I. Natalya's Hideout

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Alethan
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Re: I. Natalya's Hideout

#21 Post by Alethan »

Ty then examines the board to see if it is really sturdy enough to use.
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Re: I. Natalya's Hideout

#22 Post by dmw71 »

The plank that spans the floor from door-to-door does appear to be sturdy enough for use.

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Re: I. Natalya's Hideout

#23 Post by Alethan »

Ty crosses the plank, then, and listens at the door on the other side of it.
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Re: I. Natalya's Hideout

#24 Post by dmw71 »

Ty attempts to cross the 8-inch-wide plank which, while probably sturdy enough to hold multiple people at the same time, tilts slightly while the half-elf shifts his weight while taking a step, causing him to lose his balance and tumble feet-first into the pit of sludge below... which he quickly learns is about 3-feet deep as it comes to above his knees.


Alethan, can you please make a DC 12 Fortitude saving throw for me?




Rolls:
Ty, Acrobatics (10): [1d20+3] = 2+3 = 5

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Re: I. Natalya's Hideout

#25 Post by Alethan »

Fortitude (12) [1d20] = 1

About ready to quit playing for a month or two after the rolls I've had the last two months.
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Re: I. Natalya's Hideout

#26 Post by dmw71 »

Ty doesn't suffer any damage from the fall but is now tasked with the need to escape the pit and free himself of the sludge... a task which is quickly becoming more complicated.

A trio of filthy goblins, each carrying a pair of burlap pouches, emerge from the sewer pipes and prepare to face off against Ty and Marshal.
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Initiative and actions?

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Re: I. Natalya's Hideout

#27 Post by Alethan »

Not wanting to mess around, Ty throws his starknife at the first goblin to come through the pipe.

Starknife ranged attack [1d20+5] = 3+5 = 8 damage [1d4+3] = 1+3 = 4
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Re: I. Natalya's Hideout

#28 Post by dmw71 »

Wow.

Can you also roll for initiative? (If you dare test the roller again?)

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Re: I. Natalya's Hideout

#29 Post by Alethan »

dmw71 wrote:
Wow.

Can you also roll for initiative? (If you dare test the roller again?)
Is that a d10? In three of your games with three different rule sets, so I can't keep it all straight...

Initiative [1d10] = 3
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Re: I. Natalya's Hideout

#30 Post by dmw71 »

Alethan wrote:Is that a d10? In three of your games with three different rule sets, so I can't keep it all straight...
Trust me, I get it (and I'm determined to make my next game 1e). :)

Fyi, pretty much everything in Pathfinder will be resolved by a d20 roll. See: Initiative.

It's basically a d20 plus your Dexterity modifier (the higher the better).

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Re: I. Natalya's Hideout

#31 Post by Alethan »

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Re: I. Natalya's Hideout

#32 Post by Das »

Trying his best to ignore the smell Marshal went and took a glance into the sewer pipe, crossbow up.
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Re: I. Natalya's Hideout

#33 Post by Alethan »

"Oi! How's about some help here?" Ty asks, drawing his sword in preparation for melee.
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Re: I. Natalya's Hideout

#34 Post by Das »

(OOC - I wouldn't have just looked into the piper had I actually saw all those posts. So here is my action)

Seeing his companion fall he smiled a bit seeing he wasn't all that hurt. "You better buy a bath tonight or you will be like our filthy informant in no time." Than he saw the goblins. "I hate goblins!" He yelled loud enough to inform his comrades outside. He growled slightly as he raised up to fire into the one closest to his comrade. But due to the unsteady footing here and just the general surprise he had at seeing goblins his shot vanished into the rubble.

Init= [1d20+2] = 16+2 = 18, Attack [1d20+2] = 6+2 = 8, Damage [1d8] = 5
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Re: I. Natalya's Hideout

#35 Post by tooleychris »

Hearing Marshall call out Petra grips their informants shirt at the shoulder and scans the buildings windows and doors for movement.
"I should hope you weren't aware of goblins waiting in ambush." she hisses to the vagrant.
"If Natalya is here, this should have gotten her attention. If she's not...Marshall may have words for you soon. "
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Re: I. Natalya's Hideout

#36 Post by dmw71 »

Initiative Order
Marshal (18)
Goblins (14)
Ty (9)

Outside
Petra
Athriel
Fenster

---

Round 1
After making a quip about Ty needing a bath after watching him fall, uninjured, into the sludge, Marshal spies the goblins emerging from the sewer pipes. "I hate goblins," he growls angrily, hoping to catch the attention of their companions waiting outside. With Ty not yet engaged with the creatures, he fires off a shot, but his unsteady footing contributes to his errant offering.

The two southernmost goblins (g2, g3), angered at being targeted, scoop up handfuls of sewage and toss it at Marshal looming on the ledge above them. While one scoop of goop falls short, the next strikes him and splatters, coating him in waste.
(Can you please make a DC 12 Fortitude saving throw? Also, if you haven't already, please deduct an arrow.)
The remaining goblin (g1) moves effortlessly through the sewage and attempts to brain Ty with its burlap pouch. With a perfectly placed strike, the half-elf feels a sharp pain on his face as glass shards held inside the burlap pouch scratch him (-1), but worse, the world goes black as he, at least temporarily, becomes blinded by the strike, and he senses a wave of nausea begin to swell..
(Can you please make a DC 12 Fortitude saving throw?)
Ty, reeling from the blow to his face, swings wildly with his starknife instead of throwing it, but hears a slash as the goblin he was hoping to target dives head-first into the muck and out of harms way.
R01.png
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Outside, after hearing Marshall call out, Petra grips their informants shirt at the shoulder and scans the buildings windows and doors for movement. "I should hope you weren't aware of goblins waiting in ambush." she hisses to the vagrant. "If Natalya is here, this should have gotten her attention. If she's not...Marshall may have words for you soon." Fenster simply groans at the rough treatment.



End of Round 1

---


Actions?


Notes:
Blinded
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
Rolls:
Initiative (R01): Goblins [1d20+1] = 13+1 = 14
g2 vs Marshal (t: 13): [1d20+1] = 8+1 = 9, g3 vs Marshal (t: 13): [1d20+1] = 17+1 = 18
g1 vs Ty (t: 13): [1d20+1] = 19+1 = 20

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Re: I. Natalya's Hideout

#37 Post by Alethan »

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Re: I. Natalya's Hideout

#38 Post by Alethan »

Ty draws his Longsword and attacks the goblin.

Longsword [1d20+3] = 15+3 = 18 damage [1d8+2] = 8+2 = 10
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Re: I. Natalya's Hideout

#39 Post by Das »

Marshal growled and didn't wanna waste another bolt on these fast moving goblionoids, took out his club and simply tossed it at the goblins head that was threatening Ty. "Try this for a braining scuttle butt." Internally he cringed for his last nice pair of nobles clothing. Sadness at another lose of his previous status reminding him that he was a outcast. Which only helped to fuel his anger.

Fort=[1d20+3] = 13+3 = 16; Hit [1d20+3] = 10+3 = 13; Damage [1d6+2] = 6+2 = 8
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Re: I. Natalya's Hideout

#40 Post by dmw71 »

Initiative Order
Marshal (18)
Goblins (14)
Ty (9)

Outside
Petra
Athriel
Fenster

---

Round 2
Marshal, not wanting to waste another bolt, forgoes the goblins immediately in front of him and tosses his club at the goblin threatening Ty, which whirls through the air and almost connects, but clunks harmlessly off the far wall before splashing into the goopy mess below. The goblin looks to capitalize on it's last successful strike against the blinded half-elf, but flails wildly.

The remaining two goblins pull out short, curved swords with holes drilled into the blades from their belts and slash at Marshal, but neither are able to connect.

Ty, still unable to see, launches a violent swing with his sword in the general direction he believes his goblin adversary to be located, and lands a deadly blow, which, while he can't visualize the outcome, he's confident his threat has been eliminated.
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At the conclusion of his action, Ty's vision rapidly begins to return to him... but he suddenly begins to feel extremely nauseous (see 'sickened,' below).


End of Round 2

---


Actions?


Notes:
Sickened
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Blinded
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
Rolls:
g1 vs Ty (t: 13): [1d20+1] = 5+1 = 6
g2 vs Marshal (16): [1d20+1] = 4+1 = 5, [1d4] = 1
g3 vs Marshal (16): [1d20+1] = 10+1 = 11, [1d4] = 1

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