GM PaleDim |
Definitely an option. To keep the pace up though I'll have to call the item late tonight or tomorrow and move on.
Yangrit Foehammer |
Aldran not wanting to be left out grabs the banner and calls out.
"550!"
Smiling he hands back the banner.
Umm... I'm confused.
GM PaleDim |
The GM discussing strategy with players isn't a very typical thing, but:
1. this scenario is problematic in places regarding balance and clarity
2. Give the above, I would not be happy attributing a character death potentially to the problematic characteristics of this module.
That said, if you don't appreciate my interjections and think you ought to be solving for non-death without my input, feel free to say so, I can stop. . :)
Hootie Bell |
While I'm bust bleeding out, a channel would not only remove the bleeding but also stabilize Hootie as well.
Of course I might not have 8 rounds since the Bleed is 3?
GM PaleDim |
It looks like Aldran decided to take the leap. He should be able to heal you next round, but now I have an attack of opportunity to resolve :/ (that will DC for sanctuary is pretty low)
GM PaleDim |
Actually it's bleed 1d4, but I totally neglected to do the roll itself and assumed 1 (not sure why I did that), but I'm going to leave the existing bleeds alone since you're in the high tier based on APL rounding up and *one* character being just into the tier.
Aldran Ironfoot |
It looks like Aldran decided to take the leap. He should be able to heal you next round, but now I have an attack of opportunity to resolve :/ (that will DC for sanctuary is pretty low)
Yes but my AC is pretty high, I am just hoping for some low rolls.
Hootie Bell |
If Hootie dies, it's not on you GM.
It's fine. it happens.
Just would like to point out that Hootie might not have 8 rounds since bleed is 1d4 and I could fail the stabilization check.
I should have enough PP to pull her out if needed.
GM PaleDim |
The bleed is supposed to be 1d4, but I forgot to roll it, you don't re-roll it reach round, and it's already been applied to to one round. So for the hit you took it's sticking at 1.
Sorry about the delay folks, it's been a busy weekend. I'll have a post up moving us along by tomorrow morning.
GM PaleDim |
Y'all are giving it claustrophobia, so a bull rush seemed like a reasonable aggression.
GM PaleDim |
I'll verify this when I get home, but I believe only the victim of a bullrush is supposed to get the AoO, but anyway no it wasn't against flat footed.
GM PaleDim |
Still no against flat-footed
This thing is low-dex, much like the mummy, so losing dex AC make a difference. Unfortunately it made the reflex save on the way over.
Ahmandé |
Actually, I think Gratius is right. I think the creature is flat-footed while it moves through grease; this is due to the movement, not the combat maneuver. I had to do some research to figure out why, exactly, but it actually helps explain something I never understood about grease (why the spell description specifically states that you are not flat-footed if you don't attempt to move).
Grease has this to say about movement inside the area of the spell:
A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
Acrobatics has this to say about movement with Acrobatics:
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).
It's not related to the bull rush, except insofar as a bull rush requires you to move. Inside grease, you move at half-speed with a successful Acrobatics check. When you need to make an Acrobatics check to move, you're considered flat-footed (regardless of whether the check was successful or not).
Since the creatures is moving at half-speed, it can't avoid an AoO with a 5' step. Both AoOs (for movement through a threatened square vs Gratius and for the bull rush vs Yangrit) would thus be against flat-footed AC.
GM PaleDim |
Yes, agreed. It’s flat footed AC is still pretty high unfortunately.
Yangrit Foehammer |
For our records, here are the items we purchased:
Minor Staff of Healing (Looks good for Aldran to carry)
Incense of Meditation (For arcane spellcasters; perhaps Ahmande would like to hold it?)
GM PaleDim |
So with your second checks maybe you'll find the hidden things in this room and/or avoid the danger :)
GM PaleDim |
Second Perception check 1d20+7
Add +2 if human
Okay, so that gets us knowledge of the trap and helps us move along. It's getting to be time for fast-forward mode :). How many of these characters are signed up for Game Day VIII games?
Hootie Bell |
This char isn't signed up for Gamesday I think.
Hootie Bell |
This char isn't signed up for Gamesday I think.
GM PaleDim |
My hope is that we finish this battle tonight or early tomorrow, and then have the remaining 5 days for the final encounter (just after this).
GM PaleDim |
So, with the delay of Gameday, we're not in quite the rush we were before.
On the one hand, I'm glad we pushed and made some good progress. On the other, now that we're at the final, climactic scene, we can maybe take it a bit slower and enjoy it (not lallygag though). Two weeks and four days is a long time to finish. I think we'll still be done in a week at a reasonable pace.
This last battle is going to be rough though, so use what you've learned and more!
GM PaleDim |
Haha, apologies, I copied forward one of the dealers as Aldran on the new map. Fixed.
Ahmandé |
I'm on the way to a music festival in the morning; I'll be away for the entire weekend, returning Monday or Tuesday, and I won't have internet access. Please bot me!
GM PaleDim |
Thanks for letting us know! Will do (and have fun). There is a *chance* we'll be done by the time you return.
GM PaleDim |
That's pretty much a wrap folks! Of course feel free to roleplay any last questions or thoughts you have about the scenario's conclusion.
Firstly, your chronicles are ready HERE. Please let me know if anything looks wrong, or if anybody who hadn't made a Day Job roll would like to (and I'll update your chronicle).
Secondly, the tier-determination rules really put you all in a tough position (rounding rules to 3, and then the rule that 6 players must play up from between-tiers), but you did awesome getting through it with everybody. Some well placed greases and crits, and other ingenuities.
I had a lot of fun watching this interesting collection of characters react to things. Anyway, I hope you enjoyed it!
GM PaleDim |
I will use my reroll on my DayJob
[dice=DayJob (Profession Soldier) Reroll 5*]1d20+5+5
And thanks for a great game GM! It was great thanks to all of you :)
Chronicle updated.
GM PaleDim |
I'll wait for a few more days before inactivating the campaign. Hope to see you all at a future table!
Yangrit Foehammer |
My Chronicle looks good. Thanks for trying so hard to keep us alive! I enjoy scenarios that have a good mix of situations. Fights are fun, but role playing, investigating, and skill checks make for a much more interesting game. :)
Hootie Bell |
The dice hated me! par for course for me.
Thank you for the game and keeping us alive!
Hootie wishes that she would have robbed the auction since nothing really bad happened and the Auction went pretty far...
Chronicle received.
Ahmandé |
Day Job, Perform (oratory): 1d20 + 11 ⇒ (16) + 11 = 27
Thanks so much for the game! This was a complicated scenario, and I love the way you ran it for us.
GM PaleDim |
I am glad to hear that :)
Anyway, it appears everybody has their chronicle, so I'm deactivating now.