Jagor Bonebreaker |
Screams of shock and surprise erupt across the gambling hall, as the tournament players and casino workers alike suddenly find themselves unable to see.
Initiatives:
Thugs: 27
Clifford: 19+
Makoa: 19-
Jagor: 17
Hezekiah: 15
Woman with eyepatch: 10+
Ghorum: 10-
Guards: 2 (surprised)Amidst the general chaos and disorder, four men, all standing near a woman with a distinctive eyepatch in the central part of the casino, produce what look like saps and begin to move toward the guards near the tournament prize chest and along the wall.
This is a surprise round - one move or standard action only.
Am I correct in believing that the chest is in K16? If so,
As soon as the flash fades, Jagor opens his eyes and takes in the scene. Seeing the five that had been expecting this (apparently) draw weapons, he thinks, "Now I show Goblin owner-man what I can do" and moves to protect the chest. "Makoa, this way!"
Acrobatics to move normal speed through crowd (1d20+7=25)
Despite the confusion of the tightly-packed crowd, he manages to slip through and past people to I21, if I calculate right.
As he moves, he's trying to keep track of the five bearing saps as well as the mage in the privy.
Not sure if that's possible as a free action, but here's the roll if it is. Perception (1d20+9=21)
Makoa |
Makoa, absolutely furious at this point, tries to move through the crowd with weapon in hand, toward the source of the light, but people seem to be panicking too much for him to maneuver his way around them. He stops for a brief moment to let out a bellowing roar.
Move to e24 (move). Draw weapon (free). Enter rage (free, if possible).
DM Shisumo |
Everybody except Ghorum:
As they do so, the woman in the eyepatch cups her hands around her mouth and shouts, “All right, folks! Drop to the ground and don’t try anything stupid and we might just let you live!” The speech seems to invigorate the fighting men with her, who grin broadly in apparent anticipation of someone “trying something stupid.”
Ghorum:
Ghorum Kraak |
Jagor Bonebreaker |
DM Shisumo |
DM Shisumo
** spoiler omitted **Ghorum will still drop behind the table.
Ghorum:
New map and new round later tonight.
DM Shisumo |
Round One – Map
Thugs: 27
Clifford: 19+
Makoa: 19-
Wizard with sickle 17+
Jagor: 17-
Hezekiah: 15
Woman with eyepatch: 10+
Ghorum: 10- (under cover, blinded)
Guards: 2
Everyone but Ghorum:
Ghorum:
Clifford and Makoa are up.
Makoa |
Acrobatics (1d20 3=5)
That didn't go as well as I planned.
Apparently, Makoa is having difficulty moving, and makes it only to H23, making his way toward the thug in N22. As he's doing so, he lets loose a javelin, and throws it directly at the thug.
Javelin Attack, 30' range (1d20+3=10), damage (1d6+6=12)
I realize now, as i look back on my post, i didn't make it clear which weapon I was drawing. I'll try not to make that mistake again.
DM Shisumo |
Everybody but Ghorum:
Clifford: it's not a guarantee, but with a raging half-orc just a few feet away, it seems really unlikely that you're the most dangerous-looking target.
Jagor:
Jagor and Hezekiah are up.
Hezekiah Sexton |
Hezekiah decides that heroes come in the most unusual shapes nowadays and tries to sneak up and give Makoa a hand. "Friend", he shouts, "let me help you." He stretches out his hand to touch Makoa's earth breaker, which flashes blue for a moment.
Move to H24, cast Magic Weapon on Makoa's earth breaker, assuming that he'll let me.
Hezekiah's reasoning is that if he decides to meddle (and he will, at the outrage of disrupting the elaborate pattern of chance), he'll be in for a world of trouble anyway, and he'd rather be behind a friend, so he'll risk Makoa's wrath.
Makoa |
Makoa has no problems with that. Heck, he probably didn't hear you, or even see what you did. Even if he did, he probably wouldn't understand much of anything anyway. lol
I've also updated Makoa's profile with a section on what his stat changes are when he rages, including weapon attacks, ac, will save, and hp.
Jagor Bonebreaker |
Jagor and Hezekiah are up.
Everyone but our blinded friend:
Jagor tries to use the crowd, if possible, to move around the dias to where the scroll-user stands.
Acrobatics check for movement (1d20+7=27)
Jagor easily moves through the press of bodies, but his attempt at stealth is not particularly successful.
It appears he can avoid all of the thugs thusly: Move to H20, up to H18, over to L14, then to M14.
Standing behind the beleagured guard and beside the spellcaster, the half-orc looks at the mage and says, "Jagor help?"
Good thing I didn't have any misplaced expections of success here:
DM Shisumo |
All except Ghorum:
The woman with the eyepatch climbs up onto the dais moving to L18 and spots Jagor as well. She points a finger at him and begins chanting. Spellcraft, DC 16, if you’re curious.
Jagor:
Will save, DC 14.
Ghorum:
Ghorum is up.
Jagor Bonebreaker |
Ghorum Kraak |
Ghorum, after ducking behind the table, proceeds to start muttering a prayer to Calean, picturing the room as he remembers in his mind. He pictures the woman shouting, and smiles as he utters the last words of his spell.
DM Shisumo
Ghorum casts Summon Monster I, attempting to summon a celestial badger over the head of the shouting woman.
Note: not sure if Ghorum needs a Spellcraft check vs. blindness to cast - it is Spellcraft 1d20-1=11, or even if he can summon a badger in mid-air! Worth a shot, anyway!
Celestial Badger
hp: 6
AC: 15, touch 14, flat-footed 12
Attack: claw +4 melee (1d2-1)
Full Attack: 2 claws +4 melee (1d2-1) and bite -1 melee (1d3-1)
SA: Rage-if badger takes damage, goes beserk (+4 Str, +4 Con, -2 AC)
Fort +4, Ref +5, Will +1
Smite evil- +1 damage/HD (for +1 damage)
Also:
DM Shisumo |
Ghorum:
Summon spells take an entire round to cast, so your badger won't appear until your initiative next turn. It will be able to act immediately, however. They also specify that the creature can't be "summoned into an environment that cannot support them," so no summoning creatures into midair.
Hezekiah:
DM Shisumo |
Everyone but Ghorum:
The severe wound suffered by the thug nearest the door seems to break his morale, and he runs for it. Though the guard he was battling has an opening, his skill is not enough to take advantage of it. Meanwhile, the rest of the thugs continue their attacks. The thug near the dais swings his sap ineffectively at the guard who hurt him; the other two move to flank Makoa, apparently seeing him as the greatest threat. Though only one of them is able to move quickly enough through the crowd to be able to attack as well, neither manages to leave Makoa an opening as they close. The one who can attack now in I23 – the other one is now in F23 does so with vicious effectiveness dealing 13 points of subdual damage.
New map is here, and includes the actions of the thugs already taken this round.
Thugs: 27
Clifford: 19+
Makoa: 19-
Wizard with sickle 17+
Jagor: 17-
Hezekiah: 15
Woman with eyepatch: 10+
Ghorum: 10- (under cover, blinded)
Guards: 2
Clifford and Makoa.
Ghorum Kraak |
New map is here, and includes the actions of the thugs already taken this round.
Ghorum appears to be missing from R15 in the Round 2 map.
DM Shisumo |
DM Shisumo wrote:Ghorum appears to be missing from R15 in the Round 2 map.New map is here, and includes the actions of the thugs already taken this round.
Fixed.
Makoa |
Earth Breaker Attack roll 13
Earth Breaker Damage 18
While raging, and power attack for -1 attack roll, +2 damage; already calculated.
Makoa, furious, draws his Earth Breaker, and attempts to slam it into the side of the thugs face. The thug in I23.
Clifford Strauss |
DM Shisumo |
Everyone but Ghorum:
Clifford: The chests that held your entry fees are gone – you’d guess they’ve been taken to the casino’s vault, wherever that might be.
The wizard pulls back from his attacker five foot step to O15 and says three short words before cupping what looks like silver-white flame in his hands and hurling it at the guard that attacked him dealing 4 damage.
Ghorum
Jagor and Hezekiah.
Hezekiah Sexton |
Hezekiah backs off and tries to use his magic to befuddle one of the thugs battling Makoa (and who are too close for comfort).
5-foot step to I25 if possible (or anywhere else away from the thugs). Cast Daze on the thug at I23 (DC:14). If he can't 5-foot step, then cast on the defensive (Spellcraft: 18)
Jagor Bonebreaker |
Jagor steps up to the wizard N14 and attempts to knock him unconscious, but his strikes are wide of the mark.
Flurry of Blows (1d20+0=9, 1d6+2=6, 1d20+0=5, 1d6+2=3)
Wow, that's disappointing. Hopefully, he'll realize I'm inept and spare me from his arcane fury.
DM Shisumo |
Everyone but Ghorum:
The woman with the eyepatch cries out in fear as Jagor and the guard make their attacks on the wizard, then narrows her eyes and begins a sing-song chant that seems to carry the drifting sounds of lulling waves and gently calling nightbirds with it, while at the same time hurling a fine spray of sand over Jagor and the two guards standing near him. Jagor, I need a Will save, DC 14. Both of the guards tumble to the ground, snoring loudly.
Ghorum:
Near the dais, right where the woman with the eyepatch was standing a moment ago, a halo of white light coalesces into the form of a badger, which looks around for a moment before leaping up onto the dais squeezing into the dais portion of M18 and clawing at her for 1 point of damage. The woman screams in surprise and pain at the cut it inflicts on her leg. “Angvar!” she cries. “Help me, my love!”
Ghorum is up.
Jagor Bonebreaker |
DM Shisumo:
The woman with the eyepatch cries out in fear as Jagor and the guard make their attacks on the wizard, then narrows her eyes and begins a sing-song chant that seems to carry the drifting sounds of lulling waves and gently calling nightbirds with it, while at the same time hurling a fine spray of sand over Jagor and the two guards standing near him. Jagor, I need a Will save, DC 14. Both of the guards tumble to the ground, snoring loudly.
Not to be a stickler, but if she's wearing an eyepatch, shouldn't she be narrowing her eye at me? *Whistles innocently*
Jagor feels a weariness creep into him for a moment before shaking it off and glaring at the woman.
Oh, and by the way, I love the narrative from the first spell she used on Jagor. That was too excellent and forgive me for not saying so earlier.
The woman on the dais says something and makes a throwing motion toward the half-orc and the guards near him. Both guards collapse in noisy slumber, but Jagor remains standing and glares at the woman.
Ghorum Kraak |
Ghorum, now not sure of where the womans voice is now coming from, guesses where and pictures what it looked like. He says the final word of his prayer.
With a muted flash, a badger appears (in N19) from nothingness and proceeds to hop at the woman. (5' move to M19 to attack)
DM Shisumo
Celestial Badger2 claw attacks/damage, 1 bite attack/damage (1d20+4=17, 1d2-1=0, 1d20+4=8, 1d2-1=0, 1d20-1=0, 1d3-1=0)
One claw hits.
Celestial Badger stats
Celestial Badger
hp: 6
AC: 15, touch 14, flat-footed 12
Attack: claw +4 melee (1d2-1)
Full Attack: 2 claws +4 melee (1d2-1) and bite -1 melee (1d3-1)
SA: Rage-if badger takes damage, goes beserk (+4 Str, +4 Con, -2 AC)
Fort +4, Ref +5, Will +1
Smite evil- +1 damage/HD (for +1 damage)
DM Shisumo |
Ghorum:
That's just the badger's action, though. You still get to do something.
Ghorum Kraak |
Ghorum:
Spoiler:Actually, I'd already brought the badger into play (see my last big update post), though it looks like the end result is just about the same. If you want to be the one to handle your summoned creatures in the future, though, I have no objection. We will put the badger where you put it - it's a better tactical action than what I came up with anyway (though it didn't really make a difference here).That's just the badger's action, though. You still get to do something.
<hangs head sheepishly>
Hearing the woman's screams for help, Ghorums grin turns into a toothy smile. "Ruin my fun? Take that, my sweet..." he says to himself.
Blinking against the bright spot in his eyes, he notices he can see better, but not quite enough. He draws out his mace, preparing to crack some skulls when the oportunity presents itself.
DM Shisumo |
Everyone but Ghorum:
The attacking thugs ignore him, however. The one who managed to avoid both Makoa’s attack and Hezekiah’s spell points toward the half-orc and calls to his friend, “You take care of this one – I’ll handle the fancyboy!” before turning his attention full on Hezekiah. They adjust positions to maintain the pressure on the barbarian while allowing an attack against the cyphermage as well taking 5 foot steps to G22 and I24, respectively. Their saps whirl again, and again they find their targets, sending Makoa crashing to the ground with 9 more nonlethal damage and battering Hezekiah for 5 nonlethal.
Over by Jagor and the wizard, the thug there apparently decides that the newly-arrived guard is a problem, and jumps onto a nearby craps table, and from there to a roulette table, before dropping down to the ground again behind the newcomer moving to Q17, circling wide to avoid AoOs and swinging at him with his sap – but impressive jumps apparently do not mean accurate strikes, as his weapon actually catches on the roulette table and nearly tears itself from his hand. Note that the wizard does not currently have a weapon out, and therefore probably does not threaten any spaces.
New map is here. Round 4 Initiatives:
Thugs: 27
Clifford: 19+
Makoa: 19- (unconscious)
Wizard with sickle 17+
Jagor: 17-
Hezekiah: 15
Woman with eyepatch: 10+
Ghorum: 10- (under cover, blinded)
Guards: 2
Clifford is up.
Clifford Strauss |
Clifford looks at both fights . Shooting a shortbow in a crowded room seems like a bad idea to him so he draws his shortsword and move to Q20 trying to be inconspicious
Stealth 19
Makoa |
Earth Breaker Attack (1d20+7=25)
EarthBreaker Damage (2d6 9=19)
Makoa swings at the foe in I24. I think I'm unconscious after this.