Burnt Offerings: Trouble at the Sandpoint Glassworks

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Re: Trouble at the Sandpoint Glassworks

Postby patransom » Tue Apr 21, 2009 10:17 pm

The dogs are too far away for Vi to do anything useful yet, so she'll move into the room (4154)
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Re: Trouble at the Sandpoint Glassworks

Postby BusyCowboy » Wed Apr 22, 2009 9:21 pm

Chada casts Ghost Sound away from the party to make whatever is in there pay attention to that instead of them.
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Re: Trouble at the Sandpoint Glassworks

Postby klakxor » Thu Apr 23, 2009 9:12 am

Tuck will hustle in and hop on the table at 4055, bow drawn and ready to fire
"Remember this. 15 will get you 20, but 18 will get you a +4"

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Re: Trouble at the Sandpoint Glassworks

Postby admin » Thu Apr 23, 2009 9:22 am

Mak is flabbergasted by his companion rushing into the room, without any consideration for any strategy - so much so, that he remains where he is, mouth open, speechless and in bewilderment.
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Re: Trouble at the Sandpoint Glassworks

Postby klakxor » Thu Apr 23, 2009 12:28 pm

admin wrote:Mak is flabbergasted by his companion rushing into the room, without any consideration for any strategy - so much so, that he remains where he is, mouth open, speechless and in bewilderment.


 OUT-OF-CHARACTER:   
I considered staying still, but with Durmisht and Vi moving in Tuck did not want to be left out of the fun. Come on, everyone else is doing it......Peer Pressure at it's best :lol:
"Remember this. 15 will get you 20, but 18 will get you a +4"

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Re: Trouble at the Sandpoint Glassworks

Postby Duniagdra » Thu Apr 23, 2009 1:21 pm

Initiative:
  1. Vi
  2. Chada
  3. Durm
  4. Devion
  5. Dregs
  6. G1-5 Goblin Dogs
  7. Tuck
  8. Mak
  9. Ameiko

Vi moves to be in range of her spells (4154).
Chada enters the room (4351) and starts whispering too softly to be heard. The Dogs seem to grow more agitated.
Durmisht, grinning at Mak, rushes into the room (4452).
The goblin dogs still remain unaware of what is going on behind them.
Tuck moves to high ground (4055) and readies a shot his bow.
Mak is flabbergasted by his companion rushing into the room, without any consideration for any strategy - so much so, that he remains where he is, mouth open, speechless and in bewilderment.
 OUT-OF-CHARACTER:   
Action Pending:
  1. Dregs
It's clear that, with this team of adventurers, planning will be futile and eventually cost someone their life. :lol:
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Re: Trouble at the Sandpoint Glassworks

Postby patransom » Thu Apr 23, 2009 4:00 pm

Vi delays until after the dogs make some kind of move (half hoping that there will be some more meat shields between her and them by the time they realize the party is present).
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Re: Trouble at the Sandpoint Glassworks

Postby marine7312000 » Thu Apr 23, 2009 6:57 pm

Durmisht stands his ground and waits for the beasts to come closer, attacking the first the approaches.
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1d20+6=18, 2d6+5=11 I mainly rushed in because I was rereading old issues of Dragon and it says when in doubt, do something dramatic.
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Re: Trouble at the Sandpoint Glassworks

Postby Benji » Fri Apr 24, 2009 8:39 am

Hah! Dregs chuckles at Mak's expression. Dinnae worry yerself laddie, ah'm sure they can handle a few Goblin doggies!

Dregs moves in to 4153 and waits to see when he is needed.
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Re: Trouble at the Sandpoint Glassworks

Postby klakxor » Fri Apr 24, 2009 9:49 am

Tucks action is dependent on what the gobbo doggies do. If they become aware of us and turn to attack, Tuck will fire at D4 or D5 (whichever is closer). If they do not turn around yet, Tuck will try to wave Mak in to join the rest of the group.
"Remember this. 15 will get you 20, but 18 will get you a +4"

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Re: Trouble at the Sandpoint Glassworks

Postby Duniagdra » Fri Apr 24, 2009 5:33 pm

Initiative:
  1. Vi
  2. Chada
  3. Durm
  4. Devion
  5. Dregs
  6. D1-5 Goblin Dogs
  7. Tuck
  8. Mak
  9. Ameiko

Dregs takes advantage of having the upper hand by moving into a more available position (4153).

Round 1
Vi pauses her action, seeming to be waiting for the dogs to notice them or someone else to provide better cover.
 OUT-OF-CHARACTER:   
At bat:
  1. Chada
  2. Durm
  3. Devion (passing on this round)
  4. Dregs
  5. D1-5
  6. Tuck
  7. Mak
  8. Ameiko (passing this round)
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Re: Trouble at the Sandpoint Glassworks

Postby Benji » Fri Apr 24, 2009 6:51 pm

Dregs will wait patiently for anybody to acquire his services, believing himself to be more of a liability in the close quarters.
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Re: Trouble at the Sandpoint Glassworks

Postby BusyCowboy » Sun Apr 26, 2009 2:18 pm

Chada looks around and laughs Great...just when we thought they couldn't get any uglier... as she draws a dagger...literally on paper and then decides that it's best to actually use one and pulls hers out.
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Re: Trouble at the Sandpoint Glassworks

Postby Duniagdra » Sun Apr 26, 2009 8:25 pm

Duniagdra wrote:Initiative:
  1. Vi
  2. Chada
  3. Durm
  4. Devion
  5. Dregs
  6. D1-5 Goblin Dogs
  7. Tuck
  8. Mak
  9. Ameiko

Dregs takes advantage of having the upper hand by moving into a more available position (4153).

Round 1
Vi pauses her action, seeming to be waiting for the dogs to notice them or someone else to provide better cover.
BusyCowboy wrote:Chada looks around and laughs Great...just when we thought they couldn't get any uglier... as she draws a dagger...literally on paper and then decides that it's best to actually use one and pulls hers out.
Durmisht readies for an attack from the goblin dogs.
Dregs maintains a watchful eye for anyone who may need healing.
The moment D3 gets in reach, Durmisht's readied attack triggers, Durmisht vs. D3 (1d20+6=14, 2d6+5=7) He delivers a clean cut into the dog's flank. (-7hp)
The dogs notice that the room is not empty behind them and attack.
D3-5 each attack Durmisht, 3 Dogs on Durmisht (1d20+2=11, 1d6+3=7, 1d20+2=16, 1d6+3=5, 1d20+2=12, 1d6+3=4) Durmisht takes a bite. (-5hp) Durmisht Fort Save vs. Itchy Rash (1d20+5=15) Though he took a good bite, Durmisht does not seem otherwise effected.
Dogs 1 and 2 attack Vi, 2 Dogs on Violasha (1d20+2=14, 1d6+3=6, 1d20+2=3, 1d6+3=9) Neither dog hits. She's just too quick this time.
Tuck takes a shot at D1, Point Blank Shot D1 (1d20+6=14, 1d6=3) A skilled marksman with a bow, Tuck drives his arrow deep into the flank on D1. (-3hp)
 OUT-OF-CHARACTER:   
At bat:
  1. Mak
  2. Ameiko (passing this round)
Current Damage:
D1 = -3
D3 = -7
Durm = -5
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Re: Trouble at the Sandpoint Glassworks

Postby admin » Sun Apr 26, 2009 10:11 pm

Shaking the surprise actions from his team mates, and seeing the evil Goblin dogs attacking, Mak moves to 4155 and attacks D1

Kama attack vs D1 (1d20+5=23, 1d6+4=5)
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Re: Trouble at the Sandpoint Glassworks

Postby Duniagdra » Sun Apr 26, 2009 11:05 pm

Duniagdra wrote:Initiative:
  1. Vi
  2. Chada
  3. Durm
  4. Devion
  5. Dregs
  6. D1-5 Goblin Dogs
  7. Tuck
  8. Mak
  9. Ameiko

Dregs takes advantage of having the upper hand by moving into a more available position (4153).

Round 1
Vi pauses her action, seeming to be waiting for the dogs to notice them or someone else to provide better cover.
BusyCowboy wrote:Chada looks around and laughs Great...just when we thought they couldn't get any uglier... as she draws a dagger...literally on paper and then decides that it's best to actually use one and pulls hers out.
Durmisht readies for an attack from the goblin dogs.
Dregs maintains a watchful eye for anyone who may need healing.
The moment D3 gets in reach, Durmisht's readied attack triggers, Durmisht vs. D3 (1d20+6=14, 2d6+5=7) He delivers a clean cut into the dog's flank. (-7hp)
The dogs notice that the room is not empty behind them and attack.
D3-5 each attack Durmisht, 3 Dogs on Durmisht (1d20+2=11, 1d6+3=7, 1d20+2=16, 1d6+3=5, 1d20+2=12, 1d6+3=4) Durmisht takes a bite. (-5hp) Durmisht Fort Save vs. Itchy Rash (1d20+5=15) Though he took a good bite, Durmisht does not seem otherwise effected.
Dogs 1 and 2 attack Vi, 2 Dogs on Violasha (1d20+2=14, 1d6+3=6, 1d20+2=3, 1d6+3=9) Neither dog hits. She's just too quick this time.
Tuck takes a shot at D1, Point Blank Shot D1 (1d20+6=14, 1d6=3) A skilled marksman with a bow, Tuck drives his arrow deep into the flank on D1. (-3hp)

Mak, recovering from his shock of his teammates wasting the element of surprise, rushes in (4155) and attacks D1, Kama attack vs D1 (1d20+5=23, 1d6+4=5) (-5hp)
Round 1 END
 OUT-OF-CHARACTER:   
Round 2 Begin,
At bat:
  1. Vi
  2. Chada
  3. Durm
  4. Devion
  5. Dregs
  6. D1-5
  7. Tuck
  8. Mak
  9. Ameiko
Current Damage:
  • D1 = -8
  • D3 = -7
  • Durm = -5
No Effects Active.
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Re: Trouble at the Sandpoint Glassworks

Postby BusyCowboy » Mon Apr 27, 2009 1:01 am

Chada screams really loud and then has a bodily function that sounds like a mage stinking gas cloud just went off from some strange object. She then contemplates what the smell in the air is....
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Re: Trouble at the Sandpoint Glassworks

Postby klakxor » Mon Apr 27, 2009 9:21 am

Tuck, seeing Chada and Durmisht in trouble re-focuses his attack to the dogs in the back, taking a shot at D5
"Remember this. 15 will get you 20, but 18 will get you a +4"

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Re: Trouble at the Sandpoint Glassworks

Postby marine7312000 » Mon Apr 27, 2009 9:50 am

Durmisht simply grins after the dog bit him and he immediately swing his sword at the same dog.
 OUT-OF-CHARACTER:   
1d20+5=9, 2d6+4=7
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Re: Trouble at the Sandpoint Glassworks

Postby patransom » Mon Apr 27, 2009 9:55 am

Vi takes a 5' step back and covers the two dogs who attacked her in a fan of blinding color.
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Color Spray, Will DC16
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Re: Trouble at the Sandpoint Glassworks

Postby Benji » Mon Apr 27, 2009 10:34 am

Damned doggies!

Dregs whacks D2 on the noggin with his mace.

Attack;Damage (1d20 3=9, 1d8 2=4)

...or not, it would seem
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Re: Trouble at the Sandpoint Glassworks

Postby admin » Mon Apr 27, 2009 12:39 pm

Kama attack versus D2 (1d20+3=6, 1d6+4=5, 1d20+3=19, 1d6+4=5)

Mak shouts over the ruckus Devion, get in here!
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Re: Trouble at the Sandpoint Glassworks

Postby Duniagdra » Mon Apr 27, 2009 1:12 pm

patransom wrote:Vi takes a 5' step back and covers the two dogs who attacked her in a fan of blinding color.
 OUT-OF-CHARACTER:   
Color Spray, Will DC16
D1&2 Save vs. Color Spray (1d20+1=6, 1d20+1=20) D1 falls to the ground dazzled by the effects of Vi's magic. (D1 Unconscious 1)
BusyCowboy wrote:Chada screams really loud and then has a bodily function that sounds like a mage stinking gas cloud just went off from some strange object. She then contemplates what the smell in the air is....
The odd distraction causes everyone a fault in their action. (-1 penalty)
marine7312000 wrote:Durmisht simply grins after the dog bit him and he immediately swing his sword at the same dog.
 OUT-OF-CHARACTER:   
1d20+5=9, 2d6+4=7
Durmisht attempts a mighty swing at D3, but misses.
Benji wrote:Damned doggies!

Dregs whacks D2 on the noggin with his mace.

Attack;Damage (1d20 3=9, 1d8 2=4)

...or not, it would seem
No, it would not.
D2, being the brunt of a failed physical attack, turns it's attention to Dregs, D2 vs. Dregs (1d20+2=20, 1d6+3=8) Oh, nasty little bite there. (-8hp)
D3-5 each attack Durmisht, D3-5 vs. Durmisht (1d20+2=17, 1d6+3=4, 1d20+2=5, 1d6+3=9, 1d20+2=14, 1d6+3=4) Good but not that good, Durm takes two nasty bites. (-8hp) Durmisht FORT Save vs. Rash (1d20+5=12, 1d20+5=11) Though Durm was talented enough to avoid the dander of D4, it seems he wasn't able to avoid D5.
Burnt Offerings wrote:Any creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack).
klakxor wrote:Tuck, seeing Chada and Durmisht in trouble re-focuses his attack to the dogs in the back, taking a shot at D5
Tucherby vs. D5 (1d20+6-1=7, 1d6=1) Seems the dog's constant movement was too hard to focus on this time. Chada wasn't much help either.
admin wrote:Kama attack versus D2 (1d20+3=6, 1d6+4=5, 1d20+3=19, 1d6+4=5)

Mak shouts over the ruckus Devion, get in here!
With grace and skill, Mak does a good job at missing D2 on the first attack, but lands a good strike on the follow-up. (D2 -5hp)
With the sound of fighting, Ameiko throws the door open yelling, What happened to having a plan first! She then draws her flute and strikes up a tune that should do good in bolstering the team. (Inspire Courage: +1 to all attack/damage, +1 vs. Charm and Fear effects.)
Devion moves behind D3 to help Durmisht, his longsword at the ready.
Round 2 END
 OUT-OF-CHARACTER:   
Round 3 BEGIN
Initiative:
  1. Vi
  2. Chada
  3. Durm
  4. Dregs
  5. D2-5 Goblin Dogs
  6. Tuck
  7. Mak
  8. Ameiko
  9. Devion
Current Damage:
  • D1 = -8 (Unconscious 2)
  • D2 -5
  • D3 = -7
  • Durm = -13 (–2 penalty to Dexterity and Charisma for 1 day)
  • Dregs -8
Active effects: Inspire Courage: +1 to all attack/damage, +1 vs. Charm and Fear effects.
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Re: Trouble at the Sandpoint Glassworks

Postby klakxor » Mon Apr 27, 2009 1:23 pm

Tuck takes aim and shoots again at D5

1d20+7=14, 1d6+1=2
"Remember this. 15 will get you 20, but 18 will get you a +4"

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Re: Trouble at the Sandpoint Glassworks

Postby BusyCowboy » Mon Apr 27, 2009 1:46 pm

Chada steps away from the smelly area and looks around Whip them doggies! Smack them in the nose with a rolled up parchment! Or...just kill them! as she lunges a bit forward with her rapier at the doggy mutt in front of her.

Chada vs Mutt - 1d20+1=19, 1d4-1=3
Confirm Crit - 1d20+1=9
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Re: Trouble at the Sandpoint Glassworks

Postby patransom » Mon Apr 27, 2009 3:09 pm

What? I thought this was the plan... Vi comments to Amieko as she shoots a ray of lightning harmlessly over the head of D2.

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Elemental Ray at -4 for shooting into melee (1d20+1=5, 1d6+2=4)
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Re: Trouble at the Sandpoint Glassworks

Postby Benji » Mon Apr 27, 2009 3:56 pm

Dregs goes to attack D2, this time hoping for a bit of extra 'luck'...

Attack(with AP);Damage (1d20 3 1d6=23, 1d8 3=5)

...that he didn't seem to need.
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Re: Trouble at the Sandpoint Glassworks

Postby marine7312000 » Mon Apr 27, 2009 6:17 pm

Durmisht swings once again at D3.
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1d20+6=14, 2d6+5=16
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Re: Trouble at the Sandpoint Glassworks

Postby admin » Mon Apr 27, 2009 10:19 pm

Mak focuses his Kama attacks on D2 and then D1 if D2 is down.
 OUT-OF-CHARACTER:   
FoB versus D2/D1 (1d20+4=21, 1d6+5=9, 1d20+4=19, 1d6+5=7)
(note: am unconscious opponent like D1 might have quite a few penalties...)
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Re: Trouble at the Sandpoint Glassworks

Postby Duniagdra » Mon Apr 27, 2009 10:39 pm

patransom wrote:What? I thought this was the plan... Vi comments to Amieko as she shoots a ray of lightning harmlessly over the head of D2.

 OUT-OF-CHARACTER:   
Elemental Ray at -4 for shooting into melee (1d20+1=5, 1d6+2=4)
Yeah, Vi's shot soars over the dog's head and fizzles out mid air. Nice effect.
BusyCowboy wrote:Chada steps away from the smelly area and looks around Whip them doggies! Smack them in the nose with a rolled up parchment! Or...just kill them! as she lunges a bit forward with her rapier at the doggy mutt in front of her.

Chada vs Mutt - 1d20+1=19, 1d4-1=3
Confirm Crit - 1d20+1=9
Chada nails D4 in the shoulder, causing it to yelp in pain. (D4 -3hp)
marine7312000 wrote:Durmisht swings once again at D3.
 OUT-OF-CHARACTER:   
1d20+6=14, 2d6+5=16
Durmisht cleaves D3 from right flank through left flank. For some reason the dog didn't even get a chance to know it died when it still tried biting at Durmisht. It missed. (D3 dead)
Benji wrote:Dregs goes to attack D2, this time hoping for a bit of extra 'luck'...

Attack(with AP);Damage (1d20 3 1d6=23, 1d8 3=5)

...that he didn't seem to need.
Yep, another one bit the dust. Dregs calls upon his faith and hammers the dogs skull like an eggshell. The force was so massive all the teeth splintered out and still rattle on the floor. (D2 dead)
D4 and D5 attack Durmisht, D4,5 vs Durmisht (1d20+2=18, 1d6+3=6, 1d20+2=14, 1d6+3=6) Durmisht is not well at all. Though small bites, the sum of all the bites add up quick. (Durm -12hp)
klakxor wrote:Tuck takes aim and shoots again at D5

1d20+7=14, 1d6+1=2
Tuck focuses his attention on D5, but as he releases, D5 tried attacking Durmisht and Tucks arrow sailed by without hitting. Tuck's shot went through the far door the Ameiko stands near.
 OUT-OF-CHARACTER:   
Your attack is reduced by -4, which becomes a missed attack;
PF RPG Play Test Beta wrote:Precise Shot (Combat)
You are adept at firing ranged attacks into melee.
Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Tuck does not have this feat.
admin wrote:Mak focuses his Kama attacks on D2 and then D1 if D2 is down.
 OUT-OF-CHARACTER:   
FoB versus D2/D1 (1d20+4=21, 1d6+5=9, 1d20+4=19, 1d6+5=7)
(note: am unconscious opponent like D1 might have quite a few penalties...)
Mak clobbers D2 with a smashing blow and finishes off D1 in its sleep. (D1 dead)
Devion attacks D5 with his longsword, Devion vs. D5 (1d20+3=21, 1d8+3=7) Devion makes contact. (D5 -7hp)
Round 3 END
 OUT-OF-CHARACTER:   
Round 4 BEGIN
Initiative:
  1. Vi
  2. Chada
  3. Durm
  4. Dregs
  5. D4-5 Goblin Dogs
  6. Tuck
  7. Mak
  8. Ameiko
  9. Devion
Current Damage:
  • D4 -3
  • D5 -7
  • Durm = -25 (–2 penalty to Dexterity and Charisma for 1 day)
  • Dregs -8
Active effects: Inspire Courage: +1 to all attack/damage, +1 vs. Charm and Fear effects.
REMINDER:Action points are available in Runelords.
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Duniagdra
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