Zedth's Keep on the Borderlands (Inactive)

Game Master Zedth

Party Health:
Brandt....18/18
Carith.....12/12
Eina........12/12
Erodin....22/22
Pinto......23/23
Taecuss...19/19

Map of the Borderlands
Current Tactial Map

Party Loot

Initiative and Perception:

Initiative:
[dice=Brandt]1d20+2[/dice]
[dice=Carith]1d20+1[/dice]
[dice=Eina]1d20+2[/dice]
[dice=Erodin]1d20+3[/dice]
[dice=Pinto]1d20+2[/dice]
[dice=Taecuss]1d20+3[/dice]

Initiative order:
1)
2)
3)

Perception checks:
[dice=Brandt]1d20+5[/dice]
[dice=Carith]1d20+3[/dice]
[dice=Eina]1d20+5[/dice]
[dice=Erodin]1d20+0[/dice]
[dice=Pinto]1d20+5[/dice]
[dice=Taecuss]1d20+7[/dice]


101 to 150 of 643 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

Does that mean that Eina gets haste as a 1/day SLA? That would be awesome at first level. ;)
On another note, no resistance bonuses from the brooch this time. Eina is far too drunk to actually pin the thing so she can wear it.

Fort (Drunk!): 1d20 - 2 ⇒ (1) - 2 = -1 Well, it looks like Eina may have spoken too soon. What’s a nat 1 get me? :D
Staggered: 1d3 + 1 ⇒ (3) + 1 = 4

Despite her bravado and undeniable willingness to help, the toll of the drinking contest is telling as Eina’s grin disappears again and she clenches her teeth against the wave of nausea that threatens to have her revisiting her dinner.

<<Maybe they have a point. I really don’t feel good,>> she mutters in her native tongue.


Tactical Map
Gamemaster Zedth wrote:
I'll get up a combat map and post(s) up later tonight.

Sorry for the delay. Its been a long day, so tomorrow is my new target.


Tactical Map

The barkeeps and the few leftover villagers inside the inn all looked at each other with panic in their eyes, caught off guard and unsure of what to do. Cortland and his two guards stood at once, causing their chairs to fly backward from the motion. The women drew their castle-forged short swords while the nobleman fumbled for a dagger at his belt. A pair of crossbows appeared in the hands of the barkeeps, retrieved from behind the bar.

Cortland called out as the new adventurers headed for the door, headed for the real danger,
"We will stay here and protect these people."

Initiative:
Brandt: 1d20 + 2 ⇒ (6) + 2 = 8
Eina: 1d20 + 2 ⇒ (2) + 2 = 4
Erodin: 1d20 + 3 ⇒ (8) + 3 = 11
Pinto: 1d20 + 2 ⇒ (18) + 2 = 20
Taecuss: 1d20 + 3 ⇒ (12) + 3 = 15
Bad guys: 1d20 + 1 ⇒ (13) + 1 = 14

Initiative order:
1) Pinto,Taecuss
2) Bad guys
3) Erodin, Brandt, Eina

I placed you all in the entrance/common room area since most of you were heading for the door, and Taecuss was already curling up on the floor to go to sleep. For now I have not bothered to place villagers or dead bodies on the map. At the moment only two visible enemies are seen once you exit the inn.

Tactical Map
Combat notes:
-The grayish ‘walls’ are windows.
-The stairs count as difficult terrain though they can be avoided by a DC 10 Acrobatics/Jump check.
-It is dark outside so everyone has concealment vs ranged and melee (20% miss chance) right now, as there are no close light sources near the enemies.
-I haven't yet described the enemies yet because of the chaos and darkness. Once you have gotten closer and/or a light source appears,
I will describe the enemies in greater detail. For now all you see is that they're humanoids with cold steel in their hands.

---------------

Round 1, Pinto and Taecuss you may go!


Tactical Map

The road had been long but the priest decided some hours ago to press on in spite of his weary head and tired feet. He arrived at the walled village of Sowell's Orchard much later than he had wanted to, well past sunset and on into the night.

He raised a hand to hail the pair of guards manning the south gate when sounds of clashing steel and battle cries carried through the night air, causing the sentries to leave their post and run for toward the action, toward the north wall near the inn.

Hot on their heels, the traveler ran off to see what was happening.

---------------

Carith Initiative: 1d20 + 1 ⇒ (1) + 1 = 2

Carith, you will act in initiative group 3 along with Erodin, Brandt, and Eina.


Taecuss rises to his feet, grabbing his quiver and bow as he does so.

Move action to stand, move action to grab his quiver. Next round he'll be using a move action to grab his bow.

Edit:
With bow in hand, Tae moves over to where he can see outside without blocking the door way for the others.


Tactical Map
Taecuss dyn Bru wrote:

Taecuss rises to his feet, grabbing his quiver and bow as he does so.

Move action to stand, move action to grab his quiver. Next round he'll be using a move action to grab his bow.

I'm not going to get too harsh on the 'move' action economy here. We can safely assume that the noise (either of your friends running to action, or that of outside) woke you from your light sleep and that you were able to stand and ready a weapon.

Feel free to take another action if you'd like.


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |
Gamemaster Zedth wrote:

Cortland called out as the new adventurers headed for the door, headed for the real danger,

"We will stay here and protect these people."

Pinto nodded, "Good idea. let us make use of our new badges."

The man got up with a quickness that belied his age and moved to wards the door. He patted his weapons to make sure they were there and he was ready to face threat was outside.

"Light, somebody get some light over here. Evil creatures love the darkness."

--------------
move and use move action to gain power attack with martial flexibility

stats:

HP 15/15
AC 16, touch 12, flat-footed 14
Conditions: n/a
Melee (hand axe): +4 = +1(base) +3(STR)
Melee Damage (hand axe): 1d6+3 = +3 (str), x3
3/4 Martial Flexibility
10/10 rounds of power attack


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

Eina cast Light on Pinto's weapon before everyone started rushing out.


Tactical Map

Pinto burst through the inn's east-facing doors to find a violent scene before him. Several townsfolk lay unmoving not on the map on the ground while a pair of laborers were being dragged against their will toward the breach in the village wall - dragged by some monstrous looking men. In the darkness it was difficult to make out specifics, but there was something subhuman about them, something animalistic.

Round 1, bad guys (and misc NPCs):

Two enemies attempt to grapple their targets, and one takes a shot at Pinto.

The twang of a bow issued from behind some stacked crates near the wall, firing off a missile at the brawler emerging from the inn.

Enemy 1 vs laborer, grapple: 1d20 + 5 ⇒ (6) + 5 = 11, miss
Enemy 2 vs laborer, grapple: 1d20 + 5 ⇒ (1) + 5 = 6, miss
Enemy 3 vs Pinto, shortbow: 1d20 + 4 ⇒ (9) + 4 = 13, miss

---------------

The two standing gate guards charged valiantly toward the invaders, ready and willing to risk life and limb for their fellow villagers. With spears clenched in both hands, they each made a bee line for the closest foe with a desire to put him down forthwith.

Guard 1 vs Enemy 2, spear: 1d20 + 3 ⇒ (3) + 3 = 6, miss
Guard 2 vs Enemy 2, spear: 1d20 + 3 ⇒ (10) + 3 = 13, miss

---------------

Round 1, everyone may go! (Pinto's and Taecuss' actions will be for Round 2.)


Tactical Map
Eina wrote:
Eina cast Light on Pinto's weapon before everyone started rushing out.

I'll be generous and take this as a "surprise round" action since the party did successfully hear the action outside.


Inactive

"Let's go go go!" Erodin lumbers forward through the door and down the stairs, his scale mail proving quite hindering. He draws his hammer as he goes, and attempts to quickly navigate the stairs.

Acrobatics: 1d20 - 1 ⇒ (9) - 1 = 8.

"Frickin' stairs!" he cries as he stumbles on the step, putting a halt to his forward progress.

Double move, draw lucerne hammer. For failing, does Erodin fall prone or just come to a stop?

*Edit* - also, for the sake of playing well with the party, let's assume Erodin moves after Pinto so Erodin doesn't block Pinto's possible charging lane.


Human Paladin 1 (Tortured Crusader) (Iomedae)| AC 20 T 12 FF 18 | HP 13/13 | CMB +4| CMD 16 | | F +4 R +2 W +4 | Initiative +4 | Perception +6

To Carith's satisfaction, his hands only shook a little as he took in the scene before him, and that from his body's energetic response to the events unfolding. He had undergone combat training, of course, but had never experienced an actual battle before. The closest had been when he had been beaten by three grown men as an early teen. The priest looked with pride as the guards hurried to rescue the laborers from their would-be captors, following behind as quickly as his mail would allow.

Laborers like his father. Men just trying to make a living for their families in this blossoming bastion against the wilds. As he made his way closer, he called out in a clear voice, "Iomedae, grant your servant and those of good faith your blessing against these evil-doers!"

In his periphery, he caught sight of the large, middle-aged man bounding towards the fighting. Carith would fight to his last breath to help save these people, but he hoped the solid man had friends inside.

Move up 3 and right 1, cast Bless (would prefer after the other round 1 peeps have gone so as to catch them in the burst if possible. Not sure if I would have my weapon and shield out already, but will be ok either way.


Male Human Skald (Totemic) 2. HP 18. AC16. T12. FF14. Fort 4. Ref 2. Will 4. Init + 2. Perception 5.

On his action Brandt will move to the door and cast Dancing lights Centred on square D7 to give everyone an idea of what's happening where.


Tactical Map
Erodin Stark wrote:
For failing, does Erodin fall prone or just come to a stop?

No penalty other than the stairs spaces are again considered difficult terrain.

Brandt Holgarson wrote:
On his action Brandt will move to the door and cast Dancing lights Centred on square D7 to give everyone an idea of what's happening where.

For now, to avoid cluttering the map we'll just assume the area is now well lit since you can have several floating lights in the vicinity.

---------------

Conjured magical lights sprang into existence amongst the combatants, revealing the bizarre nature of the assailants. Weird beast men they were, with the heads of a pig, a goat, and a rabbit! The beastmen did not seem to share any cuddly behavior similarities they may have had with their animal types, as each of them snarled and gnashed - and seemed to be enjoying themselves.


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

Re: Light spell: That's fine with me.
Eina had been about to call on the blessings of the spirits of the storm, but hearing a call from outside, and getting a tingle from the fringes of the divine power being imparted, she decides that she could save her strength and staggers for the closest door. A wave of nausea hits her as she loses her balance somewhat stumbles the last few steps with one arm holding her complaining belly and the other hand clamped firmly over her mouth.

"Shomeone get th'room t'schtop shpinnin', Pleashe," she pleads through her fingers after she chokes down the rising bile.

Casting Bless: +1 to attacks and saves vs. fear effects.
Move to the door.

Active Buffs:
Bless - 9/10 rounds remaining.
--Affects: Eina, Brandt, Taecuss, Pinto, and Erodin
Carith's got y'all covered, and Eina's got no business getting involved beyond support in this fight anyway.
Light - 10 minutes remaining
--Affects: Pinto's weapon, or armor if he doesn't have a weapon out.

Active Debuffs:
Sickened: Ain't going away anytime soon.
Staggered: 3/4 rounds left.


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |

With his handaxe magically lighting the way, the big-boned man saw the the stairs just in time. Once down, he virtually few and faced off with the goat-headed ruffian.

"Fun's over boys. If you like the sun, your best chance is turn tail and leave."

---------------
double move

stats:

HP 15/15
AC 16, touch 12, flat-footed 14
Conditions: n/a
Melee (hand axe): +4 = +1(base) +3(STR)
Melee Damage (hand axe): 1d6+3 = +3 (str), x3
3/4 Martial Flexibility
9/10 rounds of power attack

Welcome Carith! Just in time. imagine that. :)


Tactical Map
Carith Blankenship wrote:
Move up 3 and right 1, cast Bless (would prefer after the other round 1 peeps have gone so as to catch them in the burst if possible. Not sure if I would have my weapon and shield out already, but will be ok either way.

You can consider yourself armed and armored since you had a little time "off camera" to run up to the scene.

Your Bless will affect everyone except poor Eina who is a bit out of range.

Unless you have a hardware or software issue I would prefer that everyone move their own tokens on the map. I'll move you right now but next time either go ahead yourself or make a request for one of us to move you.

---------------

Waiting on an action from Taecuss.


Unable to get a view of the attackers from inside, Taecuss bolts outside and to one side. As Pinto moves out and takes his glowing axe with him, Taecuss can start to make out their foes in the distance with his keen elven vision. He notes the archer bunny taking a shot at Pinto, and the elf returns fire. Alas, in the confusion and the dim light, his shot misses.

To hit 1d20 + 3 ⇒ (6) + 3 = 9
Damage 1d6 + 0 ⇒ (6) + 0 = 6


Tactical Map

Round 2, bad guys:

While the goat man continued struggling to keeping a grip on the laborer, the pig man began squealing in unfettered rage as the guardsmen thrust their spears toward him. Leaving the laborer alone for now, he swung a wicked looking rusty morningstar into the side of the young guard's head, audibly shattering his skull in a messy splatter. The raging pig took a clumsy bite at the 2nd guard, chomping ineffectively in mid air before his first victim had even fully hit the ground.

Still comfortably covered by the stack of crates, the rabbit man aimed another arrow, this time again unable to pierce armor or flesh.

Enemy 1 vs laborer, grapple: 1d20 + 5 ⇒ (5) + 5 = 10, miss
Enemy 2 vs Guard, morningstar, rage: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23, hit
Enemy 2 vs Guard, bite: 1d20 ⇒ 6, miss
Enemy 3 vs Erodin, shortbow: 1d20 + 4 ⇒ (14) + 4 = 18, miss
Enemy 2 damage vs Guard, morningstar: 1d8 + 4 ⇒ (7) + 4 = 11

Seeing his friend and fellow guard fall to the hands of an invader, the young man's resolve hardened as he gave another thrust of his trusty spear, not managing to pierce the beast's leather armor.

Guard vs Enemy 2, spear: 1d20 + 3 ⇒ (8) + 3 = 11, miss

---------------

Round 2, everyone may go! (Pinto's and Taecuss' actions will be for Round 3.)


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |

Finally reaching the fray, the burly man looked for an opening before stepping up and chopping down with his axe.

"You were warned..."

-----------
move and attack

handaxe to hit, power attack: 1d20 + 4 - 1 ⇒ (5) + 4 - 1 = 8
damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

stats:

HP 15/15
AC 16, touch 12, flat-footed 14
Conditions: n/a
Melee (hand axe): +4 = +1(base) +3(STR)
Melee Damage (hand axe): 1d6+3 = +3 (str), x3
3/4 Martial Flexibility
8/10 rounds of power attack


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

Eina fumbles with the door and leans on it for support. When it swings open, she stumbles after it, going to her knees her feet fail to keep up.

<<When the skalds start singing my songs, I hope they leave this part out,>> she mumbles as she tries to get her feet again.

Actions:
Move - Open the door!
Free - 5' stumble to keep her feet once the door swings open with her still leaning on it!
Free - Hope that no one saw that.

Active Buffs/Spells:
Light - 10 minutes remaining
--Affects: Pinto's axe

Active Debuffs:
Sickened: Ain't going away anytime soon.
Staggered: 2/4 rounds left.


Human Paladin 1 (Tortured Crusader) (Iomedae)| AC 20 T 12 FF 18 | HP 13/13 | CMB +4| CMD 16 | | F +4 R +2 W +4 | Initiative +4 | Perception +6

Carith's jaw tightens as he sees the brave guard fall under the powerful swing of the boar-headed humanoid, the years of practice in the church telling him at a glance that the young man's injuries are beyond his help. His eyes burn with righteous anger, but he hurries towards the rabbit-headed beast instead, trusting in those still streaming out of the Inn, the heavy-set man, and the remaining guard to take care of the other two beasts.

He would attempt to cover them as best he could. He was not the best warrior in the land, but he could make himself a tempting target, allowing those working their way towards the fight to come forward without being harassed by the creature's missiles.

"You will pay for the innocent blood you have shed this day, craven!" The cleric yelled at the leporine figure, brandishing his sword and shield in front of the thing.

Double Move


Male Human Skald (Totemic) 2. HP 18. AC16. T12. FF14. Fort 4. Ref 2. Will 4. Init + 2. Perception 5.

Acrobatics: 1d20 + 5 ⇒ (12) + 5 = 17

Not even slowing for the steps Brandt runs to join the battle, heading for the Pig faced killer first.

Running, will attack next round.


Round 3

Taecuss runs down the stairs, following his newly minted allies into the fray. He pauses on the last step, firing an arrow off at the nearest invader. The arrow lodges into the creature, but Tae can't tell if he's pierced its thick hide or not.

Targeting #2, the boar-being.

To hit 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15 -4 due to shooting into melee without precise shot
Damage 1d6 + 0 ⇒ (1) + 0 = 1

Six points of movement gets him into the last square of the stairs, but not to the ground. I figure the arrow impact description works whether he missed or only did 1 point of damage. :P


Tactical Map

Taecuss' aim was true, managing a difficult shot in the best of circumstances. In mid-combat with friends nearby, his arrow sailed through an opening and opened a gash on the pig man's cheek. A glancing blow, but a bloody one.
1 point of damage to Enemy 2.

---------------

Oops, I forgot Erodin said to bot. Looking back I'm going to assume Erodin's last turn (double move) allowed him to clear the stairs, since his last post asked the question about whether the failed check means he's stopped. Since the answer is 'no', you're not stopped by a failed 'jump' check (you simply didn't succeed at the jump), I'm going to assume he's clear of the stairs prior to this action:

Erodin Round 2
Erodin charged forth into the fray, eager to connect his hammer's head with the beast-like head of his enemy. With the momentum of his charge he swung the polearm with too much force, throwing the attack off target.
Charge vs Enemy 2, lucerne hammer: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8

AC 18 (-2 charge)


Tactical Map

Bad guys, Round 3:

The goat faced invader turned to face his new opponent, now forced to ignore the flailing laborer to defend against an actual threat. The goat took a strategic step backward to avoid the long reach of the tiefling, then issued a pair of attacks toward Pinto. A swing of his light flanged mace was followed by a yanking motion of his head in attempt to gore with his horns.

The raging boar seemed oblivious to the gash on his face and continued his furious attacks against anyone within range of his bite or steel. His already-bloodied spiked mace knocked the 2nd guard to his knees staggered, at zero hp, then he moved up to take a bite out of anyone unfortunate enough to be in the way.

The nimble rabbit man zipped around Carith's weapon range just as a hare darts to and fro to avoid the hawk. A split moment later he was knocking an arrow shortbow and firing!
Carith takes 1 point of damage.

Enemy 1, 5' step north, Full Attack.
Enemy 2, Full Attack, 5' step toward Erodin/Pinto after 1st attack.
Enemy 3, Acrobatics to avoid AoO, Move north 25', Attack.
Enemy 1 vs Pinto, light mace: 1d20 + 3 ⇒ (5) + 3 = 8 , miss
Enemy 1 vs Pinto, gore: 1d20 - 1 ⇒ (5) - 1 = 4, miss
Enemy 2 vs Guard, morningstar, rage: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21, hit
Enemy 2 vs Erodin, bite, rage: 1d20 ⇒ 1, miss
Enemy 3 vs Carith, Acro to avoid AoO: 1d20 + 8 ⇒ (4) + 8 = 12, success
Enemy 3 vs Carith, shortbow: 1d20 + 4 ⇒ (19) + 4 = 23, hit
Enemy 2 damage vs Guard, Morningstar: 1d8 + 4 ⇒ (2) + 4 = 6
Enemy 3 damage vs Carith, shortbow: 1d6 ⇒ 1

---------------

Round 3, everyone may go! (Pinto's and Taecuss' actions will be for Round 4.)


Taecuss strides forward, nocking an arrow and drawing it as he moves. Seeing the leporid breaking away toward the breach in the wall, Tae looses an arrow at it to try and halt its flight.

Firing on the bunny fellow.

To hit 1d20 + 3 ⇒ (9) + 3 = 12
Damage 1d6 ⇒ 3


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |

Pinto took advantage of the goat's attempt to gore him; it exposed its neck to him. Not wanting to miss that opportunity, the man chopped down with his handaxe like he was chopping wood.

The axe bit deep eliciting a painful braying from the goatman.

"I told you to leave!"

5' step and attack, 2H on handaxe

handaxe to hit, power attack, 2H: 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19
damage: 1d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13

stats:

HP 15/15
AC 16, touch 12, flat-footed 14
Conditions: n/a
Melee (hand axe): +4 = +1(base) +3(STR)
Melee Damage (hand axe): 1d6+3 = +3 (str), x3
3/4 Martial Flexibility
8/10 rounds of power attack


Human Paladin 1 (Tortured Crusader) (Iomedae)| AC 20 T 12 FF 18 | HP 13/13 | CMB +4| CMD 16 | | F +4 R +2 W +4 | Initiative +4 | Perception +6

Carith is caught off guard by the rabbit-man's nimble moves, the creature flitting away as the priest pulled up to attack. The cleric's green eyes widen slightly as the intruder quickly nocks an arrow, finding himself staring as the creature released. Almost instantaneously he feels a burn along the side of his neck, feeling the blood from the shallow, grazing wound trickle down.I guess that worked well.

If the bunny-man was shooting at him, he was ignoring innocents, so the young man's initial objective was met. Sweating from the exertion, Carith rumbled towards the archer, wishing to keep its focus and land a retributive strike as he swung his sword downward as powerfully as he could muster, shield out wide to make room for the motion.

Charging attack: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
Longsword damage: 1d8 + 1 ⇒ (4) + 1 = 5

AC 16 until next round


Inactive

Following his charge at the pig, Erodin sidesteps to try and get at his exposed side. Getting in close, he tries to clamp down on the enemy with his teeth!

Bite, Bless, Flank: 1d20 + 3 + 1 + 2 ⇒ (18) + 3 + 1 + 2 = 24; Damage: 1d6 + 6 ⇒ (4) + 6 = 10

Sharp teeth rend into the pig's flesh, exposing a deep wound. "Mmmm... bacon," laughs the warrior.


Tactical Map

The melee had been fully realized now as both sides clashed. With several unmoving and possibly dead figures of laborers and guardsmen at their feet, they battled on to the death!

The elf sent his arrow toward the rabbit man but his target's agility seemed to match that of an actual rabbit, and so flew past harmlessly. More effective in his attack was the brawler who in putting his hatchet so deep into the goatman's neck managed to spray hot gore upon nearly everyone within a ten foot radius! The goat's life was snuffed from its eyes and it fell to the ground.
Enemy 1 is down.

The newly-arrived priest charged at the rabbit and swung his longblade in a heavy overhand arc, cutting through the beast man's leather armor to open a garish wound. The gash in the armor quickly soaked from the blood though it wasn't enough to remove him from the fight.
Enemy 3 takes 5 points of damage.

Nearby the tiefling hungrily chomped down his ample jaws, proving at once that his bite was greater than his bark. The over-wide jaws and otherworldly teeth easily found purchase around the pig man's exposed neck, tearing the flesh with ease, and yet the raging monster fought on!
Enemy 2 takes 10 points of damage.

---------------

Perception DC 10 for Eina, DC 20 for everyone else:

In the darkness just north of the inn, beyond the inn's porch lantern lights and those lights conjured to illuminate the battle, the sound of a deep-chested heave was heard. It sounded...big.


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |

Seeing the devil-blooded had the pig-man well under control, Pinto decided to go for the nimble archer.

A couple of steps took him within reach of the rabbit-man. Barely stopping to acknowledge the newcomer who was fighting on his side, the burly man struck again.

His axe shaved off some rabbit fur but missed the humanoid.

---------------
move, take AoO if pigman is alive and attack rabbitman, 2H on handaxe

perception: 1d20 + 5 ⇒ (13) + 5 = 18

handaxe to hit, power attack, 2H, flank: 1d20 + 4 - 1 + 2 ⇒ (4) + 4 - 1 + 2 = 9
damage: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8

stats:

HP 15/15
AC 16, touch 12, flat-footed 14
Conditions: n/a
Melee (hand axe): +4 = +1(base) +3(STR)
Melee Damage (hand axe): 1d6+3 = +3 (str), x3
3/4 Martial Flexibility
6/10 rounds of power attack


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

Perception (Sickened): 1d20 + 1 - 2 ⇒ (7) + 1 - 2 = 6

Eina takes a moment to make out what's happening, and as the alcohol begins to be worked out of her system by the adrenaline pumping in her blood, she stumbles down the steps, then around a bush to the corner of the porch.

"If you are hurt and not dead yet, holler," she calls out at the battlefield, "I am a healer!"

Announcing to the battlefield that you can heal people, what could possibly go wrong? :P

Round 3 Actions:
Move - Down the stairs
Move - Around the bush
Free - Do something stupid. Hope the party forgives her for being drunk enough to think this was a good idea.

Active Buffs/Spells:
Light - 10 minutes remaining (97/100 rounds)
--Affects: Pinto's axe

Active Debuffs:
Sickened: Ain't going away anytime soon.
Staggered: Removed by GM fiat. Allows Eina to get into trouble that much more quickly. :D


Male Human Skald (Totemic) 2. HP 18. AC16. T12. FF14. Fort 4. Ref 2. Will 4. Init + 2. Perception 5.

Brandt move to face the Pigman, next round he will aid the downed guard, but now he tries to kill the beast.

Axe: 1d20 + 2 ⇒ (11) + 2 = 13 Maybe?
Damage: 1d8 + 2 ⇒ (8) + 2 = 10


Human Paladin 1 (Tortured Crusader) (Iomedae)| AC 20 T 12 FF 18 | HP 13/13 | CMB +4| CMD 16 | | F +4 R +2 W +4 | Initiative +4 | Perception +6

Don't forget another +1 from bless! :)

Perception: 1d20 + 3 ⇒ (19) + 3 = 22

Over the sounds of the pitched combat, Carith faintly hears something just north of the light radius of the Inn. Seeing the barbarian woman come stumbling down the north-side steps of the Inn as she announces her healing capabilities to their enemies, the cleric's eyes widen before he yells, "There's something big to the North, lady! Watch out!"


Tactical Map

The axe-wielding storyteller finished what the others had started when he cut the pig man down. His sharpened axe bit into the beastman's back, finally bringing enough hurt to take him out.
Enemy 2 is down.

Carith Blankenship wrote:
"There's something big to the North, lady! Watch out!"

CRASH!

A huge crash of broken glass and furniture was heard west of the melee, just north of the inn. Before having half a moment to figure out what caused the commotion, the hare-headed man spoke for the first time -
"Bluuurg! Play time over here! Fresh meat!"

Heavy footfalls audibly ushered in a terrifying sight, that of an infamous towering humanoid, known primarily for a stupidity matched only by their appetite for murder, rape, and torture. It was an ogre, apparently named Blurg, probably the muscle behind the breach in the wall. He now lumbered forward with a giant club tipped with a foot-long rusted spike, swinging it at the drunken barbarian woman.

Ogre vs Eina, greatclub, drunk: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12, miss!

The swing missed by an inch but slammed into the wooden planks of the inn's porch, splintering a section into kindling, some of which landed in Eina's hair. Though the scene had just taken a terrifying turn for the worst, the ogre appeared to be bleeding from at least one recent battle wound, likely inflicted by one of the fallen guards nearby.

The rabbit man took advantage of the moment when Blurg drew attention away by darting off through the open wall into the darkness beyond.
Withdraw action, double move northeast (a little off the map.) He's still visible in dim light (concealment 20%) to those with low-light vision, but he is in darkness to everyone else.

---------------

Pinto, you posted an action a bit ahead of time; I hadn't yet announced the next round. You'll need to alter your action based on your target fleeing and the fact that your token is standing in a spot taken up by the perimeter wall, meaning that you'll suffer squeezing penalties if you stay there, which of course you won't.

Round 4, everyone may go! (Pinto's and Taecuss' actions will be for Round 5.)


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

Eina, not exactly in her best state of mind, is a little slow to respond to the priest's words. She turns, wondering what he was talking about, then things begin to click into place as she hears the sounds of breaking pottery and splintering wood. She hears someone Then it steps right out of her childhood nightmares and into the darkness around her.

An ogre! An ogre stands before her, towering twice her height above her, and even as her ale-hazed mind gibbered incoherently, some memory remained intact enough for her to realize that it would be a bad idea to stay near this beast in a mockery of the human form. The impact that took the section of porch she'd been leaning against only reinforced the wisdom in getting out of it's reach. She scrambled backwards, stumbling over her heels for a moment as she tried to get away without giving that wicked club a chance to knock the life from her, or worse, give the ogre a chance to grab her. She'd sooner slit her own throat than be taken by an ogre and endure whatever sick tortures it had in store for her.

One step, then two, then three she trips backwards, her heels catching in the dirt and grass, but she was out of reach and she scrambled on all fours for a moment as she raced for Erodin's side.

"An ogre! Why do they have an ogre," she gasps before quickly adding, "it is evil, I can help protect you from it."

In other words, would you like a protection from evil spell cast on you?

Also, good thing Blurg rolled low and tried to smashy-smashy. That would have hit her CMD if he went for the grabby-grabby.

Round 4 Actions:
Full - Get the heck away from this thing! (Withdraw)
Free - Marvel at how dang lucky Eina just was.

Active Buffs/Spells:
Light - 10 minutes remaining (96/100 rounds)
--Affects: Pinto's axe

Active Debuffs:
Sickened: Ain't going away anytime soon.


Human Paladin 1 (Tortured Crusader) (Iomedae)| AC 20 T 12 FF 18 | HP 13/13 | CMB +4| CMD 16 | | F +4 R +2 W +4 | Initiative +4 | Perception +6

Carith breathes a quick sigh of relief as the ogre's attack misses the hapless woman, instead turning a generous-sized portion of the porch into kindling. As the rabbit-headed craven bounds off into the night, the priest realizes he will be too slow to help the woman in time. Instead, he slides over to the man with the axe who had just felled the swine-person, reaching out quickly to grasp his shoulder.

"My Lady, grant your servant the power to defend this man as he seeks to bring Your justice to these foul beasts!" The Cleric feels the power of Iomedae flow through him, a brief light glowing around Brandt before it settles around the skald, disappearing from view.

Move, then cast Shield of Faith on Brandt. +2 deflection bonus to AC for 1 minute.


Round 5

Taecuss runs after the rabbit man, trying to convince himself that he's not just putting his more brutish allies between himself and the huge newcomer. He squints into the darkness, trying to follow the weird creature's movement and launching an arrow after him.

To hit 1d20 + 3 ⇒ (20) + 3 = 23
Damage 1d6 + 0 ⇒ (6) + 0 = 6

Miss chance 1d100 ⇒ 2

Confirm, 1d20 + 3 ⇒ (14) + 3 = 17
Damage 2d6 + 0 ⇒ (6, 1) + 0 = 7

Shoot. Looks like he misses due to darkness, despite the crit.


Inactive

Round 4

Erodin spins his head sharply as the ogre smashes the planks with his spiked club. "Blurg? What kind of stupid name is that!" Erodin charges the creature, polearm in hand and attempts to thrust into the creature's soft (?) belly.

Lucerne Hammer, Charge, Bless: 1d20 + 2 + 2 + 1 ⇒ (13) + 2 + 2 + 1 = 18
Damage: 1d12 + 6 ⇒ (10) + 6 = 16

AC=18


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |

Pinto was starting to like the devil-blooded; funny in face of danger, even life-threatening danger. The only way to go.

He quickly joined the fighter, "Let's surround him. He's drunk but still watch out for that big-ass club."

-------------
sorry about my early move. I saw you post so I went ahead assuming you would ask for actions. My bad. :(

full move to run next to Erodin

stats:

HP 15/15
AC 16, touch 12, flat-footed 14
Conditions: n/a
Melee (hand axe): +4 = +1(base) +3(STR)
Melee Damage (hand axe): 1d6+3 = +3 (str), x3
3/4 Martial Flexibility
6/10 rounds of power attack


Tactical Map
Taecuss dyn Bru wrote:
Shoot. Looks like he misses due to darkness, despite the crit.

Ouch! So close! And he's fast too (40' movement) so he'll be out of sight by your next round. There's a bright side though - we have our first escaped enemy who can be encountered again later, which is always a treat.

---------------

Need an action from Brandt.


Male Human Skald (Totemic) 2. HP 18. AC16. T12. FF14. Fort 4. Ref 2. Will 4. Init + 2. Perception 5.

Brandt will move closer to the Ogre fight and begin his Raging song.
"Cattle die, kin die,
we ourselves die also.
I know one thing that never dies:
the honors of all the dead."

Raging song + Inspired rage:

Raging Song A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day. Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces (Pathfinder RPG Ultimate Magic 21). A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs. If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first. At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead. You have 7 rounds of raging song per day.

Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a -1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Pinto and Erodin can accept the Inspired rage effects, or not as they choose.


Tactical Map

Bad guys, Round 5:

As the magical torchlight from Pinto's weapon washed over the monstrous ogre, his more horrible features came into stark clarity. He wore a ramshackle cluster of shaggy hides as armor, which he decorated with well over a dozen severed face-skins. The wrinkled leathery state of them made it difficult to determine what race they were from, but there were likely some humans mixed in with the few goblin faces seen there.

Blurg bared his broken yellowed teeth while shouting a battle roar. His breath was so heinous that it might just be as dangerous as the 8-foot club in his hands. Furious at the severe damage Erodin had caused him, he swung his deadly weapon overhead in a wide arc, hoping to drive the tiefling into the ground like a stake. Fortunately for Erodin it was terribly slow and easy to sidestep, though the shockwave that reverberated through the ground left little doubt as to the effectiveness of a better-aimed strike.

Blurg vs Erodin, greatclub, drunk: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9, miss!

---------------

Round 5, everyone may go! (Pinto's and Taecuss' actions will be for Round 6.)


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |

Feeling invigorated by the skald's song, Pinto took advantage of the clumsy swing and tumbled his way within reach of the foul ogre. His handaxe rose and fell and bit deep into wrinkled flesh.

---------------
acrobatics to avoid AoO and attack

acrobatics: 1d20 + 3 ⇒ (10) + 3 = 13
attack handaxe to hit, power attack, 2H, rage song: 1d20 + 4 - 1 + 1 ⇒ (10) + 4 - 1 + 1 = 14
damage: 1d6 + 6 + 3 ⇒ (2) + 6 + 3 = 11

stats:

HP 15/15
AC 16, touch 12, flat-footed 14
Conditions: raging song, +2 STR, -1 AC
Melee (hand axe): +4 = +1(base) +3(STR)
Melee Damage (hand axe): 1d6+3 = +3 (str), x3
3/4 Martial Flexibility
5/10 rounds of power attack


Inactive

Chills run through Erodin as Brandt begins his battle song. He felt a piece of the camaraderie he once had with his fellow tiefling soldiers. Inspired, he moves fearlessly under the Ogre's reach, then lashes out with his deadly maw once more.

Move action to flank drawing an AOO. Standard action to bite. I'm hoping the ogre can't AOO both me and Pinto.

Bite, Flank, Bless: 1d20 + 3 + 2 + 1 ⇒ (8) + 3 + 2 + 1 = 14; Damage, Rage Song: 1d6 + 6 + 1 ⇒ (1) + 6 + 1 = 8


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

Seeing that the big, burly warrior had ignored her, Eina assumes that he's fine and doesn't need her help. There are those that do, however, and she stumbles to where she saw the most blood before Pinto had taken the light to the ogre.

She closes her eyes and stands still for a moment before punching one hand into the other palm. Instead of the expected smack, there was the sound of distant, rumbling thunder as sparks of blue-white light cascaded over the open wounds of everyone still alive within 30 feet of her. For just a moment, the lines carved into her wooden totems glowed faintly as did the intricate knotwork designs in her clothes.

Channel: 1d6 ⇒ 5

Round 5 Actions:
Move - Get closer to the injured.
Standard - Channel positive energy. Everyone within 30 feet of her heals 5 points of damage.

Active Buffs/Spells:
Light - 9 minutes remaining (95/100 rounds)
--Affects: Pinto's axe

Active Debuffs:
Sickened: Ain't going away anytime soon.


Human Paladin 1 (Tortured Crusader) (Iomedae)| AC 20 T 12 FF 18 | HP 13/13 | CMB +4| CMD 16 | | F +4 R +2 W +4 | Initiative +4 | Perception +6

Carith blinks as the drunken tribeswoman punches at her hand, her pagan effects glowing briefly as the priest felt a wave of warmth wash over him. He feels the flesh of his neck knit back together and sees the remaining gate guard gather his strength back around him.

The cleric gives Eina a quick salute with his blade before hurrying toward the frantic melee to the north, his armor making a racket as he shambled along. He was glad for the protection, but carting it all around after a long day on the road would make for weary muscles later. If he lived to tell about it. Thankfully, the huge brute seemed just as drunk as the savage, laying waste to the inanimate objects around the area, but leaving the people around in tact.

Double Move


Tactical Map
Erodin Stark wrote:
Move action to flank drawing an AOO. Standard action to bite. I'm hoping the ogre can't AOO both me and Pinto.

Remember that Pinto's action takes place after yours, as he's at the top of the (next) round. This means your action will provoke before his does. Does this information change your action?


Inactive

Nah, it just complicates things to change. But I still want the flank bonus so I will have him ready the attack for a flank.

-Posted with Wayfinder

101 to 150 of 643 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gamemaster Zedth's Keep on the Borderlands All Messageboards

Want to post a reply? Sign in.