GM Michael's Giantslayer

Game Master Dread

Giant Slayer on Roll 20

Loot

Current Date: 6th Lamashan GR 1710 Time: 740PM

Experience: (3rd)-5625/(4th)-9000


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ok that's cool, it not only portrayed the chaos, I was feeling a little of it :)


M half-elf Ranger (inflitrator) 3 HP:30/30| AC: 17 |Fort: +5 | Ref: +6 | Will: +6 | Perc:+10, Stealth:+9 | Init: +3| darkvision 60ft, lowlight vision

SO, yeah, Rydell isn't really into de-escalation at the moment. If someone had something else, feel free to have them stop Rydell before punching Baseil if you wish! He'll still shout at them though. He figured he isn't talking them down, doesn't have time to talk them down, and socking Baseil once may help break them up.


F Elf Unchained Counterfeit Mage Rogue 2 | Swashbuckler 1 | Dice lord | HP 24/24 | AC 17 | Fort +0 | Ref +5 | Will +1 | Per +8 | Ini +5 | Loot list

Do we just need to get Katreza inside now? Is that pile of wood you referenced the first beacon?


Imara Novoron wrote:
Do we just need to get Katreza inside now? Is that pile of wood you referenced the first beacon?

I'm hoping so, Rory just lit it on fire...


F Elf Unchained Counterfeit Mage Rogue 2 | Swashbuckler 1 | Dice lord | HP 24/24 | AC 17 | Fort +0 | Ref +5 | Will +1 | Per +8 | Ini +5 | Loot list

For some reason I had it in my head that it was on some kind of platform, so I was confused. I don't think that was ever actually stated, though - I think I just made it up!


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ok so we are getting ready to get into a very hard serious fight.

The map is up on roll 20. Ill be filling you on details in each area that has a small number next to. They will be a series of smaller fights.

Important: The Map is not to scale. We will be using it as if it is to scale when we get into a fight, but in getting to and from, imagine each square is 4 times the distance. So they are separated by more distance than they appear. (Just learning roll20 and wasnt sure how to change scale easily.)

This will be a running battle. We will roll initiative once for the entire combat, Inner Quarter and add villains and good guys to it as needed.

Until the Inner Quarter Beacon is lit, no need for initiative though. All the initial folks you see are militia and acolytes.


Cool, are you able to change the size of the icons to 1/4th? If not it works as is.

Shoot, I had originally posted that Rory was going to rush ahead and light the beacon, then saw all the icons and assumed we were going straight in to combat,


lets just leave it as is. It truly doesnt change much. just if an encounter area looks to be 10' away itll be 40' so it makes it plausible for all the bad guys to not attack you at once.


Ok due to the new armor the wolves Character Combat Stat block changed:

Thistle AC:18(FF:16/T:12) HP:17/17 Saves-FO:+5 RE:+5 WL:+1
Animal Companion {Bodyguard} F Wolf Defenses: Alertness, Scent
limited abilities: n/a

Storm AC:18(FF:16/T:12) HP:17/17 Saves-FO:+5 RE:+5 WL:+1
Animal Companion {Bodyguard} F Wolf Defenses: Alertness, Scent
limited abilities: n/a


M half-elf Ranger (inflitrator) 3 HP:30/30| AC: 17 |Fort: +5 | Ref: +6 | Will: +6 | Perc:+10, Stealth:+9 | Init: +3| darkvision 60ft, lowlight vision

Rydell Tower defense mode activated. Target locked. Preparing volley fire.

lol.


Male CN Human (Varisian) Witch (Cartomancer) 3 | HP: 22/22 | AC: 13 (13 Tch, 10 Fl) | CMB: +3, CMD: 16 | F: +2, R: +4, W: +3 | Init: +3 | Perc: +3, SM: +1 | Speed 30ft | Evil Eye | Spells: 1st 2/3 2nd 2/2| Active conditions: None.

Hahaha. That feel, though, when you're throwing darts q_q what is range?!


Male CN Human (Varisian) Witch (Cartomancer) 3 | HP: 22/22 | AC: 13 (13 Tch, 10 Fl) | CMB: +3, CMD: 16 | F: +2, R: +4, W: +3 | Init: +3 | Perc: +3, SM: +1 | Speed 30ft | Evil Eye | Spells: 1st 2/3 2nd 2/2| Active conditions: None.

Doh. Now I can't control my token, but I can control Shel's. I swear, roll20 has it out for you, Michael.


try it now


Hey GMMichael the wolves AC should be 18, 12 touch and 16 FF
+ 2 Dex + 4 Armor + 2 Natural


I'll adjust in this next post today


GMMichael wrote:

Thistle bites the Thug when it stands up

fixed the LOs issue Rydell
Initiative Order Bold May Go
20-Rydell
19-Ovril

18-Dogs---asleep 18R
17-Imara
17-Thugs(x3)
13-Raiska
9-Rabus
8-Rory
6-Shel

** spoiler omitted **...

GMMichael wrote:

Rydell moved up and put an arrow into Raiska's back

Ovril caused the Now standing Thug to be dazed with some familiar card magic
The dogs still wimpered in doggy sleep
Imara moved in and struck twice at the thug who seemed to be wavering on his feet, but he still avoided her strikes.
Raiska turned and looked at Rydell and put lockpicks away and started to move out, but was blocked by a wavering thug and 2 snarling wolves.
The thugs were bottle necked and couldnt leave without being bit,
So they each threw a javelin out at the wolves, 1 each. The javelins bounced off the door jam and were no where near striking the wolves.
Rabus shouted for help Help!. Help!
Rory and the wolves tried to strike the thug again, but only Thistle managed to get her teeth in him.
[dice=attack vs AC 18]1d20+2-4;1d6+2
[dice=attack vs AC 18]1d20+2-4;1d6+2
Initiative Order Bold May Go
20-Rydell
19-Ovril

18-Dogs---asleep 18R
17-Imara
17-Thugs(x3)
13-Raiska
9-Rabus
8-Rory
6-Shel

** spoiler omitted **...

GMMichael it looks like you copied the same attack group. Or at least Rydell and Ovril, Removing Imara and adding Shel. Either way can Rory and the wolves go too?


When Rory did his aoo. He posted his normal attacks at the same time so I used those


GMMichael wrote:
When Rory did his aoo. He posted his normal attacks at the same time so I used those

Those were with the second round not the third.

Rory's first attack, at the bottom of the first round in responce to this post. This is Rory's second attack at the bottom of the second round after you posted the guy tried to stand up So the AOO was between the first and the second round, So Rory has had two attacks.

beginning of the first round
beginning of the second round
beginning of the third round
four posts later:
beginning of the fourth round

Rory never got his third round action. First round attacked and tripped target, Second round AOO from the target standing up and another attack. The attack after the AOO was in the second round not the third.


fair enough go ahead and post.


F Elf Unchained Counterfeit Mage Rogue 2 | Swashbuckler 1 | Dice lord | HP 24/24 | AC 17 | Fort +0 | Ref +5 | Will +1 | Per +8 | Ini +5 | Loot list

The website was down when I tried to post last night. I will do my best to post earlier than usual today.


HP 10/10 Nonlethal 00/10 | AC 14/12/14 | F: +3, R: +2, W: +4 | Perc: +7 | Phoenix's Peck: 1d3-4 | Speed 30ft | Active Conditions: *NONE* | Chicken Special Abilities Fast Healing I |

You are such a drama queen, Imara! It's always either double nat 1's or double nat 20's with you, no in between.


F Elf Unchained Counterfeit Mage Rogue 2 | Swashbuckler 1 | Dice lord | HP 24/24 | AC 17 | Fort +0 | Ref +5 | Will +1 | Per +8 | Ini +5 | Loot list

Rogues love drama!


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Male CN Human (Varisian) Witch (Cartomancer) 3 | HP: 22/22 | AC: 13 (13 Tch, 10 Fl) | CMB: +3, CMD: 16 | F: +2, R: +4, W: +3 | Init: +3 | Perc: +3, SM: +1 | Speed 30ft | Evil Eye | Spells: 1st 2/3 2nd 2/2| Active conditions: None.

Imara's dice are truly something special. I've seen bad luck streaks, I've seen good luck streaks, but your dice in this campaign? Oh my xD


F Elf Unchained Counterfeit Mage Rogue 2 | Swashbuckler 1 | Dice lord | HP 24/24 | AC 17 | Fort +0 | Ref +5 | Will +1 | Per +8 | Ini +5 | Loot list

Is Imara able to flank with the eagle?


F Elf Unchained Counterfeit Mage Rogue 2 | Swashbuckler 1 | Dice lord | HP 24/24 | AC 17 | Fort +0 | Ref +5 | Will +1 | Per +8 | Ini +5 | Loot list

.... nevermind! I missed that it disappeared!


waiting on Rydell


So I was looking at the fight, trying to resolve in my mind how I can make Rory and the wolves more effective. They were built for hit and run tactics and flanking but it was difficult in such close quarters.

When I decided to move them towards the next threat I realized it's not really close quarters at all. One square is 20 ft. there should be plenty of room. But in that last fight we had three bad guys packed in a "hallway" where we were only able to attack one person at a time. That's why I moved Rory out of the doorway, But in actuality the 'Hallway' is over 20 ft wide. We should have been able to flank or attack with several folks in the 'hallway' the whole time.

Now Rory is riding to attack the bad guys south east of '2' in what looks like a tight hallway but is actually a 40 ft alley.

Is there some way we can alter the map or something to reflect that? With the buildings we cannot move beside them to flank or go past them to attack more than one at a time. I don't know if the answer is to make the icons smaller, or to change the map so we can 'stand' on the walls or something. Or if we need to use the Theater of the mind' so that we can engage the enemy.

With the wolves having 50 ft movement and a 40 ft wide alley, there's no reason to give up AOO's, not be able to flank or approach with more than one attacker. I'm not sure what the solution is, but I realize we're in for a long tough fight. I'm trying not to sound unappreciative or like a jerk. Just trying to figure out how to make it work.


I'll look into changing the map size. And getting rid of the grid so you can place them in.portions of the square. It might take a few days


GMMichael wrote:
I'll look into changing the map size. And getting rid of the grid so you can place them in.portions of the square. It might take a few days

Thanks for giving it a shot.


Rydell Derrick Ellindorr wrote:
Do we want to split the group? Rory is a bit of a 1 man army at this level ;) him and orvil, and me, shel, and Imara? Or some such.

I would rather not split up, it looks like we have an extended battle ahead. We would want to conserve our resources.


F Elf Unchained Counterfeit Mage Rogue 2 | Swashbuckler 1 | Dice lord | HP 24/24 | AC 17 | Fort +0 | Ref +5 | Will +1 | Per +8 | Ini +5 | Loot list

I agree with Rory. I think we'll handle each threat more quickly if we are together and it will be less dangerous.


Just so you know. Ive been working on changing the map to make it easier. I should be done tonight. Have to put all the lighting blocks in now.


Thanks, It sounded like it would take a while, I hope it wasn't too terrible.


well didnt get all the lighting fixed yet. one more day maybe. hopefully.


M half-elf Ranger (inflitrator) 3 HP:30/30| AC: 17 |Fort: +5 | Ref: +6 | Will: +6 | Perc:+10, Stealth:+9 | Init: +3| darkvision 60ft, lowlight vision

ahhhh yall are no fun, playing it safe. lol.


Dang, GMMichael, the map is huge. Let me know if I can move Rory and The wolves closer to the east from their last move.


it is. each square is 10x10 I have to change the characters scales in it. nd am working on it. still trying to get all the lighting stuff done.


90% done.


F Elf Unchained Counterfeit Mage Rogue 2 | Swashbuckler 1 | Dice lord | HP 24/24 | AC 17 | Fort +0 | Ref +5 | Will +1 | Per +8 | Ini +5 | Loot list

Works for me. I have been crazy busy at work and needed a break, so it's nice to have a couple days of downtime.


Rory make your turn.


GMMichael wrote:
Rory make your turn.

So, will keep the same action. I believe I just need to move him on the map.

edit: unless the figures by the 'well' are enemies?


those re dead bodies...that wont reanimate lol (dressing)


Cool, I moved Rory and the wolves on the map, using my earlier post so are we just waiting on Rabus?


F Elf Unchained Counterfeit Mage Rogue 2 | Swashbuckler 1 | Dice lord | HP 24/24 | AC 17 | Fort +0 | Ref +5 | Will +1 | Per +8 | Ini +5 | Loot list

My posts may be more sporadic than usual for the next several weeks. I have a major project that is causing me to work 7 days a week and some days I am just too tired to post. Will *hopefully* be over by mid to late June.


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no worries. Thanks for the heads up


F Elf Unchained Counterfeit Mage Rogue 2 | Swashbuckler 1 | Dice lord | HP 24/24 | AC 17 | Fort +0 | Ref +5 | Will +1 | Per +8 | Ini +5 | Loot list

Hmm. Now I'm wondering if Imara had to double move too, given that Rydell and Ovril did. I think I counted correctly, but I can't access Roll20 right now so I can't double check. She double moved last round, then needed almost one full move to get to the house this round, giving her one standard action. Each square is 10 x 10 right?

I forgot to move her on the map this round, but if you moved her for me GM, then she would have needed another double move this round.


ill give Imara til tomorrow then Bot her.


F Elf Unchained Counterfeit Mage Rogue 2 | Swashbuckler 1 | Dice lord | HP 24/24 | AC 17 | Fort +0 | Ref +5 | Will +1 | Per +8 | Ini +5 | Loot list

Working on a post now.


F Elf Unchained Counterfeit Mage Rogue 2 | Swashbuckler 1 | Dice lord | HP 24/24 | AC 17 | Fort +0 | Ref +5 | Will +1 | Per +8 | Ini +5 | Loot list

Are the squares inside also 10 x 10? Can she get into flanking position for the last orc? Or get to Agrit's side to given her a healing potion or put her on Storm?


Imara Novoron wrote:
Are the squares inside also 10 x 10? Can she get into flanking position for the last orc?

The squares inside are the same size, so I would assume they are 10x10. Unless my numbers are off, Storm put the last orc into negative numbers.

I don't think Rory could lift her to put her on storm, and he has a pack saddle on him and they are both medium characters, so I don't know about the logistics of him carrying her.

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