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![]() @Den, (/dice) is not a universal closing tag. :-) @Leng, you can move into the space vacated by Helien as she moves forward to attack; that gives you reach from behind Helien. I suspect this is cleaned up partly because Avogadro high-tailed it out of turn and created space for Den, but I'll let that go ... Helien, you're now on the bridge and you may attack D, A or B. Leng has the same choice after your move (Leng I'll use your earlier post and pick a random target from whichever Helien leaves standing). I've moved the counters in Roll20. @Den note Draken has a move, but I don't think he has space, once again, so will pass over if we get to the end of the turn. ![]()
![]() Ehlers:
The ring is magical. It's a ring of swimming. The coins are simply coins. At Jarif's questions, Ka'narg shrugs. "No, I simply mean that there's something in that lake, that people like this should stay away from. And it was far bigger than one of these frogs, judging from the size of the teeth marks. I don't think there's any link to how these poor people died. But there's definitely a link between the men. Few people from hereabouts would be carrying newly minted coin." @Robilar, no, it's like a knowledge check. I just left it in there in case anyone else was in a position to check, so I wasn't processing them one at once. ![]()
![]() OK, going to assume that Theo is the only one at the door. I've placed the wolves on the map, labelled A and B. The two wolves, each wielding a large, ornate falchions, threatening with both their swords and their jaws, move towards Theopolis at the broken door. A Sword Attack: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
A Sword Damage: 2d4 + 10 + 2 ⇒ (3, 3) + 10 + 2 = 18
For 41 damage. The successful bite provides a free trip attack. A Trip Attack: 1d20 + 10 ⇒ (9) + 10 = 19 ... fails; but note Theo has been bitten. The first wolf strikes deep with its sword, and also manages to bite the paladin in the neck, drawing blood. The second, though its bite misses, still manages a blow with its falchion. ![]()
![]() Arnon already moved for this turn (I will treat that as the next turn when it comes to it). I think Leng delayed, so fine on the action. But, per Roll20, Leng is 15ft away from the nearest kobold, all intervening spaces are occupied and access via a bridge (occupied by Den). I'm not sure the move you want is available without AOO. You could wait on Den's move to see if he somehow vacates his space on the bridge for you. Den is Disabled, so has a choice of what to do; we're waiting on Draken also. Disabled Condition: A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character's hit points, he is now in negative hit points and dying. ![]()
![]() The burly servant folds his arms and smiles amiably. "Ma'am, this black one is called Star. 'Cos of the white star on his forehead, see? The grey, that's Misty. The chestnut's Autumn and the bay is Beauty. I'm s'pposing they have horse names as well, that's just our naming, but they do answer to them, after all." The man bows. Foxglove grins. "And this good yeoman here is Mister Trelland. Thank you Trelland; we'll be back this evening, I think!" He waits for Vanea to mount before calling the party on. ![]()
![]() Grease reflex saves. Note I had the lettering wrong (two Bs!) so Avo is targeting L, M, N. Reflex L: 1d20 + 1 ⇒ (12) + 1 = 13
L and M both fail, but it's less than 10 ft so no damage. I'll rule they can't act this turn though. Those kobolds not on a platform, though slightly distracted by the sudden arrival of a large curtain, ignore the calls for parley and rush towards the opening to attack Den. I'll rule that only A gets an attack; if A or either of the other two works out the curtain is false, they'll attack and tell the others, and those that can act will fire at random targets beyond the curtain. If so, those that pass will checks will fire blind (I won't apply penalties for cover/melee for these); non-blind attacks will use soft cover (-4) and if on Den will acquire "into melee" as well (a further -4); blind attacks have 50% miss chance, so any hits will subsequently be checked and must roll 2 on d2. Will Save A: 1d20 - 1 ⇒ (17) - 1 = 16 Would have attacked anyway but shouts an alert to its companions.
A attack: 1d20 + 1 ⇒ (1) + 1 = 2
The leading kobold thrusts its spear through the curtain at Den and, though the blow misses, the creature obviously quickly sees through the illusion, calling back to its friends in the cavern behind. One of its partners, moving forward, also manages to thrust through the false curtain and strikes a deep blow at Den, while simultaneously chittering its discovery to its fellows. A shower of stones falls on the adventurers, from those kobolds remaining on the platforms. 5 remaining can move/fire (2 temporarily disabled due to fall). .
Targeting:
Note, they're not really targeting, these are just the random targets being hit by the sling stones. Alphabetical, Arnon, Avo, Den, Draken, Helien, Leng, Pip: 5d7 ⇒ (6, 3, 6, 7, 6) = 28 Non-blind attack on Leng, soft cover: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17 hit
Damage on Pip: 1d3 - 1 ⇒ (1) - 1 = 0
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![]() Silverdisk Hall is a large, wooden building situated to the west of Crowfeather Lake. The street outside is well-lit, patrolled by a number of burly characters, both in the street and at the door, maybe nine or ten in all. The group is met at the door by a bearded man in his late thirties, wearing expensive-looking armour made of lamellar bronze plate, decorated with leather strips. The man smiles, his eyes sparkling. "Ah, our new adventurers. How were the caves? I assume you received the certificates for the gambling halls? Certificates or not, please go and collect a hundred gold's worth of scrip from the cage over there ..." He nods in the direction of what seems to be an actual caged booth at the centre of the hall, containing a grim-looking dwarf, surrounded by piles of coloured wooden disks and, at the back of the cage, high chests of drawers, chained with numerous ostentatious padlocks. "And please, anything you need, come and find me." He smiles again, then hurries on, moving between the tables, whispering to each of his staff. I'll assume a round of posts here at the doorway then will detail the games available within the hall. ![]()
![]() Foxglove stands, his smile briefly evaporating, noting Shae's air of consternation. "I'm sorry, I thought ... Would you prefer a pony? I can have the lads run and fetch one. Of course we can tie your mount to one of the others and lead it. But the stables assured me that these particular horses are of a most placid disposition ..." Beyond the open door of the inn, you can see four large horses, tied up and with their reins held by a burly looking servant. Foxglove seems to have made a point of picking horses of four different colours - the horses are respectively grey, chestnut-brown, bay-brown and black. ![]()
![]() Tolvan wrote: There is really no place to put them on Roll 20. Just checked. Tolvan is behind Theo. Good point, I'd forgotten (and should have checked before posting). Is anyone stood next to Theo (as opposed to behind him) at the point he breaks the (double) door? Otherwise both attackers will converge on Theo. If nobody is next to Theo I'll assume you're all 5 feet back from the doors at the start of initiative. ![]()
![]() The following morning, Ameiko has each of the party served breakfast, well before dawn, in their respective rooms. As she tells them, this is partly out of thanks for their support the previous evening; but as she also reassures the group, it's also to ensure that their early start doesn't overly disturb the other guests. Downstairs, in the tavern's main room, Foxglove is waiting, dressed in an expensive hunting outfit and looking very happy at the thought of the upcoming hunt. "Good morning!" he says, cheerfully. "I hope you all slept well. I've taken the liberty of renting some horses for the hunt; they're outside, when you're ready. Tickwood's about half an hour's ride away." I'll wait a round of posts and then we'll set off for Tickwood! ![]()
![]() The body is that of a human male. On the man’s right hand is a ring, made of gold and set with a single blue jewel. Tied to his belt is a pouch that contains 24 gold coins. The coins look relatively fresh; they bear the marks of a mint in Tamran and the likeness of Forest Marshal Gavirk, nominal leader of Nirmathas. A heal check might indicate how long ago the man died Ka'narg frowns. "Hmm," he says. "We stopped to camp by the Gray Lake, on our way to the crypt. And we found the body of a man there, killed - by the look of it - by one of the lake's denizens. I've given it little thought since. But these coins ... the man bore very similar coins to these." ![]()
![]() Thanks everyone. It was quite unpleasant for a couple of days and then I think they were a bit concerned I had picked up something travelling so kept it under observation just in case. But no, I'm fine, I think (but on top of jet lag it's killed my sleep cycle for a while). I do have 9 campaigns to catch up on & update so apologies if getting back to a regular posting rhythm takes a few days. ![]()
![]() HugglesGerbil wrote: Oh no :( I'm sorry to hear you got sick! It must of been pretty bad to be hospitalized. I'm happy to see you've gotten better to leave. I was getting worried! So was I! Thanks. Felt v rough for about 48 hours but then it was just keeping me under observation so although my sleep cycle is all over the place I think I'm OK (famous last words ...). ![]()
![]() The door smashes, revealing the interior of the mill's lower storey; it consists of two interconnected, barn-like rooms with high wooden ceilings. A huge millstone occupies the centre of one room, resting at a cocked angle upon its broken spindle. The skeletal remains of a brace of oxen lie next to it, still harnessed to the millstone shaft with chains. A mountain of mouldering flour sacks slumps against one of the walls. Behind them, a makeshift ladder climbs through an open hatch to the floor above. Within the room stand two werewolves, already in hybrid form, and obviously prepared for the fight. Initiative
So wolves, Anna, Tolvan, Kim, Danica, Theo. Can you please check on Roll20 that your tokens are in position (and if possible confirm on Roll20 chat), otherwise I'll just place them. Will check in again last thing this evening. ![]()
![]() Shaedeen, and Kn/Local DC15, trained + Vanea only:
This must be Lonjiku Kaijitsu, Ameiko's father. One of the richest aristocrats in town, Lonjiku is the Varisian-born son of refugees from Minkai, who travelled over the Crown of the World, for reasons the family has never revealed. The family's money comes from glassmaking, a significant business in Sandpoint. Back in the saddle. If/when you're ready (2 votes to move on) we can go to the following morning and the hunt. ![]()
![]() Hi - sorry. Got back from trip to the US and acquired an infection - have been in hospital this last week. Got out yesterday and finally online today. I'm just going round updating my various games; will try and get things back on track tomorrow (but I have a fair bit of catching up to do). Apologies again. ![]()
![]() Hi - sorry. Got back from a trip to the US and acquired an infection - have been in hospital this last week. Got out yesterday and finally online today. I'm just going round updating my various games; will try and get things back on track tomorrow (but I have a fair bit of catching up to do). Apologies again. ![]()
![]() Hi - sorry. Got back from a trip to the US and acquired an infection - have been in hospital this last week. Got out yesterday and finally online today. I'm just going round updating my various games; will try and get things back on track tomorrow (but I have a fair bit of catching up to do). Apologies again. ![]()
![]() Hi - sorry. Got back from a trip to the US and acquired an infection - have been in hospital this last week. Got out yesterday and finally online today. I'm just going round updating my various games; will try and get things back on track tomorrow (but I have a fair bit of catching up to do). Apologies again. ![]()
![]() Hi - sorry. Got back from a trip to the US and acquired an infection - have been in hospital this last week. Got out yesterday and finally online today. I'm just going round updating my various games; will try and get things back on track tomorrow (but I have a fair bit of catching up to do). Apologies again. ![]()
![]() Hi - sorry. Got back from a trip to the US and acquired an infection - have been in hospital this last week. Got out yesterday and finally online today. I'm just going round updating my various games; will try and get things back on track tomorrow (but I have a fair bit of catching up to do). Apologies again. ![]()
![]() Hi - sorry. Got back from a trip to the US and acquired an infection - have been in hospital this last week. Got out yesterday and finally online today. I'm just going round updating my various games; will try and get things back on track tomorrow (but I have a fair bit of catching up to do). Apologies again. ![]()
![]() Hi - sorry. Got back from a trip to the US and acquired an infection - have been in hospital this last week. Got out yesterday and finally online today. I'm just going round updating my various games; will try and get things back on track tomorrow (but I have a fair bit of catching up to do). Apologies again. ![]()
![]() Hi - sorry. Got back from a trip to the US and acquired an infection - have been in hospital this last week. Got out yesterday and finally online today. I'm just going round updating my various games; will try and get things back on track tomorrow (but I have a fair bit of catching up to do). Apologies again. ![]()
![]() Hi - sorry. Got back from a trip to the US and acquired an infection - have been in hospital this last week. Got out yesterday and finally online today. I'm just going round updating my various games; will try and get things back on track tomorrow (but I have a fair bit of catching up to do). Apologies again. ![]()
![]() I'll roll Thule's outstanding move as initiative order now starts to matter. Initiative was { Thule, Baldek }, Nabbit, { Crea-Asp, Einarr }, Goblins, Meira, Baerloth, Felkin, Brintak, Iqua'tha. Thule outstanding move climb 1: 1d20 + 1 ⇒ (5) + 1 = 6 Falls 5 feet
Nabbit climb 1: 1d20 + 3 ⇒ (10) + 3 = 13
So
Waiting on Crea-Asp, then goblins will fire. NB, just to my point on initiative order, I had posted a different narrative, but it had the goblins firing at the wrong point, so all that action is rescinded (I had neglected Nabbit's move, that in turn brings him within range and all the random targeting changes; lucky Baldek as he took a crit in that particular parallel universe). Will post the goblin actions the other side of my flight. ![]()
![]() The lights reveal groups of kobolds in the high alcoves - two on the westernmost and three on each of the other two. Additionally, three kobolds wait at the far east of the chamber, probably those that escaped. All of them let fly with their slings at the group. Initiative
I'm assuming Draken moves with Den, going forward Initiative, then, round 1: { Avo, Arnon, Leng, Helien, Pip }, kobolds, { Den+Draken }. Avo, Arnon, Leng, Helien & Pip are up.
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![]() Jarif Selvaunt wrote: Re: Ehlers' grapple, is there a connecting tongue to attack like there was with Haska? Yes, sorry, didn't have good enough internet access to go through the drawing process. One of Jarif's blows is sufficient to disable the frog attacking Ehlers (A) and the magus wriggles free. Haska easily dispatches the other creature. You're out of initiative. ![]()
![]() The man scowls at Vanea. "Tell that to Alergast Barett, I hear his wife is going to have to live with the consequences of your success now. All, we need, a bunch of filthy vagrants setting themselves up as police, and not even doing a good job of that." He pauses for a second, and then without waiting for a reply, starts to unsheathe his sword. Before anyone can react, Ameiko lunges in, with a dripping ladle apparently grabbed from a large bowl of stew that had been standing on the bar and which now lies strewn across the tavern floor. She smashes the man across the head with it a few times, shouting at him in Minkaian. The man stops in his tracks, looks about to sputter at her with indignation, then finally finds his voice. He turns to Ameiko, coldly: "Bạn đang là chết với tôi như mẹ của bạn." Minkaiain:
You’re as dead to me as your mother He turns on his heel and quickly leaves the inn. Ameiko looks tearful after the encounter, but bravely bends and picks up the ladle, which has now joined the stew on the floor. Inspecting the ladle, she picks a hair from it and says: "I’ll need a well-cleaned ladle now, since jackass stew’s not on the menu." There's a round of applause and laughter from the patrons in the tavern. Ameiko, visibly cheered, smiles and holds up the ladle, almost as a trophy. Then she turns to the group. "Thank you," she says. "But I can handle him." ![]()
![]() Nabbit climb: 1d20 + 3 ⇒ (14) + 3 = 17 ... climb 5 feet
Baldek you don't stop on that fail, I will roll another for you. Baldek climb 2: 1d20 ⇒ 15 ... climb 7.5 feet[/dice] Crea-Asp falls 5 feet and stops on first turn, climbs 5 feet then falls 5 feet (no damage) on second turn. Baerloth climbs 7.5 feet; Einarr climbs 5 feet, no damage - Thule (still waiting on turn) - is at 1/11hp with -8 (from max) non-lethal; 35 feet down; 75 ft from goblins
Because of turn order and having to figure out when the goblins arrived in shooting range (80ft) I won't have them fire this round but they will fire next (which will slow them down slightly). Equally you can start to try to pick them off. Just going out but I can process another move tonight (or tomorrow morning, I'm currently on Pacific time) if people post. Still waiting on Thule's move for this round - determined to pick up the pace here! ![]()
![]() Following a search of the room: In a depression, lined with pillows and blankets, the group finds the creatures' nest and trove. Among the blankets are the following: - 12 gp, 185 sp, 342 cp
I'm going to assume you guys are distributing and tracking inventory. ![]()
![]() Ameiko turns to Serolt. "No. I beg you, stay out of this." But the man also regards the archer, and notices the others sitting behind. "You!" he says, in heavily accented Common. "That bunch that riled up the goblins, didn't finish the job and left them wandering and hiding around town. Couldn't leave it to the professionals, could you? Had to stick your nose where it's not welcome! Now you've found something else where you're not welcome? Get lost." ![]()
![]() I've set up the map on Roll20 - I've had to switch off the Roll20 grid. I don't have access to a PDF editor here so am having to use a screenshot of a map from the AP book (the maps pack includes a mechanism to remove the grid from the view, but you need e.g. Acrobat Pro to do that - I have that at home but not here). The grid as it is in the AP book is uneven and won't align with the Roll20 one. I've put the characters by the side of the mill, but the door is to the north. I'd assume the characters are actually just outside the door. Once you're inside you can move the counters accordingly. Theo I have switched off the bars view on your character as I think it interferes with general readability and we aren't using Roll20 bars views anyhow. ![]()
![]() The cave is quite large. Inside, lying on rough blankets, are two women, both relatively young. A further woman, of a similar age, stands near the mouth of the cave, behind the dwarf. About half a dozen sheep are penned in at the back of the cave, and a couple of children play there. On a stool by the pen sits a male huginn*, holding a mandolin. As the group enters, the raven-man gets down from the stool and carefully puts the mandolin on the ground before moving over to greet the party. Nidal glances grimly to the group. "This," he gestures to the standing woman, "this is Sigred. On the ground, over there, are Annolin and Tyrrea. The children are Clenna and Varro. You've met Duminac. And over there," he nods in the direction of the huginn, "is Svaka." *midgard equivalent of tengu ![]()
![]() Robilar Hawke wrote: I'm helping my little sister move as of now, so can't access roll20 and see the map properly. If it is impossible for Robilar to shoot straight -even through cover-, move him so he can please. In that case he would reload nd move instead of reload and fire. You can shoot but it's through cover. It's not possible to move to a place where you aren't shooting through cover so I've left you. Robilar's bolt misses. Haska's blow connects and obviously wounds its target, while Jarif's attack misses. Ka'narg shakes his head, having no obvious path through to a target and, like Robilar, being forced to fire into one of the melees over the head of one of his companions. He lifts his crossbow and takes aim ... Attack: 1d20 + 4 - 8 ⇒ (13) + 4 - 8 = 9 ... but, given all the problems with getting a precise bead on his target, the bolt strikes harmlessly into the wall, as Ehlers' magic bolt strikes the other frog on the north side of the room. Frog A is at -12 below max hp; frog B is at -8 The frogs in turn make their own attacks. Targeting for Frog A:
Ehlers,Jarif: 1d2 ⇒ 1 A attempts to grapple Ehlers: 1d20 + 7 ⇒ (7) + 7 = 14
The frog on the north side spits out its long tongue in an attempt to bind Ehlers, in which its successful. Nevertheless, Ehlers manages to wriggle sufficiently as to prevent himself from being pulled towards the creature. B attack on Haska: 1d20 + 3 ⇒ (13) + 3 = 16
The other frog bites Haska, inflicting painful damage and managing to grab the cleric in its tongue. Frog A is at -12 below max hp; frog B is at -8 5 damage to Haska; Haska and Ehlers are both grappled but not disabled. ![]()
![]() The path east drops down some steps, then bends to the south, opening into a large cave. Straw is strewn across the floor. The ceiling vaults to a height of twelve feet. Three ledges, eight feet off the ground, look out over the main cavern. A five-foot wide, twenty-foot deep trench runs north to south through the western half of the cavern, with just one five-foot wide bridge of natural stone allowing passage from one side to the other. Survival, DC10, can be untrained, may not take 10/20:
The kobold tracks are visible, joining up with several others criss crossing back and forwards in the room. Survival, DC15, trained only, may not take 10/20:
The kobolds you were tracking ran east along the bridge, to the alcoves on the far side of the room.
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![]() Crea-Asp, in Gameplay, wrote: I hate to be a downer, but this is boring as crap. Can you just roll for my character and let me know when / if I make it to the bridge. Weeks of game time just climbing and jumping, when our characters weren't designed for it just isn't fun. Firstly, I did ask (in the GM policy section of Campaign Info) that if you have an issue, you should contact me via PM. I've sent a PM, but let me address the broader issue, since you posted in Gameplay. To start with, an apology to everyone. I've had ongoing issues at work, and some unexpected travel, and haven't posted in any of my campaigns as often as I should. I've got a little more time this week to catch up (being away from home) so we might get more of a rhythm going. This section (albeit this is the scenario as written, more on that in a second) should have run a lot faster. This particular scenario, with its large number of NPCs and various other actors all working simultaneously, is also a bit harder work than the others. Having said that, the way this section works (spoiler, sorry, but I need to explain why I'm not going to follow the request) is that the goblins will start firing once they are in range, which will be quite shortly - hence the initiative order - and before the group reaches the bridge. And the group has the option of firing back while moving. The 3 rounds of movement beforehand has the effect of spreading the group out just before this happens. So I'm not going to bot a player's moves through to that section (it will actually be next round) or through that section. While it might be tedious to have to wait for me to collate the various moves (and my apologies again for this, it's far slower than I would normally run), I don't think it's that onerous.
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