OSR Greyhawk Adventures -- Dungeon Mag. and others (PF1e w/ Houserules)

Game Master Sebecloki


151 to 200 of 210 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Spd 40ft | HP: 123/123 THP: 16/16 | AC: 30 TAC: 17 FF: 26 | CMB: +13, CMD: 26 | F: +11 R: +8 W: +7 | Init: +9 | Perc: +17 DV 90ft/ooc] | [ooc]Bloodrage: 21/22 | CS: 15/4 | | Animus Pool: 6/6| Spells Per Day: 1st - 2/3; 2nd - 1/3 |
Maneuvers Readied:
*Raging Hunter Pounce, Bad Karma, Luck Shifting, Huntsman's Curse, Sorcerer's Sidestep

I haven't gone any further than where we would be able to see the base and then returned to the group. If that requires a stealth roll, I'll make it here.

Stealth: 1d20 + 15 ⇒ (4) + 15 = 19


1d20 + 17 ⇒ (11) + 17 = 28

OK, go on :).


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

When Krauz returns to the group to report the fort ahead Vhinservun nods. "I'm inclined to use the lantern to signal that we're here and know the proper codes. If everything is as it should be then that avoids any trouble. If things are wrong, but the current residents are trying to hide the fact then they'll likely let us approach without using their trebuchets if we look official. I'm open to other plans, but that's my inclination offhand. There'll be time for sneaking about later I'm sure."

Vhinservun then prepares for a potential encounter.

Preparations:

Start of Day: Cast Delay Poison (duration 24 hours,) Use Scroll of Delay Disease (duration 24 hours,) Use Enhancement sphere to enhance daggers to keen and +4 (duration 8 hours, but no SP cost, so refresh as needed when the duration is close to out.)

When we get close to the Fort (just before signalling with the lantern): Use Enhancement sphere to enhance buckler to +4 (1 SP, duration 8 hours,) Use Protection Sphere to increase Deflection to AC by 4 and resistance to all saves by 3 (2 SP total, duration 10 hours,) Use Fate Sphere for Hanged Man and Temperance Motifs on self (+2 to Fort and Will saves, -2 to Ref saves, can re-roll natural ones on saves and attacks, 2 SP total, duration 6 hours,)

Total resources used: 5 SP, 1 2nd level spell slot, one Delay Disease Scroll.

That puts me at the standard buff combat stats I listed in the discussion thread as well as immune to poison and disease and re-rolling most inconvenient natural ones.


Male gnome dandy ambush hunter nature's blade ranger 8 VMC cavalier (Order of the Eastern Star)

Brando marks his equipment with odd glyphs in charcoal as he waits for Krauz to return. "We can do that, but lets shroud the fire so that others than the fort's people can't see it. There's wyverns about if that merchant wasn't all hot air. Some are, you know but not all."

preparations:
enhance equipment: estoc +3, buckler +3, barding +3; lasts 4 hours, costs 3 SP.


Ok, we ready? You going to approach the fort?


Spd 40ft | HP: 123/123 THP: 16/16 | AC: 30 TAC: 17 FF: 26 | CMB: +13, CMD: 26 | F: +11 R: +8 W: +7 | Init: +9 | Perc: +17 DV 90ft/ooc] | [ooc]Bloodrage: 21/22 | CS: 15/4 | | Animus Pool: 6/6| Spells Per Day: 1st - 2/3; 2nd - 1/3 |
Maneuvers Readied:
*Raging Hunter Pounce, Bad Karma, Luck Shifting, Huntsman's Curse, Sorcerer's Sidestep

I think we're waiting on Vhin to do the signalling and see if there is any response to it at all.


Female Gnome Fizzician | AC 34 | F +23 R +22 W +21 | Perception +20, scent, darkvision, low-light (+2 to locate w/in scent range) | Hero Points 1 | Clara portraitHats (Squirrel Familiar)Baabaa Yagoat (Construct)

At the tavern

"Well it's a deal then! And the fizzy drinks are on me. All I ask is your honest assessment, so that I can record it, for science!"

To Brando, she adds, "Your great uncle tiwce removed, eh? Fascinating! I don't suppose you have any of his papers with you? And yes, of course, we can't only make fizzy drinks, eh? Here, have a couple tanglefoot bags. I don't have any antitoxin or sooth syrup made up, but know some fizzypop recipies that are way better, and tastier too!"

I'll make delay poison and delay disease potions for anyone who wants one.

Today

As they walk, she offers fizzypop to any who wants it. "This'll keep you from getting phased by toxins or contageous disease...but more important they're fruity and very zesty."

Ready to move in, after the signal...and I think we can assume Vhins is signalling now. He already said he wanted to, if others agreed.


Vhinservun Tekra wrote:

When Krauz returns to the group to report the fort ahead Vhinservun nods. "I'm inclined to use the lantern to signal that we're here and know the proper codes. If everything is as it should be then that avoids any trouble. If things are wrong, but the current residents are trying to hide the fact then they'll likely let us approach without using their trebuchets if we look official. I'm open to other plans, but that's my inclination offhand. There'll be time for sneaking about later I'm sure."

Vhinservun then prepares for a potential encounter.

** spoiler omitted **

Ok, I assume that means she's making the signal.

Vhinservun Tekra shutters and unshutters the lamp and manipulates its color as directed by Casian.

For a long moment there is no reply, then, a spine-chilling guttural roar is heard from the fort, as well as what is presumably the rumble of the trebuchets preparing to fire....

Everyone roll Initiative!


Male gnome dandy ambush hunter nature's blade ranger 8 VMC cavalier (Order of the Eastern Star)

initiative: 1d20 + 6 ⇒ (5) + 6 = 11

The roar startles Brando and catches him somewhat by surprise.


HP: 138/138 AC: 32 (touch 26, FF 25) CMD: 28|SR 19| F:+12 R:+11 W+7 | Int: +9 | Perception +16| Spd: 40ft Current Stance: Primal Warrior Stance | Tension: 0/7 | Grit: 3/3

Initiative: 1d20 + 11 ⇒ (13) + 11 = 24


Spd 40ft | HP: 123/123 THP: 16/16 | AC: 30 TAC: 17 FF: 26 | CMB: +13, CMD: 26 | F: +11 R: +8 W: +7 | Init: +9 | Perc: +17 DV 90ft/ooc] | [ooc]Bloodrage: 21/22 | CS: 15/4 | | Animus Pool: 6/6| Spells Per Day: 1st - 2/3; 2nd - 1/3 |
Maneuvers Readied:
*Raging Hunter Pounce, Bad Karma, Luck Shifting, Huntsman's Curse, Sorcerer's Sidestep

Active Conditions: Ablative Barrier, Delay Poison, Delay Disease
Current Stance: Running Hunter's Stance
Current Style: Primal Style

Krauz has readied himself as Vhinservun signals the fort with the lantern. A moment later, there is a roar from the fortress and the sound of siege equipment beginning to be loaded.

"Should've scouted." Growls Krauz, though a vicious grin begins to spread across his face.

Initiative: 1d20 + 9 ⇒ (3) + 9 = 12
I immediately gain two of my maneuvers at random. Raging Hunter Pounce is always one of them. The others will be; 1- Bad Karma, 2- Luck Shifting, 3 Huntsman's Curse, 4- Sorcerer's Sidestep. I also gain one point of Animus and 16 Temporary Hit Points. Krauz will have certainly drank one of delay poison and delay disease potions if offered. They're fizzy goodness.
1d4 ⇒ 1 = Bad Karma. The rest all go down a number
1d3 ⇒ 1 = Luck Shifting


Female Gnome Fizzician | AC 34 | F +23 R +22 W +21 | Perception +20, scent, darkvision, low-light (+2 to locate w/in scent range) | Hero Points 1 | Clara portraitHats (Squirrel Familiar)Baabaa Yagoat (Construct)

Initiative: 1d20 + 10 ⇒ (1) + 10 = 11

Clara is just taking a loud slurrrp of a fizzy drink, and doesn't make sense of the sound of the trebuchets as quickly as she might.

Active:
Riven Hourglass Stance + standard Hours/level buffs: Ablative Barrier, Foreshadow, Keen Scent.
* Not flat-footed during the surprise round or the first round of combat before you act
* Keen Scent: notice other creatures within 180'. Smell blood within a mile.
.
Current AC 32
.
Seb, how close are we to the fort? And do I see any good options for cover from the trebuchet that we could retreat to, to drink some fizzy drinks?


1d20 + 4 ⇒ (4) + 4 = 8


Clarabibulus Flingflopsparkfizz wrote:

[dice=Initiative]1d20+10

Clara is just taking a loud slurrrp of a fizzy drink, and doesn't make sense of the sound of the trebuchets as quickly as she might.

Active:
Riven Hourglass Stance + standard Hours/level buffs: Ablative Barrier, Foreshadow, Keen Scent.
* Not flat-footed during the surprise round or the first round of combat before you act
* Keen Scent: notice other creatures within 180'. Smell blood within a mile.
.
Current AC 32
.
Seb, how close are we to the fort? And do I see any good options for cover from the trebuchet that we could retreat to, to drink some fizzy drinks?

About 25 feet.


Male gnome dandy ambush hunter nature's blade ranger 8 VMC cavalier (Order of the Eastern Star)

If the enemies' initiative is 8 I don't think Vhinservun can roll lower than that. Soto Elendor needs to roll a natural 1 to go second. We're not worrying about initiative relative to each other IIRC, so shall we move on?


Brando the Magpie wrote:
If the enemies' initiative is 8 I don't think Vhinservun can roll lower than that. Soto Elendor needs to roll a natural 1 to go second. We're not worrying about initiative relative to each other IIRC, so shall we move on?

Yep, go ahead.


Spd 40ft | HP: 123/123 THP: 16/16 | AC: 30 TAC: 17 FF: 26 | CMB: +13, CMD: 26 | F: +11 R: +8 W: +7 | Init: +9 | Perc: +17 DV 90ft/ooc] | [ooc]Bloodrage: 21/22 | CS: 15/4 | | Animus Pool: 6/6| Spells Per Day: 1st - 2/3; 2nd - 1/3 |
Maneuvers Readied:
*Raging Hunter Pounce, Bad Karma, Luck Shifting, Huntsman's Curse, Sorcerer's Sidestep

Could we maybe get a map of where we are for the Fort Zeltan map, like we had for the ambush? I'm having a hard time figuring out where we are in relation to things. I thought we were much further away than 25 feet, if that was in reference to how far we were from the fort.


Krauz "The Wolf" Bloodforge wrote:
Could we maybe get a map of where we are for the Fort Zeltan map, like we had for the ambush? I'm having a hard time figuring out where we are in relation to things. I thought we were much further away than 25 feet, if that was in reference to how far we were from the fort.

I'm working off This Map. I'm assuming you're basically on the other side of the moat opposite the gates.


Spd 40ft | HP: 123/123 THP: 16/16 | AC: 30 TAC: 17 FF: 26 | CMB: +13, CMD: 26 | F: +11 R: +8 W: +7 | Init: +9 | Perc: +17 DV 90ft/ooc] | [ooc]Bloodrage: 21/22 | CS: 15/4 | | Animus Pool: 6/6| Spells Per Day: 1st - 2/3; 2nd - 1/3 |
Maneuvers Readied:
*Raging Hunter Pounce, Bad Karma, Luck Shifting, Huntsman's Curse, Sorcerer's Sidestep

Ah, I thought we were much further away. I didn't think we'd need to be that close to signal the fortress or that I scouted that closely. Fair enough. I'd like to have more maps and where we are so we can plan scouting a bit better.


Krauz "The Wolf" Bloodforge wrote:
Ah, I thought we were much further away. I didn't think we'd need to be that close to signal the fortress or that I scouted that closely. Fair enough. I'd like to have more maps and where we are so we can plan scouting a bit better.

You can be a bit further back if you want, it's not going to make any difference, the trebuchets have a very long range (400ft).


Female Gnome Fizzician | AC 34 | F +23 R +22 W +21 | Perception +20, scent, darkvision, low-light (+2 to locate w/in scent range) | Hero Points 1 | Clara portraitHats (Squirrel Familiar)Baabaa Yagoat (Construct)

K.Engineering: 1d20 + 20 ⇒ (15) + 20 = 35 Can I tell if there's a spot on the map, behind a nearby building, where we could safely hide from the trebuchets?
.
If so, Team, I'd recommend we duck back there and buff up before going in. Among other things, I can give anyone who needs it an extract that lets you fly and / or get earth glide. That should get us in.


Clarabibulus Flingflopsparkfizz wrote:

[dice=K.Engineering]1d20+20 Can I tell if there's a spot on the map, behind a nearby building, where we could safely hide from the trebuchets?

.
If so, Team, I'd recommend we duck back there and buff up before going in. Among other things, I can give anyone who needs it an extract that lets you fly and / or get earth glide. That should get us in.

Clarabibulus Flingflopsparkfizz: Knowledge (Engineering):
Trebuchets have a range of 150'-400', and so your best bet is to try to get close enough that they can't target your group anymore. If you can clear the area between you and the fort walls this round somehow, they'll still know you're coming, but won't be able to target you. You can also try to hide behind a couple of the outlying structures, which will impede line of sight and provide total cover (though total cover also prevents you from employing any ranged weapons on your enemies until you establish line of sight by breaking cover.

And, just to clarify, the map is 10ft. per inch, and you're currently at the bottom of the map. I'll try to pull up something for the individual buildings if you enter them, I'm just trying to give a sense of the layout.


Spd 40ft | HP: 123/123 THP: 16/16 | AC: 30 TAC: 17 FF: 26 | CMB: +13, CMD: 26 | F: +11 R: +8 W: +7 | Init: +9 | Perc: +17 DV 90ft/ooc] | [ooc]Bloodrage: 21/22 | CS: 15/4 | | Animus Pool: 6/6| Spells Per Day: 1st - 2/3; 2nd - 1/3 |
Maneuvers Readied:
*Raging Hunter Pounce, Bad Karma, Luck Shifting, Huntsman's Curse, Sorcerer's Sidestep

It is more so that they'd have a harder time seeing me is all. +2 to the DC to see me for every ten feet of distance. No biggie for this fight at all, being closer I feel is advantageous honestly.

I do have 2 scrolls of spider climb and can move pretttttyyy fast while in my current stance. With your extracts, we can probably just climb/fly/glide over the walls and into the fortress itself if we want to.


Male gnome dandy ambush hunter nature's blade ranger 8 VMC cavalier (Order of the Eastern Star)

I'd imagined for that sort of signaling we'd be at least 100 m off, maybe a few km. Not to worry, Brando much prefers closer ranges for combat.

Without waiting for other direction Brando and Daisy dash for the corner of the fort to get a better view of what might be coming, Brando beginning with a fierce shout then issuing directions over his shoulder as he goes.

Stance Circular stance (can't be flanked) for Brando, running hunter stance (+10' base move) for Daisy
Swift action (Brando) Call sword to his hand via Attendant ability yes, new since I switched to Spheres of Power and found myself with extra cash since I didn't need a +2 buckler
Standard action (Brando) Fierce shout, all of us get +5 damage on our first attack each round for the next 3 rounds
Move action (Brando) Start aggressive flanking tactic. Any of us within 50' of a point I choose gets to flank an emeny which any 2 of us are adjacent to. The current point will be 50' to the right of me on the map so as to catch other members of the party more easily
Double move (Daisy) 100', can jump 20' (like over the moat) by taking 10. Moving to lower left corner of the fort.

Brando AC 28, Daisy AC 29, Brando Reflex +15, Daisy Reflex +8 if any trebuchet ammo lands nearby


Spd 40ft | HP: 123/123 THP: 16/16 | AC: 30 TAC: 17 FF: 26 | CMB: +13, CMD: 26 | F: +11 R: +8 W: +7 | Init: +9 | Perc: +17 DV 90ft/ooc] | [ooc]Bloodrage: 21/22 | CS: 15/4 | | Animus Pool: 6/6| Spells Per Day: 1st - 2/3; 2nd - 1/3 |
Maneuvers Readied:
*Raging Hunter Pounce, Bad Karma, Luck Shifting, Huntsman's Curse, Sorcerer's Sidestep

Active Conditions: Ablative Barrier, Delay Poison, Delay Disease
Current Stance: Primal Warrior Stance
Current Style: Primal Style

Following Brando's lead, Krauz leaps across the moat with ease thanks to his incredible speed. Landing on the other side, he rushes towards the main gate leading into the facility and presses himself against the wall. Energy pulses around him and he focuses for a moment, his stance subtly changing from that of a hunter into a warrior. The aura of animus around his condenses as well, flooding into his body and restoring his rage.

Standard & Move Action: Move/Jump across moat (Take 10 to get a 28) and end up to left of fort entrance. As a swift action, switch from Running Hunter Stance to Primal Warrior Stance. Spend 2 points from animus pool to regain a round of bloodrage.

Rolling for Maneuver Gained - 1- Huntsman's Curse; 2- Sorcerer's Sidestep
Maneuver Gained: 1d2 ⇒ 2


Female Gnome Fizzician | AC 34 | F +23 R +22 W +21 | Perception +20, scent, darkvision, low-light (+2 to locate w/in scent range) | Hero Points 1 | Clara portraitHats (Squirrel Familiar)Baabaa Yagoat (Construct)

"Brando and Krauz have the right notion. The trebuchets won't be able to hit you if you're up by the wall. Do you have a way to get there? If not, speak up now and I'll give you a fizzy lifting drink."

Clara quickly drinks the fizzy drink in her hand. Briefly her skull pops bigger and her eyes spin in a circle. Then she grins a fierce grin.

Stnd Drink my Cognatogen, which grants +4 INT, +2 NA, -2 STR, and (due to the Spheres gene-splicing discovery) 100' fly with perfect maneuverability.
If anyone asks for help getting out of the way She'll use her Move to hold out some fizzypop of
a) fly 100' / earthglide 100' + tremorsense 30' / grow to Large (+2 STR, -2 DEX),
b) fly 100' / earthglide 100' & tremorsense 30' / resist Cold 8
c) fly 100' / earthglide 100' + tremorsense 30' / shrink to Tiny (-2 STR, +2 DEX)
d) fly 100' / earthglide 100' & tremorsense 30' / resist Fire 8.
.
If noone asks for help She'll use her Move to fly to the same corner Brando and Daisy and Krauz are headed to.


I found a better map for the fort: Fort Map


Male gnome dandy ambush hunter nature's blade ranger 8 VMC cavalier (Order of the Eastern Star)

I probably can't make it to the bottom left corner then this round if we're on the road outside. Assuming the main doors are shut I head to the bottom right outside corner of the fort (SE if N is up) instead.

BTW, how high are the walls?


Female Gnome Fizzician | AC 34 | F +23 R +22 W +21 | Perception +20, scent, darkvision, low-light (+2 to locate w/in scent range) | Hero Points 1 | Clara portraitHats (Squirrel Familiar)Baabaa Yagoat (Construct)

Nice map! Can you put us on it? Or make it a Google drawing and let us put ourselves on it? (Or let us know if you'd like a volunteer to do it?)


here

Everyone just show me where you want to be than I'll edit a pdf and repost so the resolution isn't lost (when I cut and paste the image it ruins the resolution so you can't see all the detail)


It is asking for us to request permission to be able to view it


Link


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Initiative Roll: 1d20 + 15 ⇒ (8) + 15 = 23

As Clarabibulus is kind enough to offer her fizzy drinks, Vhinservun is happy to imbibe one. "Type D for me please. I like that you've added the cinnamon for the extra kick!

Tempo: Starts the encounter at 11/11
Stance: Elemental Flux Stance, Air Element
Delay Action Waiting to act until after Clarabibulus in initiative order.
Swift action: Enter Veiled Moon Style
Move Action: Take potion from Clarabibulus
Standard Action: (as Move action) Drink potion


I'm not taking the tokens of the siege weapons on the map as absolutely literal since I didn't draw it -- there are more on the walls than are depicted here, and they're larger trebuchets than are shown here. I'm just using the map for the general structure and figuring out how many things could exist and what their range is.

There are 20 heavy bombards on the front wall of the keep that have line of sight to Kolvar, Vhinservun, Carabibulus, and Soto. Their operators are going to fire at this group.

Siege weapons operate with a complex, different set of rules than normal weapons. The heavy bombards are engaged in something called 'indirect fire' where they are not aiming at a specific target, but rather a DC check based on other factors.

1d20 + 25 ⇒ (16) + 25 = 41
1d20 + 25 ⇒ (8) + 25 = 33
1d20 + 25 ⇒ (10) + 25 = 35
1d20 + 25 ⇒ (20) + 25 = 45
1d20 + 25 ⇒ (3) + 25 = 28
1d20 + 25 ⇒ (8) + 25 = 33
1d20 + 25 ⇒ (12) + 25 = 37
1d20 + 25 ⇒ (16) + 25 = 41
1d20 + 25 ⇒ (7) + 25 = 32
1d20 + 25 ⇒ (17) + 25 = 42
1d20 + 25 ⇒ (1) + 25 = 26
1d20 + 25 ⇒ (15) + 25 = 40
1d20 + 25 ⇒ (10) + 25 = 35
1d20 + 25 ⇒ (13) + 25 = 38
1d20 + 25 ⇒ (4) + 25 = 29
1d20 + 25 ⇒ (12) + 25 = 37
1d20 + 25 ⇒ (7) + 25 = 32
1d20 + 25 ⇒ (15) + 25 = 40
1d20 + 25 ⇒ (1) + 25 = 26
1d20 + 25 ⇒ (3) + 25 = 28

Then the giants on the towers in targeting range are all going to hurl rocks in the same direction as well.

1d20 + 14 ⇒ (8) + 14 = 22
1d20 + 14 ⇒ (7) + 14 = 21
1d20 + 14 ⇒ (15) + 14 = 29
1d20 + 14 ⇒ (1) + 14 = 15
1d20 + 14 ⇒ (17) + 14 = 31
1d20 + 14 ⇒ (18) + 14 = 32
1d20 + 14 ⇒ (17) + 14 = 31
1d20 + 14 ⇒ (14) + 14 = 28
1d20 + 14 ⇒ (19) + 14 = 33
1d20 + 14 ⇒ (2) + 14 = 16


Okay, that's 19 hits with the siege weapons and unknown with the hurling rocks (what's everyone's AC in the group I designated on the road?

For the missed attack I need to see where it lands 1d8 ⇒ 4

There should be some kind of reflex save for the characters to see if they're hit, but I don't see any for the bombards, unlike other siege engines for indirect fire. Can anyone else tell what to do here?https://www.d20pfsrd.com/gamemastering/other-rules/siege-engines/

Rolling for damage

9d6 ⇒ (5, 1, 4, 4, 4, 6, 5, 5, 3) = 37
9d6 ⇒ (6, 1, 1, 1, 4, 5, 1, 3, 6) = 28
9d6 ⇒ (4, 6, 2, 4, 3, 3, 2, 1, 6) = 31
9d6 ⇒ (1, 2, 2, 5, 3, 1, 4, 4, 1) = 23
9d6 ⇒ (5, 6, 3, 1, 3, 3, 1, 6, 3) = 31
9d6 ⇒ (5, 3, 1, 2, 1, 3, 1, 1, 6) = 23
9d6 ⇒ (4, 5, 2, 4, 3, 1, 1, 3, 5) = 28
9d6 ⇒ (3, 1, 5, 6, 6, 4, 5, 6, 1) = 37
9d6 ⇒ (5, 2, 6, 2, 6, 1, 5, 5, 4) = 36
9d6 ⇒ (2, 5, 2, 3, 3, 1, 6, 1, 4) = 27
9d6 ⇒ (3, 4, 4, 6, 2, 2, 6, 5, 5) = 37
9d6 ⇒ (4, 1, 5, 1, 5, 5, 1, 2, 3) = 27
9d6 ⇒ (4, 6, 4, 3, 5, 2, 5, 4, 4) = 37
9d6 ⇒ (5, 3, 4, 3, 6, 6, 1, 6, 5) = 39
9d6 ⇒ (2, 2, 4, 2, 1, 5, 3, 3, 3) = 25
9d6 ⇒ (5, 3, 4, 5, 4, 2, 5, 1, 6) = 35
9d6 ⇒ (5, 1, 2, 5, 6, 6, 1, 1, 1) = 28
9d6 ⇒ (1, 2, 3, 3, 2, 4, 5, 6, 4) = 30
9d6 ⇒ (5, 4, 1, 1, 1, 3, 2, 2, 3) = 22

Confirm crit on natural 20

1d20 + 25 ⇒ (15) + 25 = 40

Crit confirmed (I assume it's just the targeting DC again? I'm rolling against, these rules are so complicated! One does does x4 damage.


Okay, need to know everyone's ACs, potential buffs that might obviate the indirect damage, and need to figure out if you get a reflex save for half damage (I don't see any for heavy bombards, is anyone familiar with these rules and can help me out? https://www.d20pfsrd.com/gamemastering/other-rules/siege-engines/


Sorry, two natural ones, scratch one hit. Rolling for location. 1d8 ⇒ 8


HP: 138/138 AC: 32 (touch 26, FF 25) CMD: 28|SR 19| F:+12 R:+11 W+7 | Int: +9 | Perception +16| Spd: 40ft Current Stance: Primal Warrior Stance | Tension: 0/7 | Grit: 3/3

AC: 32


Female Gnome Fizzician | AC 34 | F +23 R +22 W +21 | Perception +20, scent, darkvision, low-light (+2 to locate w/in scent range) | Hero Points 1 | Clara portraitHats (Squirrel Familiar)Baabaa Yagoat (Construct)

Hmmm, I'm new to Siege Engines, but it looks like
1) I don't think there's any save to reduce damage in this case. It says "If the check succeeds, the ammunition of the indirect attack hits the square the siege engine was aimed at, dealing the indicated damage or effect to any object or creature within the area of its attack. Creatures may get a saving throw to limit the effect of the attack; this is typically based on the type of ammunition used." ...but Heavy Bombard doesn't give a save. That means they dealt ~600 damage. That's more than enough to kill 124 HP Clara. That said...
2) They target a square (so each one would have to aim for a particular one of us, unless two of us are in the same 5' square.)
3) A heavy bombard takes 3 rounds to aim. (It's really designed for immovable targets, like taking down walls).
.
Given that, there are a few ways to play it:
A) You could just say that we've been standing where we are for 3+ rounds, and they've spent 3 rounds aiming, and none of us caught them taking aim with our Perception. In that case, I think the four of us who don't have cover are likely dead (or at least near dead).
B) Retcon, knowing that my Knowledge roll + folks' excellent perception would've given us the heads up that this was being telegraphed by the folks on the wall taking a few rounds to aim their bombards at us, and give us a new action.
C) ...or some other creative way you want to handle it?
.
I'll follow your lead, but I'll admit it's a bit early in the campaign for me to roll up a new character. ;-)
.
EDIT: AC 33


I'll give you three rounds to deal with it, then the attack hits.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Vihnservun's AC is currently 36

In addition to what Clarabibulus has said, we're actually too close to be in range for indirect fire for most of the heavy bombards on the front wall to hit (their minimum range is 100 feet and we're within that for at least half of the wall.) I also think there were 2 natural 1s (the 11th and 19th shots) that would have missed.

I further think that you might be adding too much to the attacks to get to the DC 25 to hit a target square. It's supposed to be BAB + int modifier or Knowledge Engineering Modifer (I'm going to assume that the team leaders are proficient in seige weapons as they are manning them at an established fort,) and while it's possible that their BAB + Knowledge Engineering is 25 that would be surprisingly formidable (especially for at least 20 of them.)

As for three rounds to deal with it, if we're moving then aiming probably wouldn't be something they can accomplish (unless they can predict how we're going to be moving three rounds in advance.) The seige weapons are designed to hit something large and immobile, rather than something that will be moving as quickly as we're likely to be. Now the giants and their rocks are another matter and can easily cause us trouble and adapt to where we are (and don't have that minimum range issue,) so they're likely more of an immediate issue?


Vhinservun Tekra wrote:

Vihnservun's AC is currently 36

In addition to what Clarabibulus has said, we're actually too close to be in range for indirect fire for most of the heavy bombards on the front wall to hit (their minimum range is 100 feet and we're within that for at least half of the wall.) I also think there were 2 natural 1s (the 11th and 19th shots) that would have missed.

I further think that you might be adding too much to the attacks to get to the DC 25 to hit a target square. It's supposed to be BAB + int modifier or Knowledge Engineering Modifer (I'm going to assume that the team leaders are proficient in seige weapons as they are manning them at an established fort,) and while it's possible that their BAB + Knowledge Engineering is 25 that would be surprisingly formidable (especially for at least 20 of them.)

As for three rounds to deal with it, if we're moving then aiming probably wouldn't be something they can accomplish (unless they can predict how we're going to be moving three rounds in advance.) The seige weapons are designed to hit something large and immobile, rather than something that will be moving as quickly as we're likely to be. Now the giants and their rocks are another matter and can easily cause us trouble and adapt to where we are (and don't have that minimum range issue,) so they're likely more of an immediate issue?

For NPC stats, I take a Starfinder approach and give them whatever stats they need to function for the encounter purpose -- if I tried to build every NPC individually, I couldn't run a game or do anything but use published modules; I just doubled the BAB+ of the siege specialists operating the bombards for the Knowledge Check to make a quick number to finish calculations; I'm sure there's some way you could figure out a specific number of class levels and intelligence score needed to get that number, but, again, I can't run a game if I'm going to try to actually build all that by hand in every instance.

I think you're assuming 5ft per square -- it's ten, and the group I designated is 10 squares from the wall.

I can agree with the other view about aiming, but that's assuming they won't have any way to immobilize their opponents so they stay put:)


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance
Sebecloki wrote:
Vhinservun Tekra wrote:

Vihnservun's AC is currently 36

In addition to what Clarabibulus has said, we're actually too close to be in range for indirect fire for most of the heavy bombards on the front wall to hit (their minimum range is 100 feet and we're within that for at least half of the wall.) I also think there were 2 natural 1s (the 11th and 19th shots) that would have missed.

I further think that you might be adding too much to the attacks to get to the DC 25 to hit a target square. It's supposed to be BAB + int modifier or Knowledge Engineering Modifer (I'm going to assume that the team leaders are proficient in seige weapons as they are manning them at an established fort,) and while it's possible that their BAB + Knowledge Engineering is 25 that would be surprisingly formidable (especially for at least 20 of them.)

As for three rounds to deal with it, if we're moving then aiming probably wouldn't be something they can accomplish (unless they can predict how we're going to be moving three rounds in advance.) The seige weapons are designed to hit something large and immobile, rather than something that will be moving as quickly as we're likely to be. Now the giants and their rocks are another matter and can easily cause us trouble and adapt to where we are (and don't have that minimum range issue,) so they're likely more of an immediate issue?

For NPC stats, I take a Starfinder approach and give them whatever stats they need to function for the encounter purpose -- if I tried to build every NPC individually, I couldn't run a game or do anything but use published modules; I just doubled the BAB+ of the siege specialists operating the bombards for the Knowledge Check to make a quick number to finish calculations; I'm sure there's some way you could figure out a specific number of class levels and intelligence score needed to get that number, but, again, I can't run a game if I'm going to try to actually build all that by hand in...

Fair enough! I'd assumed that when we switched to the new map the squares were now 5 feet because of the scale of the beds, but if it's still 10 feet then this is a large building!

For the BAB and the encounter it's certainly yours to run as you'd like, but with siege engines not targeting our AC but rather needing to exceed a DC of 25 to hit a square the only way they can miss a square they've aimed at currently is to roll a 1 or 2 to get a misfire which I might put forward as something of an overcompensation (compared to the giants, for example, who can only hit me on a natural 20 where a boost might easily make more sense.) Needing to take 3 rounds to target us makes it less of instant death for anyone and everything that enters the area, so perhaps that's the new intention; should we get caught standing still in the open (and far enough out,) for more than 3 rounds we're simply going to be dead.

Anyhow Sotor's AC should probably be 23 for the purposes of resolving this round as I don't think he's using anything to modify it at this time.


Spd 40ft | HP: 123/123 THP: 16/16 | AC: 30 TAC: 17 FF: 26 | CMB: +13, CMD: 26 | F: +11 R: +8 W: +7 | Init: +9 | Perc: +17 DV 90ft/ooc] | [ooc]Bloodrage: 21/22 | CS: 15/4 | | Animus Pool: 6/6| Spells Per Day: 1st - 2/3; 2nd - 1/3 |
Maneuvers Readied:
*Raging Hunter Pounce, Bad Karma, Luck Shifting, Huntsman's Curse, Sorcerer's Sidestep

Krauz's AC is currently 30, though he can increase it to 34 six times by using one of his attacks of opportunity. So are we saying that we have three rounds before they start shooting? If so, Krauz is already going to essentially be up on the ramparts murdering anyone in his way.


Male gnome dandy ambush hunter nature's blade ranger 8 VMC cavalier (Order of the Eastern Star)

Brando's AC is 28, Daisy's 29. We can take a few giant boulder hits well enough but 600 HP of siege machine damage at once is kind of unsurvivable for anyone. If we have 3 rounds Brando's going to be over the wall and on them well before that, and he doesn't have the habit of spending any 2 consecutive rounds in the same place in a fight.

If they have some way of speeding it up - magic loading mechanisms or just giant strength to heave the bombards around? - and/or of imposing battlefield control on us that gets more iffy.


Krauz "The Wolf" Bloodforge wrote:
Krauz's AC is currently 30, though he can increase it to 34 six times by using one of his attacks of opportunity. So are we saying that we have three rounds before they start shooting? If so, Krauz is already going to essentially be up on the ramparts murdering anyone in his way.

We're going to say you have three rounds.


Vhinservun Tekra wrote:
Sebecloki wrote:
Vhinservun Tekra wrote:

Vihnservun's AC is currently 36

In addition to what Clarabibulus has said, we're actually too close to be in range for indirect fire for most of the heavy bombards on the front wall to hit (their minimum range is 100 feet and we're within that for at least half of the wall.) I also think there were 2 natural 1s (the 11th and 19th shots) that would have missed.

I further think that you might be adding too much to the attacks to get to the DC 25 to hit a target square. It's supposed to be BAB + int modifier or Knowledge Engineering Modifer (I'm going to assume that the team leaders are proficient in seige weapons as they are manning them at an established fort,) and while it's possible that their BAB + Knowledge Engineering is 25 that would be surprisingly formidable (especially for at least 20 of them.)

As for three rounds to deal with it, if we're moving then aiming probably wouldn't be something they can accomplish (unless they can predict how we're going to be moving three rounds in advance.) The seige weapons are designed to hit something large and immobile, rather than something that will be moving as quickly as we're likely to be. Now the giants and their rocks are another matter and can easily cause us trouble and adapt to where we are (and don't have that minimum range issue,) so they're likely more of an immediate issue?

For NPC stats, I take a Starfinder approach and give them whatever stats they need to function for the encounter purpose -- if I tried to build every NPC individually, I couldn't run a game or do anything but use published modules; I just doubled the BAB+ of the siege specialists operating the bombards for the Knowledge Check to make a quick number to finish calculations; I'm sure there's some way you could figure out a specific number of class levels and intelligence score needed to get that number, but, again, I can't run a game if I'm going to try to actually
...

It's probably meant to be 5', but the bombards need a 20ft square to sit in, so I need to fix it. I'd draw my own map if I had time and energy, I'm just using this for general structural features.

Part of my understanding of OSR design is that there are 'instant die' effects like the wand of orcus or the sphere of annihilation in the demon mouth in the Tomb of Horrors, and I'm trying to experiment with non CR threats like happen in Rappan Athuk, where you might meet a CR 30 monster in a CR 10 area. I'm also still experimenting with encounter designs for these characters, which I WAY underestimated last time. It will take a few attempts to see exactly where to set things.


Everyone go ahead and post there next round actions, I'll deal with the non-lethal damage from the bolder throwing tomorrow.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

After drinking the potion and watching the bombards start to shift their aim towards those still standing on the road Vhinservun attempts to dodge the rain of boulders from the giants on the walls. Cocking her head to the side she shouts out to the Companions, "This isn't the welcome we hoped for. I know it'll disappoint some of you, but I'm going to suggest we pull back momentarily and figure out a plan before they can figure out how to get us lined up in the sights of those giant cannons up there!"

She then concentrates on a spot above one of the heavy bombast's and creates an invisible scrying sensor to hear what they might have to say before holding her breath and moving into the Earth before heading towards those who had already made it to the wall knowing that they might not heed her warning to retreat and ready to support them if needed.

Free Action: Shouting to the companions
Standard Action: Use Send Senses to try to listen to anything the team working one of the heavy bombasts might have to say for the next 4 rounds.
Move action: Earthglide down 10 feet and then towards the Companions at the wall.

30 feet tremorsense should let me know what direction everyone starts moving and whether they're leaving or sticking around even though I'm underground and won't be able to see anything (though I will be able to listen in on the bombast crew.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance
Sebecloki wrote:
Part of my understanding of OSR design is that there are 'instant die' effects like the wand of orcus or the sphere of annihilation in the demon mouth in the Tomb of Horrors, and I'm trying to experiment with non CR threats like happen in Rappan Athuk, where you might meet a CR 30 monster in a CR 10 area. I'm also still experimenting with encounter designs for these characters, which I WAY underestimated last time. It will take a few attempts to see exactly where to set things.

That sounds good! Especially with three rounds to react to things having this be essentially sudden death if we stand still sounds right in line with that (more so than simply losing initiative at the start of the fight being something that would get everyone killed; there's a difference between making decisions that can get us all killed (what's happening now or deciding to use the Sphere of Annihilation in the demon mouth,) and simply getting killed for going to the next part of the adventure.)

For what we need in terms of CR and what will be appropriate, I think we're going to be pretty sturdy, but we're not going to have the same damage output that we had last fight, so this encounter is one that should kill us all if we stick around and tackle it head on. Coming up with other approaches in a situation like this is I think what you're looking for us to do?

151 to 200 of 210 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / OSR Greyhawk Adventures -- Dungeon Mag. and others (PF1e w / Houserules) Gameplay All Messageboards

Want to post a reply? Sign in.