| DunwichStoryteller |
Salaha Fort: 1d20 + 3 ⇒ (14) + 3 = 17
Stone Intimidate Goblin 2: 1d20 + 23 ⇒ (5) + 23 = 28
Stone Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Stone Fort: 1d20 + 1 ⇒ (17) + 1 = 18
Monster 1: 1d20 + 3 ⇒ (5) + 3 = 8 Flanking +4
Monster 2: 1d20 + 3 ⇒ (19) + 3 = 22 Flanking +4
Monster 3: 1d20 + 3 ⇒ (16) + 3 = 19 Flanking +4
Monster 1: 1d2 ⇒ 1
Monster 3: 1d2 ⇒ 1
Monster 1 Fort: 1d20 + 1 ⇒ (8) + 1 = 9
Monster 2 Fort: 1d20 + 1 ⇒ (4) + 1 = 5
Monster 3 Fort: 1d20 + 1 ⇒ (14) + 1 = 15
Concludes Round 4 and begins Round 5
Goblin 1 Attacks Dáin: 1d20 + 7 ⇒ (12) + 7 = 19
Goblin 2 Targets 1-3 Dáin 4-6 Stone
Goblin 2 Targets: 1d6 ⇒ 2
Goblin 2 Attacks Dáin: 1d20 + 5 ⇒ (18) + 5 = 23
Goblin 4 Targets 1-4 Dáin 5-6 Stone
Goblin 4 Targets: 1d6 ⇒ 5
Goblin 4 Attacks Stone: 1d20 + 8 ⇒ (7) + 8 = 15
Goblin 5 Targets 1-2 Stone 3 M1 4 M2 5 M3 6 Grün
Goblin 5 Targets: 1d6 ⇒ 1
Goblin 5 Attacks Monster-2: 1d20 + 6 ⇒ (19) + 6 = 25
-------
Goblin 6 Remains Prone and Casts a Spell
Goblin 1 Damage Dáin: 1d4 + 3 ⇒ (2) + 3 = 5
Goblin 2 Armor Dáin: 1d4 + 3 ⇒ (3) + 3 = 6
Goblin 4 Damage Stone: 1d4 + 3 ⇒ (4) + 3 = 7
| DunwichStoryteller |
Dáin Target 1-2 G1 3-4 G4 5-6 G2
Dáin Target: 1d6 ⇒ 1
Stone Target 1-2 G4 3-4 G2 5-6 G5
Stone Target: 1d6 ⇒ 4
Stone Attacks: 1d20 + 7 ⇒ (19) + 7 = 26
Stone Confirm: 1d20 + 7 ⇒ (4) + 7 = 11
First Set Goblin-5
Monster-1 Attack: 1d20 + 9 ⇒ (13) + 9 = 22
Monster-2 Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Monster-3 Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Monster-1 Damage: 1d2 ⇒ 1
Monster-2 Damage: 1d2 ⇒ 1
Second Set Goblin-6
Monster-1 Attack: 1d20 + 7 ⇒ (1) + 7 = 8 Prone +4
Monster-2 Attack: 1d20 + 7 ⇒ (7) + 7 = 14 Prone +4
Monster-3 Attack: 1d20 + 7 ⇒ (14) + 7 = 21 Prone +4
Monster-3 Damage: 1d2 ⇒ 1
Goblin-5 Fort: 1d20 + 6 ⇒ (7) + 6 = 13
******* End of Round 5 -- Begin of Round 6 *******
Goblin 1 Targets 1-2 Salaha 3-5 Dáin
Goblin 1 Target: 1d5 ⇒ 4
Goblin 1 Attacks: 1d20 + 6 ⇒ (16) + 6 = 22
Goblin 2 Targets 1-3 Dáin 4-6 Stone
Goblin 2 Target: 1d6 ⇒ 5
Goblin 2 Attacks: 1d20 + 4 ⇒ (12) + 4 = 16
Goblin 4 Targets 1-4 Dáin 5-7 Stone 8-10 Salaha
Goblin 4 Targets: 1d10 ⇒ 5
Goblin 4 Attacks: 1d20 + 7 ⇒ (8) + 7 = 15
Goblin 5 Targets 1-2 Stone 3-4 M1 5-6 M2 7-8 M3 9-10 Grün
Goblin 5 Targets: 1d10 ⇒ 4
Goblin 5 Attacks: 1d20 + 6 ⇒ (13) + 6 = 19
Second Set Goblin-6 AoO
Monster-1 Attack: 1d20 + 11 ⇒ (3) + 11 = 14
Monster-2 Attack: 1d20 + 11 ⇒ (14) + 11 = 25
Monster-3 Attack: 1d20 + 11 ⇒ (16) + 11 = 27
Monster-2 Damage: 1d2 ⇒ 2
Monster-3 Damage: 1d2 ⇒ 1
Goblin-6 Fort: 1d20 + 6 ⇒ (8) + 6 = 14
Goblin-6 Fort: 1d20 + 6 ⇒ (17) + 6 = 23
---
Goblin-6 Fort: 1d20 + 6 ⇒ (9) + 6 = 15
Goblin-6 Fort: 1d20 + 6 ⇒ (12) + 6 = 18
Goblin-6 Throw Bomb: 1d20 + 6 ⇒ (8) + 6 = 14
Damage M-1: 2d6 ⇒ (5, 2) = 7
Damage M-2: 2d6 ⇒ (2, 3) = 5
Damage M-3: 2d6 ⇒ (3, 5) = 8
| DunwichStoryteller |
Note to Everyone I found Sgt Stone to be a very interesting eye opener when it comes to Intimidation and as such I had do some research into it to get more acquainted with this marginally used skill. Here is what I found which I have also added to the Campaign Tab
Intimidation is a Fear affect which means targets immune to Fear are immune to Intimidation. However, it is not a mind-affecting effect therefore it can still be used to effect mindless creatures (such as skeletons).
Next while it states it causes the Sickened affect this is no longer the case simply put an Intimidated creature simply has a -2 Attack and Damage rolls for the duration of the Intimidation. This means if a target is immune to being Sickened they can still be Intimidated.
This seemed initially counter intuitive but then I did some reading and it occurred to me that Intimidate is more of a Force of Spirit than it is how it is most often conveyed. In fact it is believed that Samurai would Intimidate an oppoent by just standing perfectly still and just facing their enemy. So yes it will effect targets that are mindless and have no real senses either (sight, hearing, etc..), however, if the target is spiritless (like some constructs) then they cannot be Intimidated.
| EltonJ |
Note to Everyone I found Sgt Stone to be a very interesting eye opener when it comes to Intimidation and as such I had do some research into it to get more acquainted with this marginally used skill. Here is what I found which I have also added to the Campaign Tab
Intimidation is a Fear affect which means targets immune to Fear are immune to Intimidation. However, it is not a mind-affecting effect therefore it can still be used to effect mindless creatures (such as skeletons).
Next while it states it causes the Sickened affect this is no longer the case simply put an Intimidated creature simply has a -2 Attack and Damage rolls for the duration of the Intimidation. This means if a target is immune to being Sickened they can still be Intimidated.
This seemed initially counter intuitive but then I did some reading and it occurred to me that Intimidate is more of a Force of Spirit than it is how it is most often conveyed. In fact it is believed that Samurai would Intimidate an oppoent by just standing perfectly still and just facing their enemy. So yes it will effect targets that are mindless and have no real senses either (sight, hearing, etc..), however, if the target is spiritless (like some constructs) then they cannot be Intimidated.
Does this mean that the undead have souls?
| DunwichStoryteller |
If Grün were not to disengage then an Attack of Opportunity would be initiated.
If he were to disengage then he could not engage in combat on the same round.
The spell caster is at least 40 feet from Grün so he could not do a full move and attack in the same round from what I know (but I could be mistaken).
Therefore I would have to answer no to your question, unless you see a means of doing so.
| DunwichStoryteller |
Hey Grün I have to ask a question here.
You have your Kukri as being +9 to Hit ?
BAB: +2
DEX: +5
FET: +1
--------
TOT: +8
Where does the extra +1 come from as neither Kukri is masterworked?
Note you did not miss as +8 +4 -2 gives the same result and you had a +4 Flank bonus
Also can you check your other numbers just in case. Thanks
| DunwichStoryteller |
Just a heads up William I will be alterring to clarify the Summon Monster spells as when I was looking at it I found it to be poorly defined. The following makes it more simplistic and straight forward and balanced. I will provide a list of the perhaps best selections based on whether it is air, ground, or aquatic one is needing.
.
Creatures = Animals* or Outsiders
.
Tier-1 Creatures CR 1/8 to 1/6
Tier-2 Creatures CR 1/4 to 1/3
Tier-3 Creatures CR 1/2 ........ (Monster Summon I)
Tier-4 Creatures CR 1 ........... (Monster Summon II)
Tier-5 Creatures CR 2 ........... (Monster Summon III)
Tier-6 Creatures CR 3-4 ........ (Monster Summon IV)
Tier-7 Creatures CR 5-6 ........ (Monster Summon V)
Tier-8 Creatures CR 7-8 ........ (Monster Summon VI)
Tier-9 Creatures CR 9-10 ...... (Monster Summon VII)
Tier-10 Creatures CR 11-12 .. (Monster Summon VIII)
Tier-11 Creatures CR 13-14 .. (Monster Summon IX)
Summoning at Tier gets 1
Summoning at Tier-1 gets 2-3 (1d8) ... 1-5 2 .. 6-8 3
Summoning at Tier-2 gets 3-5 (1d12) . 1-5 3 .. 6-9 2 .. 10-12 5
However this will only apply to future situations and not to the current situation.
| DunwichStoryteller |
--- Round 6
Goblin 1 Targets Dáin 1-4 Salaha 5-6
Goblin 1 Targets: 1d6 ⇒ 1
Goblin 1 Atk: 1d20 + 6 ⇒ (20) + 6 = 26
Goblin 2 Con Save: 1d20 + 3 ⇒ (5) + 3 = 8
Goblin 3 Con Save: 1d20 + 3 ⇒ (5) + 3 = 8
Goblin 4 Targets Dáin 1-3 Stone 4-6 Salaha 7-8
Goblin 4 Targets: 1d8 ⇒ 1
Goblin 4 Atk: 1d20 + 5 ⇒ (1) + 5 = 6
Goblin 5 Targets Stone 1-3 Salaha 4-6
Goblin 5 Targets: 1d6 ⇒ 1
Goblin 5 Atk: 1d20 + 7 ⇒ (7) + 7 = 14
Goblin 5 Dmg Shield: 1d4 + 3 ⇒ (1) + 3 = 4
Stone Target: 1d6 ⇒ 3
Stone Intimidate Goblin 4: 1d20 + 23 ⇒ (20) + 23 = 43
Stone Attacks Goblin 4: 1d20 + 9 ⇒ (20) + 9 = 29
Stone Crit Goblin 4: 1d20 + 9 ⇒ (19) + 9 = 28
Stone Dmg Goblin 4: 1d10 + 13 ⇒ (7) + 13 = 20
M1 Atk G6: 1d20 + 7 ⇒ (2) + 7 = 9
M2 Atk G6: 1d20 + 7 ⇒ (9) + 7 = 16
M3 Atk G6: 1d20 + 7 ⇒ (4) + 7 = 11
| DunwichStoryteller |
Yes and to speed it up I am doing it now.
Atk, Kukri, Flank: 1d20 + 9 + 4 ⇒ (20) + 9 + 4 = 33 Wrong -3 still Crits
Confirm Crit: 1d20 + 9 + 4 ⇒ (18) + 9 + 4 = 31 Wrong -3 still Confirms
Kukri Dmg, Str-1, Precision: 1d2 + 2d6 ⇒ (2) + (1, 4) = 7
Kukri Addtnl Dmg: 1d2 ⇒ 1
******* Round 7 Begins *******
Goblin 1 Targets Dáin 1-4 Salaha 5-6
Goblin 1 Targets: 1d6 ⇒ 6
Goblin 1 Atk: 1d20 + 6 ⇒ (9) + 6 = 15
Goblin 2 Con Save: 1d20 + 3 ⇒ (17) + 3 = 20
Goblin 3 Con Save: 1d20 + 3 ⇒ (13) + 3 = 16
Goblin 4 Con Save: 1d20 + 3 ⇒ (14) + 3 = 17
Goblin 5 Con Save: 1d20 + 3 ⇒ (20) + 3 = 23
Goblin 1 Armor Dmg: 1d4 + 3 ⇒ (3) + 3 = 6
Monster-1 AoO G6: 1d20 + 7 ⇒ (4) + 7 = 11
Monster-2 AoO G6: 1d20 + 7 ⇒ (19) + 7 = 26
Monster-3 AoO G6: 1d20 + 7 ⇒ (3) + 7 = 10
Goblin Lobs AoE: 1d20 + 6 ⇒ (4) + 6 = 10
Grenade Direction: 1d8 ⇒ 5
G6 Fort Save1: 1d20 + 6 ⇒ (9) + 6 = 15
G6 Fort Save2: 1d20 + 6 ⇒ (11) + 6 = 17
M2 Dmg: 1d2 ⇒ 2
Monster-1 Atk G6: 1d20 + 7 ⇒ (1) + 7 = 8
Monster-2 Atk G6: 1d20 + 7 ⇒ (10) + 7 = 17
Monster-3 Atk G6: 1d20 + 7 ⇒ (5) + 7 = 12
| DeJoker |
Well the one that Grün was fighting last did go down and I think yes his attack did push it over its edge.
As the layout sort-of shows though -- Grün is far from a 5ft step from anyone right now.
He could, however, easily join in on the attack on the remaining Goblin warrior if wants and have a Flank +3.
He could with a double move get closer to the Goblin spell caster but not get there this round.
| DunwichStoryteller |
Okay just to correct something I had said earlier.
One cannot take 20 on a Knowledge check, because it is a "no retries" skill. There is a penalty for failure - you do not know the thing in question. Thus failing a roll means you do not know the information, and you cannot just "try again" (the way you can with, say, searching for a trap with Perception by just looking again).
Note, I will be using a form of Take-10 going forward to inform the various characters of that they automatically know based on the Ranks they have in a Knowledge Skill.
However, you can also choose to make a roll, to see if you know more about it than your general knowledge would render for you.
Hey Dáin I was looking through your skills and noticed something that I may not have noticed before. At 1st-Level everyone gets 6 Background Points to spend in Background Skills and then they get 2 additional Background Points to spend in Background Skills each level thereafter so Dáin should have 6 + 2 + 2 = 10 Background Skill Points. It looks like you only spent 6 Background Skill Points.
Salaha I believe I stated under skills that I do not have Artistry as that is just a Craft skill and I do not have Lore as that is basically the Knowledge(Local) skill. To make it easier here are the Background Skills.
List of Background Skills
... Animals (aka Handle Animals)
... Appraise
... Legerdemain (aka Sleight of Hand)
... Linguistics
... Knowledge (Engineer)
... Knowledge (Geography)
... Knowledge (History)
... Knowledge (Nobility)
... Craft (<specific>)
... Perform (<specific>)
... Profession (<specific>)
Jazlyn your choice but since we are probably hardly ever going to do any Riding in this campaign due to its nature -- I am willing to let you take Survival in place of the Ride skill as one of your Class Skills.
Grün I just noticed this you do not know how to speak you native language Grippli I would suggest you put that in place and swap out either Gnome or Boggard
| Jazlyn of Clan Ocēlōme |
Jazlyn your choice but since we are probably hardly ever going to do any Riding in this campaign due to its nature -- I am willing to let you take Survival in place of the Ride skill as one of your Class Skills.
I think I already swapped riding and survival as class skills. My character creation notes have survival as a class skill and ride is not. I suspect you already gave me this option during character creation. She also has a full list of background skills.
| Salaha Driftmare |
Lead scout, sure thing! And apologies in advance (to my peers).
We're going deeper, still in search of?
Confirming we haven't leveled, 4th Level is a big one for Grun. So much so, this (pre-4th) is painful.
The last bit of the plants needed to make the potion to heal the village of Dunwhich
| DunwichStoryteller |
Okay Grün I need to know how you are planning on scouting -- the prow of the boat or by some other means. As soon as I get Grün's reply I will post the next sequence.
This is a swamp as you have left the marshes behind. Filled with trees and tangled roots that reach into the waters.
OCC: Could not find a single pic but here is a pic of what the trees of the swamp look like -- combine the Trees-1 with the the tangled roots of Trees-2 and then a pic of what the fog kind of looks like which limits visibility and there is a sense of things perhaps moving just outside of visibility range.
| DunwichStoryteller |
Hey it did occur to me that considering you are now going to be headed into a swamp that perhaps -- since everyone got at least a days rest -- they some folks might want to adjust their spells taken for the day.
Also Grün it appears you are the only one interested in those Goblin Poisoned arrows did you want to take all of them or just 20? There were extra quivers to put the excess in if you want them all.
Remember special ammo is tracked by piece, it is only normal ammo that gets the handwave that we are using. That being said Dáin you have replenished your arrow supply.
Also did I outline that there were 2 types of mushrooms in that cave, the type that you needed and that Dáin knew what was and another type that no one has ever seen and perhaps never heard even -- would take an very high Knowledge[Underdark] check if anyone wanted to try to identify them.