Theran, Clan Silverlight |
*The old crusader is brave, but why is he so damned slow?!* he thinks to himself as he walks slowly, staying alongside Steave. As he walks, he mumbles something to himself that even he doesn't understand. For a moment he sees moonlight on his skin, but that passes.
Casting Shield of Faith and advancing 40' 20'/turn
Galin Solatar |
Galin draws his bow as they continue forward, There are voices up ahead, be on your guard.
With that, a burst of white light shines from his hands, illuminating the air around the group for just a moment before settling onto their shoulders and sinking into their shoulders and increasing their combat ability. Bless, so a +1 to hit. If everyone's okay with it, I'd prefer to start combat from a distance with ranged weapons so they have to come to us.
Yridhrennor Arahaelon |
"Lucht siúil ársa na farraige síoraí, a chosaint mo cosán an oíche!" A thousand glowing starts fill cavern above and then fall, covering Yridhrennor in a light glowing dust in the shape of magnificent full plate armor before disappearing. He readies his crossbow for the first sign of trouble.
"Stay with me, elf." Falfaeren flutters and sits on the wizard's shoulder. "Who knows what things down here like to eat ravens."
flavor-text mage armor duration 1 hour
Samnell |
Making sure I've got it all:
Abelard: divine favor
Galin: bless
Saito: mage armor
Steave: detect evil
Theran: shield of faith
Yridhrennor: mage armor
Six PCs. Six buffs. :)
The crusaders make their wardings and advance through the tunnel, working past numerous small bends where rock resisted the blandishments of chisel and pick. Steave's divine sense reached out into the night ahead again and again, but found no hearts lost to darkness.
After some time, the tunnel widened into a cavern. Barracades made of loose rocks and boards cut the rough chamber in half. Past them, a wooden screen covered the lower half of a tunnel mouth.
As the crusaders draw near, a misshapen mongrelman appears at the edge of Abelard's hazy vision, skulking behind one of the barricades. Galin spots the same one, and another behind the other breastwork. At the same moment, Yridhrennor sees both skulkers in a flash of prescience.
Abelard, Galin, and Yridhrennor get their move or attack for the surprise. As do the mongrels, who heard you coming. Initiative order is Galin, Yridhrennor, Saito, Steave, Theran, Mongrelbadguys, Abelard. Map is linked up top.
Abelard: 1d20 + 2 ⇒ (1) + 2 = 3
Galin: 1d20 + 4 ⇒ (19) + 4 = 23
Saito: 1d20 + 6 ⇒ (4) + 6 = 10
Steave: 1d20 + 2 ⇒ (5) + 2 = 7
Theran: 1d20 + 0 ⇒ (6) + 0 = 6
Yridhrennor: 1d20 + 10 ⇒ (1) + 10 = 11 always acts in surprise
Mongrelbaddies: 1d20 + 1 ⇒ (4) + 1 = 5
Stealth: 1d20 + 13 ⇒ (14) + 13 = 27
Abelard: 1d20 + 4 ⇒ (6) + 4 = 10 (vision/darkvision to 30 ft only)
Galin: 1d20 + 11 ⇒ (2) + 11 = 13
Saito: 1d20 + 1 ⇒ (19) + 1 = 20
Steave: 1d20 + 4 ⇒ (4) + 4 = 8 darkvision 60ft.
Theran: 1d20 + 4 ⇒ (18) + 4 = 22
Yridhrennor: 1d20 + 8 ⇒ (17) + 8 = 25 low-light vision
Abelard is just barely in range to see the nearer of the two. Galin is the only other one who spots them hiding behind the barricades. So they and the mongrels, plus Yridhrennor with his school power, get surprise actions.
Samnell |
Realized I forgot to share ACs. The mongrels have 13, touch 11, flat 12. Plus two points from cover behind the barricade.
Galin raises his bow and fires at the nearest mongrelman that he can see,
[dice=Attack]1d20+6
[dice=Damage]1d8
Galin aims true, but the mongrel ducks at the last moment and turns a clean kill into a grazed shoulder. He makes a bestial howl of pain and hate.
Next up is Yridhrennor, then Abelard. Then bad guys and normal rounds.
Yridhrennor Arahaelon |
Yridhrennor slips forward down the tunnel. His hands already begin to glow with arcane energy.
Samnell |
Abelard advanced, coming up to the nearer breastwork. The mongrels howled the alarm and pressed up on the other side, swinging their clubs. Abelard dodged the first blow and took the second with the best-padded section of his chain, ensuring it did no lasting harm.
M1: 1d20 + 4 ⇒ (10) + 4 = 14
M2: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative order is Galin, Yridhrennor, Saito, Steave, Theran, Mongrelbadguys, Abelard. Map is linked up top.
Steave Rojerz |
Round 1
Steave winds up and looses his sling bullet, which goes wide. Then, he draws even with Abelard with only an empty sling in hand. "Surrender, and you will be spared."
Sling & Bullet with Precise Shot: 1d20 + 3 ⇒ (6) + 3 = 9
move next to Abelard
I think there's a way to assign tokens to player's on Roll20, so we can move ourselves.
Saito Samson |
Assuming they don't surrender and that his path is clear for a charge when he goes. He'll charge whichever is open.
Saito charges forward soundlessly and brings his greatsword down in an overhead chop, looking to end the mongrel as quickly and painlessly as possible.
Greatsword Power Attack: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 Damage: 2d6 + 9 ⇒ (5, 1) + 9 = 15
Yridhrennor Arahaelon |
"Oíche Máthair, caith do líon dorcha thar mo naimhde. Lig a súile sruth dlúth agus a líonadh le gaineamh aisling." Yrdihrennor scoops a handful of dirt from the tunnel and throws it out towards the mongrelfolk. The dirt sparkles in the air and slowly floats into their eyes.
Let's try SLEEP! DC 16
Samnell |
Galin opened fire once more, this time planting an arrow in the same mongrel's side as Yridhrennor begins a lengthy spell.
Eschewing battle cries, Saito lunged forward. His blade swung up and came down on the misshapen creature's head, splitting it in twain.
Steave's sling bullet flew wild and he advanced, pleading for peace.
Galin
Shooty: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d8 ⇒ 4
Yridhrennor
Sleep takes a whole round to cast. It'll go off on his initiative next round.
Saito: eesh. That greatsword is a killer. :)
Up to Theran now. Then bad guys, then Abelard, then we loop back.
Theran, Clan Silverlight |
Theran moves up, glad to be able to stretch his legs after shuffling along with the slower ones. As he moves, he begins swinging his hammer to build up momentum. As he rounds around he'll let fly at the last remaining cultist.
Hammer w/ Power attack: 1d20 + 3 ⇒ (16) + 3 = 19
Hammer Damage: 2d6 + 7 ⇒ (3, 3) + 7 = 13
Samnell |
Theran's blow staggers the last mongrel, smashing into its shoulder and missing the creature's head by inches. In desperation, the mongrel whirled and swung its club at the Clan. The spirits of the clan warned Theran just in time to turn a painful blow into a glancing one with a quick step.
M2 attack: 1d20 + 4 ⇒ (16) + 4 = 20 hit even with shield of faith
damage: 1d6 + 3 ⇒ (1) + 3 = 4
Initiative order is Galin, Yridhrennor, Saito, Steave, Theran, Mongrelbadguys, Abelard. Abelard's next.
Abelard Lassmar |
Abelard grips his falchion and swings it at the enemy. Although it may look as though he is simply relying on brute force, an observer would note that he nevertheless manages a degree of control and that his blade is always somehow threatening the opponent's weakest areas. His years of training in swordsmanship mean that the cover provided by the barricade and his limited vision are no obstacles at all; his blade strikes true, and hard.
Falchion (BAB, Str, Weapon Focus, Bless, Divine Favour ): 1d20 + 1 + 4 + 1 + 1 + 1 ⇒ (14) + 1 + 4 + 1 + 1 + 1 = 22
Furious Focus means that there's no penalty to attack roll for using Power Attack
Damage (Str 2-H, Divine Favour, Power Attack 2-H): 2d4 + 6 + 1 + 3 ⇒ (3, 2) + 6 + 1 + 3 = 15
Samnell |
Abelard dispatched the second, and last, traitor mongrelfolk with a powerful but skillful blow that cut the creature from shoulder to heart.
Even as the mongrel fell, shouts of alarm rang out from the chamber beyond the barricades and the wooden screen thereafter.
And we're out of rounds at least for the moment. Might be back in soon, but I don't want to get us locked into a permanent state of battle once the map comes out just because. The screen is represented by a door icon on the map.
Steave Rojerz |
Steave stows his sling in his weapon's belt and starts to search the mongrelmen looking for anything useful such as life, keys, etc.
Perception take 10+4=14
Theran, Clan Silverlight |
"What are you doing? There's more of these damned bastards out there. We swore to help." With that he'll burst through the screen.
Yeah, the barbarian calling out the paladin. Good times!
Saito Samson |
Saito flicks his blade to the side in a curiously easy and smooth motion considering the size of the weapon, scattering droplets of gore off his blade.
"Leave this world fast and rest easy." He beckons the mongrelman he downed.
His blade free of extraneous gore he prepares for the next battle.
Steave Rojerz |
"Checking to see if they still live or have keys." Steave replies to Theran without looking at him.
Samnell |
Steave finds the mongrels have only filthy clothes and stout cudgels on their persons.
"What are you doing? There's more of these damned bastards out there. We swore to help." With that he'll burst through the screen.
Yeah, the barbarian calling out the paladin. Good times!
I don't think that's ever happened in a game I've run before. :)
Theran bursts through the wooden screen and into a chamber smelling of cooked meat and rank bodies. More than a dozen bedrolls, each piled with coarse blankets and animal furs surround a fire pit filled with glowing coals. Tanned hides hang from the walls, each stretched over a rough frame and painted with crude scenes of deformed humanoids hunting giant vermin in caves.
The last of Clan Silverlight very nearly falls over a pair of mongrelfolk near the screen, just rousing themselves from slumber, and two others rushing for heavy wooden doors.
Abelard: 1d20 + 2 ⇒ (16) + 2 = 18
Galin: 1d20 + 4 ⇒ (5) + 4 = 9
Saito: 1d20 + 6 ⇒ (11) + 6 = 17
Steave: 1d20 + 2 ⇒ (18) + 2 = 20
Theran: 1d20 + 0 ⇒ (17) + 0 = 17
Yridhrennor: 1d20 + 10 ⇒ (14) + 10 = 24 always acts in surprise
mongrelbadguys: 1d20 + 1 ⇒ (17) + 1 = 18
Aaaaand combat's back. Order is Yridhrennor, Steave, Badguys, Abelard, Saito, Theran, Galin. I took the liberty of moving the back rank up a little bit. I know Yridhrennor's player is away starting tonight, and it's tonight my time, but still afternoon his. So I'll give him a chance to declare.
Steave Rojerz |
Are the two first mongrelmen dead? Did Steave find any keys to go with the moral judgment?
Samnell |
Are the two first mongrelmen dead? Did Steave find any keys to go with the moral judgment?
They're dead. If you want to preserve one of the next group let me know and I'll make it happen. I don't normally track stabilization and so forth on foes because they're usually there to die anyway and I'm used to players who never ask. :) Asking is fine, of course. I just didn't anticipate it.
Steave only found their clothes and clubs.
Steave Rojerz |
Seeing the mongrelmen dead and finding nothing useful, Steave follows the barbarian through the screen. He moves to the barbarian's left flank and kicks the mongrelmen.
move along black line
Unarmed: 1d20 + 5 ⇒ (15) + 5 = 20
if hit, nonlethal damage: 1d6 + 4 ⇒ (4) + 4 = 8
Samnell |
Mongrel ACs are same as before: 13, T11, F12
Yridhrennor stepped up to get a better view and then spoke the words of a new spell. A thick oil appeared on the floor beneath the feet of three of the mongrels. Two kept their feet on the uncertain surface, but one's misshapen legs flew out from under it.
Steave followed Theran in and applied generous crusader boot leather to the nearer mongrel. In retaliation the creature made a wild swing that the crusader caught on his shield. Further back, one tries to step out of Yridhrennor's spell and ends up flat on his back. The third throws open a door to reveal a small chamber beyond and a lizard the size of a pony, which hisses angrily. The mongrel turns and picks his way clear of the oil slick. The final cultist, on the ground from the moment Yridhrennor's magic took hold, tries to rise but finds hands and legs alike slipping uselessly on the floor.
Saves:
M1: 1d20 + 4 ⇒ (16) + 4 = 20
M2: 1d20 + 4 ⇒ (16) + 4 = 20
M3: 1d20 + 4 ⇒ (4) + 4 = 8 The lone failure gets an icon to mark him as prone.
I gave the mongrel Steave kicked a second, blue bar that's counting up its nonlethal damage.
Clubbing Steave
1d20 + 4 ⇒ (11) + 4 = 15 miss and prone
Mongrel tries to move, Acro DC 10
1d20 + 1 ⇒ (2) + 1 = 3
Mongrel opens door, which takes no movement. This reveals a new friend and new room. Then tries to move
1d20 + 1 ⇒ (14) + 1 = 15 he gets clear
Last one tries to stand
1d20 + 1 ⇒ (1) + 1 = 2 no love there
Abelard, then Saito, Theran, Galin, and back up top for our newcomer lizard.
Galin Solatar |
Galin moves, dropping his bow and drawing out his long, thin blade. He expertly slashes at the nearest mongrelman, drawing blood across his leg.
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Abelard Lassmar |
Abelard steps confidently past Steave, his falchion once again weaving its lethal path through the air as he presses the attack.
Falchion (BAB, Str, Weapon Focus, Bless, Divine Favour): 1d20 + 1 + 4 + 1 + 1 + 1 ⇒ (20) + 1 + 4 + 1 + 1 + 1 = 28
Damage: 2d4 + 6 + 3 + 1 ⇒ (4, 3) + 6 + 3 + 1 = 17
Confirm Critical: 1d20 + 1 + 4 + 1 + 1 + 1 ⇒ (17) + 1 + 4 + 1 + 1 + 1 = 25
Critical Damage: 2d4 + 6 + 3 + 1 ⇒ (4, 4) + 6 + 3 + 1 = 18
Yikes. Do.Not.Mess!
Saito Samson |
Seeing not much room to fit through the door with his companions and the chaotic battle beyond Saito comes up behind his friends and readies his sword, waiting for an opportunity to strike at the enemy.
Theran, Clan Silverlight |
Seeing the magic, he knows stepping forward is a bad idea. Circling around the slick of magic, Theran will strike at the downed foe.
attack roll, power attack: 1d20 + 3 ⇒ (11) + 3 = 14
damage roll: 2d6 + 7 ⇒ (2, 3) + 7 = 12
Saito, since we're simultaneous, you should be able to go after me.
Samnell |
I'm cool with declaring delays until a spot opens up, something else happens, etc. Simultaneous is convenient, but not mandatory for it. I'll assume Saito does so. Also I'll leave one alive for questioning this fight. :)
Abelard strode forward and dispatched the mongrel Steave had kicked with a single, spectacular blow.
Theran pressed his own attack, moving around Yridhrennor's oil slick and smashing into the back of the first mongrel to fall prey to it. The blow drove the creature face-down into the oil and foiled another attempt to rise.
Saito joined the fray, moving past Steave and Abelard to strike the one mongrel free of Yridhrennor's spell.
Galin draws his thin blade and follows the others forward, picking his way through the edge of the oil slick and slashing the leg of one of the struggling mongrels.
Round 2
The pony-sized lizard rushes forward and falls prey to Yridhrennor's magic. The slippery oil completely arrests the animal's charge.
The elf joined the general advance. Seeing matters generally in hand and short on spells which would not also imperil his fellow crusaders, he loaded his crossbow.
Saito's attack:
Greatsword, power attack, bless: 1d20 + 5 ⇒ (14) + 5 = 19
Crit?: 1d20 + 5 ⇒ (11) + 5 = 16 yes
damage: 2d6 + 9 ⇒ (5, 2) + 9 = 16
crit damage: 2d6 + 9 ⇒ (1, 4) + 9 = 14
Galin will have to step into the grease to get into melee with the nearest mongrel.
Acro, DC 10: 1d20 + 3 ⇒ (20) + 3 = 23 and he's fine.
Lizard
Acro, DC 10: 1d20 + 2 ⇒ (6) + 2 = 8. Nope.
Ref DC 16: 1d20 + 5 ⇒ (17) + 5 = 22 Stuck in place, but not prone.
Steave, Badguys, Abelard, Saito, Theran, and then Galin
Steave Rojerz |
Round 2
Recognizing the need to avoid the magicly created oil, Steave moves along its perimeter to the Theran's left flank again and punches the mongrelman in the mouth.
move along black line
Unarmed: 1d20 + 5 ⇒ (17) + 5 = 22
if hit, nonlethal damage: 1d6 + 4 ⇒ (4) + 4 = 8
Samnell |
Steave swings around the edge of Yridhrennor's spell again and delivers a sound punch to the same mongrelman that Theran bludgeoned. It comes just in time to send the mongrel face down into the oil once more.
That guy has no luck. :)
The surviving mongrels scramble to regain their footing. The one beset by Steave and Theran prevails. As he rises, he dodges the arc of Theran's earthbreaker...and directly into Steave's fist. The mongrel falls back to the ground, unconscious.
Mongrels try to rise
Acro DC 10: 1d20 + 1 ⇒ (8) + 1 = 9
Acro DC 10: 1d20 + 1 ⇒ (9) + 1 = 10 he gets up!
Rising from prone provokes off Theran and Steave
Theran: 1d20 + 3 ⇒ (9) + 3 = 12 miss
Steave: 1d20 + 5 ⇒ (13) + 5 = 18 hit
Damage: 1d6 + 4 ⇒ (2) + 4 = 6 and he's knocked out.
Abelard, Saito, Theran, and then Galin
Saito Samson |
Moving into a better position Saito attacks a mongrelman.
Greatsword PA with bless: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 2d6 + 9 ⇒ (5, 3) + 9 = 17
Spinning his greatsword over his head to build centrifugal force Saito attacks with a whirling side slash.
Theran, Clan Silverlight |
Theran will raise his hammer to finish of the foe, then he'll pause at the tensing of muscles next to him. "This one's yours." He holds ready as he hisses at the lizard.
Ready to attack the lizard if it comes within reach.
Abelard Lassmar |
Abelard walks around the patch of grease to the lizard. "I ain't duelled with one of your types before, so I ain't sure of the formalities - but here goes." He offers a salute with his falchion, before whirling it through the air and towards the beast.
1d20 + 1 + 4 + 1 + 1 + 1 ⇒ (3) + 1 + 4 + 1 + 1 + 1 = 11 Bleh
Damage: 2d4 + 6 + 3 + 1 ⇒ (4, 3) + 6 + 3 + 1 = 17
Samnell |
AC for the lizard is 15, F12, T 13.
Abelard rounded the grease and saluted the lizard before slashing. Despite the slippery ground, the reptile ducked under his blade.
Saito stepped carefully into the slick and hacked down on a prone mongrel, leaving him near death. Meanwhile, Theran stood ready, eyes on the lizard.
Saito needs acro
1d20 + 0 ⇒ (14) + 0 = 14 good
Galin, then back up top for Lizard.
Samnell |
Just noticed that the prone mongrels should be flat-footed. Difference didn't matter until now, so no harm done.
Galin dispatched the last mongrel, leaving only the lizard standing against the crusaders. It lunged at Abelard, but slipped in Yridhrennor's oil slick at just the wrong moment and its jaws closed on empty air to the side of the crusader's leg.
Yridhrennor stepped into the room, saw his handiwork, and fired his crossbow at the lizard. His cautious aim did him credit in sparing his companions, but his bolt flew too high and shattered against the far wall of the chamber.
Liz attack: 1d20 + 5 ⇒ (7) + 5 = 12 miss.
elfxbow: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9 also a miss
Order is Lizard, Yridhrennor, Steave, Badguys, Abelard, Saito, Theran, Galin.
Saito Samson |
Acrobatics: 1d20 ⇒ 10
Saito steps carefully off the grease patch and lines himself up the best he can to charge the lizard next round.
Steave Rojerz |
Round 3
Besides the lizard, Steave assesses the next threats are the two closed doors in the room. With the lizard surrounded by magical oil, the captain keeps his head on a swivel.
Delay until after the Bad Guys. Put me in the next block of initiative.
Steave Rojerz |
Round 3
Steave draws his cold iron longsword.
move action to draw sword
ready to attack lizard if adjacent with Cold iron longsword +bless: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
if hit, damage: 1d8 + 4 ⇒ (5) + 4 = 9
You still listed Badguys in your initiative list. Thanks
Abelard Lassmar |
Abelard finally works out how one 'duels' a lizard - his strike is true and lands deep in the beast's flesh.
Falchion: 1d20 + 1 + 4 + 1 + 1 + 1 ⇒ (17) + 1 + 4 + 1 + 1 + 1 = 25
Damage: 2d4 + 6 + 3 + 1 ⇒ (1, 1) + 6 + 3 + 1 = 12
Samnell |
That is entirely my fault. I will take two spankings and up to thirty seconds out back of the woodshed. :)
Steave bared his steel and waited on the lizard's advance. Abelard, already within a blade's reach of the lizard, opened a wide gash across its side.
Saito drew carefully back, clear of the oil slick, and chose his path to rush the lizard.
...there is no rules stuff this time.
Saito will have to go back through the slick to charge. I'll let him do it, provided he makes an acro check when he tries, but there's no way to both avoid the spell and charge due to how the lizard is boxed in at present.
Theran's next. Order is Lizard, Yridhrennor, Steave, Abelard, Saito, Theran, Galin.
Theran, Clan Silverlight |
Theran prepares in case the door next to him opens. [b]"The oil is slowing us more than helping us now."[/]
ready to attack any foe that opens the door.
Saito Samson |
Saito will have to go back through the slick to charge. I'll let him do it, provided he makes an acro check when he tries, but there's no way to both avoid the spell and charge due to how the lizard is boxed in at present.
Theran's next. Order is Lizard, Yridhrennor, Steave, Abelard, Saito, Theran, Galin.
It's all good, Saito will not charge on his next turn, just take full defense.
Saito lifts his blade up, ready to defend himself.