suddenly the man steps up towards Grond his right hand moving in a intricate pattern as he chants something...It is arcane in nature but he has never heard this language...it is a strange...shadowey language. As he does this powder...red, blue, yellow spring forth from his hand. Suddenly powder seems to transform and from the man's hands flies vivid cone of clashing colors that springs forth and fans out towards both Grond and himself!

Color Spray DC15

Grond Will Save: 1d20 + 3 ⇒ (16) + 3 = 19
Narciso Will Save: 1d20 + 3 ⇒ (1) + 3 = 4

Roll to see past the Hidden Presense as he is altering the environment. DC15

Rabalar Will save: 1d20 + 1 ⇒ (7) + 1 = 8

The blast of light overwhelms both Narciso and Grond's senses. For Narciso it is overwhelming and the colors seem to overload not only his vision but his entire mind and he collapses. Grond turns his head in the last moment and the vivid and shocking colors don't seem to effect him. It must be the blood lust! As he turns and looks a man that was not there is standing 15 feet away from him and with a look of surprise that the half-orc some how over came his spell!

For Rabalar everything happens so quickly...there is moment where he sees Narciso pause after he speaks...then the vivid lights and the flash of color. It seems to shock Narciso who falls to the ground but Grond seeems to turn away. Rabalar can't figure out what did this!

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

Narciso Uncon/blind/stun: 2d4 ⇒ (4, 4) = 8
Narciso blind/stun: 1d4 ⇒ 2
Stunned for 1 round.


Group 2 - I believe Rabalar needs to go still.


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

"Something going on over here that I can't see!" Knowing he heard something from the group towards the stairs, he moves to see if he can tell how to aid them . . ..

"What's going on back here? Where did the bolts come from?"


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 staggers back involuntarily gasping in pain, grabbing at the wound with the blood flowing freely from the punctured shoulder. "Gaaahhhh..." She croaks out, pointing a finger to the cavern area ahead for Naia and Rabalar. Fighting a feeling of light-headedness she knew was from blood loss she cries out, "Ambush!"

Not sure if Ferona has an action here but if so she will step back out of view.


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

"What, through another wall?"

Will: 1d20 + 1 ⇒ (1) + 1 = 2 Plus whatever other bonuses you feel appropriate.

Bwa-ha-ha-ha-ha!


Rabalar wrote:

"What, through another wall?"

[dice=Will]1d20+1 Plus whatever other bonuses you feel appropriate.

Bwa-ha-ha-ha-ha!

It looks like a beautiful cavern wall..one of the best you have ever seen.

Rabalar stares at Ferona and then to Naia and the wall...he knows that what the women is telling him is true but between what is now happening behind him and what is happening here is mind doesn't seem to grasp it all.


Initiative Order::

Group 1
Smuggler 6 (20) ((DEAD))
Naia (17)
Narciso (16)
Smuggler 3 (16)

Group 2
Sanbalet (14)
Smuggler 4 (14)
Antas (13)
Rabalar (12)
Smuggler 7 (11) ((DEAD))

Group 3
Smuggler 1 (10)
Smuggler 5 (9) ((DEAD))
Smuggler 2 (9)
Soros (7) ((Unconscious)) ((Need to reroll when he wakes up.))

Group 4
Ferona (4)
Smuggler 8 ((DEAD))
Grond (3)
Peran (2) ((Peran healed himself))

Soros - Condition after Color Spray:
Unconscious, Blind, Stunned: 3
Blind, Stunned: 1
Stunned: 1

Caverns


Group 2 - Antas needs to go. What is the Paladin doing?

Once Antas has completed his movement Group 3 is up but everyone in that group is incapacitated, dead, or has fled. So that means Group 4 is now up. So anyone in Group 4 what will you be doing?

The Exchange

Male Human Lt Commander, Chief Engineer

when Antas comes back toward the group does he see the spell and the crossbow fire etc?


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 is most likely planning on getting up close and personal with the caster, but will wait on Antas.


Antas Di Santos wrote:
when Antas comes back toward the group does he see the spell and the crossbow fire etc?

Antas turns and walks west towards his companions. As he does he sees a flash of brilliant lights...Rabalar steps back and seems confused then the Olf calls out to the west to the Ferona and Naia.

As quiet as the room is that you are walking away from it is pure chaos in front of you.

That is when you see Ferona and Naia seem to fall back and Ferona calls out "Ambush!"

You have expended your move action. You have a standard action left if you wish to use it.


Group 4 is up.

Group 4
Ferona (4)
Smuggler 8 ((DEAD))
Grond (3)
Peran (2)


Male human (Oeridian) Cleric of St. Cuthbert;

Hearing the others call out that there is an ambush, Peran takes a few steps towards them before releasing a healing chant to his friends.

channel positive energy: 1d6 ⇒ 4

Healing centered on Ferona


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

I think that channel reaches Grond?

Feeling invigorated, the half-orc carefully pushes forward toward the caster, wary of any possible further ambushes or traps - "You will pay for this" - he promises with a growl - "Speak, move a muscle, or try to cast a spell, and your life is forfeit"

I would like to go around him, if no further threats are visible in the cave. But it seems the tunnel is too narrow ALLENDM? So Grond will just move up to him, and ready an attack - if he moves, speaks, or tries to cast a spell, Grond swings.

----------

AC: 21 - 1 (Grazed) = 20
HP: 8/12
Effects: Inspire Courage, Power Attack


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

"Yes, this way!" Ferona exclaims to Rabalar, motioning to the wall ahead. "More parlor tricks here!" She sighs in relief as Peran's heling energy washes over her healing the worst of her wound.

Ferona is now at 8/16 HP. She will wait for Grond actions before she acts here.


Grond Borg-Drautran wrote:

I think that channel reaches Grond?

Feeling invigorated, the half-orc carefully pushes forward toward the caster, wary of any possible further ambushes or traps - "You will pay for this" - he promises with a growl - "Speak, move a muscle, or try to cast a spell, and your life is forfeit"

I would like to go around him, if no further threats are visible in the cave. But it seems the tunnel is too narrow ALLENDM? So Grond will just move up to him, and ready an attack - if he moves, speaks, or tries to cast a spell, Grond swings.

----------

AC: 21 - 1 (Grazed) = 20
HP: 8/12
Effects: Inspire Courage, Power Attack

Intimidate: 1d20 + 3 ⇒ (19) + 3 = 22DC 16

Assuming you are attempting to Demoralize him.

The Exchange

Male Human Lt Commander, Chief Engineer

[ooc]with a standard action remaining and no target visible I would move as close to Person and Ferona as possible to cover them as best I can.


Antas Di Santos wrote:
with a standard action remaining and no target visible I would move as close to Person and Ferona as possible to cover them as best I can.

[ooc]I moved you up two more spaces behind Peran. Getting crowded over there.


ALLENDM wrote:
Grond Borg-Drautran wrote:

I think that channel reaches Grond?

Feeling invigorated, the half-orc carefully pushes forward toward the caster, wary of any possible further ambushes or traps - "You will pay for this" - he promises with a growl - "Speak, move a muscle, or try to cast a spell, and your life is forfeit"

I would like to go around him, if no further threats are visible in the cave. But it seems the tunnel is too narrow ALLENDM? So Grond will just move up to him, and ready an attack - if he moves, speaks, or tries to cast a spell, Grond swings.

----------

AC: 21 - 1 (Grazed) = 20
HP: 8/12
Effects: Inspire Courage, Power Attack

[dice=Intimidate]1d20+3DC 16

Assuming you are attempting to Demoralize him.

Grond - just making sure that was your intent. With intimidation, you can attempt to demoralize him. If he fails he is shaken for a round plus 1 for every 5 you go over his DC So that looks like 2 rounds.


Brother Peran of Seaton wrote:

Hearing the others call out that there is an ambush, Peran takes a few steps towards them before releasing a healing chant to his friends.

channel positive energy: 1d6

Healing centered on Ferona

30 foot radius so it will reach anyone in 30 feet any direction. How many channel attempts do you have left? I think you have used 3 so far. (I might be wrong on that number)


Grond Borg-Drautran wrote:

I think that channel reaches Grond?

Feeling invigorated, the half-orc carefully pushes forward toward the caster, wary of any possible further ambushes or traps - "You will pay for this" - he promises with a growl - "Speak, move a muscle, or try to cast a spell, and your life is forfeit"

I would like to go around him, if no further threats are visible in the cave. But it seems the tunnel is too narrow ALLENDM? So Grond will just move up to him, and ready an attack - if he moves, speaks, or tries to cast a spell, Grond swings.

----------

AC: 21 - 1 (Grazed) = 20
HP: 8/12
Effects: Inspire Courage, Power Attack

So is the map up to date for your location? It has you ten feet away from him. The corpse of the last smuggler you face in between him and you.


Sanbalet

Just as Grond is invigorated by the healing magic of Peran and his god so is the stranger standing before you.

Your words seem to impact him with the situation falling apart around him and the confidence in calling him out you see his strength of conviction seems to waiver and the man appears to be shaken and unsure of himself or his actions.

Shaken - A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.


Ferona Ardomil wrote:

"Yes, this way!" Ferona exclaims to Rabalar, motioning to the wall ahead. "More parlor tricks here!" She sighs in relief as Peran's heling energy washes over her healing the worst of her wound.

Ferona is now at 8/16 HP. She will wait for Grond actions before she acts here.

Grond has acted as far as you know. What is your action?


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, as yet unsure whether the remaining smugglers were still aiming for her, decides to retreat further out of view. She steps backward *into* the cavern wall...no wait, into a swirling kaleidoscope of colors as she vanishes...only to step out next to Antas! She is about to ask something before she notices Grond, and who must be their foe in front of her!

Move action to use Dimensional Slide (Su), 1 point expended from her Arcane Reservoir.


Initiative Order:

Group 1
Smuggler 6 (20) ((DEAD))
Naia (17)
Narciso (16)((Unconscious))
Smuggler 3 (16)

Group 2
Sanbalet (14)
Smuggler 4 (14)
Antas (13)
Rabalar (12)
Smuggler 7 (11) ((DEAD))

Group 3
Smuggler 1 (10)
Smuggler 5 (9) ((DEAD))
Smuggler 2 (9)
Soros (7) ((Unconscious)) ((Need to reroll when he wakes up.))

Group 4
Ferona (4)
Smuggler 8 ((DEAD))
Grond (3)
Peran (2) ((Peran healed himself))

Soros - Condition after Color Spray:
Unconscious, Blind, Stunned: 3
Blind, Stunned: 1
Stunned: 1

Narcios - Condition after Colar Spray:
Unconscious, Blind, Stunned: 8
Blind, Stunned: 2
Stunned: 1

Caverns

Group 1 is up after Ferona completes her movement.
Smuggler 6 (20) ((DEAD))
Naia (17)
Narciso (16)((Unconscious))
Smuggler 3 (16)


Smuggler 3

The old salt dog turns and moves east. "Keep your eye out! Going to help the boss!"

He moves to the east and up to behind and to the left of Sanbalet.

Seeing the half-orc threatening his boss he calls out. "Boss! Fallback!"

He fires his crossbow hoping the drop the large man.

LtXBW Atk: 1d20 + 2 ⇒ (18) + 2 = 20
LtXBW Dmg: 1d8 ⇒ 1
Critical Dmg if needed: 1d8 ⇒ 4

AC 20


Grond

Grond as he sees the man shaken sees a man move in from the shadows in the southwest of the room behind the man a bolt flies from that direction slicing into Grond's lower side as it flies by.

Grond takes 1 point of damage.


Naia is up for Group 1


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 Borg-Drautran wrote:
I would like to go around him, if no further threats are visible in the cave. But it seems the tunnel is too narrow ALLENDM? So Grond will just move up to him, and ready an attack - if he moves, speaks, or tries to cast a spell, Grond swings.

ALLENDM, my intention was not to intimidate the caster, but to move up to him and ready an attack if he moves, speaks, or tries to cast a spell.

I had not updated the map position because I did not know if Grond would see 'further threats' in the cave. Since there seems to be one, Grond will only move up to the caster, and ready the action as above.

That also means I probably have cover from the guy attacking me (think I also did even if 10' back), so he may miss?


Grond Borg-Drautran wrote:
Grond Borg-Drautran wrote:
I would like to go around him, if no further threats are visible in the cave. But it seems the tunnel is too narrow ALLENDM? So Grond will just move up to him, and ready an attack - if he moves, speaks, or tries to cast a spell, Grond swings.

ALLENDM, my intention was not to intimidate the caster, but to move up to him and ready an attack if he moves, speaks, or tries to cast a spell.

I had not updated the map position because I did not know if Grond would see 'further threats' in the cave. Since there seems to be one, Grond will only move up to the caster, and ready the action as above.

That also means I probably have cover from the guy attacking me (think I also did even if 10' back), so he may miss?

Thanks! Got it.

Going to RETCON this so we get it right.


RETCON-Smuggler 3

The old salt dog turns and moves east. "Keep your eye out! Going to help the boss!"

He moves to the east and up to behind and to the left of Sanbalet.

Seeing the half-orc threatening his boss he calls out. "Boss! Fallback!"

Readies an action. Holds fire until his boss clears and he has a open shot on the large man in front of his boss.

"Fall back and let me stick a bolt in his eye!"


Waiting on Naia. Will see OSW goes and if by tomorrow Naia has not completed her turn I will bot her.


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

Question ALLENDM: why retcon? He can simply miss. As far as smuggler 3 is concerned, nothing has changed, right?

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