DM Beckett
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Having internet issues. For the last week, it has been very slow and inconsistant, but a few days ago it went down completely on my base. Shouldn't be too long, but I am not sure when I will be able to get on and post. Once you move up, you do see something.
Borador
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Borador motions to Maximo that he's going up the stairs, then creeps up the staircase carefully, peering cautiously into the room with the ropes and levers. He tries to recall the mechanics of a granary to remember how the system works. It might not prove helpful, but, he decides, you never know.
Knowledge (architecture and engineering): 1d20 + 5 ⇒ (12) + 5 = 17
Not bad. Hooray for the Breadth of Knowledge feat. :D
Ausk, the Orc-Kellid
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Ausk, seeing most of the party begin to move down through another path between the piles of grain, looks to Borador to see him heading in another direction; up the stairs. Following after the dwarf, he would remain close behind with his cleaver ready as they ascended the stairs. Ausk did not want to be caught off guard, nor did he want to leave a reliable ally to travel forth alone.
DM Beckett
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My internet problems should be fixed now. I will not know for sure for 24 hours, but it should be good.
Round 0.5, Partial Surprize Round
(If you have Darkvision, you have a Surprize round, otherwise, you are not yet sure anything is happening, yet.) <either one Move or one Standard action>
Borador: Init 10, (P19) <stealth 20> (would you like to move up with the others to Q15?)
Aram: Init 9, (P15)
Galdur: Init 4, (N20) (assuming you would continue to move with Maximo, would you like to start in M15?)
Maximo: Init 2, (N15) Though you can't see them, you are still detecting evil and on the 2nd round of it, so you do see some evil auras in that area that others are looking.
Also remember, the squares containing grain count as difficult terrain. It requires 2 squares worth of movement to move through difficult terrain (unless you make a DC 10 Str check), and you can not charge and a few similar things.
Galdur XXI
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** spoiler omitted **
Round 0.5, Partial Surprize Round
(If you have Darkvision, you have a Surprize round, otherwise, you are not yet sure anything is happening, yet.) <either one Move or one Standard action>Galdur: Init 4, (N20) (assuming you would continue to move with Maximo, would you like to start in M15?)
Some shady folks in there! err... Literally. They are... making smoke. Galdur throws the glow rod through the door to the north, hoping to light up the whole of the new room.
aye start next to M in M15
Borador
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Borador slips back to the group as they prepare to converge on the next room, just in time for Galdur to throw his sunrod into the next room. He ducks back, trying to move with the shadows as they skip across the wall. Really wish he hadn't done that,' he thinks with a silent sigh. Holstering his mace, he takes one of his pre-made bombs and prepares to toss in the catalyst and chuck it, should things go sour. And I reckon they're about to, he adds to himself grimly.
Thor Odinson PFS
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Ok. Will be on in a few hours to move things along, but do remember that the point of this task is to save the grainery. . .
DM Beckett
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As the light is flung into the room, 3 robed humanoid figuers can be seen with some sort of larg sack in squares O4, P4, and Q4. As the light enters the ground, and the sunrod bounces off the ground to rest in the grain in N7, the three turn to face you. Their emotionless, skeletal faces are less obscured by the fog iminating from them (definetly not smoke).
They seem to be planing small vials from the sack into the grain stores above, drop them back into the sack and place it on the ground, before drawing ancient sickles <on their turn>.
Ausk: Init 21, (?) <?>
Borador: Init 10, (P19) <stealth 20>
Aram: Init 9, (P15)
Galdur: Init 4, (M15) <Throws in the light>
Maximo: Init 2, (N15) <seems to be lost in a divine vision>
DM Beckett
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Borador
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Perception: 1d20 + 1 ⇒ (3) + 1 = 4
Hmmm... What's that shiny thing Maximo's looking at? :D
Question: are the ropes/pulleys/etc. visible from down here? If so, I'm thinking of a diabolical plan. :P
Ausk, the Orc-Kellid
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Ausk (currently in space Q19, having been following Borador) was unable to see what was happening on the other end of the granary, but could tell from the others' reaction that something was happening. But unlike Borador who would move to the others, Ausk decided to move around the dwarf and try to see from a new angle by ascending the stairs to the floor above; cleaver firmly gripped in both hands.
Galdur XXI
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Perception 1d20+1 Hmm.. Galdur sure has a wonderful emerald ring.
LOL
Perception: 1d20+1
Hmmm... What's that shiny thing Maximo's looking at? :D
ROFL
Nice guys! that was good
Aram Barong
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Sorry, guys, been having computer trouble all week.
Aram, who up to this point had been staring in horror at the shadowy figures, snaps out of it and readies the spell 'Acid Splash'.
DM Beckett
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Question: are the ropes/pulleys/etc. visible from down here? If so, I'm thinking of a diabolical plan. :P
Yes they are. It seems to be ropes that run along the cieling to each of the silor hatches, so that from the little control area, one can pull a lever to open each of them individually, as well as each of the silos having a latch that can be released from within a 5ft square of the individual silo, (if one has a way to reach up 10ft, or possibly jump). If that is not clear, let me know. [ooc]@ Ausk: You actually have a standard or Move action prior to the skeleton-like figures noticing you, and can see them with Darkvision prior to the light being thrown in, if you want to use it. [b]Also, can I get a Perception check real fast, please.
@ Aram: What are you readying the spell against?
Ausk, the Orc-Kellid
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Borador wrote:Question: are the ropes/pulleys/etc. visible from down here? If so, I'm thinking of a diabolical plan. :P
Yes they are. It seems to be ropes that run along the cieling to each of the silor hatches, so that from the little control area, one can pull a lever to open each of them individually, as well as each of the silos having a latch that can be released from within a 5ft square of the individual silo, (if one has a way to reach up 10ft, or possibly jump). If that is not clear, let me know.
[ooc]@ Ausk: You actually have a standard or Move action prior to the skeleton-like figures noticing you, and can see them with Darkvision prior to the light being thrown in, if you want to use it. [b]Also, can I get a Perception check real fast, please.
@ Aram: What are you readying the spell against?
Oh, I figured I wouldn't be able to because there appears to be a wall in the way, but my move action is to go upstairs either way.
Perception 1d20 + 5 ⇒ (11) + 5 = 16
DM Beckett
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Actually you are correct. I looked at the wrong square. They are just outside your limit of vision. I'll keep the perception check for later though.
Borador
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Acting quickly, Borador abandons stealth to leap for the levers up above, hoping to open the silos and give these foggy freaks an unpleasant surprise.
Acrobatics (jump): 1d20 + 2 ⇒ (2) + 2 = 4
... Anyone else thinking seppuku? 'Coz I'm thinking seppuku. >_<
DM Beckett
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@ Aram: What I mean is that when you Ready an Action, you are prepairing in advance to act before some other action occures, or in other words "In case of _______, I do this". That is what I am asking, what are you Readying your spell against? For example, "in case the enemies approach."
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).
Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.
You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.
DM Beckett
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That works.
Ausk: Init 21, (Q19) <?>
Borador: Init 10, (P19) <stealth 20>
Aram: Init 9, (P15) <Ready a spell>
Galdur: Init 4, (M15) <Throws in the light>
Maximo: Init 2, (N15) <seems to be lost in a divine vision>
Skeletons Init: 1d20 + 1 ⇒ (6) + 1 = 7
Round 1
Ausk: Init 21, (Q19)
Borador: Init 10, (P19)
Aram: Init 9, (P15)
3 Skeletons: Init 6 (O4, P4, and Q4)
Galdur: Init 4, (M15)
Maximo: Init 2, (N15)
DM Beckett
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Which stairs? I may have mislead you inadvertantly. The staris in each of the rooms simply go to a raised area. It is still on the same floor, just raised above the level that grain might normally rise to if the room where flooded.
Ausk, the Orc-Kellid
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Which stairs? I may have mislead you inadvertantly. The staris in each of the rooms simply go to a raised area. It is still on the same floor, just raised above the level that grain might normally rise to if the room where flooded.
Ah geez. How useless... hmm... guess I'll do a move action to space Q15. Not much else Ausk can do.
DM Beckett
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Could move up and attack? Or ready an action?
Beckett
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Things like that happe to me too. I'll check every day, or every other day for posts, and nothing, then all of the sudden there are like five, and they say they go back a few days time. . .
Right now, waiting on Borador and Aram to make their first full round actions, I believe. Will recheck everything, as it has been a while for me too.
Borador
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My first full-round was to attempt the jump up to the second floor to pull the lever, at which I failed miserably. My second round will be spent attempting to jump again, but I thought we were still on round 1. If I'm mistaken I apologize and will post another jump check. :)
DM Beckett
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I had thoat that was your earlier surprize round action. I'm going to say it was (as I can't really find another one), and say you have a full round action now.
Borador
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Ah, okay. No problem.
Grumbling a bit under his breath, Borador hunkers down and attempts to leap up to the platform again and reach the levers.
Acrobatics (jump): 1d20 + 2 ⇒ (1) + 2 = 3
I really hate the dice roller on here. XD
DM Beckett
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Round 1
Ausk: Init 21, (Q19) Readies to attack incomming baddies
Borador: Init 10, (P19) Attempts to jump and hit the ropes above
Aram: Init 9, (P15) Acid Splash has a range of 25ft at the moment. If however, you Ready again, you can as soon as they move right after your turn. Sound good? It would be Skeleton #1, who stops at N10.
Skeletons: All three start to turn your way and move in unison down the stairs on the right side of the room, heading your way. They don't seem to move as clunkily as normal "skeletons do".
Skeleton Guy #1: Init 6 (04) Moves to N10
Skeleton Guy #2: Init 6 (P4) Moves to O9
Skeleton Guy #3: Init 6 (Q4) Moves to P9
Galdur: Init 4, (M15) You are up
Maximo: Init 2, (N15) You are up. You still sense more than 3 Aura's of Evil in the room.
Aram: Can I get an Attack Roll and Damage Roll for the Acid Splash, please.
Borador: While the tactic is sound, I am trying to point out that you can only hit one of the siloes at a time, and they only open directly beneath them. It is probably only going to affect enemies that are very close to you and the silos. . .
Borador
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Borador scratches his head, muttering some very unsavory words in Dwarven at the levers above, and finally abandons his tactic. Really, why do humans have to make everything just a little to tall for dwarves? "If'n it were just a few inches shorter," he growls, ignoring the fact that he missed the ledge by several feet. "Oh bugger it." He hustles up closer to the action, swiftly mixes one of his inert concoctions into a volatile mixture, and tosses it at one of the creatures.
Moving to O16. Throwing a bomb at skeleton at O9. The attack is at long range, which I believe is a -2 to hit?
Ranged Touch Attack For Bomb: 1d20 ⇒ 15
Direct Hit Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Splash Damage to P9 and N10: 4 (Ref DC 13 Avoids)
Woot! That's more like it. :D
Galdur XXI
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Galdur whips out his candle rubbing it against the lizard skin bag. A spark forms ahead of Maximo and quickly turns into another riding dog. The dog bites at the skeleton.
five foot step to M14; summon dog to O8: riding dog bite 1d20 + 5 ⇒ (1) + 5 = 61d6 + 3 ⇒ (3) + 3 = 6damage.
If successful: trip 1d20 + 3 ⇒ (17) + 3 = 20 cmb
DM Beckett
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Round 1
Borador: Init 10, (P19) Attempts to jump and hit the ropes above
Aram: Init 9, (P15) Readies an Acid Splash, which will go off just BEFORE Skeleton #3
Skeletons: All three start to turn your way and move in unison down the stairs on the right side of the room, heading your way. They don't seem to move as clunkily as normal "skeletons do".
Skeleton Guy #1: Init 6 (04) Moves to N10
Skeleton Guy #2: Init 6 (P4) Moves to O9
Skeleton Guy #3: Init 6 (Q4) Moves to P9
Galdur: Init 4, (M15)->M14 Summons a Dog
**Dog: Init 4, (O8) Dog attacks and misses
Maximo: Init 2, (N15)->? Moves forward and misses.
Aram: Can I get an Attack Roll and Damage Roll for the Acid Splash, please.
Maximo: Where did you move to?
Round 2
Need an Action from Ausk
Ausk: Init 21, (Q19)
Borador: Init 10, (P19) Bombs away!!! Is this correct, only splash dmage gets a save, and how much is the splash damage, 3? Bomb splash damage is each square around the direct hit, yes?
Aram: Init 9, (P15)
Skeleton Guy #1: Init 6 (N10)
Skeleton Guy #2: Init 6 (O9)
Skeleton Guy #3: Init 6 (P9)
Galdur: Init 4, (M14)
**Dog: Init 4, (O8)
Maximo: Init 2, (?)
Borador
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Splash damage is minimum damage for the bomb (which is, at this level, 4). You're correct, only enemies receiving splash damage are allowed a save. An enemy directly hit does not receive one. The current splash radius for Borador's bombs is 5ft, so adjacent squares only. :)
Ausk, the Orc-Kellid
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Ausk quickly rushed towards the skeletal figures, in a hurry to close the distance in order to have at them with his cleaver. But knowing he would not be able to reach them quickly, he would pull out his sling with his right hand, his left still gripping onto the end of his cleaver's handle. Swiftly descending the stairs and rounding the corner (moving to area Q16), Ausk would launch a bullet from his sling at the only skeletal figure he could get an eye on (the one in space N10).
Assuming that Maximo is in melee with that skeletal figure, I've included the -4 penalty for attacking into melee since I don't have precise shot or a similar ability.
1d20 + 0 ⇒ (13) + 0 = 131d4 + 3 ⇒ (4) + 3 = 7
Also, I apologize, but this is a tradition where I'm from: "MAX DAMAGE!"
DM Beckett
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Ok, Ausk destroys one of the skeletons, who do seem a bit more frail than they aught to be.
Ausk: By all means, do what you do and enjoy it. Feel free to add in some fluff for the kill if you want. :)
DM Beckett
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Maximo and Borador: Maximo is not in an area that your splash damage will hit him, the dog however is.
I also still need an attack and damage roll from Aram's Acid Splash.