Desh Greyskin
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Right, can I hear anything before sneaking out like that? Or can Desh peak around the corner to see them if they're still standing in the open waiting for us to show up in that main room?
Basically, is there any way I can get their locations without straight-up walking into that room?
Kohinoor an-Gul
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I'm healing Desh every round. It's eating my standards (which is fine, don't have much else to do), so it is what it is. I just let everyone roll their own CLWs from their wands so they can keep track more easily.
GM Engleaktig
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Enemy Perception: 1d20 + 6 ⇒ (1) + 6 = 7, Enemy Perception: 1d20 + 6 ⇒ (17) + 6 = 23
While Desh is quiet as a church mouse, his companions are not. The half-orc is concerned that, if any party member pokes their head around the corner, they may find some readied actions. He is, however, fairly sure that the ones who shot him must be to the left.
Desh Greyskin
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Desh steps back to the group, holding up a hand to keep them quiet and in place. He leans in to whisper as quietly as he can. "I think they are ready for us." He looks at Kohinoor's heavier armor, "Too much noise."
He holds up one finger, "So we can rush in now." Then he holds up two fingers, "Or fall back and come back more prepared."
He motion for each person to vote with their fingers. (Basically hold up one finger to rush in against readied actions. Or hold up 2 fingers to fall back, go pick up additional gear to hit this thing more successfully.)
Desh holds up two fingers, signaling his vote as he watches for their ambushers to try to advance on thier position while they silently vote.
Flyndal Danwrick
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Flyndal nods, his shield and morningstar at the ready.
GM Engleaktig
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They're ready for you, you're ready for them. It's a wash, let's just roll initiative.
Desh Init: 1d20 + 3 ⇒ (5) + 3 = 8
Flyndal Init: 1d20 + 3 ⇒ (1) + 3 = 4
Garrett Init: 1d20 + 5 ⇒ (7) + 5 = 12
Kohinoor Init: 1d20 + 3 ⇒ (6) + 3 = 9
Enemy: 1d20 + 7 ⇒ (3) + 7 = 10
Enemy: 1d20 + 7 ⇒ (20) + 7 = 27
Cëanel Init: 1d20 + 9 ⇒ (16) + 9 = 25
Garrett Init: 1d20 + 5 ⇒ (7) + 5 = 12
Enemy: 1d20 + 7 ⇒ (3) + 7 = 10
Kohinoor Init: 1d20 + 3 ⇒ (6) + 3 = 9
Desh Init: 1d20 + 3 ⇒ (5) + 3 = 8
Flyndal Init: 1d20 + 3 ⇒ (1) + 3 = 4
One of the guards moves towards the armory door intent on shooting an intruder. Desh surprises him; he didn't expect to see you there! So, he shoots at the flat-footed half-orc.
Move Action: Move to the square in front of Desh
Standard Action: Crossbow: 1d20 + 5 ⇒ (9) + 5 = 14, Damage: 1d8 + 1d6 ⇒ (5) + (2) = 7
Free Action: Drop Crossbow
Free Action: "There's five of them! Call for help!"
Kay and Garrett are up!
Garrett Goodleaf
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Given that the guard just shouted for someone to go for help, Garrett does the only thing he can think of for now... Take out this guard so that hopefully Desh and the others can quiet the other before he sounds the alarm. He gestures towards the guard and puts a finger to his lips. "Shhhhh, not so loud some people are trying to sleep."
5' step, then casting Sleep to target the guard and not Desh. Will save DC 14!
GM Engleaktig
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Garrett starts his 1-round cast of sleep.
Desh retcons and takes no damage.
Kay still has an action and may post.
Meanwhile: "Off Stage" the other enemy:
- Move Action: Call for help
- Standard Action: Something you can't see
Kohinoor, Desh, and Flyn are up!
Desh Greyskin
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Cool. Then Desh’s round 1 action (before the off-screen guy, though I don’t think it should impact what he’s doing over there)…
Desh lowers his shoulder to drive the man backwards
bull rush: 1d20 + 5 ⇒ (1) + 5 = 6
... but loses his footing.
Screw you, dice-bot. Screw you.
So the half-orc steps out of the way to let Flyndal take a try.
Move out of the way (map updated).
Desh Greyskin
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Botting Kohi
Kohinoor reaches over and touches Flyndal on the shoulder, whispering a quick prayer to the Dawnflower to guide his sword arm.
Use Touch of Good on Flyn. Flyn gains a +1 sacred bonus to attack rolls, skill checks, ability checks, and saving throws for this round.
Cëanel Firdhanor
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Kay summons his small earth elemental and says something that sounds like gravel crunching.
"My Terran friend--please swim through the earth and go behind those ruffians, then attack the one in the rear. Your Plane will call you back soon enough."
Our rocky fellow will be around for 4 rounds, and has +4 STR and Con. Strong.
Flyndal Danwrick
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With a ferocious growl, Flyndal whips around the corner. With shield raised high, the tiny terror smashes his morningstar down on the guard.
Move and attack
Mwk Silver Morningstar, Power Attack, Touch of Good: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Damage 1h: 1d6 + 4 ⇒ (3) + 4 = 7
GM Engleaktig
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SMACK! Flyn hits the enemy with a solid blow, dealing 7 HP of damage.
--== ROUND 2 ==--
Free Action: "Yikes!!"
Move Action: Move away (Unfortunately, this will not provoke an Attack of Opportunity from Flyn due to the cover provided by the hard corner.)
Standard Action: Ready Action: Shoot the next party member that appears
Garrett's sleep spell goes off, but the enemy has already moved. Kay's summoned monster appears.
Kay and Garrett are up.
Desh Greyskin
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The AoO would be triggered by moving out of the threatened square (his original square), and an AoO is resolved "immediately", meaning before he enters the second square. So wouldn’t it happen before he leaves the square, meaning no cover from the hard corner.
GM Engleaktig
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So that we're not ret-con'ing every single turn. I'll keep the spirit of this guys move the same. He goes to the same spot. BUT, he's going to Acrobatics away and ready an action to attack.
Acrobatics: 1d20 + 8 ⇒ (15) + 8 = 23
He successfully moves away from Flyn.
The earth elemental appears. The readied action is triggered:
Attack: 1d20 ⇒ 10, Miss
The elemental damages him.
Garrett is up.
GM Engleaktig
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Garrett starts to clear the way!
Acrobatics: 1d20 + 8 ⇒ (11) + 8 = 19
Short Sword + Flank: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26, Damage: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (4) = 12
Crit?: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24, Damage: 1d6 + 2 ⇒ (5) + 2 = 7
The enemy acrobatically flanks the elemental and ends it.
Cëanel
Garrett
Enemy
Kohinoor
Desh
Flyndal
Kohinoor, Desh, and Flyndal are up!
Desh Greyskin
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Kohinoor taps Desh with his wand once more then slides it not her pocket.
Kohinoor uses Desh's wand on Desh, then puts up the wand.
Wand of CLW (for Desh): 1d8 + 1 ⇒ (1) + 1 = 2
HP upated
Then Desh moves into the room, stepping up to the closest ambusher and swinging his morningstar for the man's head.
Desh moves up (map updated), then BRAINS HIM (with power attack)
morningstar: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17
damage: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Flyndal Danwrick
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Flyndal rushes in near Desh, harrying the half-orc's target with wild attacks.
Mwk Silver Morningstar, Power Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Damage 1h: 1d6 + 4 ⇒ (3) + 4 = 7
Cëanel Firdhanor
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Cëanel bravely rounds the corner, fumbles with his spell components for a moment, and casts a spell, coating the floor surrounding the nearer guard with grease.
AoE is on the map. DC 16 Reflex or fall down go boom!
Garrett Goodleaf
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Garrett loads a bullet into his sling and fires it off!
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d3 ⇒ 1
Crit????: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d3 ⇒ 2
Flyndal Danwrick
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Flyn wastes no time as he moves toward the last opponent. Bringing his morningstar high, he slams it down on the man in a wicked arc.
Move
Mwk Silver Morningstar, Power Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage 1h: 1d6 + 4 ⇒ (2) + 4 = 6
Flyndal Danwrick
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"Looks clear. I wonder where their reinforcements are?"
"They must be down that corridor..." Flyn responds, indicating the passageway they passed on their way in. "Either that, or in the main passageway." He moves back toward their hidden door and the adjacent hallway, wary of more attackers.
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
I moved Flyn to where he would go if nothing interrupts him – unless he sees something that would give him pause?
GM Engleaktig
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Desh finds no traps.
Flyn finds one, though that won't happen till the next round since this round he bashed an enemy in the head, and we're still in initiative order.
Initiative Order:
Cëanel
Garrett
Kohinoor
Desh
Flyndal
New Enemies
Three new enemies round the corner and:
Red Crossbow at Kohi: 1d20 + 5 ⇒ (12) + 5 = 17, Damage: 1d8 ⇒ 8
Orange Crossbow at Kohi: 1d20 + 3 ⇒ (17) + 3 = 20, Damage: 1d8 ⇒ 6
Pink Crossbow at Garrett: 1d20 + 3 ⇒ (16) + 3 = 19, Damage: 1d8 ⇒ 8
Crap. Sorry guys. All three hit. Kohi takes 14 HP of damage and Garrett takes 8 HP of damage. In addition:
Kohi Fort Save: 1d20 + 5 ⇒ (6) + 5 = 11, Save
Kohi Fort Save: 1d20 + 5 ⇒ (2) + 5 = 7, Kohi takes 1 CON damage
Garrett Fort Save: 1d20 + 2 ⇒ (8) + 2 = 10, Garrett takes 1 CON damage
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NEXT ROUND
Flyn finds a trap indicated by the dotted lines on the map labelled C4. A statue of a woman with a water urn stands in the hallway. Flyn is pretty sure that the urn will spew something into the indicated area.
Flyn has a standard action remaining and the rest of the party is up!
GM Engleaktig
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Not trying to be a punk, but cover (for the corner—which all of those attacks seem to go through) seems to apply to all those attacks. In Garrett's case, at least, it would mean a miss.
:-) No punking perceived. I was trying to give you guys a break by not having them stealth in and add sneak attack damage--not to mention rolling against flat-footed ACs... That's also why I drew the lines. I didn't see any of them actually cross the hard corner.
But, let me count the enemies' movements. They may be able to move up a bit so that it's a more clearly-cut case.
Cëanel Firdhanor
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Cëanel delicately moves his elven fingers and utters a spell. Mist billows up from around him as he grimaces.
"We need to regroup and get these traps dealt with," he says, frowning. "This should spoil their shots. I'll send another elemental in a moment. Desssh!" he hisses to their resident trap-disarmer.
I hate Obscuring Mist myself half the time, but one thing at a time...so, it is cast.
Garrett Goodleaf
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Didn't realize that was an open area back there... I thought we had a wall behind us.
Garrett gasps as the bolt suddenly slams his his back. "Help!" He looks at the closest thug, his fingers twirling. "Your face is the real joke!" He winces at the terrible joke as he falls back behind his companions!
Hideous Laughter on Pink, Will save DC 14.
GM Engleaktig
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1d20 ⇒ 14 "Mah momma sed I wuz booteeful," the pink enemy says soberly.
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Kohi channels 2d6 ⇒ (4, 2) = 6
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You can hear the enemy moving on the other side of Kay's obscuring mist.
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The party is up, again!