GM Uktar |
Eroil makes certain the ooze will never recover and reform, stabbing enough of the remaining globs to end its existence forever.
With the ooze swarm destroyed and his stomach purged, Dexus nerves have settled. He takes careful aim and strikes the red archer right in the face, blasting him off his feet.
The blue archer shrieks as the centipede appears at his side and stings him. He stumbles a bit as the centipede's poison courses through his veins. He draws his sword and attacks the vermin, swinging wildly and missing badly.
The green one looks the necromancer in the eyes and feels waves of fear wash over him. He shakes his head and casts off the fear. He starts to line up a bowshot at the sorcerer, but a stone strikes him in the face. he curses, then spies Jaretti stepping on to the catwalk and has a new target. His arrow strikes home, the arrow piercing deeply into the halfling's thigh. re-targeted spell since red guy down
fort save: 1d20 ⇒ 3
Will save: 1d20 ⇒ 20
short sword attack: 1d20 + 1 ⇒ (9) + 1 = 10
dmg: 1d6 ⇒ 3
shortbow attack: 1d20 + 2 ⇒ (19) + 2 = 21
dmg: 1d6 ⇒ 4
. . . . . Current order:
. Blue [--2hp, poisoned]
. Green [-4hp]
Ankird [-3hp]
Dexus [-1hp]
Rumple [-1hp]
Jaretti [-10hp]
Aurk
Eroil [-1hp]
. . BOLD may act.
Simiel |
Dexus takes aims at the blue enemy
Mystic Bolt, Point Blank: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Aurk Threelhammer |
The giant centipede fades away as the spell that summoned it runs out of time.
Seeing Jaretti climb up the ladder onto the catwalk, Aurk decides to bring out his sling and launches a bullet at the nearest foe above.
Sling vs Green: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Move: Draw Sling
Standard: Attack
Jaretti Thengral |
"Aaagh!" As he stumbles forward to take some bit of cover from the box in front of him. "I'm done for sure."
Bluff to feint (green) for next round's attack, let me know what kind of effort it is to navigate around the box.
bluff: 1d20 + 7 ⇒ (6) + 7 = 13
GM Uktar |
Dexus moves until he has a clear shot, but his mystic bolt is off the mark, as is the sling stone that Aurk hurls.
Difficult terrain to go over box (i.e. counts as 10' movement).
. . . . . Current order:
. Blue [--2hp, poisoned]
. Green [-4hp]
Ankird [-3hp]
. Dexus [-1hp]
Rumple [-1hp]
. Jaretti [-10hp]
. Aurk
Eroil [-1hp]
. . BOLD may act.
Rumple Dergskin |
"Dam that catwalk!" curses the dwarf to himself. In a louder voice, he challenges, "Cowards! Jump down here and fight me like a man! Or are you afraid the scrawny, little dwarf in a robe will kick your butt? Oh well, I guess I'll just have to freeze you down. He follows up by firing a ray of frost at the blue guy.
ray of frost vs touch: 1d20 - 1 ⇒ (18) - 1 = 17
cold dmg: 1d3 ⇒ 1
HitPoints: 11/12
AC/T/F: 16/12/14 (includes Armor (+4 armor bonus))
Speed: 20
Equipped Weapon: Sickle
Active Effects: Mage Armor (1 hour)
Light: none
--------------------
TRACKED RESOURCES
--------------------
Alchemist's Fire: 0/2
Grave Touch: 4/5
Sorcerer L1 Spells: 1/4
GM Uktar |
Ankirdbot unleashes another stone at the archers, but to no avail, while Rumple's blast of cold strikes the blue archer.
The archers seem to decide to take up the dwarf sorcerer on his offer: they drop their bows, and attempt to leap down to the nearby stack of crates and boxes. The blue archer, weakened by the centipede's poison, comes up a bit short on his jump, but manages to grab the edge of the crate and ease himself to the ground, cursing the centipede and the druid who summoned him the entire time. He then circles around the crates, trying to get to the trapdoor that Aurk noticed in his perambulations through the warehouse.
Rumple, if you have a melee weapon in hand, you can make an attack of opportunity on Blue.
In the meantime, his compatriot in the green outfit manages to jump across the gap, then drop to the other side of the crates, shaking his head at his ally's clumsiness. He moves up to the trapdoor and pulls it open.
sling att: 1d20 + 4 ⇒ (2) + 4 = 6
dmg: 1d3 + 2 ⇒ (2) + 2 = 4
fort save blue: 1d20 + 1 ⇒ (5) + 1 = 6
acro blue: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9
reflex: 1d20 + 2 ⇒ (18) + 2 = 20
acro blue: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 12
acro green: 1d20 + 6 ⇒ (11) + 6 = 17
reflex: 1d20 + 2 ⇒ (17) + 2 = 19
Logistically the catwalk is 15' high. The stack of crates that I've put the redbox around is 10' high. You cannot get a running jump to crosss the gap, so it's a DC 10 Acrobatics to jumpover there. And then it's a DC 10 Reflex to jump down from the crates. Or, you can do climb/drop down the crates. That's a DC10 climb check at half speed, or DC 5 climb check at quarter speed to clamber down the 10'.
. . . . . Current order:
. Blue [--3hp, poisoned]
. Green [-4hp]
Ankird [-3hp]
Dexus [-1hp]
Rumple [-1hp]
Jaretti [-10hp]
Aurk
Eroil [-1hp]
. . BOLD may act.
Aurk Threelhammer |
Seeing them drop from the catwalk and head toward the trapdoor, Aurk rushes back toward the trapdoor only to find the {Blue} goon blocking his path. In response, Aurk swings his club at the goon.
Club vs Blue: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Move: 20'
Standard: Attack
Rumple Dergskin |
AoO vs Blue: 1d20 - 1 ⇒ (12) - 1 = 11
slashing: 1d6 - 1 ⇒ (1) - 1 = 0
After slashing wildly at the blue guy that passed him, he steps up and waves his sickle at the green one, perhaps hoping to scare him to death.
to hit green: 1d20 - 1 ⇒ (20) - 1 = 19
slashing: 1d6 - 1 ⇒ (3) - 1 = 2
crit confirm?: 1d20 - 1 ⇒ (1) - 1 = 0
slashing: 1d6 - 1 ⇒ (1) - 1 = 0
"I do say... maybe I'm not holding this thing correctly. Would you be a sport and hold still so I can try that again?"
HitPoints: 11/12
AC/T/F: 16/12/14 (includes Armor (+4 armor bonus))
Speed: 20
Equipped Weapon: Sickle
Active Effects: Mage Armor (1 hour)
Light: none
--------------------
TRACKED RESOURCES
--------------------
Alchemist's Fire: 0/2
Grave Touch: 4/5
Sorcerer L1 Spells: 1/4
GM Uktar |
His enemy's defenses severely compromised by the fall into Rumple's reach, the sorcerer manages to damage the thug. Shocked by his ability to land a blow with a weapon in hand-to-hand combat, Rumple's attack proves to be not all that damaging.
Still inflicts 1 point nonlethal dmg, Rumple. And you still have your actions for the round.
The druid closes and swings wildly, slightly taken aback that the much more slight dwarf proved more effective with his weapon.
. . . . . Current order:
. Blue [-1NL,--3hp, poisoned,]
. Green [-4hp]
Ankird [-3hp]
Dexus [-1hp]
Rumple [-1hp]
. Jaretti [-10hp]
. Aurk
Eroil [-1hp]
. . BOLD may act.
Rumple Dergskin |
Confused. I took an AoO on blue and then my actions for the round were to step up and attack the green guy. Was I a round behind or something? Anyway, if I still have a round of actions, then he will try to touch the green thug with Grave Touch.
grave touch vs green: 1d20 - 1 ⇒ (11) - 1 = 10
Grave Touch: You can make a melee touch attack as a standard action that causes a living creature to become shaken for 1 rounds. If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability 5 times per day
HitPoints: 11/12
AC/T/F: 16/12/14 (includes Armor (+4 armor bonus))
Speed: 20
Equipped Weapon: Sickle
Active Effects: Mage Armor (1 hour)
Light: none
--------------------
TRACKED RESOURCES
--------------------
Alchemist's Fire: 0/2
Grave Touch: 3/5
Sorcerer L1 Spells: 1/4
Simiel |
Dexus launches another mystic bolt at Blue.
Mystic Bolt, Point-Blank, Cover: 1d20 + 4 + 1 - 4 ⇒ (14) + 4 + 1 - 4 = 15 Damage, Point-Blank: 1d6 + 1 ⇒ (2) + 1 = 3
GM Uktar |
I apologize for the confusion, Rumple. the dangers of posting on 4 hours sleep, and not yet being sober from the night before. You indeed did 1 nonlethal to each of the enemies with your attacks, and did not use another of your class ability.
Dexus unleashes a mystic bolt at the thug in the blue outfit, catching him in the shoulder and causing him to nearly fall, though he remains on his feet.
Ankirdbot drops his sling and urges Centimere into a charge toward the nearest enemy, the hapless gent in the green uniform. Ankird pulls out his lance and takes advantage of the reach it affords him, striking over the top of Rumple even as Centimere comes to a rapid halt as his master strikes. Unfortunately, in his care to not strike the dwarven sorcerer, Ankird's lance does not find its mark.
the blue thug finally shakes off the effects of the centipede poison and he grins, thinking that things are finally turning in his favor. He smirks at Aurk and attempts to dodge away from him, trying to reach the trapdoor and the murky, lamplit depths beneath. Unfortunately, the thug in blue is still feeling a bit clumsy after being poisoned, and he fails to evade Aurk's attack of opportunity. Aurk brings his club down hard on the back of the blue thug's head and he crumbles to the ground, unconscious.
His greenclad compatriot mutters "Idiot" in the direction of his fallen friend, then attempts to dodge away from the accurate but light-hitting sorcerer. He deftly sidesteps the overconfident melee machine and climbs down into the dim lamplight coming from the basement beneath the trapdoor. Through the trapdoor, you hear a door open, and when you near the trapdoor, you see the injured green thug at the bottom of the ladder, about 10 feet below. He has a short sword in hand.
lance charge attack past cover: 1d20 + 5 + 2 - 4 ⇒ (6) + 5 + 2 - 4 = 9
dmg: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Fort save: 1d20 + 1 ⇒ (19) + 1 = 20
Blue acro v Aurk cmd: 1d20 + 6 - 1 ⇒ (3) + 6 - 1 = 8
Aurk AoO: 1d20 + 2 ⇒ (18) + 2 = 20Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Green acro v Rumple cmd: 1d20 + 6 ⇒ (14) + 6 = 20
. . . . . Current order:
. Green [-1NL-4hp]
Ankird [-3hp]
Dexus [-1hp]
Rumple [-1hp]
Jaretti [-10hp]
Aurk
Eroil [-1hp]
. . BOLD may act.
Aurk Threelhammer |
With the Thug nearest him down, Aurk rushes after the other Thug that went down the trapdoor. Upon arriving at the trapdoor and seeing the Thug waiting, Aurk jumps through the trapdoor to fall the 10' feet while swinging his club down at the Thug, yelling "DOOODAT!"
Club: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Move: 15'
Standard Attack
*I imagine he will get falling damage and provoke an AoO but look like a fool since he missed.
GM Uktar |
Dexus steps up to the trapdoor edge and is quite pleased to see a target waiting ten feet below, and he unleashes a mystic bolt. Unfortunately, the confined space of the hole throws off his aim.
Eroil moves up to the edge of the trapdoor hole and peers down at the green thug--she thinks twice about beginning to climb, since she clearly would be left dangling exposed on the ladder for a while before she could finish. You can't charge him, Eroil. He climbed down a ladder and is 10' below you. You only had 5' movement left by the time you reach the top of the ladder/trapdoor.
Aurk elbows past Dexus and Eroil and shouts, "DWARF IN THE HOLE" as he takes a flying leap down the hole, right on top of the enemy. Unfortunately, he seems to have not taken into account all his heavy equipment--while it normally does not slow him down one bit, it does seem to cause him to drop like a rock. While the thug doesn't quite manage to hit the falling dwarf, he does step aside as Aurk slams hard onto the floor.
bolt att: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10bolt dmg: 1d6 + 1 ⇒ (1) + 1 = 2
short sword AoO: 1d20 + 1 ⇒ (15) + 1 = 16 dmg: 1d6 ⇒ 1
Acrobatics DC:15: 1d20 - 4 ⇒ (8) - 4 = 4
falling dmg: 1d6 ⇒ 2
. . . . . Current order:
. Green [-1NL-4hp]
Ankird [-3hp]
Dexus [-1hp]
Rumple [-1hp]
Jaretti [-10hp]
Aurk [-2hp] PRONE!
Eroil [-1hp]
. . BOLD may act.
Ankird Softpaws |
The cavalier will back up Centimere 20' away and then have him charge another baddy
Hopefully this one isnt protected by party cover :)
1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
2d6 + 6 ⇒ (4, 6) + 6 = 16
Aurk Threelhammer |
The cavalier will back up Centimere 20' away and then have him charge another baddy
Hopefully this one isnt protected by party cover :)1d20+5+2
2d6+6
The only baddy is down the ladder.
Rumple Dergskin |
"Fine, be that way!" Rumple pulls out a scroll of [i]Magic Missile[i], pokes his head into the hole, and tries to ruin the rest of Green Thug's day.
mm vs green: 1d4 + 1 ⇒ (4) + 1 = 5
If I cannot do that, then he pulls out the scroll and tries to get into a position where he can, next round
HitPoints: 11/12
AC/T/F: 16/12/14 (includes Armor (+4 armor bonus))
Speed: 20
Equipped Weapon: scroll of magic missile? (and/or sickle)
Active Effects: Mage Armor (1 hour)
Light: none
--------------------
TRACKED RESOURCES
--------------------
Alchemist's Fire: 0/2
Grave Touch: 4/5
Sorcerer L1 Spells: 1/4
GM Uktar |
Rumple leans precariously over the open trapdoor and spies the green leggings of your foe. The sorcerer unleashes a missile of force at your enemy's foot. The green uniformed thug yelps in pain, starts to hop on one foot but never quite manages a full hop as he slumps unconscious on top of the prone Druid.
Despite Aurk's awkward position, he hears a couple of voices from down the hallway to the East in the basement call out. "Who's there?"
We are out of initiative, though helpful reminder from PbP GM: there was a different thug that fled down the trapdoor the tiger is guarding. He is NOT among the numerous unconscious and dead you've strewn about this place, and Aurk does not see the other trapdoor from his current position in the basement.
. . Current Party Status
Ankird [-3hp]
Dexus [-1hp]
Rumple [-1hp]
Jaretti [-10hp]
Aurk [-2hp] PRONE with unconscious thug on top of him!
Eroil [-1hp]
Aurk Threelhammer |
Aurk gets up from his prone condition, dust himself off, kicks the unconscious thug next to him in the ribs, then smiles up the ladder.
When hearing someone say 'Who's there?', Aurk responds with "Aurk here. Who there?"
Jaretti Thengral |
Jaretti climbs downstairs and redraws his sword. Leaning over to Aurk, he whispers. "'Member that wand I lent you? Yeah, I'm not feeling too good."
Aurk Threelhammer |
"Other went down first trap door. Maybe this trap door leads to other trap door?" Aurk heads toward where the voice calling out came from.
Remember the wand, thanks to Jaretti reminding him, he turns back to use it to heal Jaretti and then looks at others to heal. He then heads back toward the voice.
Wand of CLW on Jaretti: 1d8 + 1 ⇒ (7) + 1 = 8
GM Uktar |
Eroil scrambles down the ladder and helps Aurk to his feet. Jaretti nods his thanks to the druid for healing him. Meanwhile, Aurk Eroil and Jaretti hear a deep male voice excitedly call out in hushed tones,
Practically speaking, animals aren't making it down those ladders without successful "push" handle animal, and then they have to make successful climb check (and there'll be penalty on the climb for the dog). You could take the time to rig up rope harnesses and lower them down (plenty of rope and tackle in the warehouse to use), but that will take minutes to do. You could leave them to each guard one of the trapdoors, or the entrances, or you could take the time to lower them. Or ???
Your call.
. . current status
Ankird [-3hp]
Dexus [-1hp]
Rumple [-1hp]
Jaretti [-2hp]
Aurk [-2hp]
Eroil [-1hp]
Rumple Dergskin |
Not really thinking about the animals, Rumple casts Haunted Fae Aspect (not that it does anything, lol!) and then bounds down the ladder. "Prisoners!?" is all he says on his way down.
When he sees Aurk healing the halfling, the odd little dwarf's skin somehow manages to turn a shade paler than it already is. "Keep that stuff away from me." he reminds his fellow dwarf with a gulp. "Only use the one I gave you on me. But not right now.. I'm OK."
Sickle in hand again, he looks around and moves with the others to reach the other dwarves.
perception: 1d20 - 1 ⇒ (14) - 1 = 13
Aurk Threelhammer |
Aurk moves down the hallway to where the couple of dwarves are locked up. He then cast Detect Magic and looks around for anything hidden or radiating magic.
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
GM Uktar |
Centimere & Struggler stand sentry while Dexus and Ankird descend the ladder.
Basement (current map)
Jaretti Thengral |
Jaretti will take a knee, whip out his tools and try to free the brothers.
disable device: 1d20 + 10 ⇒ (3) + 10 = 13
Keep trying if that doesn't work...Take 20 = 30
Aurk Threelhammer |
Aurk watches Jaretti with fascination as he works on the locks but his brain itching to crack the lock open with his club.
Ankird Softpaws |
The halfling descends the ladder and when he gets to the bottom of the ladder he unsheathes his longsword and gets his shield.
He puts his helment down Ready to go! he says.
GM Uktar |
Eroil scrambles back up the ladder and calls Struggler, who comes over, giving Centimere a wide berth. After coaxing her faithful companion with treats, Eroil is able to get Struggler to try and scramble down the ladder. But the big cat finds it difficult to find proper purchase on the vertical ladder, and is forced to leap down to the floor. Struggler lands awkwardly and injures a paw. Probably going to need to use the rope and tackle to get Struggler back out again...or find some stairs.
handle animal check: 1d20 + 6 ⇒ (18) + 6 = 24
climb check: 1d20 + 1 ⇒ (5) + 1 = 6
Reflex save: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d6 ⇒ 6
Eroil just follows Aurk.
Eroil, you are clearly not reading my posts: You charge an enemy who's not even on the same floor as you (indicated in both posts and on the map). I mention there'll be difficulty to get an Animal Companion to climb down a ladder, again you blissfully ignore my post, placing your cat's token on the basement floor. This is a problem. This is a play-by-post game and I am the GM. Please do me the courtesy of actually reading my posts. Thanks.
. . . . . Current Status:
Ankird [-3hp]
Dexus [-1hp]
Rumple [-1hp]
Jaretti [-2hp]
Aurk [-2hp]
Eroil [-1hp]
Struggler [-6hp]
Simiel |
GM, would it be reasonable for me to have heard the cat land on the floor. I am assuming there may have been a yowl of pain or something? If so Dexus would cautiously move to investigate the sound.
Aurk Threelhammer |
GM, would it be reasonable for me to have heard the cat land on the floor. I am assuming there may have been a yowl of pain or something? If so Dexus would cautiously move to investigate the sound.
The cat was Eriol's cat and since he had to get the tiger to climb down, it would've been right next to you Simiel based on your location on the map.
Aurk Threelhammer |
Aurk nods, "Yeah." with Rumple's questions.
GM Uktar |
A long post of mine from last night with all the explanations seems to have went poof. Here it is again.
Dexus it sounds like you want to be with the rest of the party, so I moved you over there.
Likewise, Ankird I put you on guard duty at the entrance to the jailroom. Feel free to adjust your position as you see fit.
After looking over your group, one of the dwarven brothers speaks in a loud whisper, "I'm Barengar Gearwright and this my brother Pietros. Clearly, you are not one of those stinkin' Gilded Hands thugs. We were passengers on a ship returning from Magnimar to Janderhoff when we were attacked lake pirates. When the pirates started slaughtering everyone aboard, we begged for our lives, letting them know we were members of the famous Gearwright family of clockwork engineers, so they took us for ransom. They turned us over to these Gilded Hands for safekeeping while the pirates negotiated our ransom."
While the brothers appear thin and unkempt and reek of long captivity, they are otherwise in good condition--no signs of abuse or torture.
Barengar continues, "If you set us free, we’ll show you how to use the magical clockwork creation that we had with us when we were traveling. We'll even explain how to open its secret compartment. I overheard someone say it's in the guildmaster’s office--we've no idea where that office is, but it's probably down in this stinkin' hole somewhere...they seemed to be talking about somewhere very near."
Pietros adds in a hushed tone, “We were unconscious when we were brought here, and woke up in these cells. Besides the blue freak, there's never been maybe half a dozen of them moving around down here, by our best guess. But only the sneaky blue freak has been bringing us food and drink...and emptying the slop buckets. It ain't human, whatever it is. And it's the only creature we've seen, other than a few rats.”
Jaretti mutters a few curses as he attempts to pick the lock. His first cavalier attempt fails. So he settles in and focuses, but again, the lock resists his more cursory attempt. take ten doesn't get it done either. Studying the lock more thoroughly, Jaretti is fairly certain he can get it open. "I can pick this lock, but it's going to take a few minutes."
"Please hurry, my good halfling," Pietros says anxiously. "We could be discovered at any moment.
Aurk : 1d20 + 3 ⇒ (6) + 3 = 9
Eroil : 1d20 + 3 ⇒ (9) + 3 = 12
Jaretti : 1d20 + 6 ⇒ (12) + 6 = 18
Rumple : 1d20 - 1 ⇒ (7) - 1 = 6
Simiel : 1d20 + 3 ⇒ (16) + 3 = 19
hmm 1: 1d20 ⇒ 20
hmm 2: 1d20 ⇒ 19
Take 20 to open the lock will take around 2 minutes.
Everyone but Jaretti let me know if you want to take any actions while Jaretti patiently works the lock. The crates are difficult terrain moving into the square, though if someone wanted to start up on top of them, hopping down is not...
. . . . . Current Status:
Ankird [-3hp]
Dexus [-1hp]
Rumple [-1hp]
Jaretti [-2hp]
Aurk [-2hp]
Eroil [-1hp]
Struggler [-6hp]