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SeanDM's Leverage

Game Master Mur

Heroic-Level Eberron Campaign
Starting at 2nd lvl


401 to 450 of 578 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

Female Genasi - Cindersoul Swordmage 2

I nod at Orla. It might not be a bad idea to bring some of that party down here.

I run up to Thringorn's evacuated space, throwing my blade like an arc of lightning at a wall-bound archer (A4).

Lightning Lure 1d20 + 7 ⇒ (18) + 7 = 25 The blades strikes and hooks into a rib, yanking him from the wall and pulling him to me (T15).
Damage 1d6 + 6 ⇒ (5) + 6 = 11 DM, does he take falling damage?

I wrench the sword free and throw up a hand at another archer (A5). Aegis of Shielding

HP: 31/37, Surges: 7/11(-1), AP: 1/1


The skeleton attempts to grab onto the edge as lightning drags it closer to Savi.

Everyone gets a save when Forced Movement (push/pull/slide) puts them in danger... so, Save: 1d20 ⇒ 8, nope! He's falling, lol
- good power use!

The skeleton claws at the edge of the stone walkwway to no avail, and hits the ground hard.
Falling Damage: 2d10 ⇒ (8, 5) = 13,
Skel Archer4 now bloodied, prone, and located at T15.

Alester, Orla, and Zvia, you're up


Female Eladrin Bard 2

Orla looks suitably impressed. "I didn't know you could do that," she tells Savi, "very effective!" She walks up the ramp (to T20), pulls up her sword, and mocks S4, her words underlined by her songblade's humming.

Vicious Mockery on S4
1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16 versus Will, hit!
1d6 + 6 ⇒ (2) + 6 = 8 damage

HP: 23/29 Surges: 4/8 AP: 1


Remember:
-Everyone needs to make a Perception Check, only Thringorn has done so yet (and didn't learn much with a 10).
-You're also able to make any other checks (Arcana, Religion, History,...) if you want, but I wanted to make sure that everyone got their Perception in at least.
-ALSO, if you character would have any reasonable knowledge of the Karrnathi Army there's a spoiler note for you about 8 posts up. If you've fought them, encountered them in the Last War, served, ... if you can make a solid reason for it, go read it.


@Orla, just so I'm clear, you're targeting Archer4, that's the one that Savi pulled off the walkway, so that one is currently on the ground. (it's a good idea, I just wanted to make sure).


Female Eladrin Bard 2

Perception: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
Arcana: What does Orla know about those Karrnathi? 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
What the hey...
Streetwise: What does Orla know about prisons / keeps like this? 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22

Orla might have out-of-the-ordinary information about the Karrnthi Army, but she's certainly never fought creatures like this... so I've been putting off reading that spoiler note.


Female Genasi - Cindersoul Swordmage 2

Perception Check 1d20 + 1 ⇒ (20) + 1 = 21

My enemies are Karnathi and I spent all of my energy coming here to kill specific people but it seems like I might have picked up on some things...history? Insight? I don't need to roll, just figured that it might color what I perceive.


Female Githzerai Seeker 2

Perception: 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12 Should have just stuck with passive perception....


Female Eladrin Bard 2

Orla tries to convince the GM that she is Alester. Bluff: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16

Alester's Perception Roll: 1d20 ⇒ 10


Dusting off the cob webs that froze us midfight.

It is the middle of Olarun (February). You've all been brought to Castle Bones - a forgotten keep in the plains of Karrnath, on the border of the Mournlands and the Talenta Plains (so basically you sit a broken keep in a barren field surrounded by a nuclear wasteland on one side and the MOngolian Stepps on the other).
Each of you has been arrested for various reasons - some false, some orchestrated, some still unknown. You were brought here and placed in a strangely shaped prison cell with several other questinably-arrested warriors. Fort Bones seems empty save the undead host that still tries to keep the place running.

And now you've made your escape.
You've fought past the guards in your cell, past one of the defensive posts (where you found a bit of your equipment), past an empty and strangely unkept defensive post, and now into the main courtyard where you appear to be surrounded.

Reminder of your NPC companions:
-Nirifanya: a nature/spirit magic using half-elf -- a good assistant healer.
-Rallnik: a human commander - solid warrior, if a bit brash sometimes.
-Thanis: a half-elf commander - he's been experimented on and in the last fight rose from the dead to keep fighting.
-Rallnik and Thanis's men: a collection of 8 other soldier-prisoners -- you know they are not all aligned with each other, in fact, you remember hearing that a few might be [b]Emerald Claw[b] (a militant cult bent on returning Karrnath to glory)

When you post next, whether its your turn to fight or not, throw a real quick couple of sentences about your character (reminds everyone who you are and maybe why you're here or what makes you special... It'll get you back in character and help the rest of us remember everyone). ALSO! don't forget to take a look at your gear -- each of you picked up new items that might have extra powers that you want to be aware of during a fight.

And so the fight continues...
I'll post an update when I get home from work tonight... just wanted to get the ball rolling again!


Male Human Fighter 2

Thringorn tucks his long scraggly hair behind his ears, and in true fearless human fashion, he bangs his new greatsword against his shiny new glowing armor, and looks at Alester.

"Let's get this new stuff broken in right!"

Thringorn looks back to the courtyard and heads forth into battle.


Male Human Blackguard Level 2

Alester hands start to shake. He never wanted this life of anger but its all he knows. The comforting grips of the sword hilt and the sound of the blades are his only comfort now. Combat can never come too soon...

"I was born for this! Redemption may await behind these walls. But first there must be blood..."

Alester moves with both confidence and doubt towards a battle!


Female Eladrin Bard 2

Orla's gaze looks up to the skeletons along the top of the rampart wall, seeing a tantalizing promise of freedom there. Her songblade quietly hums a battle song. "You boys take out big ones, we'll try to keep the archers off your back."


Thrin and Alester were about halfway to the gate, everyone had left the strangely deserted (and unkept/dirty) guardroom, when the double doors to the keep burst open and out rushed two huge Karrnathi Skeletal Warriors (remember, they << look like this >>). The first rumbled some cryptic command about: "Those that fall are not worthy of the prophecy!" when nearly a dozen skeleton archers lept up and began raining arrows down on you.

Thrin rushed one of the lead skeletons.
Alester is still in shock (he hasn't taken his turn yet).
Savi used her arcane grip to pull a skeleton from the wall.
And Orla's mockery finished the thing off.

F I G H T !

As the crumpled skeleton archer falls to the ground (at T15), Orla's arcane bard taunts rip through the undead's fragile existence and it explodes in its death throws!
Archer4 is dead!
Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3sqrs of T15), attack vs REF for 1d6 + 2 ⇒ (6) + 2 = 8 necrotic damage.
: Alester : 1d20 + 5 ⇒ (10) + 5 = 15, miss
: Savi : 1d20 + 5 ⇒ (4) + 5 = 9, miss

Total Damage to PLAYERS:
none

Current Player Imprisonment Status:

Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
Savi-Kai: suffering minor imprisonment effects (lose 1 Healing Surge per day).
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
**Imprisonment effects last till you reach 1 more milestone.

Enemy Defenses:

Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed

Karrnathi Skeletal Warriors == AC: 20, Fort: 16, REF: 18, WILL: 14


Map Notes:

The exit to the SouthWest (U2), but it is blocked by a gate (T2). Several other doors lead from the courtyard.
There is walkway about 30feet up - it provides cover (+2 AC) to those on it - it can be accessed by the ramp on the Eastern side (T18) or climbing.
There is probably a main enterance to the Keep on the other side of the courtyard (off map)

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.


======================================================================
INITIATIVE -- bold shows who's turn it is
Skel Warriors
Skel Archers
Alester
Thringorn
Savi
Orla
Zvia
Nirifanya
Rallnik
Rallnik's men (A-D)
Thanis's men (E-H)
Thanis
======================================================================
Alester and Zvia, you're up!

<<map>>

Other Important Notes:

The exit is to the Southwest (U2), but it is blocked by a gate (T2). You will need to Break it/Lift it/Pick it/Blow it up in order to get past. All of which takes a Standard Action when you're adjacent to T2.

There is walkway about 25feet up that runs along the wall - it provides cover (+2 Defenses) to those on it - it can be accessed by the ramp (regular movement) on the Eastern side (T18), or you can Climb up any of the walls (Athletcis Check: DC 22 and requires 10 squares of movement - see "Climb Rules" Below). You take 2d10 if you fall off the top of the wall.

There is debris all over the courtyard. It doesn't affect movement, but you can spend a Move Action to Create a Barricade. Pick TWO squares you want it in, and it provides cover (+2 Defenses) from all attacks that pass through those squares, additional Move Actions can provide additional squares of cover with the same rules.

Climb Rules
Climbing - an Athletics Check made while moving (once per Move Action)
Fail by four or less and you lose your Move Action. You don't fall, and you can spend another Move Action to keep trying.
Fail by five or more and you lose your Move Action and you are FALLING.

Climbing is effectively Difficult Terrain (it costs two squares of movement to move 5ft). The Walkway is about 25 feet up, so that's 5 squares of climbing, or 10 squares of movement. That also means, that most characters need TWO Move Actions to get to the top (and thus, TWO Athletics Checks)

TAKING DAMAGE: If you take damage while climbing, you need to make another Athletics Check at the same DC (or DC+5 if you are Bloodied). If you succeed, no harm - you are fine. If you fail the check, you are FALLING.

FALLING: You may attempt to grab hold as a Free Action, it is an Athletics Check, DC + 5 (so, in the case of climbing this wall, the DC to avoid falling is 27). If you succeed, you're fine. If you fail, you actually fall and take 1d10 per 10feet of the fall.


Female Genasi - Cindersoul Swordmage 2

Green eyes flashing and red-gold hair dancing, I bare my teeth in a feral grin from the pure excitement of a freedom which seems but minutes away. The battle-lust of my comrades is infectious.

I am the color of cinnamon with hair that looks like dancing flame. I have a sword that behaves as if it is a part of me and a penchant for jumping in both feet first. And I want out of here. I have things to do.


Female Githzerai Seeker 2

I pull back my Duelist's Longbow and let fly a flickering arrow at Archer7.

Flickering Arrow at Archer7
1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18 vs AC, hit! (For once! ... planning to hang onto this new bow for these wanderings.)
1d10 + 6 ⇒ (10) + 6 = 16 damage, and until the end of my next turn, the target can't benefit from cover, concealment, or total concealment. Since it's the Duelist's Longbow, he gets a –2 penalty to ranged and area attack rolls until the end of my next turn.

Also enemies within 5 squares of the target (ie Archer8 and the two Karrnathi Skeletal Warriors) take a -2 penalty to attack rolls (again till the end of my next turn).


The full power of a zen archer finally shows itself, now that she has a respectable weapon! The skeleton is badly wounded in one shot and his necrotic energy explodes out. Thrin is easy able to dodge the blast, but it appears that the skeleton he previously wounded feels energized by the dark power.
Archer7 is Bloodied!
Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3sqrs of I8), attack vs REF for 1d6 + 2 ⇒ (2) + 2 = 4 necrotic damage.
: Thringorn: 1d20 + 5 ⇒ (6) + 5 = 11, miss
: Skeleton Warrior 1 heals.

Alester, you're still up


Male Human Blackguard Level 2

I will charge up and attack the skeleton at I9 next to Thringorn. since I am charging I believe this is only a basic attack!

Attack roll:1d20 + 5 ⇒ (12) + 5 = 17 Hmm maybe it a miss...I will roll for damge just in case

damage roll: 1d10 + 5 ⇒ (9) + 5 = 14Man I hope that hits!

As for my minor I will use Shroud of shadow to give me partial concealment and + 5 Temp HP

Alester's lets his hate flow throw him...


Alester's charge is met with expert ability as the karrnathi skeletal warrior blocks the attack.

"Spirit's of Lamannia, assist us!" Nirifanya moves a bit closer to the center of the courtyard and calls up his spectral tiger to help in the forward assualt. Nirifanya: moves, summons his spirit beast, and then orders it to attack the Skeletal Warrior:
Protecting Strike: 1d20 + 5 ⇒ (11) + 5 = 16 vs Will, HIT! for 1d8 + 4 ⇒ (8) + 4 = 12 and Thrin and Alester gain 3 temp hp (b/c they're adjacent to the tiger).

Rallnik also charges the nearest karrnathi skeleton... but stumbles when he gets closer. Charge vs Warrior1: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 vs AC, ugly miss...

The rest of your fellow prisoners move into the courtyard with Thanis last out of the guardroom. One ally stops to gather debris into a make-shift barricade in front of Zvia, "Get behind this!" Move Action to make a barrier - The barricade provides cover (+2 to all Defenses) to any attacks that would pass through it (as long as you are closer to it than the attacker) - so, Zvia has cover from Archer8, but he would not have cover from her!

-- ROUND 2 --

The karrnathi skeletal warriors hold a scimitar in each hand, you learn why when they whirl into combat. The frist goes after Rallnik and Thringorn, while the second moves up and hits AllyA and Alester.
Warrior1: Karrnathi Skill 2 attacks, and can shift at any point during the attack (he doesn't use it) Suffering from Zvia's Flickering Arrow...
Scimitar1 vs Thringorn: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12 vs AC, miss!
Scimitar2 vs Rallnik: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24 vs AC, HIT!!

Warrior2, moves to K8 and then whirls into Karrnathi Skill Suffering from Zvia's Flickering Arrow...
Scimitar1 vs AllyA: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24 vs AC, HIT!!
Shifts to K9 to get combat advantage on Alester
Scimitar2 vs Alester: 1d20 + 9 + 2 - 2 ⇒ (7) + 9 + 2 - 2 = 16 vs AC, miss (thanks to the new armor, lol!)

The archers let loose another volley of arrows.
Ranged Shots vs AC:
1: AllyB: 1d20 + 6 ⇒ (1) + 6 = 7, miss
2: AllyF: 1d20 + 6 ⇒ (15) + 6 = 21, HIT!!
3: Savi-Kai: 1d20 + 6 ⇒ (17) + 6 = 23, HIT!! for 1d8 + 4 ⇒ (7) + 4 = 11 damage
5: Savi-Kai: 1d20 + 6 ⇒ (4) + 6 = 10, miss
6: Pulls a shortsword and attacks Orla: 1d20 + 6 ⇒ (8) + 6 = 14, miss
7: shifts back and targets Alester: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20, miss thanks to Zvia! :)

8: AllyA: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17, HIT!!

Total Damage to PLAYERS:
Alester: +3 temp hp from Niri but they don't stack, so I think this doesn't help you
Savi-Kai: 11 damage from archer.
Thringorn: +3 temp hp none

Current Player Imprisonment Status:

Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
Savi-Kai: suffering minor imprisonment effects (lose 1 Healing Surge per day).
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
**Imprisonment effects last till you reach 1 more milestone.

Enemy Defenses:

Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed

Karrnathi Skeletal Warriors == AC: 20, Fort: 16, REF: 18, WILL: 14


Map Notes:

The exit to the SouthWest (U2), but it is blocked by a gate (T2). Several other doors lead from the courtyard.
There is walkway about 30feet up - it provides cover (+2 AC) to those on it - it can be accessed by the ramp on the Eastern side (T18) or climbing.
There is probably a main enterance to the Keep on the other side of the courtyard (off map)

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.


======================================================================
INITIATIVE -- bold shows who's turn it is
Skel Warriors
: 1: Marked by Thrin
Skel Archers
: 5: Marked by Savi
: 7: Bloodied! Hit by Zvia* (till end of Zvia's next turn), Flickering Arrow* (also TEO Zvia NT)
Alester
Thringorn
Savi
Orla
Zvia

Nirifanya
Rallnik
Rallnik's men (A-D) A is Bloodied!
Thanis's men (E-H)
Thanis
======================================================================
*"Hit by Zvia": Target takes a –2 penalty to ranged and area attack rolls (bow property)
*"Flickering Arrow": Target cannot benefit from cover, concealment, or total concealment AND all enemies within 5 squares of the target take a -2 penalty to all attack rolls.

All players are up!

<<map>>

Other Important Notes:

The exit is to the Southwest (U2), but it is blocked by a gate (T2). You will need to Break it/Lift it/Pick it/Blow it up in order to get past. All of which takes a Standard Action when you're adjacent to T2.

There is walkway about 25feet up that runs along the wall - it provides cover (+2 Defenses)[b/] to those on it - it can be accessed by the ramp (regular movement) on the Eastern side (T18), or you can Climb up any of the walls (Athletcis Check: DC 22 and requires 10 squares of movement - see "Climb Rules" Below). You take 2d10 if you fall off the top of the wall.

There is [b]debris all over the courtyard. It doesn't affect movement, but you can spend a Move Action to Create a Barricade. Pick TWO squares you want it in, and it provides cover (+2 Defenses) from all attacks that pass through those squares, additional Move Actions can provide additional squares of cover with the same rules.

Climb Rules
Climbing - an Athletics Check made while moving (once per Move Action)
Fail by four or less and you lose your Move Action. You don't fall, and you can spend another Move Action to keep trying.
Fail by five or more and you lose your Move Action and you are FALLING.

Climbing is effectively Difficult Terrain (it costs two squares of movement to move 5ft). The Walkway is about 25 feet up, so that's 5 squares of climbing, or 10 squares of movement. That also means, that most characters need TWO Move Actions to get to the top (and thus, TWO Athletics Checks)

TAKING DAMAGE: If you take damage while climbing, you need to make another Athletics Check at the same DC (or DC+5 if you are Bloodied). If you succeed, no harm - you are fine. If you fail the check, you are FALLING.

FALLING: You may attempt to grab hold as a Free Action, it is an Athletics Check, DC + 5 (so, in the case of climbing this wall, the DC to avoid falling is 27). If you succeed, you're fine. If you fail, you actually fall and take 1d10 per 10feet of the fall.


Female Genasi - Cindersoul Swordmage 2

DM, I had Aegis of Shielding on Archer 5. I don't know if he hit anyone (besides me), but if he did, I would have invoked it and reduced the damage by 9. You have it listed in your description so my guess is he is the one that shot me. I just wanted to be sure.

I see the archer closing with Orla and shift closer (S18) before gesturing in its direction.
Aegis of Shielding on A6

With maybe a little too much glee... That was so much fun last time, let's try it again...

I whirl my blade in arcing lightning at Archer 5. It sinks into rib cage and I pull back hard
Lightning Lure A5
1d20 + 7 ⇒ (16) + 7 = 23 I'd prefer that you do save vs falling, DM
1d6 + 6 ⇒ (3) + 6 = 9

Savi's stats
HP: 20/37, Surges: 7/11(-1), AP: 1/1


Male Human Fighter 2

Thringorn attacks the Karnathi Skeleton 1 again, trying to finish him off.

Steel Serpents Strike vs. AC

1d20 + 9 ⇒ (8) + 9 = 17

"You will only get lucky for so long bone pile!" says Thringorn after just barely missing the skeleton.

HP: 42/42 Temp HP: 3/3 Surges: 12/12 Buffs: N/A


Female Githzerai Seeker 2

"Thank you," I told the prisoner who made the barrier. Carefully staying behind it, I launched another arrow, this time at a more impressive target, hoping to pile on and quickly eliminate the threat.

Grappling Spirits at Skeleton Warrior 1
1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12 vs AC

But I missed, and with an effort of pure will I bent the arrows flight.

Inevitable Shot at Archer7
1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16 vs AC

Ack! So close!

Both roles are assuming the imprisonment effects affect to hit roles -- without the -2 the last one is a hit.


Savi's lightning grip pulls at the skeleton, but only manages to knock him from his feet. Save vs falling: 1d20 ⇒ 19, success -- he's prone in his square -- Prone grants attackers combat advantage if they use Melee Attacks, but it provides cover (-2 to attack) from attackers using Ranged Attacks -- and since he is already well above the ground and already has cover, he now has Superior Cover (-5 to attack) from any ranged attacks from the ground... on the plus side, the skeleton takes a -2 to attack while prone and requires a full move action to stand.

Thringorn's and Zvia's attacks both go wide of their targets.

Alester and Orla are up.


Female Eladrin Bard 2

Orla makes a small feint with her Songblade, and its voice twines around her as she unleashes mockery on Archer6.

Vicious Mockery on Archer6
1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12 versus Will, hit!
1d6 + 6 ⇒ (1) + 6 = 7 damage

HP: 23/29 Surges: 4/8 AP: 1


Male Human Blackguard Level 2

I will shift to J8 for my movement action

"Surrounding me is a grievous mistake!"

I attack Skeleton warrior at I9 with Vengeance strike! This give me a bonus based on the number of adjacent enemies which is 4 times 2 so +8 1d20 + 5 + 8 ⇒ (17) + 5 + 8 = 30 Most likely a hit!!!

Damage roll:1d10 + 5 ⇒ (7) + 5 = 12 Not too bad!


To save some space, I'm posting all the details in COMBAT DETAILS after the description, as well as the Initiative.
Orla's quick blade hounds the archer nearest her. And Alester's anger pours into his weapon as he takes a solid chunk of bone out of the skeletal warrior (still not bloodied).

Niri moves a bit closer to the fight and pauses to concentrate on the patch of earth between Alester and Thringorn. "Spirit of Eberron protect us!" The image of a small red and gold dragon rises from the ground and spreads its wings to protect those nearby (All allies gain +1 def while adjacent to the dragon). He then commands his spectral tiger to continue attacking the skeletal warrior. Its claws rip at the skeleton's will power (you guys have it bloodied now! The warriors do not explode when bloodied or killed).

Rallnik tries to get into the fight to help, but he must be still recovering from the image of these terrifying undead warriors (he misses again!). His men move in to help surround the other warrior and try to at least keep him distracted (minor damage).

Thanis moves closer to Savi-Kai, gathers enough courtyard trash to build another make-shift barrier, and then shouts above the clashing metal, "What's the plan now?!" His men split up, one helping to expand the barricade. Another goes to assist Orla.

-- ROUND 3 --

The karrnathi skeletal warriors continue their dance of blades. The first swings at both Thringorn and Alester, making deep cuts into both of you! (near crits! - PS, Scimitars do lots of damage on a crit). The second one takes a moment to gather his energy and tries to deliver a mortal wound to Alester, but is not ready for the dark paladin's agility.

The archers continue to rain down arrows.

COMBAT DETAILS:


::ALLIES::
Nirifanya: Move to L13, Summon Guardian Spirit (at J9), Attack with Spectral Tiger vs Warrior1: 1d20 + 5 ⇒ (10) + 5 = 15 vs Will, HIT! 1d8 + 4 ⇒ (8) + 4 = 12
Rallnik: no move, attack warrior1: 1d20 + 8 ⇒ (6) + 8 = 14 vs AC, miss
Rallnik's Men: move to surround K9, #A, #C, #D attack warrior2: 2 miss, #D HITS!; #B attacks archer8: miss.
Thanis: move adjacent to Savi, standard action->move to build another barricade.
Thanis's Men: most just move, #H shifts to T20 and attacks the archer on Orla: miss.


::ENEMIES::
Warrior1: Karrnathi Skill 2 attacks, and can shift at any point during the attack (he doesn't use it)
Scimitar1 vs Thringorn: 1d20 + 9 ⇒ (19) + 9 = 28 vs AC, HIT! for 1d8 + 8 ⇒ (3) + 8 = 11
Scimitar2 vs Alester with Combat Advantage: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30 vs AC, HIT! for 1d8 + 8 ⇒ (3) + 8 = 11

-
Warrior2, Eviscerating Strike (Encounter Power) vs Alester 1d20 + 9 ⇒ (7) + 9 = 16 vs AC, miss - that's good for you!! :)
-
Archer Ranged Shots vs AC:
1: AllyB: HIT!
2: AllyA: miss
3: AllyG: miss
5: Stands and fires at Savi-Kai: 1d20 + 6 ⇒ (18) + 6 = 24, HIT! for 1d8 + 4 ⇒ (1) + 4 = 5
6: (shortsword) attacks Orla: 1d20 + 6 ⇒ (20) + 6 = 26, CRIT FOR 8 + 4 = 12
7: shifts, pulls a shortsword, and attacks Alester with Combat Advantage: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9, miss

8: pulls a shortsword and attacks AllyA: HIT!

Total Damage to PLAYERS:
Alester: (from warrior1) 11
Orla: (from archer CRIT): 12
Savi-Kai: (from archer): 5
Thringorn: (from warrior1) 11

Current Player Imprisonment Status:

Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
Savi-Kai: suffering minor imprisonment effects (lose 1 Healing Surge per day).
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
**Imprisonment effects last till you reach 1 more milestone.

Enemy Defenses:

Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed

Karrnathi Skeletal Warriors == AC: 20, Fort: 16, REF: 18, WILL: 14


Map Notes:

The exit to the SouthWest (U2), but it is blocked by a gate (T2). Several other doors lead from the courtyard.
There is walkway about 30feet up - it provides cover (+2 AC) to those on it - it can be accessed by the ramp on the Eastern side (T18) or climbing.
There is probably a main enterance to the Keep on the other side of the courtyard (off map)

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.


======================================================================
Initiative:
INITIATIVE -- bold shows who's turn it is
Skel Warriors
: 1: Bloodied! Marked by Thrin
: 2:
Skel Archers
: 1:
: 2:
: 3:
: 5:
: 6: Marked by Savi
: 7: Bloodied!
: 8:
Alester
Thringorn
Savi
Orla
Zvia

Nirifanya
Rallnik
Rallnik's men
: A: Bloodied!
: B:
: C:
: D:
Thanis's men
: E:
: F:
: G:
: H:
Thanis
======================================================================
*"Hit by Zvia": Target takes a –2 penalty to ranged and area attack rolls (bow property)

All players are up!

<<map>>

Other Important Notes:

The exit is to the Southwest (U2), but it is blocked by a gate (T2). You will need to Break it/Lift it/Pick it/Blow it up in order to get past. All of which takes a Standard Action when you're adjacent to T2.

There is walkway about 25feet up that runs along the wall - it provides cover (+2 Defenses)[b/] to those on it - it can be accessed by the ramp (regular movement) on the Eastern side (T18), or you can Climb up any of the walls (Athletcis Check: DC 22 and requires 10 squares of movement - see "Climb Rules" Below). You take 2d10 if you fall off the top of the wall.

There is [b]debris all over the courtyard. It doesn't affect movement, but you can spend a Move Action to Create a Barricade. Pick TWO squares you want it in, and it provides cover (+2 Defenses) from all attacks that pass through those squares (as long as you are closer to the barricade than the attacker), additional Move Actions can provide additional squares of cover with the same rules.

Climb Rules
Climbing - an Athletics Check made while moving (once per Move Action)
Fail by four or less and you lose your Move Action. You don't fall, and you can spend another Move Action to keep trying.
Fail by five or more and you lose your Move Action and you are FALLING.

Climbing is effectively Difficult Terrain (it costs two squares of movement to move 5ft). The Walkway is about 25 feet up, so that's 5 squares of climbing, or 10 squares of movement. That also means, that most characters need TWO Move Actions to get to the top (and thus, TWO Athletics Checks)

TAKING DAMAGE: If you take damage while climbing, you need to make another Athletics Check at the same DC (or DC+5 if you are Bloodied). If you succeed, no harm - you are fine. If you fail the check, you are FALLING.

FALLING: You may attempt to grab hold as a Free Action, it is an Athletics Check, DC + 5 (so, in the case of climbing this wall, the DC to avoid falling is 27). If you succeed, you're fine. If you fail, you actually fall and take 1d10 per 10feet of the fall.


Female Eladrin Bard 2

Orla is bloodied unless Savi can do something about it -- on the other hand, if Savi doesn't do something, she will use a Majestic Word on herself.

A vicious glint enters Orla's eyes, and she and her blade burst into an inspiring song.

Inspiring Refrain on Archer6
1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14 vs AC is a miss.

"As soon as I've figured out how to use this blade..." she threatens the skeleton.

This is about the point where we'd put the die in the freezer for bad behavior in the last FtF d20 game I played in...


Female Githzerai Seeker 2

I know that the faster we can eliminate the skeletal warriors, the better chance we have of surviving this. "Not so fast," I calmly say, and call on grappling spirits with my next shot.

Grappling Spirits at Skeleton Warrior 1
1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20 vs AC, hit!
1d10 + 6 ⇒ (7) + 6 = 13 damage, plus it is slowed and can't shift until the end of its next turn, and it gets a -2 to ranged attacks in the unlikely event it tries one.


Male Human Fighter 2

Thringorn uses Cleave against the Karnathi Skeletons attempting to hit them both but focusing on Skeleton 1. Thringorn marks Karnathi Skeleton 2.

Cleave vs. AC

1d20 + 9 ⇒ (19) + 9 = 28

Damage to Karnathi Skeleton 1

1d10 + 4 ⇒ (6) + 4 = 10

Damage to Karnathi Skeleton 2

4

HP: 34/42 Temp HP: 0/0 Surges: 12/12 Buffs: +1 def while adj to dragon


I believe Savi will activate the shield for you Orla, that will save you 9hp... and yes, I would switch to a new 20-sider :)

Thringorn's and Zvia's relentless attacks have the skeletal warrior nearing the brink. You all are making solid progress on Warrior1, he's very close to being "Near Dead"!


Female Genasi - Cindersoul Swordmage 2

I would use the shield for Orla for certain.

Seeing what a difference it makes when many attack one, I refocus on Archer 6, trying to bring it down.

Lightning Lure on A6 1d20 + 7 ⇒ (13) + 7 = 20
Damage 1d6 + 6 ⇒ (6) + 6 = 12 NICE!

Whether or not he falls, I put the shield back on him.

Stats HP: 15/37 (bloodied), Surges: 7/11(-1), AP: 1/1


Female Eladrin Bard 2

Orla salutes Savi with her songblade.

HP: 20/29 Surges: 4/8 AP: 1


Male Human Blackguard Level 2

I will attack the skeleton warrior at I9 if he isn't dead but if he is I will attack the other one at K9 with my Vengeance strike again!

Attack roll VS AC 1d20 + 5 + 8 ⇒ (3) + 5 + 8 = 16 Ouch no amount of bonuses can save that roll!

The wounds caused by his enemies cause Alester to lose focus for a moment and miss his attack...they won't be so lucky next time...

Current HP:21/32 Surges:8/12 AP:1


The archer that Savi targets is pulled from his feet, but manages to stay atop the wall. Her lightning is enough to tear apart his hold on the negative energies that animate him... the archer is badly wounded.
Archer's save verse falling: 1d20 ⇒ 17 --> Success, Archer 6 is Prone in his square.
Archer6 is Bloodied!
Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3sqrs of U19), attack vs REF for 1d6 + 2 ⇒ (5) + 2 = 7 necrotic damage.
: Orla : 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4, miss!
: AllyH : 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22, HIT! for 7 necrotic damage
: Savi : 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23, CRIT! for 8 necrotic damage.
: Thanis : 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12, miss!

Total damage to PLAYERS:
Savi: (from bloody archer) 8 necrotic damage

Prone:

Prone: Target is lying on the ground.
-- Prone grants attackers combat advantage if they use Melee Attacks, but it provides cover (-2 to attack) from attackers using Ranged Attacks (or possibly Superior Cover (-5 to attackers), as in the case of a skeleton on the wall).
-- Prone targets take a -2 to attack rolls while on the ground. And require a full move action to stand.


"Healing spirits, protect my friends!" Niri's nature magic sends a little bit of healing Alester and Thringorn's way. Then his spectral tiger takes a good piece out of the skeletal warrior. And Rallnik finishes it off.

The skeletal warrior intones one last cryptic message, " "

Rallnik's men continue to harass the remaining skeletal warrior (minor damage).

"Alright, take out the archers... ugg, easier said than done." Thanis leaves the shelter and makes for the wall, intent on scaling it -- in his haste he can't seem to find handholds. Meanwhile, most of his men move about the courtyard putting up more lean-to barricades (the ally next to Orla does a little more damage to the prone skeletal archer).

-- ROUND 4 --

The remaining karrnathi skeletal warrior strikes out at Thringorn and the nearest wounded ally.
The archers continue to rain down arrows.
In the moments that pass, you see two of your allies dying in the courtyard (AllyA and AllyB).

COMBAT DETAILS:


::ALLIES::
Nirifanya: minor: heal Alester (Alester spends a healing surge) and 1 ally adjacent to the spectral tiger gains 1d6 ⇒ 2hp, Attack with Spectral Tiger vs Warrior1: 1d20 + 5 ⇒ (16) + 5 = 21 vs Will, HIT! for 1d8 + 4 ⇒ (4) + 4 = 8 and adjacents gain temp hp.
-
Rallnik: no move, attack warrior1: 1d20 + 8 ⇒ (15) + 8 = 23 vs AC, HIT! - the warrior's dead.
Rallnik's Men: shift to surround K9, all four attack warrior2: 3 misses, 1 hit.
-
Thanis: move adjacent to T15, and spends another move trying to climb: 1d20 + 8 ⇒ (2) + 8 = 10 --> fail, he's still at T15.
Thanis's Men: most just move and build barricades, #H attacks the archer on Orla: HIT! minor damage.


::ENEMIES::
Warrior2: Karrnathi Skill 2 attacks, and can shift at any point during the attack (he doesn't use it)
Scimitar1 vs Thringorn: 1d20 + 9 ⇒ (9) + 9 = 18 vs AC, miss
Scimitar2 vs AllyB with Combat Advantage: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 vs AC, hit for 1d8 + 8 ⇒ (7) + 8 = 15
-
Archer Ranged Shots vs AC:
1: AllyB: HIT!
2: AllyA: CRIT! - this drops AllyA
3: AllyC: miss
5: Savi-Kai: 1d20 + 6 ⇒ (12) + 6 = 18, miss
6: (shortsword) attacks Orla: 1d20 + 6 ⇒ (4) + 6 = 10, miss
7: (shortsword) attacks Alester with Combat Advantage: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27, HIT for 1d8 + 4 ⇒ (2) + 4 = 6 damage

8: (shortsword) and attacks AllyB: HIT! - this drops AllyB

Total Damage to PLAYERS:
Alester: Spend a Healing Surge (from Niri), then lose 6hp (from archer)
Thringorn: Gain 2 real hp (from Niri), Gain 3 temp hp (from Niri)

Current Player Imprisonment Status:

Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
Savi-Kai: suffering minor imprisonment effects (lose 1 Healing Surge per day).
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
**Imprisonment effects last till you reach 1 more milestone.

Enemy Defenses:

Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed

Karrnathi Skeletal Warriors == AC: 20, Fort: 16, REF: 18, WILL: 14


Map Notes:

The exit to the SouthWest (U2), but it is blocked by a gate (T2). Several other doors lead from the courtyard.
There is walkway about 30feet up - it provides cover (+2 AC) to those on it - it can be accessed by the ramp on the Eastern side

(T18) or climbing.
There is probably a main enterance to the Keep on the other side of the courtyard (off map)

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.


======================================================================
Initiative!:
INITIATIVE -- bold shows who's turn it is
Skel Warriors
: 2: Marked by Thrin
Skel Archers
: 1:
: 2:
: 3:
: 5:
: 6: Marked by Savi
: 7: Bloodied!
: 8:
Alester
Thringorn
Savi
Orla
Zvia

Nirifanya
Rallnik
Rallnik's men
: A: dying
: B: dying
: C:
: D:
Thanis's men
: E:
: F:
: G:
: H:
Thanis
======================================================================
*"Hit by Z": Target takes a –2 penalty to ranged and area attack rolls (Zvia's bow property)

All players are up!

<<map>>

Other Important Notes:

The exit is to the Southwest (U2), but it is blocked by a gate (T2). You will need to Break it/Lift it/Pick

it/Blow it up in order to get past. All of which takes a Standard Action when you're adjacent to T2.

There is walkway about 25feet up that runs along the wall - it provides cover (+2 Defenses)[b/] to those on it - it

can be accessed by the ramp (regular movement) on the Eastern side (T18), or you can Climb up any of the walls (Athletcis Check:

DC 22 and requires 10 squares of movement - see "Climb Rules" Below). You take 2d10 if you fall off the top of the wall.

There is [b]debris all over the courtyard. It doesn't affect movement, but you can spend a Move Action to Create a

Barricade. Pick TWO squares you want it in, and it provides cover (+2 Defenses) from all attacks that pass through those

squares (as long as you are closer to the barricade than the attacker), additional Move Actions can provide additional squares

of cover with the same rules.

Climb Rules
Climbing - an Athletics Check made while moving (once per Move Action)
Fail by four or less and you lose your Move Action. You don't fall, and you can spend another Move Action to keep trying.
Fail by five or more and you lose your Move Action and you are FALLING.

Climbing is effectively Difficult Terrain (it costs two squares of movement to move 5ft). The Walkway is about 25 feet up, so

that's 5 squares of climbing, or 10 squares of movement. That also means, that most characters need TWO Move Actions to get to

the top (and thus, TWO Athletics Checks)

TAKING DAMAGE: If you take damage while climbing, you need to make another Athletics Check at the same DC (or DC+5 if you are

Bloodied). If you succeed, no harm - you are fine. If you fail the check, you are FALLING.

FALLING: You may attempt to grab hold as a Free Action, it is an Athletics Check, DC + 5 (so, in the case of climbing this wall,

the DC to avoid falling is 27). If you succeed, you're fine. If you fail, you actually fall and take 1d10 per 10feet of the

fall.


Female Eladrin Bard 2

Orla suddenly realizes that Savi is all bloody, and speaks a Majestic Word in her direction. (That's a healing surge +5 for Savi.)

Then she turns her attention to finishing off the prone skeleton.

Guiding Strike on Archer6
1d20 + 9 + 2 - 2 ⇒ (16) + 9 + 2 - 2 = 25 vs AC, finally a hit!
1d8 + 6 ⇒ (7) + 6 = 13 damage, and if he survives that, -2 to his AC until the end of Orla's next turn.

Assuming the damned thing is finally dead...
Orla gestures to "H" to step in front of her on the walkway. "After you."

HP: 20/29 Surges: 4/8 AP: 1


Lol, when I reread my post, I realize the skeletal warrior's dying message was: ""
... not very exciting, lol :)

As the skeletal warrior slumps back into death, it intones a last message. The sound reverbates from its chest in a hollow noise, not a voice you hear, but a speach that seems to fill the air; a speach you feel rather than hear(skeletons normally cannot speak - they hiss or groan, but the magic that animates Karrnathi Warriors allows some to "talk"), "Ileana be found - We will prevail... fallen or... not."

The second warrior sees the death of its partner and it throws its head back and lets out a long moan/howl -- it sounds almost like a deep-heavy trumpet call. Perhaps they have fought together for decades and seeing its friend drop is too much for the skeletal warrior.

Savi and Thringorn:

That is NOT a skeleton mourning a fallen friend. It probably is a trumpet call -- most likely for reinforcements!


Male Human Fighter 2

Thringorn attacks Karnathi Skeleton 2.

Wicked Strike vs. AC

1d20 + 9 ⇒ (8) + 9 = 17

Action Point

1d6 ⇒ 2

damn!

"They're calling for reinforcements, let's start moving towards the exit!" Thringorn calls out to the group.

Thringorn then moves to O8.

HP: 36/42 Temp HP: 3/3 Surges:12/12 AP: 0/2 Buffs:+1 def while adj to dragon


Orla's blade drives clean through the archer's skull, dropping it, but causing the inevitable explosion of necrotic energy.
Archer6 is dead!
Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3sqrs of U19), attack vs REF for 1d6 + 2 ⇒ (1) + 2 = 3 necrotic damage.
: Orla : 1d20 + 5 ⇒ (15) + 5 = 20, HIT for 3 necrotic damage
: AllyH : 1d20 + 5 ⇒ (7) + 5 = 12, HIT for 3 necrotic damage
: Savi : 1d20 + 5 ⇒ (7) + 5 = 12, miss!

Thringorn calls for a retreat and then moves from the pile-up of combat. The skeletal warrior tries to take a swing at Thringorn, but misses badly. Movement away causes an Opportunity Attack from the Warrior:
Warrior2 OA vs Thringorn: 1d20 + 9 ⇒ (4) + 9 = 13 vs AC, clean miss...

Total Damage to PLAYERS:
Orla: (from dying skeleton) 3 <--- but I'm sure that Savi will shield it.

Alester, Savi, Zvia are up!
Map is the same, except: archer6 is dead and Thrin is now at O8


Female Githzerai Seeker 2

I move forward to the next barrier (Q17) and launch an arrow at the other Skeleton Warrior.

Grappling Spirits at Skeleton Warrior 2
1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13 vs AC, miss!

HP: 28/28 surges: 5/7 AP: 1/1


Female Genasi - Cindersoul Swordmage 2

I can't protect Orla from the 3. That was from the burst and since the attack was also on me, my shield would not work.

I was leaning heavily on the wall for support but feel a warmth spreading and strength returning to my limbs. My feeling of well-being is short-lived when I hear the big boney guy's message. I scan the courtyard quickly.

We need to get out of here fast. I think we should focus on moving toward that exit. It will take us too long to kill all of the archers and we're losing people the longer we stay here.

Aegis of Shielding on A5

Lightning Lure on A3
1d20 + 7 ⇒ (1) + 7 = 8 oof
I run to S11 and am in the middle of throwing my sword at A3 when I catch my foot on the rubble and almost take a nose dive. I manage to do a lot of arm waving and keep upright. (I don't suppose it looks like I am about to cast something amazing?)

HP: 19/37, Surges: 6/11(-1), AP: 1/1


Female Eladrin Bard 2

As long as we're waiting on Alester...
Is Orla high enough to see over the wall to the ... outside?


Male Human Blackguard Level 2

Sorry about delay! Alester will attack the skeleton at K9 with Vengeance strike!

"Fall before my wrath!!'

Attack roll VS AC: 1d20 + 5 + 6 ⇒ (8) + 5 + 6 = 19 I hope that hits!

Damage roll: 1d10 + 5 ⇒ (8) + 5 = 13

Current HP:23/32 Surges:7/12 AP:1


GREAT IDEA ORLA!

Orla, you can certainly see over the wall to the outside.
When you look over, three things jump to mind:
1) It's about 50 ft to the ground (Fort Bones is built on a small hill and its exterior wall is built on the edge of it, so while it's only 25ft to the ground on the inside of the wall, it's much farther on the outside).

2) You're just now remembering how desolate the area around Fort Bones is... You've got a clear view for miles, and aside from some sparse vegetation and a few hills, there's nothing to be seen (unless you want to make an active Perception Check, and give me an idea of what you're looking for).

3) For Orla's eyes only:

There is something strangley wrong when you look at the landscape. The ambush of combat must've kept your mind off of it... it wasn't until you looked over the wall at the land that it finally clicked.
You've been in prison a long while, but based on your time keeping and the information of the other prisoners, it should be the middle of Olarune (February). There isn't much vegetation in the area, but what little there is you'd expect to see it in its winter condition (no leaves, greyish/brown, dead...) and probably even see some snow on the ground.
The landscape is green. Well, as green as it gets in this area. Grass grows in small spots and the few trees in the landscape are all covered in leaves... it looks to be early summer.

What more, if it were Olarune, you would still be able to see your breath and normally would require a thick cloak wrapped about you... But it's warm. You thought it might be combat and excitement that was keeping the chill off of you, now you realize it truly is warm outside. Too warm for late winter.

If you had to guess, you'd say it was sometime in early summer, sometime in the month of Nymm (June).

Clearly... something is wrong.
It actually leaves you a bit shocked. Were it not for your strong force of will you would be dazed by the realization.
(upon first looking outside you have your Will attacked, if it hits, you are Dazed (one action per turn) - your will is so high, it's a miss - you're fine to act freely)


Alester, a 19 is a miss vs a skeletal warrior. Did you add in the +2 flanking bonus you get from AllyC ? Wait, nevermind, I think Vengeance strike adds to the damage, not the attack roll... so, you're attack bonus is probably not "+5+6" but "+5+2" for the flanking.

Also, Alester, note that Thringorn has called for a retreat... you still have a move action if you want to use it.


Female Eladrin Bard 2

Orla tries an active Perception check -- she's looking for both enemies and potential cover out there.

Perception: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14

I don't suppose there's any way for Orla to cushion the shock to the others? It wouldn't do to have them shocked silly when they get out the gate.

Orla is still suggesting that "H" take point in front of her, as if she's planning on getting out by going along the top of the wall. (Not that he is obliged to listen, of course.


Male Human Blackguard Level 2

"Lead them towards the exit Thringorn! I have some more enemies to kill!"

Alester is planning to cover the rear but his fighting nature is getting the better of him. He likes the combat so he will stay in it as long as possible.


Alester, love it! Very character appropriate :)

Orla, you don't see anything obvious out in the fields. No obvious enemies, no great cover locations. There are also some small clusters of trees, that a handfull of you might find cover in (not the whole group, but a few of you).

For Orla...:

...Is there any way for you to cushion the shock?...
You're a trained Bard -- you should be able to break the news in a decent way :)
Make a Diplomacy Check. Depending on how high you score, you might give them a bonus vs the Will attack or (if it's high enough) shield them completely from the effect.

...

Also, looking over the ledge again, if anyone happens to have rope (maybe from the standard adventuring gear) - you're pretty sure that you would be able to tie a 50' rope off on the crenellations of the wall... and it will get you most of the way to the ground.


I'll post the NPCs tonight when I get home
"Ally H" nods his indicattion that he'll take the lead.


"Nature makes you indestructible, Alester!" Niri calls forth the nature spirits to harden about Alester and grant him extra protection (+3AC for a turn) Then he has his tiger continue its attacks - the nearby wounded archer is that much closer to death.

Rallnik and his men try to keep the pressure on the remaining skeletal warrior, while also backing out of combat. They swing their blades a lot, but the skeleton doesn't suffer much from the flurry.

Thanis once again tries to climb the wall. "FRACK THIS!" (Thanis is unable to gain even the slightest of footholds up the wall, he has failed three times to climb it, and now looks for another option)... Two of his men move to the exit, one tries to pull a fallen ally out of combat, and Haas (Ally H) steps in front of Orla with sword ready to dispatch the skeletal archer in the way... when he suddenly freezes, "Bah... Buh... uhhh" (Hass looked over the wall, and he is now Dazed (save ends))

-- ROUND 5 --

The remaining karrnathi skeletal warrior ignores Thringorn's mark and swings at Alester. Alester easily parries the blow, but the skeleton uses the momentum to slide closer to the fleeing allies and nearly cuts one in half! (Bloodies AllyG).
The archers continue to rain down arrows.

COMBAT DETAILS:


::ALLIES::
Nirifanya: minor: Barkskin on Alester (Alester gains +3 AC for one turn); Moves to O9 and his tiger moves to I8; Attack with Spectral Tiger vs Archer7: 1d20 + 5 ⇒ (7) + 5 = 12 vs Will, HIT! for 1d8 + 4 ⇒ (6) + 4 = 10 and adjacents gain temp hp.
Rallnik: moves to J10. attacks warrior2: 1d20 + 8 ⇒ (11) + 8 = 19 vs AC, miss...
Rallnik's Men: Attack Warrior2 and then shift away. (1 hit)
Thanis: move action climb 1d20 + 8 ⇒ (1) + 8 = 9 (FAIL), move action climb again 1d20 + 8 ⇒ (6) + 8 = 14 (FAIL AGAIN). He remains on the ground at T14.
Thanis's Men: most just move and build barricades, #G grabs a fallen comrade and ties to pull him away, #H moves to U18 and is Dazed (one action - turn over)


::ENEMIES::
Warrior2: Karrnathi Skill 2 attacks, and can shift at any point during the attack (he shifts to L10 between attacks)
Scimitar1 vs Alester with combat advantage, minus for the mark: 1d20 + 9 + 2 - 2 ⇒ (2) + 9 + 2 - 2 = 11 vs AC, miss!
Scimitar2 vs AllyG: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19 vs AC, HIT for 1d8 + 8 ⇒ (7) + 8 = 15
-
Archer Ranged Shots vs AC:
1: AllyE w/ cover: miss
2: moves and shoots AllyG: HIT! -- AllyG is close to death.
3: Thanis: HIT!
5: Savi-Kai: 1d20 + 6 ⇒ (2) + 6 = 8, miss!
7: (shortsword) attacks Alester: 1d20 + 6 ⇒ (14) + 6 = 20, miss!
8: (shortsword) attacks Alester and then shifts away: 1d20 + 6 ⇒ (20) + 6 = 26, !!CRIT!! for 12 = 12damage.

Total Damage to PLAYERS:
Alester: 3 temp hp (from Tiger's attack), then 12 from the archer.

Current Player Imprisonment Status:

Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
Savi-Kai: suffering minor imprisonment effects (lose 1 Healing Surge per day).
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
**Imprisonment effects last till you reach 1 more milestone.

Enemy Defenses:

Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed

Karrnathi Skeletal Warriors == AC: 20, Fort: 16, REF: 18, WILL: 14


Map Notes:

The exit to the SouthWest (U2), but it is blocked by a gate (T2). Several other doors lead from the courtyard.
There is walkway about 30feet up - it provides cover (+2 AC) to those on it - it can be accessed by the ramp on the Eastern side (T18) or climbing.
There is probably a main enterance to the Keep on the other side of the courtyard (off map)

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.


======================================================================
Initiative!:
INITIATIVE -- bold shows who's turn it is
Skel Warriors
: 2: Marked by Thrin
Skel Archers
: 1:
: 2:
: 3:
: 5: Marked by Savi
: 7: Bloodied! (near dead)
: 8:
Alester
Thringorn
Savi
Orla
Zvia

Nirifanya
Rallnik
Rallnik's men
: A : dying
: B : dying
: Corin :
: Duller :
Thanis's men
: Egger :
: Feln :
: Gossen : Bloodied! (near dead)
: Haas : Dazed (se)
Thanis
======================================================================
*"Hit by Z": Target takes a –2 penalty to ranged and area attack rolls (Zvia's bow property)

All players are up!

<<map>>

Other Important Notes:

The exit is to the Southwest (U2), but it is blocked by a gate (T2). You will need to Break it/Lift it/Pick it/Blow it up in order to get past. All of which takes a Standard Action when you're adjacent to T2.

There is walkway about 25feet up that runs along the wall - it provides cover (+2 Defenses)[b/] to those on it - it can be accessed by the ramp (regular movement) on the Eastern side (T18), or you can Climb up any of the walls (Athletcis Check: DC 22 and requires 10 squares of movement - see "Climb Rules" Below). You take 2d10 if you fall off the top of the wall.

There is [b]debris all over the courtyard. It doesn't affect movement, but you can spend a Move Action to Create a Barricade. Pick TWO squares you want it in, and it provides cover (+2 Defenses) from all attacks that pass through those squares (as long as you are closer to the barricade than the attacker), additional Move Actions can provide additional squares of cover with the same rules.

Climb Rules
Climbing - an Athletics Check made while moving (once per Move Action)
Fail by four or less and you lose your Move Action. You don't fall, and you can spend another Move Action to keep trying.
Fail by five or more and you lose your Move Action and you are FALLING.

Climbing is effectively Difficult Terrain (it costs two squares of movement to move 5ft). The Walkway is about 25 feet up, so that's 5 squares of climbing, or 10 squares of movement. That also means, that most characters need TWO Move Actions to get to the top (and thus, TWO Athletics Checks)

TAKING DAMAGE: If you take damage while climbing, you need to make another Athletics Check at the same DC (or DC+5 if you are Bloodied). If you succeed, no harm - you are fine. If you fail the check, you are FALLING.

FALLING: You may attempt to grab hold as a Free Action, it is an Athletics Check, DC + 5 (so, in the case of climbing this wall, the DC to avoid falling is 27). If you succeed, you're fine. If you fail, you actually fall and take 1d10 per 10feet of the fall.


Female Eladrin Bard 2

"Thanis, just run up the ramp!" Orla shouts down.

She unleashes mockery on next archer.
Vicious Mockery on Archer5
1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16 versus Will, hit
1d6 + 6 ⇒ (4) + 6 = 10 damage, and a -2 penalty to his attack rolls, which may help poor H.

Diplomacy 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11 "Comrades, don't be surprised by what you see outside!" At least, I'm guessing that roll wasn't enough to help much.

HP: 17/29 Surges: 4/8 AP: 1


Orla grabs everyone's attention...
An 11 is good enough at level 2 for an assist... so, explain what you've seen and everyone gets a +2 bonus on their Will when they get hit by the effect.

Orla's arcane words cause the skeleton to emit a blast of necrotic energy as it suffers a terrible wound. Most of you can duck out of the way. All but Haas.

Archer5 is Bloodied!
Skeleton immediate reaction to Bloodied and/or Death:
Close Burst 3 (everyone within 3sqrs of U17), attack vs REF for 1d6 + 2 ⇒ (6) + 2 = 8 necrotic damage.
(each attack suffers from Savi's mark penalty)
: Thanis (with cover) : 1d20 + 5 - 2 - 2 ⇒ (11) + 5 - 2 - 2 = 12, miss
: Hass (with -2 penalty): 1d20 + 5 - 2 - 2 ⇒ (15) + 5 - 2 - 2 = 16, HIT! for 8 damage -- he's bloodied now.
: Orla (with cover): 1d20 + 5 - 2 - 2 ⇒ (11) + 5 - 2 - 2 = 12, miss

No damage to players

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