GM Keeper of Solace |
Jerem bleeds heavily from Elarya's savage attack, and steps back a pace or two to give himself some distance. Muttering words of anger and defiance the young barbarian can see his wounds begin to knit beneath his torn tunic.
concentration: 1d20 + 6 ⇒ (20) + 6 = 26ugh! wasted 20!
cure spell: 2d8 + 3 ⇒ (5, 8) + 3 = 16
At the same time, the dark chain whip, floating beside him advances on Amara, lashing out at her, but fortuitously, it fades away into nothing just before striking her. Jerem grunts in anger once again and calls to one of the nearby hordesman who rushes to his defense.
The invader attacking Havak howls in frustration as his small target darts back and forth and proves too agile to be hit.
attack: 1d20 + 1 ⇒ (11) + 1 = 12
Garrett, on the defensive, finds a lull in chaos in his immediate area. "We need to get closer to allies! Wallace says as he carefully lifts Everett onto his shoulder. "I think it's safe to move your father now." he holds his hammer out defensively as well.
Sansa's twin daggered opponant wildly slashing in the air at her with both weapons, but either lacks the training or the luck, and neither blow connects.
double attack!: 1d20 - 3 ⇒ (12) - 3 = 91d20 - 7 ⇒ (14) - 7 = 7
The other hordesman that Elarya left combat with charges after her, jagged blade raised high above its head, but slips slightly in the rain and mud, and his attack only connects with the air at her side.
charge!: 1d20 + 3 ⇒ (4) + 3 = 7
Now, Amara and Jerem and 2 hordesman and Elarya are all within 5 feet of each other. Sansa is about 20 feet away from that group with her one attacker, and havak is about 30 feet away from the large group with his attacker. Garrett, Wallace and Everett are currently not engaged with attackers and are about 30 feet from the first group as well.
Round 5
Elarya: 22 (acted)
Sansa: 21 (acted)
Garrett: 19 (acted)
Invaders:17 (acted)
Jerem: 14 (acted)
Townsfolk: 8 (acted)
Amara: 6
Havak: 5
Corvina: 4 (effectively out of combat)
GM Keeper of Solace |
Havak takes a 5ft step away from his attacker and throws a bomb at its chest.
1d20+5
1d6+4
The horde creature screams as the bomb hits it squarely, the flames licking across it's robe and burning its flesh. It twitches in pain and anger, but does not fall, and begins to move towards the blue goblin Havak with new fervor.
GM Keeper of Solace |
Amara wipes the sweat from her eyes as she hastily nocks another arrow and aims it at the hated Jerem. She fires at him and retreats to the new form of Corvina, reaching out to her red hand.
"Help us!"1d20+3+1; 1d6+1
Amara's arrow flies by Jerem's head, only missing by inches.
With a deep cackle, he screams at the gathering resistance, looking deeply into Elarya's eyes. "You WILL all be put down!"When Amara grasps the red hand of he tree-like form of Corvina, a pulse goes into her. For a split second, her heart stops, the restarts with a quickness, beating faster than ever before. Then sensation is quite dizzying (DC 12 reflex not to fall down), but passes after a few seconds. The hair on the back of her neck stands on end, and she has a passing feeling of finally coming to the end a a dark and restrictive tunnel, involuntarily taking a deep breath. Looking up at the strange form of Corvina before her, she can see that one of the fingers on the red hand has curled inward, the others (and all those on the black hand)still outstreched.
Sansa Allende |
Round 6
The horde villain she hit last time was still near her, though quite injured, and so Sansa lashes out again with her light mace, hoping to finish him off once and for all. "Die you menace."
Attack with Light Mace: 1d20 + 2 ⇒ (16) + 2 = 18
Damage, if hit: 1d6 + 2 ⇒ (2) + 2 = 4
Last round Sansa did 6 damage to this fellow and now 4 for a total of 10. The GM said 8 would kill them, so I think this villain is now dead.
She then retreats to the tree-like form of Corvina and grasps her black hand, since Amara was holding the red hand.
Jerem Cor |
[dice=Power Attack]1d20+6
[dice=Damage]1d6+5+2"Only if you can kill me first."
Elarya doesn't hesitate; she goes for the face.
Elarya's powerful blow misses Jerem by inches, but he laughs nonetheless, as his two allies circle, one of them beginning to position itself behind the young warrior girl. Alhough his tunic is torn from other blows, and the blood is stil on him, he seems unfazed, a crazy light dancing behind his eyes.
"It would be my pleasure, girl."GM Keeper of Solace |
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Round 6
The horde villain she hit last time was still near her, though quite injured, and so Sansa lashes out again with her light mace, hoping to finish him off once and for all. "Die you menace."
[dice=Attack with Light Mace]1d20+2
[dice=Damage, if hit]1d6+2Last round Sansa did 6 damage to this fellow and now 4 for a total of 10. The GM said 8 would kill them, so I think this villain is now dead.
She then retreats to the tree-like form of Corvina and grasps her black hand, since Amara was holding the red hand.
As Sansa grasps the black hand, outstretched from the Corvina-thing, she can see Amara shake off a sudden diziness. Before she can blink however, a sudden chill washes over her, and for a split second she feels as though she is drowning. Weightless and out of breath, but held all the same, she can feel her skin tighten and constrict around her, slowing her movements and pushing further in on her very spirit. Just when she is sure that her lungs will burst, she feels a warmth as nothing she has ever felt before. Like a mother's arms around her child. Through the muck and the rain and the chaos around her, there is a contentment, and she feels as though it is the cleanest most pure breath she has ever taken. (the jolt back to reality is quite jarring though, so DC 12 Reflex or Sansa falls prone).
Looking up at the Corvina tree, Amara and Sansa both see one black finger curl inward.GM Keeper of Solace |
Sansa Allende wrote:Round 6
The horde villain she hit last time was still near her, though quite injured, and so Sansa lashes out again with her light mace, hoping to finish him off once and for all. "Die you menace."
[dice=Attack with Light Mace]1d20+2
[dice=Damage, if hit]1d6+2Last round Sansa did 6 damage to this fellow and now 4 for a total of 10. The GM said 8 would kill them, so I think this villain is now dead.
She then retreats to the tree-like form of Corvina and grasps her black hand, since Amara was holding the red hand.
Sansa does indeed finish off her foe, and runs over to grasp the black outstretched hand of the Corvina-thing. She can see Amara shake off a sudden dizziness. Before she can blink however, a sudden chill washes over her, and for a split second she feels as though she is drowning. Weightless and out of breath, but held all the same, she can feel her skin tighten and constrict around her, slowing her movements and pushing further in on her very spirit. Just when she is sure that her lungs will burst, she feels a warmth as nothing she has ever felt before. Like a mother's arms around her child. Through the muck and the rain and the chaos around her, there is a contentment, and she feels as though it is the cleanest most pure breath she has ever taken.
(the jolt back to reality is quite jarring though, so DC 12 Reflex or Sansa falls prone).
Looking up at the Corvina tree, Amara and Sansa both see one black finger curl inward.
Sansa Allende |
I think your posting doubled up in response to Sansa's actions. ;) Yay! her foe is d-e-a-d.
Reflex save (DC 12): 1d20 + 1 ⇒ (10) + 1 = 11
The jolt she felt when she returned to the present moment was too strong and Sansa for all her efforts could not hold herself up and she falls back, prone. Grr, missed it by one.
Amara Sontan |
The jolt from touching Corvina's hand subsides and though Amara wavers she does not fall. As the tension eases from her she feels a calmness and turns toward Jerem once again, more determined than ever to remove his scourge from the town. Setting another arrow she fires on him with blood in her eyes.
attack: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 211d6 + 1 ⇒ (6) + 1 = 7
made a mistake on the last attack roll, should have been +4 not +3, but wouldn't have mattered anyway.
Please say 21 is a hit!Unless she gets some penalties from the tree I will assume it is...
Finally her arrow strikes true at the foul creature called Jerem!
Garrett Snow |
Clarity came slowly as Garrett Snow looked about the once lush woods that surrounded the only home he's known. His peers gathered at a foreign tree leaving the wild Whitescale alone with the man who brought destruction to Solace. "Get him to the others. I'll give you some more time."
He can't take this away. I won't let him. The throbbing pain in his leg screamed with each accelerating step. These are good people. My people. My family. As Jerem drew closer, Garrett grips his sword with every bit of strength he's capable of mustering and lifts it's mysteriously bright blade above his head.
DM - This is the first time Garrett has ever used Smite Evil. Feel free to run with that in any direction you'd like.
Swift Action: Smite Evil on Jerem (!), Full Round Action: Charge Attack
Charging Power Attack: 1d20 + 3 + 2 + 3 ⇒ (16) + 3 + 2 + 3 = 24
Damage: 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11 +1 if Jerem is an evil outsider (fingers crossed)
If I could end up flanking with Elarya, I'd prefer to be there so long as it doesn't provoke an AoO.
Sansa Allende |
Sansa Allende wrote:GM, is Sansa able to spend a hero point to re-roll her reflex save to see if she can remain upright and not prone?Yes, Sansa can spend a hero point to do that if you wish.
Thank you, GM. I hadn't entirely decided if I will or not, but wanted to see if I had the option. :)
GM Keeper of Solace |
Jerem is struck in the chest again by the anger of Elarya's axe and staggers to the side. Then Garrett rushes forward and slashes across the foul preist's chest as well. The blood flows freely from his wounds as he wails defensively. One of the creatures seeing a new target, slashes at the defensive Wallace
attack: 1d20 + 1 ⇒ (14) + 1 = 15damage: 1d6 + 1 ⇒ (6) + 1 = 7and manages to cut a gash in his back.
The other, flanking Elaryawith Jerem, jabs at her
attack: 1d20 + 3 ⇒ (8) + 3 = 11damage: 1d6 + 1 ⇒ (1) + 1 = 2 just barely landing a blow.
Jerem, bloddied and dizzy, attempts to cure himself again, guarding his movements as he speaks unholy words.
concentration: 1d20 + 6 ⇒ (11) + 6 = 17but seems too distracted by pain, and his wounds do not close!
As the combat continues elsewhere in town, Walace stands steady, defending as best he can the wounded Everett Snow.
Just then, Jerem cries out "KILL THEM, KILL THEM ALL!" And as he turns, slowly, bloodshot eyes looking at the group, Amara steps back, and lets loose an arrow. This time her aim is true, and her hand steady, as the arrow finds Jerem's neck.
Coughing blood and clutching at his wounds, he falls to the ground.
Round 6
Elarya: 22 (acted)
Sansa: 21 (acted)
Garrett: 19 (acted)
Invaders:17 (acted)
Jerem: 14 (acted)
Townsfolk: 8 (acted)
Amara: 6 (acted)
Havak: 5
Corvina: 4 (effectively out of combat)
Sansa Allende |
As a free action, Sansa calls out to the goblin,"Choose a hand of Corvina, Havak. Red or Black, but we must all choose now before the village is destroyed." Sansa hopes Elarya and Garrett will make their way to Corvina's tree and make their choices soon. Sansa decides to "encourage" them forward. "Garrett, Elarya, to Corvina's tree now!"
Current position: Amara has chosen red, Sansa has the black.
Sansa Allende |
"before Havak chooses, what is the difference?"
"It is an individual choice. You decide which hand you would rather touch and hold: the one of deepest black, glistening like the darkest clay or the one reddest of reds, rich and vibrant, as if pumped straight from the heart."
The GM set this up and we are meant to choose. We do not know the ramifications of our choices, but we must make one. That's all I can tell you.
GM Keeper of Solace |
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[dice=know arcana]1d20+4 to see which he would think would be the better idea
Havak throws a bomb at the two meleeing (if he can do so without hitting a town member)
1d20+6
1d6+4 splash damage 5, ref dc 14 halves
Unfortunately, arcana wont tell you which is a "better" choice. But alchemically speaking, black (i believe, so lets go with it) is traditionally melancholic, dealing with the earth, mystery and sleep; and red, sanguine, dealing with fire, strong emotion and movement.
As for targeting, yes, you can, and since you got a natural 20 you can also roll to confirm a crit!Amara Sontan |
Amara exults to see Jerem finally fall but is dismayed the other horrors haven't disappeared or fled.
She then nods as Sansa replies to Havak. She repeats Corvina's words, "Corvina said we must choose, blood to end it all or simply close our eyes. I don't believe this is an illusion and I don't know what she means but I have chosen."
Her attention turns back to the battle and with renewed vigor she chooses her next target.
It's all so exciting!
Elarya Whitescale |
Jerem was dying, that much was obvious, but Elarya didn't see that. She saw the man that was causing so much pain, and she wanted nothing more at that moment than to put her axe in his skull.
Coup de Grace: 2d6 + 10 ⇒ (4, 1) + 10 = 15 Must make a DC 25 Fort save or be instantly slain. Also Provokes AoO
Her rage spent, the young warrior struggles to stay on her feet.
Garrett Snow |
Mouth agape in shock, Garrett watches Elarya extinguish her revenge in the foul priest's deformed head. As he attempts to put together a cohesive statement he is interrupted by Wallace's cry of anguish. Looking from one to the other he swallows his words and retreats to protect the man guiding his father.
Move: to Wallace's attacker; Standard: Power Attack
Power Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
GM Keeper of Solace |
Jerem was dying, that much was obvious, but Elarya didn't see that. She saw the man that was causing so much pain, and she wanted nothing more at that moment than to put her axe in his skull.
Her rage spent, the young warrior struggles to stay on her feet.
just the 15 puts him below negative con, so I'm not going to bother with the Fort check
Elarya stands over Jerem's heavily breathing body and with both hands around her axe, she buries it his head, nearly splitting it in two, the cut across the middle of his face, his eyes seemingly now looking in two opposite directions, she can only focus on the sneer that remains on his corpse.
Distracted as she is, on of the nearby hordesmen takes a swipe at her back
AoO: 1d20 + 1 ⇒ (5) + 1 = 6but it seems either too excited or panicked to have any effect, and only cuts through the air.
Mouth agape in shock, Garrett watches Elarya extinguish her revenge in the foul priest's deformed head. As he attempts to put together a cohesive statement he is interrupted by Wallace's cry of anguish. Looking from one to the other he swallows his words and retreats to protect the man guiding his father.
Move: to Wallace's attacker; Standard: Power Attack
Garrett comes to the defense of Wallace swiftly, and swinging overhead, comes down heavily on the hordesman's shoulder, sending him twitching to the ground.
The only remaining immediately threatening opponent, nearest to Elarya, takes a stab at her with its jagged blade, screaming incoherantly as it lunges forward, wildly before running off to find an easier target (AoO for Elarya)
attack: 1d20 + 1 ⇒ (3) + 1 = 4
Round 7
Elarya: 22 (acted)
Sansa: 21 (holding)
Garrett: 19 (acted)
Invaders:17 (acted)
Jerem: 14 (very dead)
Townsfolk: 8 (defending)
Amara: 6
Havak: 5
Sansa Allende |
Acting - Round 7
Watching Elarya unsteady on her feet after her killing blow on Jerem, and since she is closer than Garrett is, Sansa runs from her place by Corvina's tree and lays her hand on the blonde girl's shoulder (away from the horde villain on the other side of Elarya), speaking the healing words and allowing the energy to flow from her into Elarya. The wild girl was their fighting might.
CLW on Elarya: 1d8 + 1 ⇒ (7) + 1 = 8
Amara Sontan |
Seeing the immediate threat contained Amara scans the area for any sign of her family and makes her way to where Samel fell, firing at the nearest foe.
She doesn't want to get too close to any of the enemy but getting within point blank range, 30', would be nice.
attack: 1d20 + 4 ⇒ (10) + 4 = 141d6 ⇒ 2. if there is point blank +1 to both attack and damage