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At the Adventurers' Table

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I tossed out a few ideas on how we could try to deal with the guards, but it is by no means a comprehensive list of choices. If someone comes up with a better idea, please feel free to offer it up for consideration. I want to make this run without any casualties on our side at all.
 
Heya, friends! A while back, I promised you guys a little something called "Behind the Scenes", a little look into what goes on on my side of the screen. And now it's up! Enjoy!
 
Dannigan said:
Heya, friends! A while back, I promised you guys a little something called "Behind the Scenes", a little look into what goes on on my side of the screen. And now it's up! Enjoy!
I've been waiting for this and will take great pleasure dissecting your brain to figure out what makes you the genius that you are *rawrrr*
 
Why, thank you! =)


Just please put my brain back the way you found it after you're done; it took me some time to get it that organized. =)
 
Hey, it takes extra time and effort for a hyperactive person to get organized! Um.... I'm just hoping it's the same definition of "organized" everyone else uses? Ha ha! =)
 
We shall see! =)


But after work. Then I can get to the fun and dice-rolling. Until then, this will be something to look forward to. Be well, everyone! =)
 
Did you guys hear the sad news that Lennord Nemoy of Star Trek fame has died? I heard it on the news.
 
Yes :( But as Dannigan said when we talked about it, he's surely lived long and prospered!
 
R.I.P. Leonard Nimoy. You certainly lived long and prospered, and you touched millions doing it! =)


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Honor and fun,


Dannigan =)


 
Heya friends! Please read that last in-game post prior to this spoiler. =)





The Wanderers now have surprise on the two Bloodland Minotaurs. They are 30 feet
below you. Here is how surprise works in Pathfinder:







The Surprise Round



If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.


Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC.


(Copied from: Combat - Pathfinder)


@Captain Hesperus This means that if Otiorin chooses to attack, his target is completely open to a Sneak Attack.


Also... If you use your movement to climb down, then you need a Climb check (easy difficulty). If any of you choose to try and jump down on them, you are taking a gamble with a possibly good pay-off. I am going to rule that if you jump down on them ("Death from Above" style) and hit, you will cause +3 hit points of damage. If you miss, you take falling damage (ouch!).


P.S. Sorry for the double-spoiler here, but try as I might, RPNation won't give me only one spoiler. But hey, no biggie!


After reading this information, please roll initiative!


Wanderers? Welcome to combat on your terms! =)
 
I just want to be coming off clearly in my post. Luna is signaling for everyone to attack at once in a surprise round, and is personally aiming at the one with the horn. I would guess that the 18 I rolled does hit, and I added a post for my damage. Maxed out the damage roll, too!
 
@Sherwood That's fine by me except (as I stated in the spoiler above just now) I need everyone to roll Initiative prior to acting. Good rolls!
 
Yeah, I posted Luna's action before I had a chance to see the spoiler post, but I did add the Initiative roll to that. Didn't mean to jump the gun.
 
No worries! How could you know I was writing something here? =)


While jumping the gun can lead to confusion, I would rather have a player who is eager to post and play instead of the opposite ("Hey folks, it's been two whole weeks since we posted this battle and it's still Bubba's turn. Has anyone seen Bubba? Buuuuubba?" Heh. =) ).


Mistakes aside, as your storyteller, I'm just hoping that you're having as much fun as I am. I like posting here! I like the posts everyone in our gaming group here creates! I like writing up stuff like "Behind the Scenes" and Vardadraug taunting the minotaurs (I didn't see that solution coming, so it was fun to just whip up a post like that after the die rolls came out the way they did). =)
 
I'm at work right now, so I'll post my initiative roll here, followed by an in game post once all the rolls are in.


Captain Hesperus


[dice]4941[/dice]
 
Dannigan said:
The minotaurs are now 30 feet below you
This is the crucial piece of information that somehow slipped past me earlier, but no worries. Wolf has decent bonuses for climbing and the height is actually a nice advantage for a marksman.


That said, is there some sort of bonus in Pathfinder for when firing arrows downwards at a steep angle? Some video games do this. I am also assuming that the enemies are both more than 30 ft away which disables my Point Blank Shot.
 
Well, if they're 30 feet directly below us, and they're Large-size, I'd guess they are within Point Blank Shot, but that's the GM's call, not mine.
 
Re: Point Blank Shot. Point Blank Shot applies to any enemy within 30 feet (regardless of direction), including these two. =)


Re: Angle. While there are no bonuses to firing on someone from above, you can negate any cover or concealment they are trying to take (not applicable in this fight).


Re: Positioning. Kaerri brought up the idea of melee attackers already being down there in position prior to the ambush. I will allow anyone who wants to be down there prior to the fight to be hidden in the clearing. However, you do not begin this surprise round within 5 feet of the minotaurs (there simply isn't enough cover down there to hide that close to them). So, folks wanting to attack in melee, two options come to mind:


1. If you are down in the clearing, you may use your surprise round to burst from your hiding spot and run into melee range. You will be able to attack next round everything you've got. (As Kaerri just asked me) this means you can use a charge to both get into melee and attack. Good thinking, Kaerri! However, this means you have to roll a Climb check to get down there.


2. If you decide to jump down onto them, the guidelines I provided in the spoiler then apply. Just don't miss and splat. =) This is a quick way to get down there, attack, and therefore be in melee range after the surprise round. You'll use your melee weapon attack roll to see if you hit. No Climb check necessary; gravity is more than willing to do it for you.


Either option (getting into melee range now) will save you from provoking any attacks of opportunity from the minotaurs (remember, being large-sized creatures like Powerpaw, they have a 10 foot reach).


(This was edited just after I posted it for the Climb and charge-related information.)


 
I have to add that I am enjoying this "new" cunning side of Wolf we are seeing...

"Exactly." Wolf smiled cunningly.
And Cap'n is checking on us from work! How cool is that? Go Cap'n (I'm not certain exactly why, but that just tickles me)! =


Sherwood rolled max damage on the crossbow bolt hit, and Bren charged with a 30 to attack! That's a charge even a minotaur would have to respect. =)


It's a good day. =)
 
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Also, Dannigan: You wanna add the bonus from Point Blank Shot to my existing rolls, then? I didn't include that because I thought they were just out of range (maybe 35-40 feet away)
 
Remind me not to piss off Powerpaw; that is a lot of damage done compared to Luna's dinky little crossbow! Just wait for when I have a Haste spell memorized up. He will be a high speed razor kittyface tearing up the bad guys!
 
I was feeling a little envious too, but I'm reminded that Powerpaw is using a two-handed maul. It's supposed to hit really hard!
 
@Wolf Rawrrr Already done, friend (on my damage notes here). =)


Re: Powerpaw. Starting out, big creatures have it pretty good overall in Sharseya. Their physical attribute bonuses are really good; it's the food, maintenance, and double-coin-cost of large-sized items (armor, weapons, etc.) that really hurts them in the long run. Medium-sized creatures can basically purchase twice the amount gear as the adventure goes on. It all depends on what you want to play.


I have a good share of fighter-type characters. Three big reasons Powerpaw was chosen above them all are: He was already Bria's teammate, it was therefore easy to work him into the story, and I thought he was best-qualified to get the attention of your bad guys (or "get and hold aggro" if you prefer MMORPG talk). His fearless approach to battle and monstrous appearance make even my experienced bad guys (like the Bloodland Minotaurs) think, "Kill him first!" To which he replies, "Moar!" Having Bren in the game (a guardian of a personality if there ever was one) also completely frees Powerpaw to keep his sword and shield on his back and hit with the biggest weapon he's got (the aforementioned large-sized maul +2).


On a related note, I am still looking forward to seeing what you do with the cosmic ore; there are damned good reasons even dragons like Koshianth come a'running when it shows itself. =)


 
@Captain Hesperus When you have time, please let me know how Otiorin would like to add to the fun? =)
 
Then Powerpaw will almost certainly enjoy my Enlarge Person spell when I cast it on him.
 
Powerpaw sez, "Moar Powerpaw?! Oooh-hoo-hoo!"


 
I just looked up Powerpaw's weapon damage if and when you do cast that on him. Oh my gosh... If a medium-sized maul does 1d10 damage (5.5 average), and a large-sized maul does 2d8 damage (9 average), then a huge-sized maul (according to online sources) does 3d8 damage per hit (13.5) Holy moly... but it's fair! If somebody cast Enlarge Person on one of those Bloodland Minotaurs, I'd give it to them, too...
 
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