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447 posts. Alias of Delta Arena.


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Ellaeaanda

She is Level 4

You look for a safe place amongst the trees, trying to avoid the hobgoblins gaze, and looking for the cover of the trunks.

stealth rolls:

Hide = 25
Sneak = 15

Cerrus

You manage to get back your items and slide down the ladder to solid ground.

Unfortunately, you wouldn’t have movement left after climbing down. But you are back at ground level.

I’ll wait for Netkin’s turn before taking the hobgoblin’s turn.


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The 2nd attack roll is correct. She has Flurry, which reduces the map against her hunted prey to -3, and she also ignores the first increment of the range penalty against her hunted prey. This turns the -7 to a -3 against her hunted prey.

That's also why she is so deadly at melee with her twin takedown.


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Netkin

Throwing a Chirurgeon Field Vial at a willing creature is actually an Interact Action, so there is no need for the attack roll. It’s basically free healing!

You lob your vial at Cerrus, covering him in a mixture of chemicals that soon begins to heal his wounds.

Cerrus

The darkness dissipates and you begin to hear the sounds around you once again. You wake up, but you are Wounded 1

Resa

Not for long, soon you’ll be up and running just like Cerrus!

???

The hobgoblin follows Ellaeaanda with her eyes, and with her bow. She notches two arrows, one after the other, and lets them fly towards her target. In spite of the distance, the trees, and the shadows, the hobgoblin proofs why she is the one leading the now-deceased half-orcs. Both arrows pierce through the small branches in the way and hit Ellaeaanda. You take 5 piercing damage for each arrow, for a total of 10 piercing damage. Remaining cool-headed, she then embraces the cover of her tree once again.

dice rolls:

vs Ellaeaanda = 25
piercing damage = 5
vs Ellaeaanda = 25
piercing damage = 5

AB: Strike* x2, Take Cover*

Damage summary: Ellaeaanda takes 10 damage, Cerrus heals 5 damage

Conditions summary: Cerrus is no longer Unconscious, but he is Wounded 1

You can all take your turns


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Hide rolls:

Ellaeaanda = 17
Netkin = 22

???

The hobgoblin takes aim towards where the last arrow came from. She takes her time, seeing the different shades of browns and greens to pick out anything out of place. She lets an arrow fly. The arrow hits the mark, although it is only a superficial cut. Ellaeaanda takes 3 piercing damage The hobgoblin then braces herself against the tree, expecting retaliation.

dice rolls:

vs Ellaeaanda = 20
piercing damage = 3

AB: Hunter’s Aim**, Take Cover*

Damage Summary: Ellaeaanda takes 3 damage

You can take your turns


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Netkin Bigpot wrote:
I think that Fate might have intervened to save us all!

Taking a look at your recipes, I don’t think you can have bomber’s eye elixir, as it is a Level 4 item. Looks good other than that, I have updated my notes on them.


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Half-orc is totally dead.

Netkin, I'll need to update my notes as well. Also, another friendly reminder that you can heal at a distance by throwing your vials thanks to your Chirurgeon research field.


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Ellaeaanda

The mercenary is so focussed on Netkin that he does not see the arrow coming. It pierces through his skull and he hits the ground seconds later.

Netkin

Are you holding an Action or are you Delaying your turn? Or are you doing something else now that the mercenary has fallen?


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???

The hobgoblin scans the area where she last saw Ellaeaanda. Not seeing her prey there, she continues to scan the nearby forest. There, she sees something within the trees. She notches an arrow on her bow and lets it fly. The arrow flies in the right direction, but it hits the tree that is providing the elf cover.

dice rolls:

Seek = 17
Seek = 23
Flat Check = 16
Vs Ellaeaanda = 14

AB: Seek* x2, Strike*

She has cover from Ellaeaanda but she is Observed.

Netkin

I’ll assume you drank the elixir before attempting to hide.

Your wounds continue to heal as you try to make yourself smaller against the tree.

stealth:

11

Purple

Once on the ground, the mercenary takes his bow back out and moves towards the back of the shack where he last saw his prey. He stops behind the corner of the shack upon spotting Netkin pressed against the tree.

AB: Interact* (draw bow), Strike* x2

You can take your turns. Both the hobgoblin the and half-orc mercenary are observed right now.


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Netkin

You move away from the line of sight of the mercenary and head into the safety of the trees on the other side of the shack.

Ellaeaanda

Sorry, I didn’t check the discussion last night, just the game post. I have replied to the question about seek. If you want to change your turn based on the answer, I’m okay with that.

???

[ooc]I’ll wait to see if Ellaeaanda chances her turn before taking the hobgoblin’s turn, as it would change what she does.

Purple

With no target in sight, purple puts away his bow, moves towards the ladder, and slides all the way down the ladder.

dice rolls:

climb = 23

AB: Interact* (stow bow), Stride*, Climb*

If its okay with everyone, to save time, Netkin can take his next turn while Ellaeaanda and the Hobgoblin act. Otherwise we can wait to see if Ellaeaanda wants to change her turn or not. Sorry again for missing the question.


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Ellaeaanda wrote:
Netkin Bigpot wrote:
Ellaeaanda, what are we planning to do? Keep on attacking the half-orc and hope he falls? Or should Netkin already run to safety?

I’m waiting for Delta Arena’s ruling on the Seek action because that’ll affect my options. Currently I’m hoping to snipe the half-orc while playing hide-and-seek with the hobgoblin, but we’ll see.

I think Netkin should run and hide now because (a) he’s low on HP, and (b) bombs are his best offense, but we don’t want to hit Cerrus with splash damage. It’d be great if he could hide close to the shack entrance—ideally so that, when it's safe, he could Stride inside the shack, Battle Medicine Ardoinel, Close Door in one turn. With the door closed Netkin would be safe from arrows, and it should take at least a full turn for the enemies to close to melee range.

Oh no, I'm sorry, I only checked the game thread yesteday and missed the question here.

The way I understand seek is that the diameter of the area is 30ft, it doesn't need to be within 30ft of you. That's why there can be penalties if you seek far away. In this case I would say you are close enough to seek red, you'd take penalties to seek purple. Also remember that they are Hidden, not Undetected, which means that you still know which square they are in.

If you want to change your turn based on this, I'm good with that.


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Ellaeaanda wrote:

@Ardoinel: That archetype is awesome! So much fun.

Netkin Bigpot wrote:
Our only chance is to somehow survive long enough to kill the half-orc + for Netkin to heal at least Cerrus back into the game!

Agreed--it's unlikely the hobgoblin will ever leave the shack for Netkin to heal Ardoinel or Resa. Unfortunately Ellaeaanda keeps flubbing her rolls against the half-orc.

I also feel guilty about leaving the other players out of it for so long, but surrendering/fleeing doesn't really make sense for Ellaeaanda at this point, though I can't think of what else we could do.

Cerrus Falto wrote:
Might just be me, but it feels like the party is lacking a true martial character. And, definitely ranged damage.
I think this is true, but I'm not sure we necessarily need a fighter or barbarian to succeed. And the lack of ranged damage is at least partly due to some PCs not buying and using a decent ranged weapon. :)

She just left the shack! I considered doing so when you first hid successfully, but she didn't have her melee weapons. Now that she has her melee weapons, and you hid from her, it is a different story. I said she would consider leaving if she was no longer in a position to attack from the shack. Shooting to a hidden enemy with greater cover is just a bad bet.


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Netkin

Your wounds heal slightly, but the damage from the arrows is more than the elixir can handle.

Ellaeaanda

The arrow flies towards the hobgoblin, but it gets stuck in the doorframe.

???

The hobgoblin finally steps out of the shack, moving the place she saw Ellaeaanda last. The open terrain being too risky to keep advancing, she takes cover and hides behind one of the large trees. She is Hidden from everyone.

dice rolls:

stealth=29

AB: Stride*, Take Cover*, Hide*

Purple

The mercenary stands once again to take aim and shoot his arrows at Netkin. The two arrows fly down and, once again, one hits its target. Netkin takes 7 piercing damage With two less arrows, the mercenary steps back into the platform and tries to hide in the treetops that cover it. He is now Hidden fron everyone as well.

dice rolls:

vs Netkin = 25
piercing damage = 7
vs Netkin = 14
stealth = 22

Damage Summary: Netkin takes 7 damage

Conditions Summary: the hobgoblin and the mercenary are both Hidden from everyone.

You can take your turns.


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Netkin

You send the pellet flying straight to the target. Unfortunately, the pellet has decelerated significantly by the time it reaches him, dealing less damage than it could have.

You don’t have access to the critical specialization effect of the sling. Critical specializations are extra benefits given by certain feats which are mostly limited to martial characters.

???

The hobgoblin stows her dagger away, notches an arrow in her bow, takes careful aim at Ellaeaanda, and lets the arrow fly. The arrow splits a branch covering part of seer’s arm and pierces through it. Ellaeaanda takes 5 piercing damage.

dice rolls:

vs Ellaeaanda = 23
piercing damage = 5

AB: Interact* (Stow weapon), Hunter’s Aim**

Purple

The remaining mercenary takes note of Netkin and lets two arrows loose in quick succession. One of the two arrows finds its target, and goes through Netkin’s armour. Netkin takes 10 piercing damage. Then, the mercenary leans down to make it more difficult for Netkin to reach him with his attacks.

dice rolls:

vs Netkin = 22
piercing damage = 10
vs Netkin = 15

AB: Hunt Prey*, Hunted Shot*, Take Cover*

Damage Summary: Ellaeaanda takes 5 damage, Netkin takes 10 damage

Come on, you guys can take them out!


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Netkin

Technically hero points are just for the checks, but I’ll allow you to use one for damage given that it is a critical hit. Would you like to spend a hero point and reroll the damage from the critical?

Ellaeaanda

Your training proves its worth. The arrow flies straight towards the hobgoblin and hits her in her arm, in spite of it being only partly visible.

Resa

Not sure if being down right besides a companion counts as dying alone.

I’ll wait for netkin’s reroll decision before taking my turn.


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Netkin

You walk around the back of the shack, hoping not to run head first into the hobgoblin.

???

Having lost track of her target, the hobgoblin takes some time to pick up her weapons from the ground one by one.

AB: Interact*x3. For clarity: 1 pick up sword, 2 stow sword, 3 pick up dagger. She ends her turn holding the bow and a dagger. And this is why you don’t drop your weapons to the ground.

Purple

Seeing Netkin approach his platform, the remaining mercenary picks up his bow from the ground, approaches the edge of the platform and lets an arrow loose against the halfling. The arrow flies directly against Netkin, striking him from above. Netkin takes 5 piercing damage

dice rolls:

vs Netkin = 27
piercing damage = 5

AB: Interact*(pick bow), Stride*, Strike*

Damage Summary: Netkin takes 5 damage

You can take your turns.


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Cerrus Falto wrote:
Ardoinel Oreflame wrote:
How do you all, GM included, feel?
No strong opinions on this one. It's Delta's game so their opinion matter more than mine for sure! :)

I'd say it is our game. I'm just enabling it by running it, but without all of you there would not be a game either.


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Ellaeaanda wrote:
@GM: This probably doesn't matter, but I don't think the hobgoblin has enough actions to use Hunter's Aim: she used 1 to pick up the bow, 1 to hunt prey, leaving only 1 action left, but Hunter's Aim takes 2 actions.

D: my bad. You are right, it would have been a regular strike, which would bring the attack roll down to a 21. Sadly, that is still enough to hit. Thanks for calling it out.


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Ellaeaanda

Given her advantageous position, it seems unlikely that she would come out as long as she can attack from within the shack.

Your arrow flies too low and strikes the platform where the mercenary is standing from underneath.

Everyone is stable now.

We’ll wait for Netkin


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@Netkin, it happens, life happens. Take your time. Also, friedly reminder that you can heal from a distance using your Versatile Vials.

@Ardoinel, I think both Ellaeaanda and Resa have good points. Taking a look at Ardoinel's motivations and how he would act in different situations should help define his class. However, it is a game, so I would ultimately say go with what is more fun for you to play him as. The character has remained narratively consistent throughout the mechanical changes, I have no doubts you could justify any number of classes for him. So which of those is also the most fun for you to play.


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Netkin

You carefully back away, giving room for the hobgoblin to move. But will she?

???

The hobgoblin drops her rapier and dagger to the ground as she kneels to pick up her bow. With no enemies nearby, she turns her attention back to the Ellaeaanda. She takes aim and lets an arrow loose. Her aim is true and the arrow pierces through Ellaeaanda’s skin. Ellaeaanda takes 7 piercing damage.

dice rolls:

vs Ellaeaanda = 23
piercing damage = 7

AB: Release x2, Interact (Pick up bow)*, Hunt Prey*, Hunter’s Aim*

Purple

”You’ll pay for that,” says the half-orc to Cerrus.

He swings his blade twice, trying to finish what he started. Cerrus dodges the first swing, but the half-orcs brutality catches him by surprise on the second one. The half-orc’s blade cuts through the thaumaturge. Cerrus takes 6 slashing damage, bringing him down to Dying 1

The half-orc spits. ”That’s what you get,” he says as he sheathes his blade once again.

dice rolls:

vs Cerrus = 17
vs Cerrus = 20
Slashing damage = 6

AB: Strike* x2, Interact (stow a weapon)*

Damage Summary: Ellaeaanda takes 7 damage, Cerrus takes 6 damage

Condition Summary: Resa is Dying 2, Cerrus is Dying 1

You can take your turns.


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That leaves Resa at Dying 2.

Netkin still has his turn.


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Ellaeaanda

You reach out to the hobgoblin with your magic to snatch her life force away from her. She groans as you take it; as she grows weaker. She is enfeebled 1

dice rolls:

Fortitude Save = 13

Cerrus

You sense the half-orc’s fear. You pull a couple of spider legs out of a pouch and throw them at him. He scream and tries to dodge them, which creates an opening for you to strike with your blade. It is a serious wound, but it is not enough for it to be deadly.


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@Ardoinel

I hope the router gets fixed soon!

@Ellaeaanda

Thank you! I've always found dubious knowledge to be a tricky feat to GM, so I’m glad it worked well this time.

@Netkin

It was a great idea to flank her, unfortunately you had faulty intel.


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Netkin

She is bulky, but she also hasn't taken that much damage.

You go back to your reliable vials to get the job done. They worked at the citadel, hopefully they'll work again here.

Resa

Since she is right by the door, you are in range to attack.

You swing your starknife against the hobgoblin; unfortunately, she is fast enough to block your blade with her rapier.

???

The hobgoblin smirks when she sees a second victim approaching her. She analyses her new target, before unleashing her dual attack with both her rapier and her dagger. Resa is unable to decide fast enough which attack to defend against, and she is caught by both the rapier and the dagger. Resa takes 15 piercing damage, which brings her down to Dying 1. Seeing her next victim fall, the hobgoblin once again takes cover against the wall besides the door.

dice rolls:

rapier vs Resa = 25
damage = 9
dagger vs Resa = 24
damage = 6

AB: Hunt Prey*, Twin Takedown*, Take Cover*

Purple

”Let’s dance,” says the half-orc before swinging his blade twice against Cerrus.

The half-orc is fast with his sword, and he delivers two cuts to the thaumaturge. Cerrus takes 9 slashing damage from one attack, and 12 slashing damage from the second attack.

”Ha, is that all you got.”

Confident on his abilities, he tries to shove Cerrus off of the platform. But humans are persistent, and Cerrus is not done yet. He stands his ground and remains on the platform.

dice rolls:

vs Cerrus = 26
damage = 9
vs Cerrus = 21
damage = 12
Athletics to Shove = 13

AB: Strike*x2, Shove*

Damage Summary: Resa takes 15 piercing damage, and Cerrus takes 21 slashing damage

Conditions Summary: Resa is Dying 1

You can take your turns. Time for an epic comeback!


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It is one of the openings that lets you see inside. So fuctionally a window.

Cerrus has the Dubious knowledge feat, which gives him right and wrong information on a failed recall knowledge. There are three platforms and a shack, but the shack has a single entrance.


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Cerrus

That’s okay, I didn’t catch that either.

You do manage to rush all the way up the rope ladder.

Ellaeaanda

You can feel the hobgoblin straining to breath. She needs a moment to refocus and as she feels some of her essence leave her.

dice roll:

fortitude save=23

Ardoinel

Your body continues to smoke with you on the ground. Your body is hot like ambers, emitting heat like a burning forge; your sword, on the ground besides you, burns red.


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Resa

You run through the platform, jump onto the roof of the shack, and make your way to the other end of it. That would be Stride*, Leap*, Stride*

Cerrus

You start to climb up the ladder, but only manage to make it half-way through it.

Netkin

Unfortunately, there is only a gap on the wall that allows you to see the hobgoblin inside. The gap is not large enough for you to pass through, and the walls are not weak enough for you to break them apart. You do notice that she is alone inside the shack, there are no more surprises inside.

Ellaeaanda

Your arrow flies in the right direction, but it hits the doorframe that is protecting your target.

Rushing forward, you look for the trunk of the tree holding the middle platform and hunker down, out of sight.

Ardoinel

You come face to face with the hobgoblin and swing at her with your blade. The rune in your weapon flashes a deep crimson as it cuts through her flesh.

???

The hobgoblin shifts focus to the new threat right in front of her. She unleashes a double attack with her rapier and her dagger. Her rapier goes around Ardoinel’s shield and straight into his chest, dealing a deep wound that takes the runesmith down. Ardoinel takes 24 Piercing damage from a Critical, which would take him down to 0 and Dying 2. Fortunately, his shield does protect Ardoinel form the hobgoblin’s dagger.

The hobgoblin pushes herself against the doorframe, taking cover. She presses on the wound from where she is bleeding with her arm, she lost some blood, but it is already stopping.

dice rolls:

Rapier vs Ardoinel = 32
damage = 12 x 2 = 24
Dagger vs Ardoinel = 12
Persistent damage flat check = 17

AB: Hunt Prey*, Twin Takedown*, Take Cover*

Purple

With Ardoinel out of his sight and Resa running towards him through the rooftop, the mercenary switches his focus before letting two arrows loose. Resa sees the first arrow incoming and ducks out of the way, but she is left in a bad position to avoid the second one, and she is hit by it. Resa takes 8 piercing damage. Seeing the imminent melee incoming, the mercenary drops his bow and takes out his longsword.

dice rolls:

vs Resa = 16
vs Resa = 21
damage = 8

AB: Hunt Prey*, Hunted Shot*, Drop, Interact (Draw)*

Damage Summary: Ardoinel takes 24 piercing damage, Hobgoblin takes 2 persistent bleed damage, and Resa takes 8 piercing damage

Condition Summary: Ardoinel is Dying 2!

You can all take your turns.


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Okay, perfect, that's how I did it.


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So, from what I've read hidden would only last for the first attack of a two attack action, like twin takedown or hunted shot. Does that sound right to everyone? A part of me feels like it should apply to the full Action, meaning both strikes.

What do you all think? Is it just the first attack or the first Action that should benefit from being hidden?

I applied it only for the first attack on Purple's turn.


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Ardoinel

You make your way to the shack to stand on the other side of the wall from the bugbear.

???

The hobgoblin focuses on her immediate threat, Netkin’s construct, and launches forward with both her rapier and her dagger. She dents some of the construct’s components with her strikes. The construct takes 12 piercing damage. She shifts her position and brings her weapons higher to protect herself.

dice rolls:

Rapier vs Construct=23
damage=7
Dagger vs Construct=23
damage=5

AB: Hunt Prey*, Twin Takedown*, Twin Parry*

Purple

The remaining mercenary keeps aiming for Ardoinel, trying to take him out before he can enter the shack. The first arrow hits Ardoinel on the side, but causes him to react and move out of the way of the second one. Ardoinel takes 5 piercing damage

Once again, the mercenary attempts to hide, but even Ardoinel is away of him this time.

dice rolls:

vs Ardoinel=24
damage=5
vs Ardoinel=17
Hide=9
Sneak=16

AB: Hunted Shot*, Hide*, Sneak*

Damage summary: Construct takes 12 piercing damage, Ardoinel takes 5 piercing damage

You can all take your turns


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Ardoinel Oreflame wrote:
Dumb question, can I go under the platform in a straight line to where Resa and the construct are fighting, or do I need to go around it?

Yes, you can. There is basically a huge tree in the middle from which the structure is being held, but you can run under the platform.


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Ellaeaanda

Your second sight does not deceive you. Your arrows fly straight and bury into your target.

Netkin

It’s a rude awakening for you and your construct. The robot is swift and obeys your commands, but the hobgoblin is too fast and is able to avoid both of the incoming attacks.

Cerrus

It takes you a little to get your footing on the rope ladder, but once you have you are able to slide safely all the way down to the ground.

Resa

Jumping from the roof to the platform, you strike swiftly. With your opponent distracted by Ellaeaanda’s arrows, they stand no chance against your blade. You slice cleanly through the mercenary and they fall off of the platform and down to the ground.

Ardoinel still has a turn before I take mine.


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Sorry for the delay replying. A friend of mine had a couple of events this week that I attended to and I didn't have much time after that.


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Resa

you build momentum with a running start and jump towards the building. It threatens to be too far, but it is lower than the platform from which you take the leap. You land rolling on the tiles on the roof of the shack.

Unfortunately the jump is an action on its own, so you'd only be able to make it onto the building.

???

The hobgoblin drops her bow and takes out a rapier and a dagger. She thrusts the rapier against the robot standing in front of her. Her rapier pierces through the metallic shell of the robot, leaving a hole behind. The construct takes 11 piercing damage

dice rolls:

vs Construct = 26
piercing damage = 11

AB: Drop, Interact (Draw a weapon)* x2, Strike*

Pink and Purple

The two remaining mercenaries keep shooting arrows to their chosen targets. Resa reacts fast enough to avoid both of the incoming arrows, but Ardoinel moves two slowly and is hit by the first of his two incoming arrows. Ardoinel takes 5 piercing damage Both mercenaries then proceed to hide in the shadows of the tree branches with mixed results. Purple is Hidden from Ardoinel.

dice rolls:

Pink vs Resa = 19
Pink vs Resa = 12
Purple vs Ardoinel = 21
piercing damage = 5
Purple vs Ardoinel = 14
Pink hide = 8
Pink Sneak = 18
Purple hide = 15
Purple Sneak = 13

Damage summary: Netkin’s construct takes 11 piercing damage and Ardoinel takes 5 piercing damage

Conditions summary: Purple is Hidden from Ardoinel

You can all take your turns


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Resa Dermade wrote:
for some reason I was under the idea I couldn't see any of them. I'm not sure why. I'd go after the Red one.

Due to having the lowest perception, Ardoinel is the only one having trouble keeping track of where all of them are. The red bloody blade was taken out by Cerrus (I think it was Cerrus who dealt the last blow). Maybe I should add some ooc whenever an enemy dies as well.


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Netkin

I'm moving the construct besides the entrance so that it's not punching through the wall

Your robot's fist does, in fact, smack the hobgoblin in the face, making her grunt in pain.

Ardoinel

The dwarf side of you is happy to be on solid ground.

Resa

You look around every part of the platform, but find noone there. Besides Cerrus' steps, you hear no movement, no wood creaking.

That would open up your remaining 2 actions.


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Ellaeaanda

The hobgoblin seems really fit and really agile, but why would she wait before coming out of the shack? Maybe her determination is lacking.

That is kind of a terrible example for a question to be honest. A cruel DM could just go "Yes, one of the defenses is weak" and leave it at that.

Cerrus

You are absolutely right, I hadn't check in Diverse Lore for it. Feel free to ask questions with your exploit vulnerability checks.

Ardoinel

With your hands free, you grab onto the rope ladder. It swings as you put your weight on it, making you hold tightly to it. Slowly, carefully, you move down. One. Step. At. A. Time.

Netkin, you still have your turn.


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Ardoinel Oreflame wrote:
Do I get down with that roll or do I take a tumble? :P

You manage to go halfway down with that roll. You'd need another Climb action to make it all the way down.


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Ellaeaanda

How are you defining weak?

Your aim is in fact true. The arrow flies straight until it hits its target. A pained grunt comes from the shack.

Cerrus

The bloody blade starts laughing as you pull out a book to a fight, but he regrets it immediately as you cut him down. The blow of your blade is more than he can handle, and he collapses to the ground.

All I can find is that you learn the highest weakness, which the mercenaries lack. If the feat does come with extra information, feel free to ask questions about them.

Resa

Where are you searching for enemies?


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Resa

The bloody blade doesn’t see your blade coming. In an instant he is clutching his throat and falling down.

Netkin

You pool out your tools and patch yourself back up, closing the bleeding wounds.

I’m assuming you are using battle medicine on yourself.

Cerrus is correct, there is no need to confirm the crit.

???

The door to the supply shack opens up. Leaning through the open door, a hobgoblin takes aim at Ellaeaanda and lets an arrow loose. The aim is true, but ellaeaanda is able to avoid the worst of it, getting only a slight cut. You take 2 damage

dice rolls:

vs Ellaeaanda: 21
Piercing damage: 2

AB: Interact* (Open door), Hunt Prey*, Hunted Shot*

Red

The bloody blade takes a couple steps backs, aims at Cerrus, and lets two arrows loose. In spite the proximity, only one of the arrows hits Cerrus, digging into him. You take 8 damage

dice rolls:

vs Cerrus: 25
Piercing damage: 5 + 3 = 8
vs Cerrus: 18

AB: Stride*, Hunt Prey*, Hunted Shot*

Pink

Having seen her partner fall, the bloody blade changes her target, aiming her shots at the Rogue. She lets her two arrows loose before hiding into the bushes. The arrow cuts Resa’s skin before flying off into the distance. You take 3 damage, and she is now Hidden from everyone

dice rolls:

Pink vs Resa: 23
Damage = 2 + 1 = 3
Pink vs Resa: 6
Pink stealth: 23

AB: Hunt Prey*, Hunted Shot*, Hide*

Purple

The last of the bloody blades does not change his tactics, and he lets two arrows loose against Ardoinel. His aim is too wide to make sure he doesn’t hit his friend, and the two arrows miss Ardoinel entirely.

He goes back into the coverage of the branches, where he is obvious to everyone but Ardoinel. His is Undetected by Ardoinel, Observed by everyone else.

dice rolls:

Purple vs Ardoinel: 17
Purple vs Ardoinel: 6
Purple stealth: 16
Purple stealth: 20

AB: Hunted Shot*, Hide*, Sneak*

Damage Summary: Ellaeaanda takes 2 piercing, Cerrus takes 8 piercing and Resa takes 3 piercing.

Condition Summary: Purple is Undetected by Ardoinel

You can all take your turns


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Cerrus

You make your blade extra shiny to catch the reflection of the light on it and blind your opponent before striking. Your blade draws a significant amount of blood from him.

Ellaeaanda

They seem quite bulky, making you think that they can withstand anything. Fortitude

Your aim is true, and you do in fact pierce her throat with your first arrow. She falls to the ground before your second arrow passes by.

Ardoinel

Hearing you climb up the ladder and seeing you draw your sword, the bloody blade is ready for your attack, and has no problem parrying it.

Resa

You see yourself falling and reach out to grab the ledge. You hand from it only for a brief moment before you are able to pull yourself back up.

Grab an Edge is a reaction, then you would use an Action to climb back up. This means that you still have 2 actions left.

Netkin

Due to the grab an edge reaction, Resa is actually still on the platform. Which means you wouldn’t be able to treat her.

Resa, you have 2 more actions, Netkin you can retake your turn.


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Cerrus

Yes, Climb works “across {an} incline” as well.

You are fast enough to not get stomped on by the bloody blade and make your way above the platform.

Ardoinel

As Cerrus pointed out, it is a 20ft high rope ladder, but at least the climb dc is easy

Green BB

Noticing her companion struggling, the bloody blade approaches the ledge and fixates on Resa before letting two arrows loose. The first arrow hits Resa on the shoulder, but the second one flies overhead.

dice rolls:

1st Attack = 25
Damage = 3 + 4 = 7
2nd Attack = 6

Resa takes 7 piercing damage

AB: Stride*, Hunt Prey*, Hunted Shot*

Blue BB

The bloody blade picks himself back up and stubbornly tries to push Resa off of the ledge again. This time he is successful, and Resa tumbles down to the ground. Following the falling elf with his eyes, he fixes his sight on her.

dice rolls:

Shove = 21

Resa would take 10 bludgeoning damage from the fall and land Prone.

AB: Stand*, Shove*, Hunt Prey*

Red

The third mercenary moves into position and then rams himself against Cerrus again, trying to knock him back down. Cerrus withstands the first hit, and the bloody blade tries it once more. Having bracen himself for the previous hit, Cerrus takes the second one, he slides backwards slightly and threatens to fall, but manages to hold his ground.

dice rolls:

Shove = 16
Shove = 17

AB: Stride*, Shove*x2

Pink and Purple

The remaining two bloody blades continue their assault from a distance, shooting a barrage of arrows against their marked targets. Each of their first arrows find their marks, while the second ones are thrown off by a sudden gust of wind.

Wanting to remain save, they both attempt to go back into hiding, with mixed results.

dice rolls:

Pink vs Netkin: 28, nat 20
Damage = (2 + 3) * 2 = 10
Pink vs Netkin: 10
Purple vs Ardoinel: 18
Damage = 4 + 8 = 12
Purple vs Ardoinel: 17
Pink stealth: 15
Pink sneak: 21
Purple stealth: 15
Purple sneak: 24

Netkin takes 10 piercing damage and Ardoinel takes 12 piercing damage.

They are both Undetected by Ardoinel but Observed by everyone else.

AB: Hunted Shot*, Hide*, Sneak*

Damage summary: Resa takes 7 piercing + 10 potential bludgeoning, Netkin takes 10 piercing, and Ardoinel takes 12 piercing
Conditions summary: Resa is potentially Prone, and Pink and Purple are Undetected by Ardoinel

You can all take your turns


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Netkin

You try to lob the vial at the bloody blade, but your throw falls short of the height of the platform.

Is your construct allowed to take an Action without you commanding it? Doesn’t it need to be commanded like any other minion?

Cerrus

Rewind the tapes

You do manage to grab the ledge and remain hanging, with the bloody blade looming over you.

The bloody blade is blocking the way or you to climb back up.

Resa

No mercy for the bloody blade as you bring your starknife deep into his chest. It is an almost deadly wound, but he manages to hold onto the last sliver of his life. Desperate to survive, he manages to roll back and forth to avoid the coup-de-grâce.

Ellaeaanda

From the fear you noticed in the one by the alarm, it is easy for you to tell that their will is not the strongest.

Your first arrow skims the skin of the bloody blade, while your second arrow gets stuck on the underside of the platform.

Ardoinel

Are you trying to climb up, or are you underneath the platform?


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Resa Dermade wrote:
Best is what I do with my master discussion post. select all copy so if it fails to load, i can copy paste and resubmit.

I do that whenever I remember hahahahaha


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With weapons ready, the counter-offensive begins.

Green

Injured but not dead, the half-orc pulls on the rope. The clear ringing of the alarm bell is carried throughout the clearing and against the mountains. ”No witnesses, kill them all”

Bow in hand, she tilts her body to one side and shoots at Cerrus with an arrow that manages to pierce his armour. 5 piercing damage

She moves towards the rope ladder to block the way up.

AB: Interact*, Strike*, Stride*

Dice Rolls:

Green vs Cerrus: 26

Blue and Red

Facing the enemy right besides them, the two bloody blades try to slam themselves against the two intruders besides them.

Cerrus dodges the bloody blade, while Resa reads the move of her opponent and uses his momentum against himself, knocking him down.

Cerrus’ opponent repositions himself, while Resa’s stands back up again. Trusting in their original instinct, they both try again.

This time the bloody blade grabs Cerrus, rushes towards one side of him and knocks him down the platform, where he crashed against the ground. 10 bludgeoning damage and you are Prone Resa, not letting her guard down, once again reads her opponent’s movements and knocks him to the ground. Blue is now Prone

AB: Shove*, Stride/Stand*, Shove*

Dice Rolls:

Red vs Cerrus: 13
Blue vs Resa: 8
Red vs Cerrus: 18
Blue vs Resa: 3

Purple and Pink

The remaining bloody blades measure the wind and the distance towards their targets, making sure they track their every move. Purple marks Ardoinel as his Prey, while Pink marks Netkin as hers.

Each of them lets two arrows fly in quick succession, aimed directly at their preys. Half-hidden in the trees, the arrows flying towards Netkin strike wood, leaving him unscathed. Ardoinel is not so lucky, as both arrows find their mark. 9 piercing damage, 2 piercing damage

Crouching into the tree branches at the level of their respective platform, each of them hides into them. The one to the north, having more branches to hide against is more successful than the other. Pink is Hidden from everyone, Purple is Hidden from Ardoinel, Cerrus and Netkin, but still Observed by Resa and Ellaeaanda

AB: Hunt Prey*, Hunted Shot*, Hide*

Dice Rolls:

Pink vs Netkin: 15
Pink vs Netkin: 13
Purple vs Ardoinel: 23
Purple vs Ardoinel: 20
Pink stealth: 20
Purple stealth: 17

Damage Summary: Cerrus: 15 damage, Ardoinel 11 damage
Conditions Summary: Cerrus and Blue are Prone

You can all take your turns


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Sweet, I will do that then.

I usually write it out on a word processor and the copy and paste. It makes it easier for me to edit it. Also, Paizo can time-out and delete your progress when you hit submit post :')


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Would everyone be okay if I roll dice physically as I am writing the posts? It would look something like the post for Resa's climb. It allows me to write the whole post at once rather than having to go back and edit after seeing the results of my rolls. It doesn't save much time for short posts, but it will save me a lot of time when I start rolling for several attacks for 5 enemies.


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Resa

Climb=20+5=25

It is not your first time hurrying up a ladder, and you have no issues going up.

You would make it up with your second action. You are still too far from the bell, which is by green, and your hands are empty from climbing. What would you like to use your third action for?


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Ellaeaanda

They are neither vulnerable nor resistant to anything.

Your first arrow flies true, travelling through the air and hitting the bloody blade directly. The wound is deep and the blood stains the planks under her feet. The remaining two arrows are thrown off by the branches of the trees.

Cerrus

Rushing before they can react, you jump unto the rope ladder and quickly go all the way up to the platform.

Climbing does require two hands, so your hands would be empty right now.

I’ll wait for Resa before the enemies’ turns.


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Ellaeaanda

They look fairly average. They are level 1

Cerrus

She frowns to hide a brief moment of hesitation. ”Kill ‘em all!”

Green is Frightened 1

Ardoinel’s Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Cerrus’ Initiative: 1d20 + 9 ⇒ (19) + 9 = 28

Enemies’ Initiative:

Bloody Blades Mercenaries: 1d20 + 6 ⇒ (6) + 6 = 12
Dmiri Yoltosha: 1d20 + 10 ⇒ (5) + 10 = 15

Resa, Ellaeaanda and Cerrus, you can take your turns before the enemies.

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