The Heroes of Brindin's Ford (Inactive)

Game Master loimprevisto

When the will defies fear, when duty throws the gauntlet down to fate, when honor scorns to compromise with death - that is heroism.


351 to 400 of 515 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Ah, I missed that rule. I couldn't remember why I hadn't given you one previously...

Quote:
Cover and Attacks of Opportunity: You can't execute an attack of opportunity against an opponent with cover relative to you.


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

"eep! squeekers!"
ziz will scamper to the ceiling to get out of Elesa's way while she fights. he will then move to square D4 (still upside down).


The storerooms on this level have tall, cavernous ceilings that stretch up almost thirty feet, but the doorways are not nearly that large. The doorways are arched and about 3' wide by 10' tall, just large enough to move crates through. The wererats are pressed by Alessandra's attacks and barely have time for a desultory swipe at the kobold as he skitters past them.

@Ziz: This is a dressed stone wall and the climb DC is 25. Your total climb modifier is +6. You don't need to make checks to move due to the spider climb spell, but if you take any damage you will need to make a check or fall. One of the wererats only gets one AoO per round, the other two take swings at you...

Rolls:

WR2: AoO@Ziz 1d20 + 8 ⇒ (2) + 8 = 102d6 + 4 ⇒ (5, 3) + 4 = 12
WR3: AoO@Ziz 1d20 + 8 ⇒ (1) + 8 = 92d6 + 4 ⇒ (4, 5) + 4 = 13

Round 2 - Map
Block 1: Lummel
Block 2: The wererats
Block 3: Everyone else

Lummel's turn. Alviss will arrive at F2 on block 3, having used his move action to reach the fight.

Bricker and Elesandira count as fighting in a confined space per the 'squeezing' rule (–4 penalty on attack rolls and a –4 penalty to AC).


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

Lummel sweeps Sweet Edge to make the rat fall prone again
Trip Manuver 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25


Lummel's trip vs WR1 (CMD 25) = success

The wererat hisses in frustration as it is knocked to the ground again. Rather than scramble to its feet it ripples and shifts and shrinks into itself until it wears the form of a large rat. The rat takes off after the kobold, leaving its companions to hold the doorway and take care of the huntress with the silver sword and the little halfling that got away. The remaining wererats have been driven into a frenzy by the presence of silver and are practically slavering as they try to gnaw and chop their way through Elesandira's guard. They are sloppy in their attacks, but quite strong for something so small. One manages to beat past her guard and scratch her sword arm- the wound is trivial unless their swords are poisoned....

Bad Guy's rolls:
WR1: Change into dire rat, move to E4 (on wall next to Ziz, threatening). Climb check (take 10) = 28 (success)
AoOs from Bricker/Elesandira
WR2: Full attack at Bricker(cover) 1d20 + 6 ⇒ (2) + 6 = 81d6 + 4 ⇒ (6) + 4 = 101d20 + 1 ⇒ (1) + 1 = 21d4 + 2 ⇒ (4) + 2 = 6
WR3: Full attack at Elesandira 1d20 + 6 ⇒ (18) + 6 = 241d6 + 4 ⇒ (3) + 4 = 71d20 + 1 ⇒ (3) + 1 = 41d4 + 2 ⇒ (1) + 2 = 3

Elesandira takes 2 points of damage, after DR. Elesandira and Ziz may take AoOs on WR1 as it changes shape and skitters after Ziz.

@Elesandira: Please update your stat line with the damage taken during the fight on the street (23 points total, after DR).

@Ziz: Note that you can't take a 5' step while climbing, and movement through a threatened area will provoke an AoO.


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

Bricker, get out of the way: I'll handle this!

Looks like there is space at f1

aoo 1d20 + 5 ⇒ (17) + 5 = 22
dmg 1d6 + 5 - 1 ⇒ (5) + 5 - 1 = 9


Elesandira's AoO vs WR1 (AC 21) = 22 = success

Yep, there is room at the landing. Alviss is just arriving this turn, and uses his move action to reach F2.


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Alviss races up the stairs towards the sounds of combat and chaos, short sword still in his hand.

Where did Turvin end up in all this?

Arrives at F2

Roaring, "Ye blasted vermin!" He slashes at the rat in front of him. (on E2)

Attack 1d20 + 8 ⇒ (9) + 8 = 17
Damage 1d6 + 3 ⇒ (2) + 3 = 5

He feels the light blade strike into the beast's hide.


Alviss: Perception check 1d20 + 2 ⇒ (20) + 2 = 22
Attack vs WR3 (AC 25): 17 = miss
The stairway is a corridor, five feet wide with a wall on either side. There is a wall between you and the wererat at E2. The door is between E3 and F3, you can attack to E3 but your opponent will have cover from the doorway.

You glanced into Turvin's quarters on your way through the door, there was no sign of him. The room is dark an murky, but is no match for Dwarven vision. Even from your brief glance, you're confident that there is no place he could have been hiding in the small room.


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Oh. Had to turn the brightness up on my monitor to see the map better.

If cover is -4, my attack would have been a 13.


Cover is +4 for the person in cover, bringing the wererat's AC from 21 to 25.


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

are we at the the top again?


Yes, it is currently block 3 of round 2. Bricker gets an AoO against the wererat that changed form, and you/Elesandira/Bricker get your turns. Then it will be Lummel's turn at the top of round 3.


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

I'm hoping that Bricker will move before my go so that I can get a better swing, I will post my attack and wait to see what Bricker does: if he stays put then take 4 from my attack roll.

attack 1d20 + 9 ⇒ (16) + 9 = 25
damage 1d6 + 5 - 1 ⇒ (6) + 5 - 1 = 10

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

Bricker sneers, even he is not one for running but his blade did little to harm the rat so he takes Eles advice and moves a ways back down the stairs and out of harms way perhaps he shall pay Turvin a visit provided he hasn't already scampered up the rope to the top of the tower.

Bricker moves back down the stairs as far as he can if possible entering the old mans room. With +4 cover and +4 vs aoo I doubt that the rats even have a chance to hit him with their aoos but if they want to roll anyway :)


@Bricker: The mobility bonus offsets the -4 for squeezing into the same square as Elesandira, and you have cover against WR2 since it needs to attack you diagonally through the doorway.

AoOs@Bricker:
WR3 AoO@Bricker (AC20) 1d20 + 6 ⇒ (9) + 6 = 151d6 + 4 ⇒ (2) + 4 = 6
WR2 AoO@Bricker (AC24) 1d20 + 6 ⇒ (19) + 6 = 251d6 + 4 ⇒ (5) + 4 = 9
Confirm critical: 1d20 + 6 ⇒ (15) + 6 = 211d6 + 4 ⇒ (5) + 4 = 9
After angering the wererat by striking its face, Bricker tries desperately to retreat. Wary of the silver blade in Elesandira's hand the wererat in the doorway only offers a quick feint- but from the cover of the stone wall the other creature lands a vicious hack on Bricker's greaves that probably would have taken his leg off if he hadn't been armored.
Bricker takes 9 damage

A double move puts Bricker at B3, on the far side of the tower on the 3rd floor. He can reach the antechamber on the ground floor next round.


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

"haha! come and get me yessssss! big stinky mouse!"
ziz clings to the ceiling with a large grin on his face, taunting the infuriated wererat below.
Ziz will take total defense, bringing his AC to 28. (18 +4(mage armor)+4 (total D).


Elesandira hacks at the monster in the doorway and opens a rent in its leather armor, tearing a nasty gash down its chest. The beast seems injured, but undeterred.

Round 3 - Map
Block 1: Lummel
Block 2: Wererats
Block 3: Everyone else

Lummel's turn!


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)
loimprevisto wrote:

Elesandira hacks at the monster in the doorway and opens a rent in its leather armor, tearing a nasty gash down its chest. The beast seems injured, but undeterred.

Round 3 - Map
Block 1: Lummel
Block 2: Wererats
Block 3: Everyone else

Lummel's turn!

Shrugging off 19 points of damage, and I have a less than 50% chance of hitting... I hope everyone's feeling lucky.


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

I don't think he just shrugged those off, I bet he is pretty much carrying them, hit him again with silver and he is done.

Lummel sweeps the rat across the doorway WR3 the trick seems to work.

Trip Attempt 1d20 + 13 - 4 ⇒ (11) + 13 - 4 = 20


@Elesandira: To clarify, the AoO (9pts) was against WR1 who changed form and ran away to confront Ziz. The attack on your turn was against WR3, who is currently facing you through the doorway.

@Lummel: WR3 has a CMD of 21, which jumps to 25 with cover from the wall. You need to roll 16 to hit, unless you swap places with Elesandira or get some other sort of bonus.

Attempting to repeat his earlier success, Lummel tries to bring Sweet Edge to bear against the wererat in the doorway. His attack is hampered by Elesandira's defensive maneuvering and the confines of the hallway; the wererat bats the weapon aside and steps out of the way. They don't have anywhere to retreat to, and it is starting to show. Their attacks are growing frantic and panicked as they are continually menaced by the silver sword.

Actions:

WR1: Grapple @ Ziz (CMD 17) 1d20 + 4 ⇒ (4) + 4 = 8 (AoO for failed grapple)
WR2: Attack @ Elesandira (AC 24) 1d20 + 6 ⇒ (13) + 6 = 191d20 + 1 ⇒ (10) + 1 = 11
WR3: Attack @ Elesandira (AC 20) 1d20 + 6 ⇒ (6) + 6 = 121d20 + 1 ⇒ (1) + 1 = 2 5' step to E4

Round 3, Block 3 - Map


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Alviss' turn? If so, can he take a 5' step into E3? Which means basically shouldering Eles aside.

Or, failing that, a full move action (representing aggressively pushing past her), provoking an AoO but still claiming the square.

The plan is to replace Eles in the middle of the fighting


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

Having been roughed-up, Elesandira is happy to let Alviss take the lead.

5' step to swap squares.

Aid Another to give Alviss bonus to hit:
1d20 + 5 ⇒ (13) + 5 = 18
That's with the -4 for cover, does that apply to aid another?

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

I am such an unlucky halfling :(

Bricker continues his decent towards Turvins chambers, as he reach's a location just outside the door he peers into the room and looks for the old man praying he has yet to run off up the rope.

Double move should bring me just outside the door or just beside it.

Perception:1d20 + 17 ⇒ (20) + 17 = 37

...Biggest waste of a nat 20 ever...


The stairs are 5' wide, so there is sufficient room for you to swap places with your 5' step. Aid another wouldn't take the -4 penalty, you succeed even on a 1 :)

Also, I forgot to mention it outside the spoiler... Ziz can take an AoO against the rat as it tries to grapple him and misses.


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

ziz cant aoo, he is unarmed
Ziz will move to the ground in square D4, which should provoke 2 AoOs from the rats (vs. AC22). he will then attempt to cast vanish defensively.
dc 17 (15+1*2)
concentration +11 (5cl+4cha+2trait)
1d20 + 11 ⇒ (18) + 11 = 29
whoot! provided he is not killed by the rats on the way, ziz scuttles across the wall and floor to the ground then becomes invisible.
"hehe! you cant scratch what you cant see!"


Combat maneuvers can be made unarmed, and are an option for an AoO. If you were feeling lucky or wanted to strategically provoke his AoOs, you could perform a combat maneuver like disarm. The ceiling is 30' high; the wererat in humanoid form is on the floor and can't reach you on the wall... until you descend to go through the door. If you'd rather move to the opposite wall or ceiling and only provoke an AoO from the one in dire rat form, that would be an option.

Rolls:
WR1 AoO: Grapple check vs Ziz (CMD 17) 1d20 + 4 ⇒ (7) + 4 = 11
WR3 AoO: Attack at Ziz (AC 22) 1d20 + 6 ⇒ (20) + 6 = 261d6 + 4 + 1d6 ⇒ (6) + 4 + (4) = 14
Confirm: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 4 ⇒ (2) + 4 = 6

14 points of damage to Ziz

Bricker gazes into an empty room, his suspicions about the old man seemingly confirmed. There is no sign of Turvin anywhere.


Combat maneuvers can be made unarmed, and are an option for an AoO. If you were feeling lucky or wanted to strategically provoke his AoOs, you could perform a combat maneuver like disarm. The ceiling is 30' high; the wererat in humanoid form is on the floor and can't reach you on the wall... until you descend to go through the door. If you'd rather move to the opposite wall or ceiling and only provoke an AoO from the one in dire rat form, that would be an option.

Rolls:
WR1 AoO: Grapple check vs Ziz (CMD 17) 1d20 + 4 ⇒ (5) + 4 = 9
WR3 AoO: Attack at Ziz (AC 22) 1d20 + 6 ⇒ (5) + 6 = 111d6 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10
Confirm: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 4 ⇒ (4) + 4 = 8

14 points of damage to Ziz

Bricker gazes into an empty room, his suspicions about the old man seemingly confirmed. There is no sign of Turvin anywhere.

@Alviss: In case it wasn't clear, yep- your turn! You get +2 from Elesandira's aid another action but from your current location both opponents have cover.


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

i knew it was a big risk, but i cant contribute much crawling on a ceiling. i didnt realize it was 30' tall, and given the height of the ceiling i am incapable of moving to that square and casting a spell, which puts me in a terrible position - but i already committed. im a little hazy on how i trigger an AoO from wr3 i never leave a square he threatens if Ziz is out of reach. im also not exactly clear on how the hit would land (11 vs ac22), but ill take your word on it. that shot puts ziz at 4 hp. yikes!


The height of the ceiling was mentioned in this post. You had 40' of movement from your initial scramble from Elesandira's square, past the wererats, into E4 so you could have been pretty much anywhere along the walls, just not quite on the ceiling itself.

Hmmm... I guess I was on the preview screen for too long. When I was previewing and composing the post, the numbers I saw had the WR1 missing, and WR3 getting a natural 20 but not confirming the critical. For consistency, I'll go with what the numbers show currently and make it my policy to keep the posted numbers in the future... keep it in mind for the future if my posted narrative doesn't match the posted dice rolls.

You would trigger the AoO from WR3 descending to floor in D4, you would not provoke from movement if you stopped moving as soon as you entered the part of the wall he threatened, 5' above the ground. A 3D battlespace is a little weird.

Oh, and please change your profile race/class tags to include the quick reference information as mentioned in the discussion thread, like Lummel and Alviss have done. It really does make combat a little bit quicker for me.

Ziz does not take any damage, and successfully casts vanish


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

ah, that helps! im definitely not used to 3D combat at all! ti dont think ziz would have been able to cast vanish because it would take a double move to get to the floor. it was my mistake for not having looked more closely at the room description - i need to be more diligent. lots of mistakes in my last few posts are slowing things down. ill make sure to update my header as soon as i have a few more minutes today, as well as inventory all of my resources (posting time is hard to come by these days)

edit: done!


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

5' step to the right to switch squares with Eles, than an attack on E3

Alviss moves over in front of Eles, who moves slightly back and to her left, leaving Alviss facing an enraged wererat.

"Ye look hungry, vermin! Have some steel!"

He jabs the short sword forward. Cleave is all but useless here, unfortunately

Attack 1d20 + 8 ⇒ (1) + 8 = 9
Damage 1d6 + 3 ⇒ (3) + 3 = 6

And my rolls continue to amaze...

Alviss, who couldn't hit the broad side of a barn let a lone a rat standing on it's hind legs directly in front of him, strikes ineffectually at the beast.

Bah!


Unfamiliar with such a dainty weapon, Alviss tries to hack at the wererat and instead chops a small fleck of stone out of the arch of the doorway. The garrison's armor might give him dirty looks later, but for now the weapon is still serviceable.

Lummel's turn, then I'll post the round 4 update.

@Ziz: Whether you have enough movement to cast vanish is your call. You were a nebulous distance above the ground, between 10 and 30 feet... at least high enough to be out of reach but you never stated you were climbing to the ceiling. Let me know what you want to go with and I'll be more careful about pinning you down to an exact position in the future.


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

Nothing new under the sun for Lummel, trip attempt to the WR facing Alvis
Trip Manuver 1d20 + 13 - 4 ⇒ (19) + 13 - 4 = 28


Lummel manages to find an opening when Elesandira slips to the side and deftly pulls the wererat's feet out from underneath it. The creature flails around and scrambles to its feet; although it is not able to ward off blows effectively while it does so it manages to entangle Alviss's weapon momentarily. The other creature steps forward and slaps the flat of his own sword hard against the dwarf's silvered blade and with a twisting motion knocks the weapon from Alviss's hand. It grins as it reaches down to pick up the sword with its free hand, the narrow lips pulling back from its muzzle to show off off a mouthful of of over-sized teeth.

The one it rat form tentatively advances along the wall toward where Ziz vanished from sight. The whiskers on its nose twitch as it tests the air and finally commits itself to snapping at Ziz, but its jaws close on empty air.

Wererat actions:
WR1: Grapple @ Ziz (CMD 17) 1d20 + 4 ⇒ (10) + 4 = 14 Concealment (1-50 = miss) 1d100 ⇒ 55
WR2: Disarm @ Alviss (CMD 23) 1d20 + 9 ⇒ (15) + 9 = 24
WR3: Aid another @ WR2 1d20 + 2 ⇒ (17) + 2 = 19, stand up, 5' step to E4

Alviss, Lummel, and Elesandira may make an AoO against WR3 as it stands up.
Alviss and Elesandira may make an AoO against WR2 as it picks up the sword.

MAP - Round 4/Block 2 - As of WR2 provoking AoO (it will step to E4 if possible)


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

Cover gives no AoO chances


Oops, I did it again. Thanks for the reminder. That's one of those big changes between Pathfinder and earlier editions that it's taking me a little while to catch up with.

***EDIT***

Alviss may make an AoO against WR3 as it stands up.

After that, it's on to Block 3 and everyone can post their actions.


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

That would be an unarmed AoO, I take it?

If so, Alviss isn't taking the AoO. He'll draw his axe when his turn comes up in the round


WR3 acts before WR2, using aid another from prone to assist with the disarm then standing up. You can make the AoO with the silver sword. If he survives he'll step to the side then it will be your turn in block 3.


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Alviss sees the rat in front of him fall to the ground, tripped up by Lummel's polearm. He slices downward with the sword.

Attack
1d20 + 8 ⇒ (5) + 8 = 13

Damage
1d6 + 3 ⇒ (2) + 3 = 5

Maybe Alviss should just go back to the Ninth Batallion headquarters and learn to forge kitchen utensils. No, I'd probably roll a fail and his beard would catch on fire....


Alviss's attack vs WR3 (AC 17) = 13 = miss

OK, that puts us at Round 4 / Block 3, here's the map.


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

ok, i suppose that since i rolled the concentration to get vanish, and my sole objective was to get out of reach from rats on the ground there is no reason why he wouldn't have gotten the spell off, thus ziz is inviz
ziz will cast grease targeting e3, e4,& d4. (im not sure how casing a 10' square will work in a confined space, so that's my best guess). this will force Ziz to make a reflex save, as well as the rat in e4, DC 15 (10+1sl+4cha).

reflex 1d20 + 5 ⇒ (10) + 5 = 15 (success)

he will then use his movement to climb 10ft from the floor on the wall nearest the center of the tower.


You may want to coordinate this in the discussion thread, as Alviss plans to move into E3. Also, the rat has the scent ability and can pinpoint you square, so if you don't cast defensively it will still provoke an AoO (with a 50% miss chance).


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Alviss unslings his axe from his side and steps forward through the doorway, turning sideways to face the rat on his right, leaving his back exposed to the other one.

Calling upon Torag to aid him, he makes a vicious slash at the one holding his sword.

Smite Evil

Attack on WR3 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Damage 1d8 + 5 + 4 ⇒ (5) + 5 + 4 = 14

Alviss' axe slices into the beast in front of him with a sickening crunch.

"I'll have me sword back, beastie!"


Alviss attacks WR3 (AC 22+4), 17 to hit = miss

WR2 AoO: 1d20 + 9 ⇒ (12) + 9 = 21, 2d6 + 5 ⇒ (5, 1) + 5 = 11 vs AC 24+4 = miss

With the strength of Torag suffusing him, Alviss steps into the fray. His sturdy dwarven-forged armor picks up a few scratches, but he is uninjured by the beast's strikes. He steps forward to dispatch the wererat in front of him and, perhaps noticing the determination in his face or the purpose in his stride, the creature carefully sidesteps the blow instead of embracing its usual fighting style of using bare hands and unarmored limbs to deflect its opponents strikes. The blow misses its mark, taking a fair-sized chunk out of the masonry of the archway, and the rats hiss eagerly as they prepare to take down this foolhardy foe.

Bricker, Elesandira, and Ziz still need to take actions in this block.


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

I attempt to swoop through the doorway and get above the wererat in E2.

acrobatics 1d20 + 5 ⇒ (16) + 5 = 21

Then attack the foe from above:

fly, if needed 1d20 + 17 ⇒ (7) + 17 = 24

attack 1d20 + 10 ⇒ (18) + 10 = 28
damage 1d6 + 5 - 1 ⇒ (4) + 5 - 1 = 8


Elesandira acrobatics (21) vs WR2 CMD (21) = success
Elesandira fly (24) vs DC 23 = success
Elesandira attack (28) vs AC 22 = hit, 8 pts damage

In a masterful display of flight, Elesandira leaps through the doorway, spreads her wings, and takes to the air. The tight quarters of the storage room don't even allow her to reach her full wingspan but with focused determination she pulls down great wingfulls of air and dodges the (relatively) clumsy blows of the wererat below her. The downdraft from her flight stirs the rubble and refuse that coats the floor in this area and the musty smell intensifies to a level that makes the eyes water and threatens the hero's intestinal fortitude. From her position of advantage, Elesandira strikes at the wererat below her and lops off an ear while tearing a terrible gash along its skull. The would bleeds profusely but will probably not hinder the rat much in the immediate future.

@Elesandira: You will need to make a DC 23 fly check each turn to maintain a hover in these tight quarters.


Bricker has until tomorrow to post an action, otherwise I'll post for him. I'm going with Ziz's posted action since it hasn't been revised.

AoO WR1: Grapple @ Ziz (CMD 17) 1d20 + 4 ⇒ (4) + 4 = 8 Concealment (1-50 = miss) 1d100 ⇒ 6
WR1 reflex save (DC 15): 1d20 + 8 ⇒ (13) + 8 = 21
WR3 reflex save (DC 15): 1d20 + 8 ⇒ (17) + 8 = 25
Alviss reflex save (DC 15): 1d20 + 4 ⇒ (17) + 4 = 21

Anyone attempting to move in the squares E3/E4/D4 must make a DC10 acrobatics check and is considered flat-footed.

Acrobatics quote:
You can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces—only one check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted below. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.


Having made his escape, Bricker ducks into the room where they'd left the "old man". Damn! He'd known something wasn't right about the codger... but try explaining that feeling to someone like Lummel. He carefully tucked himself into a dark corner between the bed and a cabinet and rummaged through his pack for one of the healing potions. The syrupy liquid tasted like sunlight and fresh baked bread, and instantly slowed the bleeding and dulled the pain from his grievous wounds. He settled in to watch and listen warily in case one of the rats had somehow managed to pursue him past the others.

Take 10 on stealth = 25
Take 10 on perception = 27
CLW: 1d8 + 1 ⇒ (8) + 1 = 9. Bricker is healed to 12/35 HP.

Round 5! Lummel's turn!


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

I'm not sure where averybody is right now. My understanding is as follows: E2 is crowded with W2 and Elesandira, Alviss is in E3 and W3 is in E4. If it's correct Lummel will trip attempt at W2. If he can make it from where it is there is cover but no short grip penalty. Otherwise he will step forward to F3 to attack.

Trip Maneuver 1d20 + 13 ⇒ (13) + 13 = 26

351 to 400 of 515 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Heroes of Brindin's Ford - Gameplay All Messageboards

Want to post a reply? Sign in.