Bel Canto
|
Bel does a knowledge nature, but I do not have my computer at this time and cannot remember what my pluses are. Maneuvering on the iPad isn’t easy. Likely it is a 13 or 14, so I will use 13
KS Nature: 1d20 + 13 ⇒ (8) + 13 = 21
Last round of lingering performance.
With several arcane words, Bel casts Grease in the vertices between red and yellow, g thing both of them and the table. I believe it is a reflex save, DC 15.
| GM.Silbeg |
Bel realizes that these are Shadowblood Wolfhounds (Medium animal). They are a type of advanced canine, and are lethal with both tooth and claw. They will trip their prey if the land a bite, and they tend to fight as a pack.
Both Gresh and Lemford land strong axe-strikes to their respective beasts, but neither appear close to going down. Bel creates a large puddle of grease under red and yellow, but neither goes down.
Yellow reflex DC15: 1d20 + 7 ⇒ (9) + 7 = 16
Red reflex DC15: 1d20 + 7 ⇒ (16) + 7 = 23
Grippli,Neal, Pig is/are up.
Universal Adjustments: Flagbearer +1, IC+2, Inspire Rage +2, Bless +1
Universal Conditions:
- x Neal Shadowhand
- x Lemford [PRONE]
- x Bel Canto
- x Wolves
- => Grippli
- => Gresh
- => Pig
U = Unconscious S = Surprised D = Delay
Conditions:
Bel Canto: 45/45
Gripple: 30/30
Pig: 15/15
Gresh: 47/47
Lemford: 5/48
Shadowhand: 35/35
Enemies:
Red: -17
Yellow:
Blue: 15
Round to progress by: 2019-02-26 1800 CST (UDT-6)
Neal Shadowhand
|
5ft step
Full Round Attack. - I choose not to accept the rage.
"Quickly, we must defeat these beasts!"
Masterwork Silver Light Mace vs Blue, FB, IC, Bless: 1d20 + 8 - 2 + 2 + 1 + 1 ⇒ (17) + 8 - 2 + 2 + 1 + 1 = 27
Silver/Bludgeoning, FB, IC: 1d6 - 1 + 2 + 1 ⇒ (2) - 1 + 2 + 1 = 4
Cold Iron Short Sword vs Blue, FB, IC, Bless: 1d20 + 8 - 2 + 2 + 1 + 1 ⇒ (14) + 8 - 2 + 2 + 1 + 1 = 24
Cold Iron/Piercing, FB, IC: 1d6 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11
Tusks vs Blue, FB, IC, Bless: 1d20 + 7 - 5 + 2 + 1 + 1 ⇒ (3) + 7 - 5 + 2 + 1 + 1 = 9
Slashing/Piercing/Bludgeoning, FB, IC: 1d4 - 1 + 2 + 1 ⇒ (2) - 1 + 2 + 1 = 4
| GM.Silbeg |
Neal strikes twice with his weapons, but fails to bite. The wolf looks hurt, but isn't going down yet.
Grippli casts bane on the wolves (DC18). All three seem affected by the fear.
yellow will DC18: 1d20 + 4 ⇒ (1) + 4 = 5
blue will DC18: 1d20 + 4 ⇒ (7) + 4 = 11
red will DC18: 1d20 + 4 ⇒ (3) + 4 = 7
Yellow attacks Lemford! With a claw, and a bite, Lemford goes down.
bite vs AC14: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26 bite: 1d6 + 4 ⇒ (5) + 4 = 9
claw vs AC14: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20 bite: 1d4 + 4 ⇒ (3) + 4 = 7
Blue then attacks Neal. A single claw hits the rogue.
bite vs AC18: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14 bite: 1d6 + 4 ⇒ (4) + 4 = 8 trip vs CMD16: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18
claw vs AC18: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9 bite: 1d4 + 4 ⇒ (3) + 4 = 7
claw vs AC18: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22 bite: 1d4 + 4 ⇒ (2) + 4 = 6
Red attacks Gresh, and misses three times!
bite vs AC20: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11
claw vs AC20: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11
claw vs AC20: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17
Lemford stabilize DC19: 1d20 + 2 ⇒ (11) + 2 = 13
Grippli, Neal, Pig, Gresh, Bel is/are up.
Universal Adjustments: Flagbearer +1, IC+2, Bless +1
Universal Conditions:
- => Neal Shadowhand
- U Lemford [PRONE, DYING]
- => Bel Canto
- Wolves
- => Grippli
- => Gresh
- => Pig
U = Unconscious S = Surprised D = Delay
Conditions:
Bel Canto: 45/45
Gripple: 30/30
Pig: 15/15
Gresh: 47/47
Lemford: -10/48 [DYING]
Neal Shadowhand: 29/35
Enemies:
Red: -17
Yellow:
Blue: 30
Round to progress by: 2019-02-28 1100 CST (UDT-6)
Grandfather Grippli
|
Grippli casts stabalize on Lemford.
| GM.Silbeg |
Lemford stops bleeding after Grippli's spell!
Gresh
|
Gresh swings Peacekeeper again at the mongrel dog-like creature.
(Standard action attack: pa=power attack, ic=inspiring courage, fb=flag bearer, bl=bless)
greataxe vs Red: pa, ic, fb, bl: 1d20 + 8 - 2 + 2 + 1 + 1 ⇒ (1) + 8 - 2 + 2 + 1 + 1 = 11
adamantine/slashing: pa, ic, fb: 1d12 + 5 + 6 + 2 + 1 ⇒ (2) + 5 + 6 + 2 + 1 = 16
(I will use my reroll at +1)
greataxe vs Red: pa, ic, fb, bl, gm: 1d20 + 8 - 2 + 2 + 1 + 1 + 1 ⇒ (8) + 8 - 2 + 2 + 1 + 1 + 1 = 19
adamantine/slashing: pa, ic, fb: 1d12 + 5 + 6 + 2 + 1 ⇒ (7) + 5 + 6 + 2 + 1 = 21
The swing of Peacekeeper appears to miss its mark, but at the last moment the arc is deflected by an unseen force and the blade strikes deeply into the flesh of the creature.
Bel Canto
|
Bel simgs again, inspiring courage with her voice.
With a flick of her wrist, her healing wand pops into her hand. She takes a 5 foot step and taps Lemford with the end.
Inspire Courage, move action. Spring loaded wrist sheath for the wand, Swift action. Activate wand, standard action
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Neal Shadowhand
|
Full Round Attack.
"GO. DOWN. YOU. MANGY. CUR!"
Masterwork Silver Light Mace vs Blue, FB, IC, Bless: 1d20 + 8 - 2 + 2 + 1 + 1 ⇒ (8) + 8 - 2 + 2 + 1 + 1 = 18
Silver/Bludgeoning, FB, IC: 1d6 - 1 + 2 + 1 ⇒ (5) - 1 + 2 + 1 = 7
Cold Iron Short Sword vs Blue, FB, IC, Bless: 1d20 + 8 - 2 + 2 + 1 + 1 ⇒ (1) + 8 - 2 + 2 + 1 + 1 = 11
Cold Iron/Piercing, FB, IC: 1d6 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12
Tusks vs Blue, FB, IC, Bless: 1d20 + 7 - 5 + 2 + 1 + 1 ⇒ (11) + 7 - 5 + 2 + 1 + 1 = 17
Slashing/Piercing/Bludgeoning, FB, IC: 1d4 - 1 + 2 + 1 ⇒ (4) - 1 + 2 + 1 = 6
Does it look like the Silver Mace is doing extra damage at all? Or if the Short Sword (when it hits) is not doing what damage I expect?
Basically, does it *look* like they have DR to me, even if I don't know what it would be?
| GM.Silbeg |
These are just wolfhounds... so no extra effect from silvered weapons... and all the hits are doing what you'd expect (no DR)
Gresh hits the wolfhound hard, but still it stands.
Neal hits with his mace, and then bites the wolfhound. This dog is also injure more, but still stands.
The red wolfhound attacks Gresh. It bites him near his crotch, but just misses getting the vital regions, and also fails to pull Gresh down to the floor. It then misses with a claw, and hits with the other claw.
bite vs AC20: 1d20 + 7 ⇒ (20) + 7 = 27confirm vs AC20: 1d20 + 7 ⇒ (6) + 7 = 13 bite!: 1d6 + 4 ⇒ (4) + 4 = 8 trip vs CMD17: 1d20 + 7 ⇒ (1) + 7 = 8
claw vs AC20: 1d20 + 7 ⇒ (2) + 7 = 9claw: 1d6 + 4 ⇒ (2) + 4 = 6
claw vs AC20: 1d20 + 7 ⇒ (13) + 7 = 20claw: 1d6 + 4 ⇒ (5) + 4 = 9
yellow acrobatics DC10: 1d20 + 3 ⇒ (1) + 3 = 4
yellow reflex DC15: 1d20 + 7 ⇒ (4) + 7 = 11
The yellow wolf slips and falls in the grease, and then stands back up.
Blue attacks Neal. Neal is bit and clawed, but also keeps his footing.
bite vs AC18: 1d20 + 7 ⇒ (13) + 7 = 20bite!: 1d6 + 4 ⇒ (3) + 4 = 7 trip vs CMD16: 1d20 + 7 ⇒ (1) + 7 = 8
claw vs AC18: 1d20 + 7 ⇒ (11) + 7 = 18claw: 1d6 + 4 ⇒ (3) + 4 = 7
claw vs AC18: 1d20 + 7 ⇒ (1) + 7 = 8claw: 1d6 + 4 ⇒ (3) + 4 = 7
Wow... two nat-1s on trips. 4 total on this post.
Grippli, Neal, Pig, Gresh, Bel is/are up.
Universal Adjustments: Flagbearer +1, IC+2, Bless +1
Universal Conditions:
- => Neal Shadowhand
- U Lemford [Unconscious]
- => Bel Canto
- Wolfhounds
- => Grippli
- => Gresh
- => Pig
U = Unconscious S = Surprised D = Delay
Conditions:
Bel Canto: 45/45
Gripple: 30/30
Pig: 15/15
Gresh: 47/47
Lemford: -8/48
Neal Shadowhand: 15/35
Enemies:
Red: -38
Yellow:
Blue: -43
Round to progress by: 2019-03-01 1100 CST (UDT-6)
Neal Shadowhand
|
Full Round Attack.
"Sigh let's just kill them already"
Masterwork Silver Light Mace vs Blue, FB, IC, Bless: 1d20 + 8 - 2 + 2 + 1 + 1 ⇒ (11) + 8 - 2 + 2 + 1 + 1 = 21
Silver/Bludgeoning, FB, IC: 1d6 - 1 + 2 + 1 ⇒ (2) - 1 + 2 + 1 = 4
Cold Iron Short Sword vs Blue, FB, IC, Bless: 1d20 + 8 - 2 + 2 + 1 + 1 ⇒ (16) + 8 - 2 + 2 + 1 + 1 = 26
Cold Iron/Piercing, FB, IC: 1d6 + 4 + 2 + 1 ⇒ (3) + 4 + 2 + 1 = 10
Tusks vs Blue, FB, IC, Bless: 1d20 + 7 - 5 + 2 + 1 + 1 ⇒ (19) + 7 - 5 + 2 + 1 + 1 = 25
Slashing/Piercing/Bludgeoning, FB, IC: 1d4 - 1 + 2 + 1 ⇒ (4) - 1 + 2 + 1 = 6
Gresh
|
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Gresh swings, yet again, at the wolfhound in front of him.
(Standard action attack: pa=power attack, ic=inspiring courage, fb=flag bearer, bl=bless)
greataxe vs Red: pa, ic, fb, bl: 1d20 + 8 - 2 + 2 + 1 + 1 ⇒ (20) + 8 - 2 + 2 + 1 + 1 = 30
adamantine/slashing: pa, ic, fb: 1d12 + 5 + 6 + 2 + 1 ⇒ (10) + 5 + 6 + 2 + 1 = 24
(confirm crit chance)
greataxe vs Red: pa, ic, fb, bl: 1d20 + 8 - 2 + 2 + 1 + 1 ⇒ (20) + 8 - 2 + 2 + 1 + 1 = 30
adamantine/slashing: pa, ic, fb: 1d12 + 5 + 6 + 2 + 1 ⇒ (9) + 5 + 6 + 2 + 1 = 23
With a great over the head swing of Peacekeeper, Gresh splits the wolfhound in half, spraying blood across the room.
Neal Shadowhand
|
Guess my annoyed sigh worked after all ;)
| GM.Silbeg |
With the series of strikes from Neal, the blue-tinged wolfhound goes down! This is quickly followed by Gresh removing the head of the red one from its shoulders!
Combat over
Bel Canto
|
Bel is annoyed by the gore splattered all over her, but will deal with that later. With another flourish of her wrist, she taps Lemford again with her wand.
Cure Light Wounds wand: 1d8 + 1 ⇒ (1) + 1 = 2
First round of lingering performance.
Gresh
|
Gresh moves to the fallen judge and attempts to determine if she is still alive.
Heal check: 1d20 + 3 ⇒ (6) + 3 = 9
Is she clearly dead? Throat torn out... bled out... I assume she is dead since one round of their attacks basically took out Lemford...
Bel Canto
|
"Could one of you with actual healing ability perhaps get Lemford up? I fear my wand isn't quite enough. I could do my singing again, if you would like, but that won't do as much as healing might."
Neal Shadowhand
|
Neal's wand pops out of the wrist sheath and he grabs it.
"I seem to be injured...can one of you fine comrades heal me with my own wand please?"
I am missing 20hp.
Lemford
|
Lemford has a wand with him. Just whack him a few time. I asume we can take 5 with a wand of cure light?
| GM.Silbeg |
You really do have to roll the CLW castings. Sorry.
Gresh perception: 1d20 - 1 ⇒ (9) - 1 = 8
The Judge isn't moving. While her throat has not been torn out, she has several wounds, and is not currently bleeding out.
Is Gresh going to channel to heal, since several are wounded?
Grandfather Grippli
|
Grippli walks up to Lemford. "Quiet Pig! I am not stealing from the unconscious halfling. Be quiet."
Grippli pokes around a bit before locating what he thinks is Lemfords wand of healing magic. He taps Lemford with to test his theory.
CLW!: 1d8 + 1 ⇒ (3) + 1 = 4
Seeing that it worked, Grippli continues to tap Lemford.
CLW!: 1d8 + 1 ⇒ (6) + 1 = 7
CLW!: 1d8 + 1 ⇒ (6) + 1 = 7
CLW!: 1d8 + 1 ⇒ (5) + 1 = 6
CLW!: 1d8 + 1 ⇒ (1) + 1 = 2
CLW!: 1d8 + 1 ⇒ (2) + 1 = 3
CLW!: 1d8 + 1 ⇒ (7) + 1 = 8
CLW!: 1d8 + 1 ⇒ (7) + 1 = 8
CLW!: 1d8 + 1 ⇒ (7) + 1 = 8
Gresh
|
Gresh will start channeling.
Channel: 1d6 ⇒ 1
Channel: 1d6 ⇒ 3
Channel: 1d6 ⇒ 1
Channel: 1d6 ⇒ 2
Lemford
|
Lemford sits up in a pool of blood. "What? AGAIN! First the stupid plants then the stupid dogs. What is wrong with this town?!"
At Grippli "Thanks for getting me back up on my feet."
Gresh
|
With a smile and toothy grin, Gresh bows to Lemford saying, "You were clearly the most dangerous halfling in the room, my friend."
| GM.Silbeg |
As Gresh channels, he realizes that the Judge is being healed, a sure sign that she is not dead.
However, with 7 points of healing, she seems mostly healed! She barely went down, and immediately stabilized
She stands up, her elderly body clearly in pain. "Thank you all for saving me. I had thought my life was finally over. I would not have survived the Mauler's hounds had it not been for you." she says. "In gratitude, I offer the sword of my office, which is a sword of station. Additionally, please accept these trinkets as a sign of my thanks."
She offers up both her sword, and a small jewelry box full of trinkets.
The door behind the bench has been smashed open, and the drainage grating in one of the cells has been completely ripped from its mounting bolts.
(1,680 gp; this decorative sword and scabbard occupies the belt slot and grants a +2 competence bonus on Sense Motive checks. Three times per day, the wearer may draw the sword and deliver a single-word command, as per the spell [CL 1st]. The blunt and poorly balanced sword is treated as an improvised club when used as a weapon in combat.)
Bel Canto
|
Neal, go ahead and roll your stuff, I'll hit you with your wand when Gresh is done channeling
Only wanted someone else to do the wands/healing because I was rolling so crappy
"Judge, what actually happened here?"
Neal Shadowhand
|
"Lady Judge," Neal starts, wiping the blood and fur off his sword and mace, "I'm sorry it took us so long to get here, for that we apologise!"
"I'm glad to see that you survived and are recovering" Neal smudges the blood coming out of his nose on his face by accident.
"I second Bel's question, but I also have to ask, The Mauler? Is that your name for him? And where can we find him, it is most urgent?" Neal states, looking at the door and drainage grating.
Just FYI, I don't want the sword as I have better things
| GM.Silbeg |
"Yes, The Mauler. That is what the good folk of Ardis call him." says the Judge. "It was Vonran Vilk. He is a bloodthirsty beast, and said I wasn't worth his time. He left his hounds to finish me."
Grandfather Grippli
|
"My dear Judge, are you sure it was Master Vilk? I do believe this area of Avistan is plagued by numerous beasts. It is possible that it was some other werewolf that did this to you. If only you could tell us which way this person went we will be sure to verify just who sis this to you."
Diplomacy Take 10 for DC 32
Gresh
|
Gresh bows to the Judge saying, "By the blessings and healing light of Iomedae, we were able to save you from those mongrel creatures. I am happy to see you still among the living."
He looks at the drainage grate and back at the Judge asking, "Did Master Vilk escape through that drainage grate? If, so how long of a head start might he have?"
Gresh starts to move towards the opening, stops and turns towards the Judge. "Perhaps Master Vilk said something to you before he left that might help us track him down. Or where he might be headed to next?"
| GM.Silbeg |
"Yes, whomever he was, but he did sound like Vilk. He went down the drain. He didn't say to do what, but he seemed in a hurry. Just before you got here." The elderly woman looks exhausted.
| GM.Silbeg |
Moving on, since she has told you everything she knows.
You follow the path down into the sewers. The tight confines of the courthouse sewers eventually open into wider tunnels collecting effluence from the neighboring buildings. The putrid stink of human refuse mingles with a more natural stink of decomposition. Bubbles and ripples occasionally break the water’s surface, filling the chamber with a constant gurgle.
Skipping the optional encounter, which would likely kill you, as it is an ochre jelly and a centipede swarm.
The mouth-filling stench of the sewers finally breaks in the relatively fresh air of Ardis’s docks. The moonlight shining down upon the weathered stones beneath the sewer gate catches a glint of gold: a small, worn locket smashed upon the rocks holds a pair of tiny portraits. One shows a Vonran Vilk who might have walked the streets fifty years ago. The other, torn and gnawed, shows Markov Rutowski—Vilk’s former lover.
Neal can choose to heal before he acts, if so, he should roll his healing, assuming he has any.
We are starting a chase scene on slide #1...
Running a chase in a fast, cinematic manner is easy.
Just remember that all participants have the following
options each round. For more details on running a chase
using this system, see page 232 of the Pathfinder RPG
GameMastery Guide.
• It takes a move action to move through a single square.
When a character exits from a square, he must choose
one of that square’s two obstacles to face as a standard
action before moving to the next square. Instead of
exiting a square, a character can choose to take another
action not directly related to navigating the chase’s
course, such as casting a spell or drawing a weapon.
• A character may attempt to move three squares during
his turn by taking a full-round action. That character
must overcome both obstacles on the square he is
leaving. In this case, if a character fails either obstacle
check by 5 or less, he only moves one square forward
and his turn ends. If a character fails either obstacle
check by more than 5, he cannot move at all that turn.
A character unfortunate enough to fail two obstacle
checks in a turn becomes mired in his current square. A
mired character must spend another full-round action
becoming unmired, effectively losing his next turn.
• A character can also choose to make a ranged attack or
cast a spell during his turn in a chase. If the action is a
full-round action, he can’t move at all. Use the number
of squares and their established distances (in this case,
30 feet) to determine ranges as necessary. The terrain
where the chase takes place might provide the target
partial or even full cover or concealment. A character
can only choose to make melee attacks against targets
that are on the same card.
In this case, it is safe to say you can only see 2 squares ahead... each square is 30'
Bel Canto init: 1d20 + 1 ⇒ (3) + 1 = 4 7
Grippli init: 1d20 + 1 ⇒ (6) + 1 = 7 5
Gresh init: 1d20 + 0 ⇒ (12) + 0 = 12 2
Lemford init: 1d20 + 2 ⇒ (5) + 2 = 7 4
Shadowhand init: 1d20 + 4 ⇒ (15) + 4 = 19 1
pig init: 1d20 + 1 ⇒ (5) + 1 = 6 6
Mauler init: 1d20 - 1 ⇒ (12) - 1 = 11 3
Quick summary - Move action to move up to challenge. Standard for challenge. Full round if at challenge to take both challenges and move 3.
Neal,Gresh is/are up.
Universal Adjustments: Flagbearer +1 (same square as Bel)
Universal Conditions:
- => Neal Shadowhand
- => Gresh
- Mauler
- Lemford
- Grippli
- Pig
- Bel Canto
U = Unconscious S = Surprised D = Delay
Conditions:
Bel Canto: 45/45
Gripple: 30/30
Pig: 15/15
Gresh: 47/47
Lemford: 48/48
Neal Shadowhand: 22/35
Enemies:
Mauler:
Round to progress by: 2019-03-06 1100 CST (UDT-6)
Gresh
|
Gresh starts out after Master Vilk trying to make his way through the collapsed structure. His path is blocked by what looks to be a flimsy wooden door. He puts his shoulder against it and pushes.
CMB vs door: 1d20 + 7 ⇒ (3) + 7 = 10
The door doesn't budge...
Can I use another move action to try again or is my second move action a combination of overcoming the obstacle and moving across the next square?
Bel Canto
|
CMB vs Door: 1d20 + 8 ⇒ (8) + 8 = 16
This is going to take a long time, thinks Bel.
Neal Shadowhand
|
Sorry I missed the part where Bel said I should roll, my bad, I'll do it now.
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
----------------------------------------------------------
I am going to assume the door isn't open yet as Bel is technically not up yet, so I'll try the door
Force the Door! - CMB vs Door: 1d20 + 2 ⇒ (5) + 2 = 7
@Gresh, I believe it's a move to get to the door, a standard to try and open it...and as such...we both dumbfounded by this door.
Next!
| GM.Silbeg |
each person must handle the challenges themselves.
Gresh, it was a move to get to the door, and a standard to try and force it.
Bel got ahead of herself a bit, as she wasn’t up yet, but I will use her roll when she is up.
Gresh and Neal run up to the collapsed structure, but neither is able to force their way in.
will post he maulers move in a bit
| GM.Silbeg |
The Mauler leaps across the Crumbling Bridge, and moves up the guard station.
acrobatics: 1d20 + 19 ⇒ (6) + 19 = 25
Bel gets past the Collapsed Structure, and is ready to advance to the Overgrown Greenbelt.
Lemford, Grippli, Pig, Neal, Gresh is/are up.
Universal Adjustments: Flagbearer +1 (same square as Bel)
Universal Conditions:
- => Neal Shadowhand
- => Gresh
- Mauler
- => Lemford
- => Grippli
- => Pig
- x Bel Canto
U = Unconscious S = Surprised D = Delay
Conditions:
Bel Canto: 45/45
Gripple: 30/30
Pig: 15/15
Gresh: 47/47
Lemford: 48/48
Neal Shadowhand: 22/35
Enemies:
Mauler:
Round to progress by: 2019-03-07 1100 CST (UDT-6)
Neal Shadowhand
|
Just to confirm, Bel's forced the door so we can just go through it? Or do we need make all those checks too?
Gresh
|
Everyone needs to make their own checks...
Gresh feels the door strain under his continued effort...
CMD vs door: 1d20 + 7 ⇒ (7) + 7 = 14
The door finally gives way allowing Gresh to move into the overgrown area. He is quickly lost and finds himself entangled in the overgrowth...
| GM.Silbeg |
@Neal - in a standard chase, you all have to make the checks.
One of the more annoying parts of this type of encounter. And, they are even more painful in PBP... I have tricks to push that can't be done without being face to face...
Grandfather Grippli
|
"That's it; you need to lose weight, lard ass." Grippli picks up Pig and shoves him into his familiar satchel. "Quit complaining! This is all your fault. If you wouldn't go back for fourths at the acorn trough...."
Grippli asses the humans attempting to shove open a door with amusement. Grippli scales the wall.
Climb!: 1d20 - 1 + 8 ⇒ (6) - 1 + 8 = 13
Bel Canto
|
Bel tries to find the secret door.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
When that fails, she will try to escape artist it.
Escape Artist: 1d20 ⇒ 18
Bel will wait for others to catch up because otherwise, I might get there alone, and that's scary.
Gresh
|
Next Action:
Gresh finds himself stuck in a tangle of thorns and attempts to escape. He can see a broken bridge ahead.
Escape Artist DC 12 vs thorns: 1d20 - 5 ⇒ (16) - 5 = 11
Just as he thought he was free of the thorns, Gresh is tangled yet again.
Next Action:
Realizing he is just on the edge of the thicket, Gresh drops and rolls with the hope of escaping the thorny thicket.
Escape Artist DC 12 vs thorns: 1d20 - 5 ⇒ (7) - 5 = 2
Rolling out of the thicket does not prove to be fruitful. Gresh is still stuck in the thorny thicket. He looks longingly at the broken bridge ahead.
Next Action:
Since the rolling doesn't appear have worked out so well, Gresh stands and attempts to remove himself from the thorny thicket.
Escape Artist DC 12 vs thorns: 1d20 - 5 ⇒ (10) - 5 = 5
Gresh finds himself still stuck in the thorny thicket.
Next Action:
Feeling like he may never escape the thorny thicket, Gresh gives it another try.
Escape Artist DC 12 vs thorns: 1d20 - 5 ⇒ (18) - 5 = 13
With a sign of relief and innumerable thorns in unspeakable places, Gresh finds himself free of the thorny thicket. He looks toward the crumbling bridge, shakes his head and moves to the edge of the water. He intones a prayer to Iomedae as he slowly moves into the water.
| GM.Silbeg |
Reminder, please... move action to get to the challenge, standard to perform. In the case of Bel, her stated actions without the spoiler are 2 rounds worth, as she needed to move up to the next challenge in the square. She can then, in round 2, perform the perception check. Failing that, she can, in round 3, perform the escape artist check, and move up to the next challenge.
Please break the things into separate spoilers, by round.
Example from Gresh...
Move up to tangle of thorns.
Gresh finds himself stuck in a tangle of thorns and attempts to escape. He can see a broken bridge ahead.
Escape Artist DC 12 vs thorns: 1d20 - 5 ⇒ (16) - 5 = 11
Just as he thought he was free of the thorns, Gresh is tangled yet again.
Realizing he is just on the edge of the thicket, Gresh drops and rolls with the hope of escaping the thorny thicket.
Escape Artist DC 12 vs thorns: 1d20 - 5 ⇒ (7) - 5 = 2
Rolling out of the thicket does not prove to be fruitful. Gresh is still stuck in the thorny thicket. He looks longingly at the broken bridge ahead.
Since the rolling doesn't appear have worked out so well, Gresh stands and attempts to remove himself from the thorny thicket.
Escape Artist DC 12 vs thorns: 1d20 - 5 ⇒ (10) - 5 = 5
Gresh finds himself still stuck in the thorny thicket.
Feeling like he may never escape the thorny thicket, Gresh gives it another try.
Escape Artist DC 12 vs thorns: 1d20 - 5 ⇒ (18) - 5 = 13
With a sign of relief and innumerable thorns in unspeakable places, Gresh finds himself free of the thorny thicket. He looks toward the crumbling bridge, shakes his head and moves to the edge of the water. He intones a prayer to Iomedae as he slowly moves into the water.
Neal Shadowhand
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CMB vs Door: 1d20 + 2 ⇒ (17) + 2 = 19
Neal breaks through the door and moves toward the thicket.
Escape Artist vs Thicket: 1d20 + 11 ⇒ (16) + 11 = 27
Neal easily moves past the thicket and towards the leap of faith...
Acrobatics vs Leap of Faith: 1d20 + 11 ⇒ (3) + 11 = 14
Neal fails his leap of faith, so shakes himself off to try again
Acrobatics vs Leap of Faith: 1d20 + 11 ⇒ (6) + 11 = 17
Neal leaps the crumbling bridge and moves to slip around the back of the Guard Station.
I think I did all this correctly!
Lemford
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Stupid town. Stupid plants. Stupid dogs. Stupid sewers."
"Stupid door."
"Stupid, stupid bush!"
"I hate this place."
"This is fine. This is fine."
Grandfather Grippli
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Let's try this again
Grippli and Pig stare at each other, daring the other to say something.
Climb!: 1d20 - 1 + 8 ⇒ (16) - 1 + 8 = 23
Perception!: 1d20 + 14 ⇒ (16) + 14 = 30
Acrobatics!: 1d20 + 1 ⇒ (15) + 1 = 16
Bluff!: 1d20 + 5 ⇒ (15) + 5 = 20
Fortitude Save!: 1d20 + 3 ⇒ (17) + 3 = 20