Shorafa Pamodae

DM Hell's Fox's page

3,367 posts. Alias of TreasureFox.


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Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Hello friends. I am here to finally admit defeat. The DM is dead.

I just don't have my heart in any of these forum games anymore, and I've been trying to find that spark against for a good while. I figured if I made it easier on myself, maybe I'd like it again. So far that's just not the case.

If I find that spark again, I'd love to invite each and any of you to such a game. I won't take such a situation lightly. I'd probably run something quite short, no more than a module. No plans on that any time soon. Who knows, if I finally let go, will it come back to me?

I've had an amazing time playing with each of you. Have fun out there
I'll be around to answer questions about the plot, things I did in the game,etc etc before I eventually mark the game inactive.

It's been a great pleasure,
- Hell's Fox

And sorry about your sudden return home, Vandomir. That sounds really frustrating. I hope you'll find other ways to enjoy your very different timetable


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

It wasn't your turn Bazzle

Aster moves forward, but quickly darts out of the way as Rexandi mentions Lightning Bolts. Fortunately, Rexandi holds on, knowing there are innocents in the way. The Dottari race into the Holding House as an unstoppable unit, with the man in the front carrying a tower shield. He smacks one of the supporters with a green warhammer, knocking the poor guy unconscious. The crazy elf turns around and runs up to the guard room, and closes the door. He starts laughing hysterically.

Everyone's turn. Bazzle and Vandomir are considered first.

Dice Rolls:

Warhammer: 1d20 + 11 ⇒ (9) + 11 = 20
Sword: 1d20 + 9 ⇒ (1) + 9 = 10


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

The Holding House map is the one we're using. It's currently not a good idea to cast lightning bolt down the hall, because you have some allies in the way, but you could prepare an action to launch a bolt if the hallway clears up.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Bazzle sees that the Hellknight is simply shocked from the Dottari guard that just came through the front.

The Hellknight nods to Aster and starts moving.

Aster and Rexandi's turn.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
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"He said he was going to go through the storage, where all our gear is. It's to the left, and then take a... Oh s$*%!"


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

As the group exits the torture chambers with a partially healed, but still extremely weak Hortense, Bazzle quickly pulls on whatever strings of morality the prison guards had. A moment of consideration flashes across their eyes, but Bazzle is uncertain what effect his generosity will result in. That being said, when he tries to refer to a non-existant hideout, even Bazzle feels sheepish in the poorest lie he has ever told. The rest of the group just look at him with rolling eyes.

One of the Torrent armigers is still watching over the captives, and he says "Lictor Sabinus hasn't returned yet. Shall we search for him?" However, at that moment, a voice howls from the front of the Holding House.
"DOTTARI! EVERYONE ON THE GROUND!!"

Aster and Rexandi are the first to react.

Initiative:

Bazzle: 1d20 + 3 ⇒ (6) + 3 = 9
Rexandi: 1d20 + 3 ⇒ (16) + 3 = 19
Aster: 1d20 - 1 ⇒ (20) - 1 = 19
Vandomir: 1d20 + 5 ⇒ (3) + 5 = 8
Tasha: 1d20 ⇒ 9
Enemies: 1d20 + 5 ⇒ (13) + 5 = 18
NPCs: 1d20 + 2 ⇒ (9) + 2 = 11


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Oh, and I was feeling overwhelmed for nothing.

Vandomir eviscerates the Kyton with his holy bow. The animated Iron Maiden immediately stops moving.

Hortense is technically conscious, but completely disabled. With time and medical attention, she will recover physically, but mentally might be a different story.
Even if her hp is restored, she's got temporary negative levels to deal with.

A loud explosion is heard from the back of the Holding House. Looking through the open door in the Torture Chambers, most of the people have already started making their way down to the sewers.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Hi, you're waiting for me. I've been terribly distracted and overwhelmed. I'm currently getting my other game (Rise of the Runelords) up to speed, but I'm coming for you guys next. I think there's going to be some changes on my end regarding simplification. Most of my time for this game is spent making monster stats, and I think I'm going to play much looser. I think I'll do something where an enemy only rolls one die for an ability, regardless of targets. That will cut down on my post-making time. I absolutely adore making monsters, items, NPCs, all that stuff, but I complicate my life far too much and I get overwhelmed.

And to Bazzle, yeah, she's vulnerable to lightning (at the moment, there's an ability where she loses that vulnerability). It's not a big deal to me if you stop using the Crack. I do have plans for a great place to get more magic items, but I'm not sure how to get you there. It's in Vyre (a nearby island city-state filled with wealth). Vyre does have story significance, but since you guys are (normally) so far underground, I've made sure NPCs can't just find you and make offers (which the books assume all the time, and it bugs me. Like Barzillai normally knows you guys are part of the Silver Ravens and hang out at the Coffeehouse by about the end of Book 1, and a bunch of NPCs (both good and bad) start sending you offers because they know where you frequent. To me that's absurd for a group specializing in secrecy. Maybe I could improve the abilities of the Spymaster to search for people who're trying to contact the Silver Ravens.)

Anyways, I hope you're all well. We'll talk soon.
- Hell's Fox


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Also I can't answer Kyton questions due to low Planes knowledge, but I do try to give the hint if something is vulnerable or resistant.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

The way I envisioned it was that it was a normal +1 shocking shortspear (so it dealt an additional 1d6 lightning damage), but you could speak a command word for a special ability. The special ability was that you could throw the shortspear and it would transform into a lightning bolt, dealing pure lightning damage before reappearing in the user's hand (like a returning weapon). The way the mechanics were meant to work for this special ability would be that you'd throw it just like throwing a shortspear would normally function, and instead of dealing the normal damage for a +1 shocking shortspear (1d6+1+Str+1d6), it would instead deal 1d12+1 lightning damage. I decided to call it a spear for small sized creatures, because I didn't want to penalise you for using a medium weapon.

Using a command word is actually a standard action (something I didn't realize at the time), and writing "once per round" was unfortunately bad game design. If I were to rewrite the instructions, it would look more like this.

Crack of Lightning (rewrite):

This +1 shocking shortspear is made entirely out of impure copper, which has been beaten and sharpened into shape within an underwater thermal vent. It occasionally zaps small insects or parasites as its carried around, and sometimes flashes symbols in Druidic.

As a standard action, the wielder can target a creature within 50 feet to zap with the Crack of Lightning. The wielder makes a thrown weapon ranged attack, which transforms the shortspear into a bolt of lightning aimed at the target. Instead of regular damage, the bolt of lightning deals 1d12+1 electricity damage and crits on a 20x3. At the end of the wielder's turn, the Crack of Lightning returns to their hand in shortspear form, just like a returning weapon.

The Crack of Lightning can be held in two hands in order to gain the brace property. If the wielder is struck by an electricity attack while bracing, they reduce the damage taken by 1d6+1.
Small sized creatures can use this weapon without size penalty, but must treat it as a two-handed weapon.

Crack of Lightning (original):

This +1 shocking shortspear is made entirely out of impure copper, beaten and sharpened into shape. It occasionally zaps small insects or parasites as it's carried around, and sometimes flashes symbols in druidic.
Once per round, the wielder can target a creature within 50 feet to zap with the Crack of Lightning. The wielder makes a ranged attack as if throwing the spear, only for the spear to animate into a bolt of lightning and strike the target. It then appears in the hand of the wielder again. Such an attack deals 1d12+1 electricity damage and crits on a 20 x3.
This shortspear has the brace property when used two-handed. If the wielder is struck by an electricity attack while bracing, they reduce the damage taken by 1d6+1, to a minimum of 0.
Small sized creatures can wield the Crack of Lightning as a small sized spear.

I also envisioned it getting upgraded over time by visiting druids around Kintargo and aiding them with their problems. Such things included upgrading the +1 to +2or3, improving shocking to shocking burst, improving the command feature to function either like Witch Bolt or like Lightning Bolt, improving the brace ability to give passive resistance or an absorb elements sort of feature, and even adding additional abilities like it was becoming a staff. The person would need to choose which direction they'd want to take with the Crack of Lightning, as it couldn't get all of these. They would need to specialize.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

The hex manages to take full effect on the Kyton, which immediately helps when she misses slashing Aster as the wererat races around her. Vandomir casts a spell to give Hortense a chance to escape, but unfortunately she's too well secured and far too injured to do much beyond stare in horror.
Tasha bashes twice with her shield, with the first attack stumbling in hard, enough to break the Kyton's nose. The second one however does miss. The Kyton says "I have little to gain upon surrender. If I am defeated, this manifestation simply ends. I can easily return thanks to my connections with Nidal. You however, have much more at stake. Hahahaha!"

Vandomir has no idea what's affecting him, only that he's starting to run a fever. No actual effects at this moment.

Bazzle and Vandomir's turns. Bazzle can still do anything except move, Vandomir can do anything except use a swift action.

Dice Rolls:

Kyton Will: 1d20 + 6 + 2 + 2 ⇒ (4) + 6 + 2 + 2 = 14
AoO vs Aster Hybrid: 1d20 + 1d20 + 16 ⇒ (5) + (17) + 16 = 38 21
Hortense escape: 1d20 + 1 + 12 - 3 - 2 - 2 ⇒ (1) + 1 + 12 - 3 - 2 - 2 = 7
Tasha dmg: 1d4 + 6 + 1 ⇒ (3) + 6 + 1 = 10


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

It does have SR, so yes please roll those for me when you can.

@Tasha, does FD mean Fighting Defensively? And also, you do not have your lucky dagger at this time. As far as I'm aware, you only have a breastplate and a heavy shield at this point in time.

If I understand what you're asking, the far corners of the table do stretch to the edge of each door on either side. As for the crack, I do see that I've messed up its mechanics, but right now I consider those special attacks with the crack to be the same as a ranged throwing attack, with the same benefits and penalties. The only exception being that it doesn't rely on Strength for damage. So if making a point-blank ranged throwing attack isn't a good fit for you, you can still use it in melee like you would use a +1 shocking shortspear (since you're small, we treat it as if it were a small sized spear for you). I believe you'd be rolling a +8/3 to hit, which isn't horrendous honestly. 1d6p+1d6e+1p. In the future, I might rework the crack of lightning, but not without a druid improving upon the weapon.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

I don't worry about flat-footed for not acting unless it's during a surprise round. I do the same things for you guys when the tables are turned.

Vandomir fires a flurry of arrows, two of which hit. Although the holy damage is very potent, it seems like she savours the damage. The arrows simply stick into her, and don't draw any blood. Bazzle unleashes a bolt of lightning, which seems to be surprisingly potent against the Kyton impaled with so many metal items.

The Kyton yells a command at the Iron Maiden, causing it to creek open on its rusted hinges and slowly shift forwards. Then she draws and throws three needles. The first one hits Vandomir, but doesn't do any damage. He just feels really sick to his stomach. The second one hits Bazzle, and the third hits Tasha. As both Bazzle and Tasha are hit, the Kyton seems to take some damage as well.
Bazzle takes 16 damage, Tasha takes 13 (unless her AC happens to be above 22). Vandomir can make a heal check as a free action to attempt to identify what's affecting him.

Everyone's turn (Aster, Tasha, and Rexandi will be treated as first)

Dice Rolls:

Crack SR: 1d20 + 5 ⇒ (20) + 5 = 25
Infected needle touch: 1d20 + 15 - 2 - 2 ⇒ (6) + 15 - 2 - 2 = 17
Needle vs Bazzle: 1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32
Dmg: 1d1 + 2d6 + 7 ⇒ (1) + (4, 4) + 7 = 16
Needle vs Tasha: 1d20 + 15 - 7 ⇒ (14) + 15 - 7 = 22
Dmg: 1d1 + 2d6 + 7 ⇒ (1) + (4, 1) + 7 = 13


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

More information is available on a Planes or Religion check. Vandomir got very minor info from his Religion. One knowledge check is free, but if you want to make two, it costs a move action.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Tasha Will: 1d20 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 12
Aster CL vs SR: 1d20 + 7 ⇒ (1) + 7 = 8

Apart from Aster casting Prayer, the rest of the group sinks into a battle stance and alerts the Kyton to their presence. Though a bit startled from the immediate hostility, the Kyton laughs. "Liars and Dirty Fighters have a disadvantage in power here. I see some aligned with Chaos, yet you..." She points her bloody scalpel at Tasha. "... You are aligned with Order. What makes you ally yourself with your immortal enemies? Secrets. I will kill each of you, then bring you back and extract all of your secrets."

Bazzle and Vandomir can act first.

Initiative:

Bazzle: 1d20 + 3 ⇒ (17) + 3 = 20
Rexandi: 1d20 + 3 ⇒ (2) + 3 = 5
Aster: 1d20 - 1 ⇒ (12) - 1 = 11
Vandomir: 1d20 + 5 ⇒ (9) + 5 = 14
Tasha: 1d20 ⇒ 5
Enemies: 1d20 + 9 ⇒ (4) + 9 = 13


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

The survivors look in awe and wonder at the group, knowing now that these folk are none other than The Silver Ravens. "You got, like everyone. Rich, poor, men, women, Chelish, Tiefling."

The armigers don their armour hastily, then set to guarding their prisoners. Though they are definitely not in good fighting condition, the three of them could handle themselves in this situation.

The group swiftly march to the torture chambers, prepare for the fight, and enter. Bloodstains coat a significant portion of the large stone room. Four pieces of "furniture" are recognisable. Next to Bazzle, there's an actual iron maiden with bloodstains at its feet. Diagonally from Aster, a table laden with torture implements are found. Across from Tasha is a torture wheel, used to strap people up to. Finally is the rack, which has a young Garundi woman strapped to it. The woman overseeing her looks pale as the grave, and is impaled with dozens of knives and needles. The Kyton grins eagerly as Hortense pleads for her life. Her body has been partially flayed, nails ripped off, her side has been crudely stitched up, and a bloody... something, lays on the table. "I'LL TELL YOU! I, I'M IN LOVE WITH MY LICTOR!!" This revelation seems to distract the Kyton, who raises her head like she's savouring a delicious meal.

Though you ready your weapons, you get a strange urge within you to fight fairly. You want to alert your target, refrain from cheap tricks, and speak the truth.
As long as your stealth has a -5 modifier or better, you can begin a surprise round. However, you must make a Will Save in order to act. Otherwise, you simply take Total Defense and announce your presence. The DC is 16 for Tasha and Vandomir, but 18 for Aster, Bazzle, and Rexandi.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Vandomir suspects it's some sort of Kyton, an outsider devoted to the worship of Zon-Kuthon, called the Prince of Pain, or the Midnight Lord. Just as Cheliax worships Asmodeus, so too does Nidal worship Zon-Kuthon. The two nations share a border and are allies.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

It would be an unreasonable assumption. Your allies are Hellknights and citizens who're willing to pay you money. It's unlikely. Possible, but unlikely.

"Just following orders, Sir. I don't get to decide how much they're allowed to eat." The guard says

The armigers describe the woman as having two forms. One is of a middle-aged Nidalese woman with tightly braided grey hair and adorned with hooks. But she turns into a purple-skinned monster that's impaled with dozens of knives and needles. She's the interrogator, and she tortures her victims for her own pleasure. Even when a victim is ready to confess, she stops them in order to inflict more pain. If you pass out, she uses magic to snap you out of it, and she claims she can bring back those she kills in order to torture them more.

Knowledge planes or religion.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

As both the supporters and the armigers are released, the group can easily notice that they've been suffering from starvation and thirst. Obvious signs of torture are present, as each armiger is missing their left ear and have numerous scars just barely holding together. In a shaky voice, one of the armigers says "What about Hortense? She was taken in to the chamber just before you came. We can't leave her with that... monster." The three armigers start putting on the armour and taking up arms.
Each armiger and supporter has taken non-lethal damage due to neglect (starvation and thirst). Unfortunately, their hit points cannot be healed until they've eaten and drank water. Until then, they are also fatigued.

Remembering Octavio's situation, Tasha recalls that he was only brought in recently, and hasn't had to endure as much abuse as the others. That being said, he's probably still malnourished and fatigued. Tasha also knows that there's a torturer present in the facility. She's never met "her", but she's seen what some of the other prisoners looked like coming out of the chambers.

Some of the supporters, such as a young human woman of Varisian descent, ask if the group are the Silver Ravens, and are here to rescue them.

Aster:

Normally you'd have to roll Perception for this, but your's is already very high and this person hasn't been putting in any effort to mask it.

Only one of the prisoners is neither an armiger, nor a Silver Raven supporter. Listed only as "Morgan Manthai", this mixed-race half-elf smells of Wererat. It's hard to place his age. He has long white hair, a grizzly white beard, cataracts, but his body looks strong despite being malnourished.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Even with two castings of Cure Light Wounds, Vandomir fails to bring Sabo back to consciousness. She really was an inch from death. However, she is stable now.

Octavio says in a gravelly voice "I know where the prisoner's stuff is. They're in the back, well... hopefully all of it. Please free my armigers while I retrieve the stash." He picks up a shield and sword just in case, then slowly marches to the back room where the soldiers came from.

The captive guard remains on the ground, but says "I'll answer any questions you have, if it means my life. I don't get paid enough to die here."

Tasha easily finds prisoner key rings on both Sabo and the dead guard. It should unlock every prisoner cell. Meanwhile, Aster goes about retrieving loot.

Int check DC10:

Octavio's information is flawed. There was a guard earlier that was able to flee, and likely ran to fort Indros. So instead of having 15 minutes, it's likely a bit less. You don't know how successful your plan of distracting the fort has been, so they could arrive anytime, or later. It also depends if they're on horseback or some other vehicle.

Loots:

Please note: Since you're on the clock, I'm including the time it takes to retrieve the item from the corpse. Don't just claim that you're taking everything. Please say specifically what you take. If you take too long, reinforcements may arrive. You don't know how long.

A character could take ten minutes searching the entire complex for additional loot. This requires a Perception check.

Weapons: (6 seconds each)
- Masterwork Longswords (8 total)
- Saps (8 total)
- Light Crossbows (8 total)
- Magic Longspears (2 total, can choose to spend another 6 seconds to make a Spellcraft check to identify them)
- Sabo's Magic Copper Rapier (1) (can choose to spend another 6 seconds to make a spellcraft check to identify them)
- Magic Crossbow Bolts (1 belt pouch, so counts as one weapon. Can choose to spend another 6 seconds to make a Spellcraft check to identify them)

Armour: (1 minute each)
- Masterwork Breastplate (8 total)
- Mithral Chain Shirt (1 total)

Shields: (6 seconds each)
- Mithral Buckler (1 total)
- Broken Masterwork Tower Shield (1 total)
- Masterwork Heavy Steel Shield (8 total)

Magic Items: (6 seconds each, Spellcraft check takes another 6 seconds to identify, except for spellbooks that take a Spellcraft per spell.)
- Sabo's Spellbook (1)
- Sabo's Magic Cloak (1)
- Pearl of Power (1)

Mundane Items: (Time Varies)
- Soldier's Belt (8 total) (6 seconds each)
- Sabo's badge (6 seconds)
- Sabo's brass pendant (6 seconds)
- Sabo's silver unholy symbol of Asmodeus (6 seconds)
- Coins (total of 250gp, but each 25gp is 6 seconds)


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

It's been awhile, hasn't it? Yep, the "terrorists" are your supporters that were captured.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Lictor Octavio Sabinus, stripped of all except the most basic rags, approaches and says in a crackling, hoarse voice "I was wrong to despair. Who are you, and what do you intend? That guard that just fled is going to raise the alarm at the fort. We only have, maybe fifteen minutes."


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Sabo realizes that Bazzle is about to make a full flurry of blades against her, and swiftly dodges backwards, but not before taking his first strike.
Dodging panache
Then Vandomir launches a flurry of arrows, however his difficulty seeing through the thundercloud makes his normally accurate shots falter. Aster heals Tasha once again, then deflects an attack from Sabo as the wererat rounds for a flank. Rexandi dashes through the cloud, unconcerned due to her Tiefling heritage. A sly grin is hidden by the concealing cloud, as Rexandi realizes that there are three enemies all lined up. With a shriek, Rexandi unleashes a lightning bolt straight at Sabo. "Parry this, you filthy casual!"
That's when Sabo realizes... she f&+~ed up. The lightning passes straight through her copper sword, into her body. Her hair stands on end, her muscles spasm, then she falls onto the floor with steam escaping from her seared skin. The lightning bolt continues, breaking through the tower shield and zapping both soldiers. The one holding the tower shield collapses with his eyes staring vacantly at the ceiling, while the one behind barely manages to dodge a direct hit, though is still quite hurt.

With Sabo down and everyone reeling from Rexandi's power, the soldier still conscious immediately drops his crossbow and surrenders by dropping prone and keeping his hands in the air.

That being said, the thundercloud continues to waft further south, regardless of its conjurer's death. Fortunately, both Rexandi and Vandomir dodge any lightning strikes, and subsequently get out of its way. Rexandi takes 1 point of electricity damage from running into the cloud, her resistance has already been calculated.

End of combat. Sabo is very close to death, but still slightly alive. The other guard is dead dead.

Dice Rolls:

AoO: 1d20 + 11 ⇒ (8) + 11 = 19
Rexandi Reflex: 1d20 + 6 ⇒ (6) + 6 = 12
Dmg: 3d6 ⇒ (1, 3, 2) = 6

Sabo reflex: 1d20 + 9 ⇒ (4) + 9 = 13
Guard shield reflex: 1d20 + 2 ⇒ (13) + 2 = 15
Guard crossbow reflex: 1d20 + 2 ⇒ (18) + 2 = 20
Dmg: 8d8 ⇒ (3, 5, 7, 7, 2, 1, 5, 8) = 38

Rexandi Reflex: 1d20 + 6 ⇒ (19) + 6 = 25
Vandomir Reflex: 1d20 + 7 ⇒ (16) + 7 = 23


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Oh I misunderstood which square you were in. No I don't think it goes up to reach you, so my bad.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

You're stepping into the cloud, Bazzle. She's got concealment if you want to attack from there, and you'd also have to roll a Reflex to avoid lightning.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Sabo begins emanating an aura of misfortune, while two arrows shoot into her sides. Blood drips down her mouth as she gasps for breath. "Where the Hell is Indros? They should be here by now." She curses.

Two Dottari round the corner from the back, one of which is heavily wounded. The wounded one is holding a wooden door off its hinges, while the one behind is carrying a crossbow. It looks like the door-holding one is trying to provide cover for his ally. The crossbowman prepares to shoot, but doesn't commit just yet.
At the moment, the door-holding one has total cover, while the one behind has regular cover.

The Dottari guard that's been fighting Tasha says "Captain! They're too strong. What do we do?" To which Sabo replies grimly "Withdraw, soldier. *Cough* You do not need to die this day." The guard withdraws without a second word, while Sabo only takes a step back. She says
"I do not know who you are or what you want, but you WILL suffer for your crimes one day. We all must pay our dues eventually."
With a great cry of strain, Sabo conjures up a thundercloud, which envelops Aster and Tasha and shocks them with lightning. Aster isn't hit, but Tasha gets shocked, yet the hardy fighter resists falling unconscious again.
Tasha takes 15 lightning damage. Both Aster and Tasha are in concealment, as is anyone trying to look through the cloud to target someone on the other side. The cloud is slowly moving away from Sabo.

At that moment, Octavio breaks out of his webbed prison.

Tasha, you can take 2 turns since I accidentally skipped you. Your first turn is before anyone else, and your second turn is after everyone else.

Everyone's turn.

Dice Rolls:

Sabo Will: 1d20 + 6 ⇒ (10) + 6 = 16
Aster Reflex: 1d20 + 8 ⇒ (13) + 8 = 21
Tasha Reflex: 1d20 + 3 ⇒ (7) + 3 = 10
Tasha dmg: 3d6 + 5 ⇒ (5, 1, 4) + 5 = 15
Octavio Str: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Rexandi's unseen servant opens the door, with Aster bolting through in an instant. She rushes straight to Tasha to heal her, and both Sabo and the guard are off-guard. Bazzle takes the opportunity to sneak along the ceiling, but even though he was undetected, his dagger fails to pierce Sabo's blue chain shirt.

Vandomir and Rexandi's turns.

Dice Rolls:

Guard AoO, defensive: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5
Sabo AoO: 1d20 + 11 ⇒ (4) + 11 = 15
Guard perception: 1d20 + 5 ⇒ (7) + 5 = 12
Sabo perception: 1d20 + 9 ⇒ (8) + 9 = 17


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Despite being a very strong character, Tasha, she has too many options for 1v1 combat. If you were fully armed (and a bit luckier), it would have gone better. Alas, I think it'll be okay nonetheless.


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I believe sneaking is half speed, so I suspect 10ft.

Rexandi casts Unseen Servant in order to clear the room, and the worker gets to it as quickly as it can. Meanwhile, Bazzle slinks along the ceiling. Aster reaches for the door on the far side and unlocks it. She's about to open it, but that'll have to happen next turn. Vandomir approaches, but has a hard time balancing safety and sights. If he stays too far back, it'll be hard to shoot anyone.

Tasha figures now might be the best time to fight tooth and nail to get rid of the lesser guard. She steps to the side and bashes her new shield against the guy. He looks tired and worn out, but still stands on his own two feet.

Suddenly, Tasha hears a click noise from the other side of the door. Even though she's distracted, Tasha can hear a familiar voice. It's Rexandi! She's casting a spell of some sort. Her friends came!

But Tasha needs to survive, and both the guard and Sabo aren't interested in letting her do that. Sabo's ears pick up Rexandi's spellcasting, though she's very confused when she realizes it's an unseen servant spell. Getting back to the fight, she goes around the guard's back to attack Tasha head on. It's absolutely devastating. Sabo's sword cries out like some lightning bird and drives deep into Tasha's chest. Sabo quickly withdraws the sword, and flourishes a salute as Tasha falls to the ground. "You brave, foolish girl. You did your best. Lieutenant, rearm yourself. We're about to have company."
Tasha takes 43 damage (and 8NL from the guard), and thus is at -5hp with 14NL as well.

Everyone's turn. Someone needs to spend a move action to open the door.

Dice Rolls:

Tasha bash: 1d20 + 13 ⇒ (8) + 13 = 21
Dmg: 1d6 + 7 ⇒ (5) + 7 = 12
Tasha bash2: 1d20 + 8 ⇒ (2) + 8 = 10
Tasha perception: 1d20 + 10 ⇒ (13) + 10 = 23

Guard perception: 1d20 + 5 ⇒ (14) + 5 = 19
Defensive sap: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
Dmg: 1d6 + 3 ⇒ (5) + 3 = 8
Sabo perception: 1d20 + 9 ⇒ (12) + 9 = 21
Sabo arcana: 1d20 + 9 ⇒ (2) + 9 = 11
Sabo defensive cast: 1d20 + 17 ⇒ (20) + 17 = 37
Sabo spellstrike: 1d20 + 11 ⇒ (20) + 11 = 31
Crit confirm: 1d20 + 11 ⇒ (17) + 11 = 28
Dmg: 2d6 + 2 + 10d6 ⇒ (3, 4) + 2 + (1, 5, 3, 6, 3, 1, 3, 6, 2, 4) = 43


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Quick answer: Those are "barracades". They're to give guards some cover to reload their crossbows and help prevent swarming by funneling enemies. And on the sides of each wall are supply barrels.


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I always read that as Dork-nob. Every time.

Good questions. The South guard room (now that it's unlocked and open from this side) has wooden obstacles used to provide cover to guards inside here. To the sides are a barrel each, which contain supplies in case there's a siege here. I'd tell you what's in them, but we're still in initiative, and searching would take actions. The only open door is the one you guys just opened. The one from the barracks is closed, as is the meeting room door and the cell block door. Since the guard room is meant to be a fortified location, these doors are hefty iron ones, but your key works for all of them. The sounds of combat would be very noticeable now. And yes there is no one in the guardroom. They all came down to fight you guys. Also, as I said before, unlocking a door is a move action, and opening a door is also a move action.


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Oh and Bazzle I keep forgetting you can defy gravity with your spider climb. You can start your turn by the first iron door that Aster unlocked, meaning as a move action you opened it, and now you can do whatever you want with your standard.


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Dumb DM is dumb. I see now what Vandomir was trying to explain and I failed to understand. I'm sorry. @Tasha, you gain 13hp. @Vandomir, I'm giving you a special inspiration point. Once during this combat, you can use this point to make a miss into a hit, or a hit into a critical.

Aster unlocks the door, and while no one is close enough to move and open it, everyone stacks in close.

On the other side of the barracks, Tasha is being outnumbered and is rapidly losing. Suddenly, a huge bang is heard from the end of the hallway, and the former Lictor, Octavio Sabinus, bashes through the door with sheer brute strength. He looks awful; bruised, malnourished, cut up and bleeding. He hobbles closer, and in a deep, very hoarse breath he wheezes "I'll be damned if I don't die helping one brave soul fight this corruption. Miss."

But Sabo intervenes. She takes a step away from Tasha, and casts a spell at Octavio. Though its a clumsy shot, Octavio is almost right in front of her, and her web bolt strikes him in the center, rooting him to place. "You stay put. Lord Thrune still needs to get inside that head of your's." Meanwhile, the guard draws his sap and manages to bonk Tasha once with it. Tasha takes 6 non-lethal damage

Tasha goes first, but we can have everyone else go right afterwards.

Dice Rolls:

Octavio Reflex: 1d20 + 1 - 1 ⇒ (2) + 1 - 1 = 2
Sap: 1d20 + 4 ⇒ (18) + 4 = 22
Dmg: 1d6 + 2 ⇒ (4) + 2 = 6


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Chase Rules l
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Hello peoples, I'm here and I'll get a post up shortly. Thank you for your extreme patience


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I know how combat reflexes works. Tasha moved through three threatened squares, two of which provoked (the first was just closing into melee).


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The AoOs against Tasha were:
- Moving through a threatened space, resulting in Sabo's AoO
- Moving through another threatened space, resulting in Sabo's combat reflexes AoO
- Making a disarm check without proficiency, resulting in guard's AoO

Aster quickly bolts down the hallway to open up the door into the south guardroom, but unfortunately, it's locked. She notices the guard's barracks has a door into the south guardroom, and she may remember a passage from the north end of the Warden's Office will lead her there.

Since most of your actions had to do with this open door, you're free to redo them. You guys have the key to the door (thanks to the insanely high Skritt roll), but unlocking a door takes a move action, followed by a move action to open the door. I'm not concerned about who has the key, as long as only one key is used per round.

Tasha studies Sabo's tactics, indicating that she's some sort of sword-wizard. She's a capable sword fencer, and has magic to boot, but doesn't have the same kind of stamina or strength as Tasha. Sabo's combat style isn't a specific stance, but relies on mobility, reflexes, and precision.

When Tasha goes in to disarm Sabo of her rapier, Sabo stabs Tasha's outstretched hand. It's a minor wound, with no electricity, but Tasha instead grips the rapier blade firmly, and since rapiers are rarely sharp on the edges, simply yanks at it. Now if Tasha were wearing gauntlets, this wouldn't have been an issue, but Tasha has only her bare fists. So when she discovers that the edge is actually QUITE sharp, she nearly looses her fingers when both she AND Sabo pull on the rapier. The Warden flourishes her blade and says "Well you do have guts, girl. I'll give you that. But today I declare you dead."
Sabo made a regular AoO, followed by a parry and repost. Since she has combat reflexes, she has multiple AoO uses per round. Tasha takes 11 damage total, but avoids the DM's idea about losing fingers.

Aster, Bazzle, Rexandi, and Vandomir can redo their actions.

Dice Rolls:

Sabo AoO: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
Dmg: 1d6 + 1 ⇒ (1) + 1 = 2
Sabo Parry: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Sabo Repost: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Sabo Repost confirm: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Total dmg: 2d6 + 2 ⇒ (2, 5) + 2 = 9
Tasha Fort vs DM Bull: 1d20 + 8 ⇒ (15) + 8 = 23


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No worries, Tasha, these guys are all meant to be really easy. The only real contender is the Warden, and even she isn't meant to be enough to take on all of you.

Though I may want to consider countermeasures for disarms if it's becoming a thing!


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Actually yes, the DC would be around 12 ish


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Tasha brazenly dashes forwards, taking multiple stab wounds in the process. Moving around the Warden, she strikes at the lesser guard, yanking his shield out of his grasp. He's so stunned by the attack, that Tasha even manages to steal his longsword in the process as more of an afterthought than anything else.
Tasha takes 17 damage. Equipping a shield is considered a move action. Yes you do get a charge bonus. The giant rat did wave, but neither of you can see the other since there's a closed room in the way.

The Warden says "You arrogant fool. I'll give you credit for willpower, but now your sentence has been raised to Death!" She casts a spell which turns her copper sword into lightning, then jabs at Tasha. Tasha uses her keen intellect to dodge, but doesn't anticipate a second attack, which does little physical damage, but nearly electrocutes her. The guard meanwhile draws his sap, but misses his attack due to trying to be on the defensive.
Tasha takes 21 damage.

Nothing else happens with the rest of the group. There are no enemies present currently.
Everyone's turn.

Dice Rolls:

Sabo AoO: 1d20 + 11 ⇒ (6) + 11 = 17
Sabo AoO: 1d20 + 11 ⇒ (5) + 11 = 16
Guard AoO: 1d20 + 9 ⇒ (18) + 9 = 27
Total Dmg: 2d6 + 1d8 + 3 + 2 ⇒ (6, 4) + (2) + 3 + 2 = 17

Concentration: 1d20 + 13 ⇒ (16) + 13 = 29
Rapier: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11
Rapier SCSS: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
Shocking Grasp: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18
Dmg: 1d6 + 1 + 5d6 ⇒ (1) + 1 + (6, 6, 5, 1, 1) = 21

Guard sap, defensive: 1d20 + 7 - 4 + 2 ⇒ (5) + 7 - 4 + 2 = 10
Str: 1d20 ⇒ 10


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The (negative) guard misfortunately fails to resist Rexandi's spell, cursing him even further. Weak, outnumbered, unarmoured, and dead guards all around him, he withdraws out of combat and out the door.

Tasha's turn

Will: 1d20 + 5 ⇒ (14) + 5 = 19
Will: 1d20 + 5 ⇒ (4) + 5 = 9


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Because the (brown) guard isn't wearing armour, Bazzle's lightning spear does devestating damage to the man and paralyses him long enough for Vandomir to put an arrow through his throat.

Aster, Tasha, and Rexandi's turn (in case you want to change your actions, Aster.

Bazzle extra dmg: 1d12 + 1 ⇒ (11) + 1 = 12


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If you lightning bolt one who isn't already really hurt, you won't kill them, probably.


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Also everyone else is using lethal


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I found a work around. I let her sleep, and then update the games while she's snoozin. Hehehehe


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Vandomir fires three shots at the (purple) guard, with the last two impacting and nearly killing him. Bazzle nearly electrocutes himself with the magic spear, but Rexandi places a misfortune curse on the (negative) guard.

The (purple) guard closes the door. On the other side, the (negative) guard takes a step back and draws his crossbow, while the (brown) guard takes his place. The (brown) guard makes a defensive strike against Aster, but there's just no way he could hit her without getting very lucky.

When Tasha frees herself, the prison bursts to life. The prisoners start hollering that they want to be freed too. Even Octavio is paying attention, watching keenly to see what she does next. Unfortunately, as Tasha begins to celebrate, she sees two guards run into the prison, likely to deal with whatever noise is happening further down. They both see Tasha, and take up arms. One of the guards is the Warden, easily recognized by her mithral chain armour. It's Warden Sabo, the Spider.

Everyone's turn.

Dice Rolls:

Crack: 1d20 + 9 ⇒ (1) + 9 = 10
Will: 1d20 + 5 ⇒ (8) + 5 = 13
Longsword: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19


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Rexandi successfully webs the (purple) guard coming through the door.

The (purple) guard tears through the web-bolt, though it wastes his time. The (negative) guard steps in front of Aster, and remains in a defensive posture while striking hesitantly. The (brown) guard is more aggressive, but the door frame near Aster blocks the strike.

Aster manages to get a small bite into the unarmoured (negative) guard.

Everyone's turn (except Aster and Tasha, who understandably jumped the gun)

Tasha, yeah no there's no way they'd leave your gear with you. I think it's okay for you to try to break down the door as many times as you could make a Sunder maneuver, though you'd have the same penalties for multiple attacks.

I'm very sorry this has taken so long. I won't say I'm back, but I am hopeful.

Dice Rolls:

Reflex: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Fort: 1d20 + 6 ⇒ (10) + 6 = 16
Cmb: 1d20 + 7 ⇒ (18) + 7 = 25
Defensive: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
Sword: 1d20 + 9 ⇒ (16) + 9 = 25


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Sorry guys, I'm still thinking of you. These games are on my to-do list


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Oh and yes, still the happy kind ^^ turns out I'm very happy to have a girlfriend, but I've been making ALOT of time for her


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Tasha keeps on trying, but it seems like her escape will take some extra time. At least the guards are busy.

This is post 1 of several. I'm breaking down the tasks to make them seem less overwhelming.


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Good Good, and I'm also almost ready. I'm thinking within this week, maybe even tomorrow.

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