"ride hard and tell them not to come this way, tell them they are about to be ambushed."
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4 posters
Revolution Calling
whit10- Posts : 6622
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- Post n°101
Re: Revolution Calling
Jeaupear can hear the reverand talking to someone...
"ride hard and tell them not to come this way, tell them they are about to be ambushed."
"ride hard and tell them not to come this way, tell them they are about to be ambushed."
navyik- Posts : 5040
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- Post n°102
Re: Revolution Calling
Jeaupear will peek for a look at the person to whom the reverend is speaking.
Stealth
Result of the throw of dice "1d20 +6" :
12 + 6 = 18
Does the visitor appear to have a horse at the ready nearby?
Stealth
Result of the throw of dice "1d20 +6" :
12 + 6 = 18
Does the visitor appear to have a horse at the ready nearby?
whit10- Posts : 6622
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- Post n°103
Re: Revolution Calling
the reverand is speaking to a teenaged boy... there is a horse tethered at the back of the church
navyik- Posts : 5040
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- Post n°104
Re: Revolution Calling
Jeaupear will unbuckle the horse’s saddle strap but leave it in the loop. If he can wave over someone from the meeting last night he will do so with a finger to his lips.
whit10- Posts : 6622
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- Post n°105
Re: Revolution Calling
Croxton happens to see you.... he wanders over as the boy comes out.
The boy looks quite startled to see you. Assuming you tell Croxton about what is going on, he looks very sternly at the boy. "Ben Cook, you are in a LOT of trouble. Go home and stay out of men's business." The boy runs away top speed as the reverand emerges. Croxton looks at him, fixes him with a stare and snarles rather lowly "reverand, if you want to join the British, then leave. If you stay, fine. But I'm going to have people watching you.
For now, I'll have two men watching the church until this business is finished. Stay there and do not cause us any trouble!"
We are going to move on to the ambush, is there anything else the party wants to do before that?
The boy looks quite startled to see you. Assuming you tell Croxton about what is going on, he looks very sternly at the boy. "Ben Cook, you are in a LOT of trouble. Go home and stay out of men's business." The boy runs away top speed as the reverand emerges. Croxton looks at him, fixes him with a stare and snarles rather lowly "reverand, if you want to join the British, then leave. If you stay, fine. But I'm going to have people watching you.
For now, I'll have two men watching the church until this business is finished. Stay there and do not cause us any trouble!"
We are going to move on to the ambush, is there anything else the party wants to do before that?
Chris- Posts : 9517
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- Post n°106
Re: Revolution Calling
whit10 wrote:
We are going to move on to the ambush, is there anything else the party wants to do before that?
Pray
Coffin kneels near his makeshift log gun and clasps his hands. Afterwards, he looks at the small locket with a drawing of his deceased wife. "See you soon, my dear."
whit10- Posts : 6622
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- Post n°107
Re: Revolution Calling
Are Jeaupear and King ready? (just making sure before I commence the ambush)
navyik- Posts : 5040
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- Post n°108
Re: Revolution Calling
All set.
Whitey- Posts : 1761
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- Post n°109
Re: Revolution Calling
King loads his carbine and pistol, loosens his knife I. Its scabbard and lies quietly in wait by the bridge.
whit10- Posts : 6622
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- Post n°110
Re: Revolution Calling
Please give me a position then - the British have not actually arrived yet (ignore the tokens), that's just for representation for when you all act. That's assuming I read through all of the preparations right:
The skiff and canoes are concealed down by the river
Alarm on the bridge
A grenade against the carriage at the right time?
Coffin is using a gambit for a cannon, at which time the volunteers come out, he does another gambit (yes Chris, that is how we should handle it)
The skiff and canoes are concealed down by the river
You hopefully mop up....
The skiff and canoes are concealed down by the river
Alarm on the bridge
A grenade against the carriage at the right time?
Coffin is using a gambit for a cannon, at which time the volunteers come out, he does another gambit (yes Chris, that is how we should handle it)
The skiff and canoes are concealed down by the river
You hopefully mop up....
Chris- Posts : 9517
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- Post n°111
Re: Revolution Calling
Coffin - off the map line 9 behind the first tree stump or whatever he can setup the log gun on practically.
Whitey- Posts : 1761
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- Post n°112
Re: Revolution Calling
Whitey wrote:King will communicate the position of the skiff under the bridge and the two canoes camouflaged along the shore (N-10,11,12 respectively).
He’ll use his Alarm gambit to set the ambush trigger on the bridge (audible alarm):
He’ll position himself for the ambush at O-8, doing his best troll-under-the bridge impression.
Stealth:
Sat Nov 25 2023 10:33:35 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 10 to total : 15, + 10, TOTAL: 25
whit10- Posts : 6622
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- Post n°113
Re: Revolution Calling
sorry, missed that you had posted a position.
Ok, just need Jeaupear and it will begin
Ok, just need Jeaupear and it will begin
navyik- Posts : 5040
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- Post n°114
Re: Revolution Calling
Jeaupear is at N-10 ready to toss a grenade under the wagon wheel.
Upon the approach of the column he uses the fog of war gambit.
Fog of War 1st-level illusion Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 10 minutes Ducking out of view, you vanish from sight. For the duration, you become heavily obscured as long as you remain behind cover and all Wisdom (Perception) checks made to detect your presence are made with disadvantage. If you make an attack, cast a gambit, or move more than half your speed in a round, this gambit immediately ends.
A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see Conditions ) when trying to see something in that area.
Stealth
Result of the throw of dice "1d20 +6" :
7 + 6 = 13
Perception made at disadvantage.
Upon the approach of the column he uses the fog of war gambit.
Fog of War 1st-level illusion Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 10 minutes Ducking out of view, you vanish from sight. For the duration, you become heavily obscured as long as you remain behind cover and all Wisdom (Perception) checks made to detect your presence are made with disadvantage. If you make an attack, cast a gambit, or move more than half your speed in a round, this gambit immediately ends.
A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see Conditions ) when trying to see something in that area.
Stealth
Result of the throw of dice "1d20 +6" :
7 + 6 = 13
Perception made at disadvantage.
whit10- Posts : 6622
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- Post n°115
Re: Revolution Calling
ok, here we go....
Perception checks on Jeaupear: (the officer is mounted alongside the column and wagon) the officer and front 4 get checks
Disadvantage;
Ofc.:
Tue Nov 28 2023 15:48:05 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 3 to total : 5, + 3, TOTAL: 8
Tue Nov 28 2023 15:48:04 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 3 to total : 11, + 3, TOTAL: 14
you lucky bastard... lol
Soldiers:
I won't post it here... they all failed (nice ability there with the disadvantage!)
The column continues to move in your direction. All of the redcoats are Surprised.
(GM's note: as usual, the rules for surprise in 5E kinda suck. It's a condition, not a round or anything like that. They are considered surprised.)
If I'm understanding things correctly, Jeaupear is going to start things.
Map is current: if you hold until they are on or right at the bridge, that will be one more round, essentially)
Perception checks on Jeaupear: (the officer is mounted alongside the column and wagon) the officer and front 4 get checks
Disadvantage;
Ofc.:
Tue Nov 28 2023 15:48:05 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 3 to total : 5, + 3, TOTAL: 8
Tue Nov 28 2023 15:48:04 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 3 to total : 11, + 3, TOTAL: 14
you lucky bastard... lol
Soldiers:
I won't post it here... they all failed (nice ability there with the disadvantage!)
The column continues to move in your direction. All of the redcoats are Surprised.
(GM's note: as usual, the rules for surprise in 5E kinda suck. It's a condition, not a round or anything like that. They are considered surprised.)
If I'm understanding things correctly, Jeaupear is going to start things.
Map is current: if you hold until they are on or right at the bridge, that will be one more round, essentially)
navyik- Posts : 5040
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- Post n°116
Re: Revolution Calling
Right when hoofbeats ring on the bridge. I believe we were going on the alarm signal.
whit10- Posts : 6622
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- Post n°117
Re: Revolution Calling
Whitey- Posts : 1761
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- Post n°118
Re: Revolution Calling
Mr GM, I know King didn’t state a location for the alarm, but he did state his intent to lure the Brits on to the bridge before springing the trap. Any chance to retcon that?
whit10- Posts : 6622
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- Post n°119
Re: Revolution Calling
we can play a little loose at first for this. Yes, I will retcon this one time.
So, is Jeaupear going to be somewhere else? He's right in the middle of the bridge.... (at least I believe that's where he wanted to be placed)
So, is Jeaupear going to be somewhere else? He's right in the middle of the bridge.... (at least I believe that's where he wanted to be placed)
navyik- Posts : 5040
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- Post n°120
Re: Revolution Calling
Jeaupear is UNDER the bridge. If he can’t be under it there then he can be crouched in the riverbank at O-11
whit10- Posts : 6622
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- Post n°121
Re: Revolution Calling
ah, ok. No worries about his placement.
Ok, let's just ignore that last exchange. They still can't see Jeaupear.
The alarm goes off. The wagon and 4 troops are on the bridge and the rest of the troops (including the officer) are staying behind it until the carriage clears the bridge.
Ok, let's just ignore that last exchange. They still can't see Jeaupear.
The alarm goes off. The wagon and 4 troops are on the bridge and the rest of the troops (including the officer) are staying behind it until the carriage clears the bridge.
Chris- Posts : 9517
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- Post n°122
Re: Revolution Calling
Coffin watches the parade patiently, "A little closer...." he thinks to himself, "just a little more...." It reminds him of whaling at sea as the anticipation of the kill plays havoc on a man's nerves. A tune that he would sing to calm himself while manning the harpoon gun comes to mind. He hums it quietly.
I am on the Downeaster Alexa
More and more miles from shore every year
Tell my wife I am trolling Atlantis
for there's no luck in swordfishing here
yaaa yoh, ya ya yah, yaaa yoh
I am a bayman like my father was before
Can't make a living as a bayman anymore
They say these waters aren't what they used to be
But I got people back on land who count on me
yaaa yoh, ya ya yah, yaaa yoh
I am on the Downeaster Alexa
More and more miles from shore every year
Tell my wife I am trolling Atlantis
for there's no luck in swordfishing here
yaaa yoh, ya ya yah, yaaa yoh
I am a bayman like my father was before
Can't make a living as a bayman anymore
They say these waters aren't what they used to be
But I got people back on land who count on me
yaaa yoh, ya ya yah, yaaa yoh
whit10- Posts : 6622
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- Post n°123
Re: Revolution Calling
Chris wrote:Coffin watches the parade patiently, "A little closer...." he thinks to himself, "just a little more...." It reminds him of whaling at sea as the anticipation of the kill plays havoc on a man's nerves. A tune that he would sing to calm himself while manning the harpoon gun comes to mind. He hums it quietly.
I am on the Downeaster Alexa
More and more miles from shore every year
Tell my wife I am trolling Atlantis
for there's no luck in swordfishing here
yaaa yoh, ya ya yah, yaaa yoh
I am a bayman like my father was before
Can't make a living as a bayman anymore
They say these waters aren't what they used to be
But I got people back on land who count on me
yaaa yoh, ya ya yah, yaaa yoh
whit10- Posts : 6622
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- Post n°124
Re: Revolution Calling
Whitey- Posts : 1761
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- Post n°125
Re: Revolution Calling
King will remain hidden until Coffin’s Irregulars let fly their volley. His carbine is aimed at the closest Brit to his position.
Initiative?
Wed Nov 29 2023 17:40:32 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 3 to total : 9, + 3, TOTAL: 12
Initiative?
Wed Nov 29 2023 17:40:32 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 3 to total : 9, + 3, TOTAL: 12
whit10- Posts : 6622
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- Post n°126
Re: Revolution Calling
dammit, yes, Initiative. Forgot to post that.
Although I believe the plan was to wait for the grenade first?
Although I believe the plan was to wait for the grenade first?
Whitey- Posts : 1761
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- Post n°127
Re: Revolution Calling
Surprise round for volley and grenade?
navyik- Posts : 5040
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- Post n°128
Re: Revolution Calling
Jeaupear
Initiative
Result of the throw of dice "1d20 +4" :
15 + 4 = 19
Initiative
Result of the throw of dice "1d20 +4" :
15 + 4 = 19
Chris- Posts : 9517
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- Post n°129
Re: Revolution Calling
Coffin's initiative
Result of the throw of dice "1d20 +2" :
6 + 2 = 8
Result of the throw of dice "1d20 +2" :
6 + 2 = 8
whit10- Posts : 6622
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- Post n°130
Re: Revolution Calling
my understanding was that the volley was going to come after the initial attack.... that's what was posted in the planning conversation though.
Yes, surprise round.
Go ahead Jeaupear, then King can go. The plan was for Coffin to then engage and the volley would follow (unless I read that completely wrong)
Yes, surprise round.
Go ahead Jeaupear, then King can go. The plan was for Coffin to then engage and the volley would follow (unless I read that completely wrong)
Whitey- Posts : 1761
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- Post n°131
Re: Revolution Calling
Mr. GM, this is where we left it:
So, Order Volley is triggered by the alarm bell, then Surprise Round?
Chris wrote:Whitey wrote:“duration: 8 hours, until disrupted or triggered”
The Alarm bell King set could be the trigger…
Sounds good!
So, Order Volley is triggered by the alarm bell, then Surprise Round?
whit10- Posts : 6622
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- Post n°132
Re: Revolution Calling
Chris, can you help me out here? Wasn't the volley going to happen after Coffin used his make-shift cannon?
Chris- Posts : 9517
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- Post n°133
Re: Revolution Calling
Whitey wrote:Mr. GM, this is where we left it:Chris wrote:Whitey wrote:“duration: 8 hours, until disrupted or triggered”
The Alarm bell King set could be the trigger…
Sounds good!
So, Order Volley is triggered by the alarm bell, then Surprise Round?
That is where I thought we left it too. Sorry for any confusion.
Are we ready for the volley?
if so, here is the relevant Gambit text
Each creature in the area of effect
of the volley must make a Dexterity saving throw, taking
4d6 damage on a failed save, or half as much damage
on a successful one. If you choose bows, the volley
does piercing damage in a 30-foot radius. If you choose
muskets, the volley does ballistic damage in a 20-foot
wide line 100 feet long—the line must begin behind cover
or some other obscuring terrain.
I would imagine that hits either the top 5 or the bottom 6 depending on which way they aim. I assume the 100 ft long is starting at their position with a 20ft wide path. I would target the 6 on the bottom, but since I didn't specify, I leave that up to GM judgement as to the best straight line without losing any targets due to angles or without endangering King or JP. Either cluster is fine, really.
damage
Result of the throw of dice "4d6" :
5 + 6 + 3 + 2 = 16
save DC = 16
whit10- Posts : 6622
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- Post n°134
Re: Revolution Calling
ok, the volley goes off as the volunteers emerge from the trees
the volley targets the bottom six
six saves vs DC 16
Thu Nov 30 2023 10:23:40 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 1 to total : 14, + 1, TOTAL: 15
Thu Nov 30 2023 10:23:39 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 1 to total : 10, + 1, TOTAL: 11
Thu Nov 30 2023 10:23:37 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 1 to total : 9, + 1, TOTAL: 10
Thu Nov 30 2023 10:23:35 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 1 to total : 13, + 1, TOTAL: 14
Thu Nov 30 2023 10:23:34 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 1 to total : 17, + 1, TOTAL: 18
Thu Nov 30 2023 10:23:33 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 1 to total : 5, + 1, TOTAL: 6
oh dear, well.... good friggin job volunteers and use of a Gambit!!
5 go down dead, one is still alive and trying to figure out what happened to him. The officer screams out "ambush, defend the carriage"
I believe that Jeaupear is now up...
the volley targets the bottom six
six saves vs DC 16
Thu Nov 30 2023 10:23:40 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 1 to total : 14, + 1, TOTAL: 15
Thu Nov 30 2023 10:23:39 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 1 to total : 10, + 1, TOTAL: 11
Thu Nov 30 2023 10:23:37 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 1 to total : 9, + 1, TOTAL: 10
Thu Nov 30 2023 10:23:35 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 1 to total : 13, + 1, TOTAL: 14
Thu Nov 30 2023 10:23:34 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 1 to total : 17, + 1, TOTAL: 18
Thu Nov 30 2023 10:23:33 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 1 to total : 5, + 1, TOTAL: 6
oh dear, well.... good friggin job volunteers and use of a Gambit!!
5 go down dead, one is still alive and trying to figure out what happened to him. The officer screams out "ambush, defend the carriage"
I believe that Jeaupear is now up...
navyik- Posts : 5040
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- Post n°135
Re: Revolution Calling
Jeaupear De Chandeau
HP 45 / 45
AC 17
Move 30
Dark vision
Initiative 19
Jopah attacks with the grenade, rolling it roughly to O-10 targeting the carriage wheel. He then takes cover under the bridge.
Gimme a second to find the information.
Result of the throw of dice "1d20 +4" :
5 + 4 = 9
The grenade misses. According to the rules it’s a dud and bounces harmlessly away.
HP 45 / 45
AC 17
Move 30
Dark vision
Initiative 19
Jopah attacks with the grenade, rolling it roughly to O-10 targeting the carriage wheel. He then takes cover under the bridge.
Gimme a second to find the information.
Result of the throw of dice "1d20 +4" :
5 + 4 = 9
The grenade misses. According to the rules it’s a dud and bounces harmlessly away.
whit10- Posts : 6622
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- Post n°136
Re: Revolution Calling
yep, the grenade does nothing.
Mr. King may go
Mr. King may go
Chris- Posts : 9517
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- Post n°137
Re: Revolution Calling
navyik wrote:
The grenade misses. According to the rules it’s a dud and bounces harmlessly away.
you had 1 job, Frenchie....
Whitey- Posts : 1761
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- Post n°138
Re: Revolution Calling
King will attempt to dispatch the remaining member of the rear guard. He will fire his carbine:
Thu Nov 30 2023 16:08:04 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 8 to total : 14, + 8, TOTAL: 22
Assuming that hits. Damage:
Thu Nov 30 2023 16:09:51 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 2d10 + 0 to total : 3, 9, TOTAL: 12
I’ll declare King’s movement pending results of the attack…
Thu Nov 30 2023 16:08:04 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 8 to total : 14, + 8, TOTAL: 22
Assuming that hits. Damage:
Thu Nov 30 2023 16:09:51 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 2d10 + 0 to total : 3, 9, TOTAL: 12
I’ll declare King’s movement pending results of the attack…
whit10- Posts : 6622
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- Post n°139
Re: Revolution Calling
The sixth member of the rear guard, already wounded and bewildered... drops dead with King's pinpoint shot.
Remaining actions?
Remaining actions?
Whitey- Posts : 1761
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- Post n°140
Re: Revolution Calling
King will drop his carbine on the bank and move around the bridge abutment to.Q-9, taking cover behind the wagon. If he is able, he’ll grab one of the fallen soldiers’ rifles. Assuming it is loaded?
King is done with Surprise Round
King is done with Surprise Round
whit10- Posts : 6622
Join date : 2012-03-27
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(19/19)
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(1/0)
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- Post n°141
Re: Revolution Calling
Chris- Posts : 9517
Join date : 2011-10-26
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(35/35)
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(0/0)
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- Post n°142
Re: Revolution Calling
Coffin sights up the wagon since Frenchie didn't disable it.
GM - I am not really sure how cannons work, so I am will c\p the rules as I understand them but please help if you read it otherwise
pgs 58-59 for reference
**NOTE - Coffin uses CHA since its a Gambit and not real **
In order to fire an artillery piece, the gunner must select
a target or a target point as determined by the loaded
ordnance and make an artillery attack roll.
When a creature acts as a gunner, it uses its Intelligence
modifier to make artillery attacks and to set the saving
throw DC for ordnance effects. The gunner can add its
proficiency bonus to artillery attacks and save DCs only
if it is proficient. A character proficient with martial
weapons is proficient with artillery.
Artillery attack modifier = proficiency bonus (if any) +
gunner's Intelligence modifier
Artillery save DC = 8 + proficiency bonus (if any) +
gunner's Intelligence modifier
Coffin declares the wagon as the target.
An artillery attack targets either a single creature, object, vehicle, or
target point, depending on the ordnance used.
Ordnance with an area of effect must successfully hit
a target point to be effective. A target point has an AC of
10 and gains the benefit of cover as usual, increasing to
an AC of 12 if the point is behind half cover, or 15 if it
is behind three-quarters cover.
On a hit, each creature in the area of effect must make
a Dexterity saving throw (a vehicle or object must make a
Constitution saving throw instead). Targets within the area
take the artillery piece's damage on a failed save, or half as
much damage on a successful one. On a miss the ordnance
is ineffective, but at the GM's discretion may have a minor
impact on the scene.
Ordnance fired in a line or cone continues in its path until
it reaches its target point, unless it strikes a solid barrier such
as a fortification, vehicle, or other protective terrain that it
cannot penetrate. Small walls, picket fences, underbrush,
or loose vegetation may provide a cover bonus to creatures,
but are insufficient to block the path of the ordnance.
Here is the Gambit rules again
Makeshift Cannon
Small Cannon (2-pound gun) — 50 lb.
Armor Class: 13 (pine)
Hit Points: 25 (damage threshold 5)
Maximum Crew: 4
Damage: 6d6 ballistic
Misfire Score: 6
Range: 75/300 feet
Damage Immunities: poison, psychic
Available Ordnance: round shot (£ 1, 10s), wadded shot (£ 2)
Round Shot (5-foot-wide line). Standard artillery
ordnance, an iron cannonball. This shot fires as a line that
is 5 feet wide for a length equal to ⅔ the piece's range,
centered on the muzzle. Targets at long range have
advantage on their saving throws.
Result of the throw of dice "1d20 +6" :
8 + 6 = 14
Ok, so as I read this.... Coffin was in line 9. He targeted the wagon (AC 10 or maybe 12 if the guys count as partial cover) so everything in a 5ft wide line gets hit by the cannonball. That should be the officer, 2 grunts and then the wagon?
damage
Result of the throw of dice "6d6" :
6 + 2 + 2 + 5 + 3 + 4 = 22
They get a dex save for the guys and con save for the wagon at DC 14
That is Coffin's Action. He will move to B-8 behind the stump and crouch\drop prone (whatever you say is appropriate) behind the C-8 stump.
Let me know if you think some\all of that is wrong and if I need to roll something differently
GM - I am not really sure how cannons work, so I am will c\p the rules as I understand them but please help if you read it otherwise
pgs 58-59 for reference
**NOTE - Coffin uses CHA since its a Gambit and not real **
In order to fire an artillery piece, the gunner must select
a target or a target point as determined by the loaded
ordnance and make an artillery attack roll.
When a creature acts as a gunner, it uses its Intelligence
modifier to make artillery attacks and to set the saving
throw DC for ordnance effects. The gunner can add its
proficiency bonus to artillery attacks and save DCs only
if it is proficient. A character proficient with martial
weapons is proficient with artillery.
Artillery attack modifier = proficiency bonus (if any) +
gunner's Intelligence modifier
Artillery save DC = 8 + proficiency bonus (if any) +
gunner's Intelligence modifier
Coffin declares the wagon as the target.
An artillery attack targets either a single creature, object, vehicle, or
target point, depending on the ordnance used.
Ordnance with an area of effect must successfully hit
a target point to be effective. A target point has an AC of
10 and gains the benefit of cover as usual, increasing to
an AC of 12 if the point is behind half cover, or 15 if it
is behind three-quarters cover.
On a hit, each creature in the area of effect must make
a Dexterity saving throw (a vehicle or object must make a
Constitution saving throw instead). Targets within the area
take the artillery piece's damage on a failed save, or half as
much damage on a successful one. On a miss the ordnance
is ineffective, but at the GM's discretion may have a minor
impact on the scene.
Ordnance fired in a line or cone continues in its path until
it reaches its target point, unless it strikes a solid barrier such
as a fortification, vehicle, or other protective terrain that it
cannot penetrate. Small walls, picket fences, underbrush,
or loose vegetation may provide a cover bonus to creatures,
but are insufficient to block the path of the ordnance.
Here is the Gambit rules again
Makeshift Cannon
Small Cannon (2-pound gun) — 50 lb.
Armor Class: 13 (pine)
Hit Points: 25 (damage threshold 5)
Maximum Crew: 4
Damage: 6d6 ballistic
Misfire Score: 6
Range: 75/300 feet
Damage Immunities: poison, psychic
Available Ordnance: round shot (£ 1, 10s), wadded shot (£ 2)
Round Shot (5-foot-wide line). Standard artillery
ordnance, an iron cannonball. This shot fires as a line that
is 5 feet wide for a length equal to ⅔ the piece's range,
centered on the muzzle. Targets at long range have
advantage on their saving throws.
Result of the throw of dice "1d20 +6" :
8 + 6 = 14
Ok, so as I read this.... Coffin was in line 9. He targeted the wagon (AC 10 or maybe 12 if the guys count as partial cover) so everything in a 5ft wide line gets hit by the cannonball. That should be the officer, 2 grunts and then the wagon?
damage
Result of the throw of dice "6d6" :
6 + 2 + 2 + 5 + 3 + 4 = 22
They get a dex save for the guys and con save for the wagon at DC 14
That is Coffin's Action. He will move to B-8 behind the stump and crouch\drop prone (whatever you say is appropriate) behind the C-8 stump.
Let me know if you think some\all of that is wrong and if I need to roll something differently
whit10- Posts : 6622
Join date : 2012-03-27
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Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°143
Re: Revolution Calling
I think that's all ok but I will dig into it and post later today. Just a rather busy day
whit10- Posts : 6622
Join date : 2012-03-27
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Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°144
Re: Revolution Calling
I did the rolls for the Ofc and wagon, that was enough damage to kill the two soldiers.
THe officer is wounded and his horse drops; but he is still alive.
The carriage is badly damaged and one wheel came off as well as considerable cosmetic damage.
Surprise round is over. Here is an updated map.
Initiative order:
Jeaupear - 19
Officer - 13
King - 12
remaining soldiers - 10
Coffin - 8
THe officer is wounded and his horse drops; but he is still alive.
The carriage is badly damaged and one wheel came off as well as considerable cosmetic damage.
Surprise round is over. Here is an updated map.
Initiative order:
Jeaupear - 19
Officer - 13
King - 12
remaining soldiers - 10
Coffin - 8
navyik- Posts : 5040
Join date : 2012-03-22
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(68/68)
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(0/0)
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- Post n°145
Re: Revolution Calling
Does the driver of the carriage appear to be a combatant? Do there appear to be passengers?
whit10- Posts : 6622
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(19/19)
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- Post n°146
Re: Revolution Calling
no and yes, respectively. There is a "shotgun" position. Both appear to be alive
navyik- Posts : 5040
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- Post n°147
Re: Revolution Calling
Jeaupear De Chandeau
HP 45 / 45
AC 17
Move 30
Dark vision
Initiative 19
Jeaupear hops the creek and moves to I-13 and crouches behind the stump. He aims his musket at one of the soldiers still standing and fires.
Result of the throw of dice "1d20 +7" :
3 + 7 = 10
“Whore of shit!”
HP 45 / 45
AC 17
Move 30
Dark vision
Initiative 19
Jeaupear hops the creek and moves to I-13 and crouches behind the stump. He aims his musket at one of the soldiers still standing and fires.
Result of the throw of dice "1d20 +7" :
3 + 7 = 10
“Whore of shit!”
whit10- Posts : 6622
Join date : 2012-03-27
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(19/19)
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(1/0)
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- Post n°148
Re: Revolution Calling
oh dear... well, you had to play a Frenchman in a campaign I'm running. You were bound to be cursed.
Unless Jeaupear has any bonus actions left....
The officer sees the shot, pulls two pistols out and tries to shoot the unlucky Frenchman.
Sat Dec 02 2023 09:03:56 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 5 to total : 4, + 5, TOTAL: 9
Sat Dec 02 2023 09:03:55 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 5 to total : 19, + 5, TOTAL: 24
One miss, one near crit (but still normal damage)
Sat Dec 02 2023 09:05:03 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 2d8 + 3 to total : 5, 5, + 3, TOTAL: 13
13 piercing damage to Jeaupear. The officer is done.
Mr. King is up.
Unless Jeaupear has any bonus actions left....
The officer sees the shot, pulls two pistols out and tries to shoot the unlucky Frenchman.
Sat Dec 02 2023 09:03:56 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 5 to total : 4, + 5, TOTAL: 9
Sat Dec 02 2023 09:03:55 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 5 to total : 19, + 5, TOTAL: 24
One miss, one near crit (but still normal damage)
Sat Dec 02 2023 09:05:03 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 2d8 + 3 to total : 5, 5, + 3, TOTAL: 13
13 piercing damage to Jeaupear. The officer is done.
Mr. King is up.
Whitey- Posts : 1761
Join date : 2017-09-17
Age : 48
Location : ColoRADo
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(30/30)
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(0/0)
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- Post n°149
Re: Revolution Calling
King will raise the fallen soldier’s musket and fire at the officer.
Sat Dec 02 2023 15:27:42 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 8 to total : 3, + 8, TOTAL: 11
Oof. Guessing that’s a miss?
He’ll drop the musket, slide to Q-9 and take cover behind the disabled wagon. He’ll draw his pistol and be finished.
Sat Dec 02 2023 15:27:42 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 8 to total : 3, + 8, TOTAL: 11
Oof. Guessing that’s a miss?
He’ll drop the musket, slide to Q-9 and take cover behind the disabled wagon. He’ll draw his pistol and be finished.
whit10- Posts : 6622
Join date : 2012-03-27
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- Post n°150
Re: Revolution Calling
yep, that's a miss.
The two remaining foot soldiers shoot at Jeaupear, since he's the most immediate threat
They have this ability:
Regimented. The footman cannot score a critical hit. The footman
has advantage on attack rolls if an ally with the Regimented
trait is within 5 feet and isn't incapacitated.
Two shots at advantage:
we hadn't actually discussed the cover provided by the tree stumps. We'll call them 3/4 cover so, +5 to AC
Sat Dec 02 2023 17:36:55 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 3 to total : 17, + 3, TOTAL: 20
Sat Dec 02 2023 17:36:54 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 3 to total : 3, + 3, TOTAL: 6
Sat Dec 02 2023 17:36:27 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 3 to total : 9, + 3, TOTAL: 12
Sat Dec 02 2023 17:36:26 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 3 to total : 10, + 3, TOTAL: 13
cover saves Jeaupear. No hits.
each reloads (as does the officer, forgot to post that earlier)
Coffin is up!
The two remaining foot soldiers shoot at Jeaupear, since he's the most immediate threat
They have this ability:
Regimented. The footman cannot score a critical hit. The footman
has advantage on attack rolls if an ally with the Regimented
trait is within 5 feet and isn't incapacitated.
Two shots at advantage:
we hadn't actually discussed the cover provided by the tree stumps. We'll call them 3/4 cover so, +5 to AC
Sat Dec 02 2023 17:36:55 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 3 to total : 17, + 3, TOTAL: 20
Sat Dec 02 2023 17:36:54 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 3 to total : 3, + 3, TOTAL: 6
Sat Dec 02 2023 17:36:27 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 3 to total : 9, + 3, TOTAL: 12
Sat Dec 02 2023 17:36:26 GMT-0700 (Mountain Standard Time)
Rolling line 1 : 1d20 + 3 to total : 10, + 3, TOTAL: 13
cover saves Jeaupear. No hits.
each reloads (as does the officer, forgot to post that earlier)
Coffin is up!
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