The Mouth of Doom
(Inactive)
Game Master
Grimmy
Round 2:
Raziel <<<<
Hound <<<<
Q <<<<
Bandits
Battle Map
Loot Tracker | Zelkor's Ferry Environs | Campaign Map | Obsidian Portal
Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1
Ghae and Trangles move around the south of the building so that if the monk reappears out the back, they will be able to see.
Ok, cool. So I am noticing I screwed something up. I declared a surprise round, even though all parties were aware of each other. I should have just called it round one. Interestingly, several of you seem to have taken full round actions and double moves and the like. So here's what I'm going to do.
I'm going to use the reply feature so I can append initiative headers to your posts so I can assign each post to a round, and I will rejigger everything so it makes sense. I'll have to make some judgement calls so I'll try to err in the party's favor. Then I will recap where that leaves us!
Surprise Round Init 27
DM Grimmy wrote: Ridley gets a look into the haunted cabin and the garden outside, but she steps on a branch about thirty feet away and just as she recognizes the Hacatite Monk, sitting by a candle, the monk turns and looks out the window.
His pupils have swollen to fill his eclipse his entire eyeballs in inky blackness.
Surprise Round Init 25:
Eli Szardos wrote: Well I wasn't expecting that." Eli shrugs and moves towards the cabin, pausing on the edge of the treeline to draw his nodachi. Move Action Movea 30 feet to the edge of the clearing, draws Nodachi as part of move.[/ooc]
Surprise Round Init 17:
Ogrim Orecrusher wrote: Move action towards the door (20'). So Ogrim is 20' behind Eli, which is 50' from the gate to the fence around the cabin.
Surprise Round Init 16:
Raziel Drakan wrote: Ok, I think things are getting back on track now ;)
So, if we are on a surprise round:
Raziel immediately moves into hiding.
[dice=Stealth]d20+10
Raziel moves at half speed so he is 5' behind Ogrim. Very well hidden in the trees.
DM Grimmy wrote: Surprise Round Init 9:
The Monk vanishes into thin air!
No magic gestures or magic words just poof!
Surprise Round Init 7:
Hound wrote: Hound moves up to Ridley. What is going on? Hound moves 40' so he can reach Ridley, 30' from the cabin fence gate. He passes Raziel and Ogrim and Eli on his way :D
Surprise Round Init 3:
Quetzalcoatl Sacredwing wrote: Q's eyes grow large and he peers into the cabin.
[dice=Perception]1d20 + 9
uses see invisibility SLA
Q sees the Hecatite Monk still standing by the candle gazing at it while he ties a length of rope into a noose!
Surprise Round Init 3:
Ghaelja Waldhaar wrote: Ghae and Trangles move around the south of the building so that if the monk reappears out the back, they will be able to see. Ok so let me get the direction straight. You have been traveling South West, on the East Bank of a small Tributary. The Cabin is in a clearing within a copse of trees, and it is between you and the river, so it is North West of you as you approach. The front door and the gate to the garden face South East. So the back of the cabin is to it's North West.
You wait 70' away while Ridley scouts, with 30' feet of sparse trees between you and the clearing where the cabin resides. So you can move to get a view of the back of the cabin but you can't break the treeline this turn. You end up like 50' away.
Round 1 Init 27:
Ridley Blix wrote:
Ridley sprints up to the cabin and takes cover.
Full Round Action: She moves up to the cabin, trying to get next to the door but isn't going to open it until one of her heavy hitter companions are up there too.
Making this your round 1 action.
Ridley sees a big green demon statue pointing to the the South East and lots of overgrown vines running among over rotted trellises.
Round 1 Init 3:
Quetzalcoatl Sacredwing wrote: Two arrows fly by Ridley as she speaks, Q already having thought the same thing.
[dice=Flurry 1]1d20 + 3[
[dice=Flurry 2]1d20 + 3[
[dice=Crit Confirm]1d20 + 3
[dice=Damage]1d8 + 1
[dice=Damage if Critical]3d8 + 3
Q's arrow lodges in the monks shoulder, and he barely seems to wince, but then normal, mortal blood pours from the wound.
He goes about his work, climbing up on the table and affixing the noose to a rafter.
Only Q can see this.
Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]
Damn. I saw 21 new posts over here and got really worried lol
Hearing no call from Q to call off the attack, Eli continues towards the cabin, breaking into a run as he clears the trees, heading for the front door of the cabin. "Ready? he asks Ridley.
Raziel stays hidden, and moves towards the cabin, to get as close as he can.
I'm guessing half speed?
Stealth: 1d20 + 10 ⇒ (18) + 10 = 28
Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7
"The monk is still standing. I will fix that."
Q knocks 2 more arrows at the monk
Flurry 1: 1d20 + 3 ⇒ (20) + 3 = 23
Flurry 2: 1d20 + 3 ⇒ (3) + 3 = 6
Confirm Critical: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Damage if critical: 3d8 + 3 ⇒ (1, 8, 3) + 3 = 15
Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1
Q - your bow is 3x, that means you do 2x more on a crit which would be 2d8+2 for you I believe, not 3d8+3. I have a terrible time reading the output from HeroLab, but I think that is what your crit would be.
I think he means to use the crit line if confirmed and throw away the normal damage roll.
Yeah, that could make sense - I usually call it 'Additional Damage if Crit' and put in simply the extra damage. But Q has called it 'Damage if Critical' so Grimmy's reasoning makes sense.
Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7
What Raziel said. I throw away the damage and just roll the critical separately.
The bigger issue is that Q has taken an extra turn!
Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7
[ooc] Oh, I thought I saw we started another turn! Well my action will come next turn.
Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7
Oh, I thought I saw we started another turn! Well my action will come next turn.
Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1
Ah, never seen it done that way before.
Raziel you want to lurk at the treeline where there is concealment from trees or you want to leave the treeline and head towards the cabin?
The treeline is 40'. You started out 55'.
Half-speed or not is up to you (there's a penalty if not.
The area between the treeline and the cabin is shadowy enough to stealth, as long as nothing with darkvision is observing the area.
backgrounds
Ogrim wll just keep approaching the cabin.
Round 1 Init 9:
Q sees the monk affix the noose around his neck.
Q, you're SLA has the same duration as the spell right?
Round 2:
Hound - 7 <<<<
Q - 3
Ghaelja - 3 <<<<
Ridley - 27 <<<<
Eli - 25 <<<<
Ogrim - 17 <<<<
Raziel - 16 <<<<
Kaleb - 9
Go!
Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1
With no clue what is happening within the cabin, Ghae continues to move around to the back of the cabin to make sure that nobody attempts to escape. Trangles moves at her side.
Move/Double Move to get to where I can see the side and/or back of the cabin. If I can get within 20-30', that would be preferable.
Grimmy, Raziel will be inching towards the cabin.
Round 2 Init27
Ridley will delay her action to open the door for the first of her companions that get to it.
Ghaelja is 20' from back corner of the cabin.
Ogrim is 10' from the front door.
Raziel is 20' from the cabin after round 1 and still has a turn in round 2.
Eli, Hound and Ridley are up.
Eli and Hound are at the garden gate and Ridley is just inside the garden.
Q's latest volley of arrows fly in through the window, one hitting the far wall but the other seeming to vanish into mid-air.
Grimmy, the plan for Raziel is to close in on the cabin in stealth, to be able to target whatever it is they are attacking [he hasn't seen anything yet :D] with SA. Should I roll additional stealth?
On the other hand, if I am able to attack right away, I will do so. Let me know.
Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]
I thought I was already at the door with Ridley? She's been waiting there and I was 50' from the gate and 10' more from the door before my run which would have covered the 60'?
M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]
Hound will move into the garden with Eli and head towards the door.
Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]
Now that I'm thinking about it again, I guess it really doesn't matter. *shrug* Now I'm just hoping this door is unlocked haha.
As Hound approaches Eli nods to Ridley and motions towards the door. As soon as she starts to open it, Eli attempts to take a running jump into and through door, his legs curled underneath his body to allow him to turn his landing into a defensive tumble.
Acrobatics: 1d20 + 1 ⇒ (18) + 1 = 19
Total Defense once he regains his footing. +4 dodge bonus to AC for one round.
Eli you are right.
Ridley cracks the door and Eli bursts through in a dextrous pounce, leaving Hound and Ridley just outside the now open door and giving Raziel a view into the cabin.
Raziel can sneak attack from the shadows if he spots the speckles of blood. (50% miss chance.)
Raziel will not risk it, and wait to see if any threat actually presents itself clearly.
The tiefling skulks around in the shadows, waiting for the best moment to land a decisive strike.
Guess I'll delay, and if no enemy presents itself he will simply remain in hiding. Decisive strike = 1d3 :D
backgrounds
Ogrim will move to the doorway, but wont enter unless the monk makes himself visible.
Round 2 Init 9:
With a thud the table is kicked aside and after a moment the lifeless body of the monk can be seen by all dangling from the rafters by a noose, his neck broken.
Suddenly a pool of inky black fluid begins to run out of his eyes!
Round 3:
Raziel <<<<
Hound - 7 <<<<
Q - 3 <<<<
Ghaelja - 3 <<<<
Ridley - 27 <<<<
Eli - 25 <<<<
Ogrim - 17 <<<<
Kaleb - 9
Go!
M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]
Everyone out! Pool of fluid from corpse is bad news
Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1
Ghae moves toward the front of the cabin.
Pools of fluid, what?
Once she sees it:
Yuck, that is disgusting. What is it?
--> no ranks in dungeoneering here.
M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]
RD 3
Hound will wait to see if Eli stays or leaves before acting
Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7
Q watches as they ransack around in the cabin and looks around for more trouble.
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1
Q - I think that we are still in combat and have some type of an ooze that just dripped out of the monk's eyes to deal with.
Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7
I think I'm still outside. I never said I went into the cabin and it kinda sorta reeks of a trap.
Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1
No problem. I am sure we will find something we don't like here.
Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]
Eli's eyes widen in shock at the sight before him and he yelps in shock, "Holy -! Keeping an eye on the sludge, he backs out through the doorway and says as he exits, "Well that was unexpected."
Any knowledge checks I should be making for it, since I seem to have gotten close enough to recognize it, if I do know anything about it?
Woot! Post number 1000!
|