The World's Most Interesting GM |
Zaratina searches for the rope leading to the second floor, but finds none. It appears two small lights are moving about the inside of the ground floor, near an open window. She enters there.
Just remember it is very difficult to use stealth at full speed
The three burglars look about at the landscape they have stolen into.
So @GM...how do you want to do this....perception checks for each room or are you happy if we take 20 for searching?
A thorough search (the sort thugs and secret police do in thrillers and detective films), taking 20 per square (i.e. lifting rugs, tapping walls and floors, rifling through table drawers, and bookshelves, and between the cushions of chairs would take a full minute per square searched (2 move actions per round x 10 6-second rounds = 20 search attempts = 1 minute. Free 5-foot move to the next square and repeat). That could be hours, and would take longer if you clean up after. A less thorough search might just be a quick glance at a room (A take 10 or a perception check) and then moving on. You will probably want to narrow your search down a bit and maybe concentrate on the places you think would be most fruitful. Where would you like to start? Right now, Hallimir is in a sort of great room, a place you would entertain visitors, and side gallery (the place your icon is right now). Arathorn is in an office with a cluttered work desk.
Arathorn Vallar |
Arathorn seeing it is an office starts to look around for any safe along with the desk pulling out the drawers and attempting to determine if there are any false backs/bottoms. After doing this will go through the paperwork on the desk to see if there is anything that catches his attention.
Going to take a couple 20s to search for between 1 to 3 minutes since I feel like something maybe here worthwhile. Focusing on the desk along with the 2 interior walls if there is anything hanging which could be hiding a safe. I am not going to worry about putting everything back exactly as it was but will close the desk back up and not going to just throw stuff around if that impacts the results of the search.
Hallimir Duskrin |
A thorough search (the sort thugs and secret police do in thrillers and detective films), taking 20 per square (i.e. lifting rugs, tapping walls and floors, rifling through table drawers, and bookshelves, and between the cushions of chairs would take a full minute per square searched (2 move actions per round x 10 6-second rounds = 20 search attempts = 1 minute. Free 5-foot move to the next square and repeat). That could be hours, and would take longer if you clean up after. A less thorough search might just be a quick glance at a room (A take 10 or a perception check) and then moving on. You will probably want to narrow your search down a bit and maybe concentrate on the places you think would be most fruitful. Where would you like to start? Right now, Hallimir is in a sort of great room, a place you would entertain visitors, and side gallery (the place your icon is right now). Arathorn is in an office with a cluttered work desk.
Hallimir shoots Zaratine a a look as if to say "shut the F&^% up" before handing the second candle to her and proceeds down the corridor in search of the scepter. @zaratina, I recommend you roll for stealth rather than take 10 given your ACP :-P
Hallimir stops at each of the doors and listens intently for a moment before entering being as quiet as he can. NOTE: If there is a noise behind a door I will not open it.
Perception, Take 10 at each door: 10 + 6 = 16
Stealth, Take 10 to open each door: 10 + 8 = 18
Blane Bonesnatcher |
Blane will move over to the rope and climb up. climb take 10: 10 - 3 = 7
Once in the house he will begin to search around in a room that is not occupied by someone else.
stealth: 1d20 + 7 ⇒ (16) + 7 = 23
perception: 1d20 + 3 ⇒ (15) + 3 = 18
Hallimir Duskrin |
why does everyone think there is a rope to a balconey....we went in the ground floor.
Zaratina |
You investigatory posts followed the GM's discussion on Climb, that's why.
Also, my ACP isn't the problem. I'm still positive with my Shield stowed. It's the -4 penalty to Str and Dex based skills when you can't see.
The World's Most Interesting GM |
The idea of going to the second floor was discussed, but never implemented. I'll be back in a few hours with a longer post.
The World's Most Interesting GM |
Sorry, been sick the last couple of days... and probably the next few days.
Blane scales the windowsill.
The party moves though the muted darkness of the first floor.
Hallimir doesn't find anything of any particular interest. In fact, there seem to be spaces on trinket shelves that are curiously, even awkwardly open, spaces surrounded by cheap nick-knacks and farmhouse brick-a-brak.
Arathorn looks about the office, and notes the mayor's schedule for the next few days.
{Tomorrow's date} Return to town in time for noon sermon. Don't forget to accept the 'donation' for 100 pounds of dog food for Nessie, and give the farmer and his people another dose of the rod.
Meanwhile, Blane looks about the great room and from his vantage he looks toward the pillar studded entry hall with its decorative door frames, side tables, and large black dog statue just sitting there facing him.
Hallimir Duskrin |
Curious thinks Hallimir to himself as he inspects the nick-knacks and open spaces.....
Its almost as if someone left in a hurry....and these trinkets don't look like the possessions of a priest
Hallimir then proceeds around the corner to continue his investigation.
Arathorn Vallar |
Looks for some loose paper to make a quick copy of the note. Before going in search of Hallimir.
Nothing in the office though little confused why would he need 100 lbs of dog food. I didn't see/hear any dogs when we arrived and they would probably react to Atticus before we got into the mansion.
Think Blane maybe in trouble having found Nessie if I was to guess.
The World's Most Interesting GM |
The dog statue emits a deep rumbling noise from somewhere in its chest. Then it moves. It's ears flatten, and its lips draw back from sharp teeth.
Blane: 1d20 + 9 ⇒ (3) + 9 = 12
Hallimir: 1d20 + 6 ⇒ (3) + 6 = 9
Zaratina: 1d20 + 4 ⇒ (7) + 4 = 11
1d20 + 2 ⇒ (4) + 2 = 6
Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Arathorn
__ Blane
__ Zaratina
__ Hallimar
__ Nessie the very large dog
Map updated
Zaratina |
Zaratina moves towards the rumbling noise, drawing her trident from over her shoulder. "What's that?" she whispers at Blane.
Trident: 1d20 + 5 ⇒ (11) + 5 = 16
P: 1d8 + 4 ⇒ (8) + 4 = 12
Hallimir Duskrin |
Hearing the rumble of the dog, Hallimir quickly draws his Curve Blade and quietly moves towards the sound.
Stealth, Half speed: 1d20 + 8 ⇒ (18) + 8 = 26
GM are you happy for me to move the fog of war on the map as I move?
The World's Most Interesting GM |
Map updated.
The dog's growl begins to build.
Blane Bonesnatcher |
Blane will evil eye the dog statue thing then cackle.
" guys we got trouble the fog found a mousie snack"
evil eye -2 atk Dc 15 fail 8 rounds success 1 round. Cackle extends evil eye by 1 round
The World's Most Interesting GM |
Remember it is difficult to be stealthy while cackling.
Nessie will save: 1d20 + 1 ⇒ (16) + 1 = 17
The growl builds....
The World's Most Interesting GM |
Arathornbot having somehow deduced from Zaratina's hushed "what's that?" and from the intonation of whatever the Nine Hells it was Blane said (Note to selfbot: No more drinks for Blane before mission time, and possibly take over the scheduling and distribution of whatever medication he is on.) that the party had indeed stumbled upon Nessie and what that means for them all.
He darts around the corner an in a very stern, but low, voice says: "Sit."
beginning wild empathy: 1d20 - 1 ⇒ (3) - 1 = 2
Alas, there is a reason that some hunters and rangers live out in the wilds away from people. Arathornbot for all his wood lore has all the personal magnetism of kale. The dog ignores him and barks, loud and deep.
The World's Most Interesting GM |
Nessie keeps growling and barking at the intruders, almost daring them to draw closer.
bite: 1d20 + 3 ⇒ (8) + 3 = 11 1d6 + 3 ⇒ (1) + 3 = 4 trip?: 1d20 + 3 ⇒ (2) + 3 = 5
There's a shout from outside.
Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Arathorn
__ Blane
__ Zaratina
__ Hallimar
__ Nessie the very large dog (readied)
__ guards
Map updated
Hallimir Duskrin |
Hearing the dog react to the others Hallimir moves quickly but quietly up behind the dog, making sure to keep out of his field of view.
Stealth, full speed: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20
As soon as he is in range he flips his curve blade to the blunt edge and strikes the dog as hard as he can in an attempt to knock it out.
Attack vs flat footed, non lethal: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17
Damage: 1d10 + 3 ⇒ (7) + 3 = 10
SA Damage: 1d6 ⇒ 3
The World's Most Interesting GM |
perception: 1d20 + 8 ⇒ (4) + 8 = 12
The large dog is caught unawares by Hallimir who strikes it a hard blow. The dog turns instantly to bite the elf but misses.
The World's Most Interesting GM |
Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Arathorn
__ Blane
__ Zaratina
__ Hallimar
__ Nessie the very large dog 13 nonlethal
__ guards
Map updated
Blane Bonesnatcher |
Blane will hit the dog with another evil eye and will continue to cackle (not caring about being stealthy at this point)
evil eye dc15 -2 saves. Then cackle.
" bad dog thing i will turn your mind to goo."
Zaratina |
Zaratina moves in behind the large dog and tries to put an end to its racket with her trident.
Trident, Flank: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
P: 1d8 + 4 ⇒ (7) + 4 = 11
The World's Most Interesting GM |
will save: 1d20 + 1 ⇒ (9) + 1 = 10
The dog spins away from Zaratina's attempt to skewer it.
"This is bad. We should be away unless we're willing to spill blood." shouts Arathornbot. He hesitates. Delays.
Then, dog bites man!
Nessie bite v Hallimir: 1d20 + 3 ⇒ (18) + 3 = 21 damage: 1d6 + 1 ⇒ (6) + 1 = 7 Trip?: 1d20 + 3 ⇒ (2) + 3 = 5 Hit, no trip
Nessie wobbles away, obviously still staggered by Hallimir's surprise blow. Getting out from between her attackers and using the hall's pillars for cover.
The glass door beside Zaratina slams open. "HALT!" The guard swings his sword. It bites deep into Zaratina's unprotected shoulder.
green longsword v Zaratina (flanking): 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 damage: 1d8 + 1 ⇒ (3) + 1 = 4 Hit
THREAT!
confirm?: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 additional damage: 1d8 + 1 ⇒ (7) + 1 = 8 Confirm
The front door opens as well and more guards appear. "YIELD!"
Arathornbot reaches out and an reinvigorates Zaratina a bit with his magic.
cure light wounds v Zaratina: 1d8 + 1 ⇒ (2) + 1 = 3
Blane manically laughs.
Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Arathorn
__ Blane
__ Zaratina -9 hp
__ Hallimar -7 hp
__ Nessie the very large dog 13 nonlethal, -2 saves
__ guards, blue (readied)
Map updated
Blane Bonesnatcher |
blane will cast a clw on his scorpion to go and give to Zaratina. then continues to cackle.
blanes scorpion will move over to Zaratina and deliver the clw
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
scorpion will provoke ac19 hp4/4
Zaratina |
Her body rent and restored in a matter of moments, Zaratina stabs at the wounded dog and then steps out into the torchlight.
Trident vs. Nessie: 1d20 + 5 ⇒ (11) + 5 = 16
P: 1d8 + 4 ⇒ (1) + 4 = 5
"Arathorn, call your wolf," she says. "We've woken the manor, now."
The World's Most Interesting GM |
Nessie bite v Scorpie McBugface (AoO): 1d20 + 3 ⇒ (20) + 3 = 23 damage: 1d6 + 1 ⇒ (2) + 1 = 3
THREAT!
Nessie bite v Scorpie McBugface (AoO): 1d20 + 3 ⇒ (17) + 3 = 20 damage: 1d6 + 1 ⇒ (6) + 1 = 7
The dog grabs up the scorpion in her mouth, shakes the scorpion, and tosses it back to the ground where it lays splayed upon its back leaking clear fluid from its bite wounds.
The scorpion drops to -6 hp unconscious/dying, Zaratina remains wounded at 5 hp.
Zaratina takes the opportunity to stab the big dog who yelps and falls over.
"Arathorn, call your wolf," she says. "We've woken the manor, now."
The gates are closed, and technically, by the rules you need 'hands' to climb. I allow some strict quadrupeds to scale ladders or ramps, but a rope would be difficult to see.
Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Arathorn
__ Blane
__ Zaratina -9 hp
__ Hallimar -7 hp
__ guards, blue (readied)
Conditions Nessie down, -2 to saves; Scorpion -6 hp dying
Map updated
Hallimir Duskrin |
Hearing the other guards approaching the main door, Hallimir triggers his wrist sheath, dropping a small vial into his palm, and hastly drinks it.
Potion of CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Feeling the magic energy rush through his body and close his wounds, Hallimir slinks back into the shadows, his form dissolving into the darkness as if by magic. Drawing an alchemists fire from his Bandolier as he does so.
Stealth: 1d20 + 8 ⇒ (16) + 8 = 24
Swift: Trigger wrist sheath
Standard: Drink Potion
Move: move 15ft whilst drawing Alchemist fire from Bandolier
Guardsman, |
"Drop your weapons you heretical scum!"
Hallimir doesn't really have any cover to hide from the guards. He starts the round in the middle of a light pool cast by the lantern on the patio, in front of all three guards. Did you want to restate? Note: if Hallimar does something else it might effect the following actions.
If any of the characters do not immediately surrender the guards go to their immediately readied actions. So let me know what you are about to do.
possible 20% miss chance: 1d100 ⇒ 14 blue longsword v Hallimir if he doesn't surrender (possible cover): 1d20 + 3 ⇒ (17) + 3 = 20 damage: 1d8 + 1 ⇒ (8) + 1 = 9
possible 20% miss chance: 1d100 ⇒ 11 red longsword v Hallimir if he doesn't surrender: 1d20 + 3 ⇒ (7) + 3 = 10 damage: 1d8 + 1 ⇒ (6) + 1 = 7
Hallimir Duskrin |
Your original post of the area said that everything outside the lanterns is darkness (hense why the others needed candles) Hallimir moved 5ft into the darkness (providing total concealment) and hense able to stealth and hide unless the guards have darkvision or are bringing their own light source. Even if the area is dim light it still provides partial concealment and I can still attempt stealth to hide in the shadows.
If this is accurate I will stick with actions...if not accurate, he will move at full speed around the corner and attempt to stealth.
The World's Most Interesting GM |
Your original post of the area said that everything outside the lanterns is darkness (hense why the others needed candles) Hallimir moved 5ft into the darkness (providing total concealment) and hense able to stealth and hide unless the guards have darkvision or are bringing their own light source. Even if the area is dim light it still provides partial concealment and I can still attempt stealth to hide in the shadows.
If this is accurate I will stick with actions...if not accurate, he will move at full speed around the corner and attempt to stealth.
The light circles show the area of "bright illumination". The space around it is considered dim out another 20 feet (or if you have low-light vision 40 feet--hence the reason they only show the brightest level of light, because further visibility then depends upon a character's type of eyesight). Hallimar had to reveal yourself to attack, so they know that he is there. He can however slip back into the shadows if he likes.
1d20 ⇒ 15
1d20 ⇒ 17
All that said, you (and everyone, but the poor scorpion) are up.
Scorpie McBugface will need to make a Constitution check (DC 10), at a -6 penalty to stop bleeding.
Round 4! (Theme ♬)
The Bold May Act!
_________________
__ Arathorn
__ Blane
__ Zaratina -9 hp
__ Hallimar
__ guards (all readied)
Conditions Nessie down, -2 to saves; Scorpion -6 hp dying
Map updated
Hallimir Duskrin |
So to clarify, Hallimir's previous acitons stood (i.e. moving 15ft into the dim light and hiding in the shadows with a 24 Stealth roll). Unless the guards managed to spot me with an opposed perception check, then none of those readied actions will trigger/hit during this turn and unless the guards move into the room I am out of range of Red and have a hard corner from blue (cant remember if that provides bonus to AC because of cover).
Now for this turns actions:
Hallimir Takes another 5ft step back into the hallway and readies his alchemist's fire for the first guard to walk through the door.
Ranged Touch Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 ⇒ 5 Plus 1 pt fire dmg to everyone within 5ft
Possible Sneak Attack Damage: 1d6 ⇒ 6 if I havn't been spotted.
The World's Most Interesting GM |
So to clarify, Hallimir's previous acitons stood (i.e. moving 15ft into the dim light and hiding in the shadows with a 24 Stealth roll). Unless the guards managed to spot me with an opposed perception check, then none of those readied actions will trigger/hit during this turn and unless the guards move into the room I am out of range of Red and have a hard corner from blue (cant remember if that provides bonus to AC because of cover).
The guards automatically saw Hallimir (or your darkened silhouette at least) when he stepped out of hiding to bludgeoned the dog, before he tried to hide once again in the shadows, so they know he is there (somewhere). Hard corners do provide cover AC. Red still can take a 5-foot-move as part of his readied action. The guards' readied actions could probably be inferred by their dialogue thus far.
Zaratina |
Hearing no commands from Arathorn, she surmises that there is no cavalry on the way. "Um, I yield. I suppose I'm rather guilty," she says to the guard with the bloody sword.
Free Action: Talk
The World's Most Interesting GM |
Alas, the stats for Arathorn's wolf make the canine seem a bit hard of hearing, that and the fact that wolf's are not particularly strong rope climbers mean he probably would not arrive in time to do much.
Arathornbot being the benevolent sort, takes Zaratina's lead. "I guess you've got the two of us...."
innuendo: 1d20 - 2 ⇒ (4) - 2 = 2
Blane Bonesnatcher |
Blane moves over to his pet and picks it up giving it a clw.
"I give im just saving my cute little squishy cant let him go anywhere. By the way do u know where the mayor keeps his scepter? We were hoping it would cure my condition thats why were here."
Blane pulls down his hood to reveal gis little ratkin face.
clw: 1d8 + 1 ⇒ (7) + 1 = 8
That will heal my familer to full.
The World's Most Interesting GM |
A loud warning bell rings out from somewhere on the premises and soon it seems half the folks in town have arrived with lanterns, and farm tools improvised as weapons to see what's up. The group (except for Hallimir and Atticus) are bound and gagged and marched (or dragged) to the bailiff's office where they are imprisoned for the night.
Guardsman, |
"I knew there was something suspicious about them when I stopped them at the gate. 'Ratfolk' riiight. We'll see what Mayor Teag-" And at this point every one of the forty townsfolk in attendance chants in unison: "MAY HE CLIMB FOREVER!" before the gate guard finishes with: "-says tomorrow at the affirmation. Heh."
I don't have a map for this so just imagine a small basement jail cell like one you might expect to find in a John Wayne Western. Hallimir has the option of getting caught as well otherwise he is stuck with the task of getting Atticus to come away from his 'guard assignment' set upon him by Arathorn. Alternatively, Atticus can just be rounded up by the villagers in a sweep of the manor grounds; your choice.
So what are folks doing?
Zaratina |
"I just wanted a private meeting with Mayor Teag," she says, batting her eyelashes. "Then a big dog tried to bite my arm off, and the guard nearly cut my arm off after that."
Bluff: 1d20 - 1 ⇒ (18) - 1 = 17
Zaratina lays down on a bench to try to sleep for the rest of the night.
Hallimir Duskrin |
DAMN IT!!! Hallimir thinks to himself as the alarm sounds and the others surrender to the guards, hmmmm....perhaps discression is the better part of valour in this case
From his place in the shadows, Hallimir moves back through the house as quite as he entered it.
Stealth: 1d20 + 8 ⇒ (19) + 8 = 27
He then heads back out of the window and over the wall.
Hallimir hides in the shadows, his black cloak and good drawn up to conceal himself as best as possible,
....that rat had better not give me up or I'll never be able to break them out , he thinks, watching the mob drag the rest of the party to the town gaol.
Arathorn Vallar |
Sorry guys for some reason it wasn't showing new posts in this campaign and was assuming people were away for the holidays.
Arathorn takes stock of room/jail.
Assuming guard stays in the buildings and the walls are wooden with metal bars on the inside.
Well that didn't go as planned sadly.
At least Hallimir is still free maybe he can figure something out.
Should I adjust my spells for the CLW cast or will we be in the jail long enough for me to refresh the total.
The World's Most Interesting GM |
Arathorn takes stock of room/jail.
Assuming guard stays in the buildings and the walls are wooden with metal bars on the inside.
There's a couple of guards upstairs along with a couple of local tagger's on who keep them company with small talk into the very early morning. They come down and visit in one's or two's. The cells are functional, one person to a room--if you want your wolf to be here, he's in his own cell (and a muzzle), otherwise Hallimir has to find a way to get Atticus to stop guarding that tree.
Should I adjust my spells for the CLW cast or will we be in the jail long enough for me to refresh the total.
Based upon what he has overheard, Arathorn probably assumes that he will have 8 hours of time until they are brought before the mayor. So if you want to burn what spell slots you have, and then rest, you can.
Arathorn Vallar |
If Zaratina is close enough to touch can cast another CLWs on her to bring to full health before resting to restore my slots. Was debating if I would have tried to shout a command to him as they marched us out the gates of the manor but will probably leave that with Hallimir. Maybe if daylight comes about and Hallimir doesn't want to try to do anything with Atticus have the guards bring him in when they spot him.