Ok I am sorry but I am just too busy to keep this going (as you can see). I think it is just best to put an official end to the Campaign. Sorry I had some good idea's but I just can't seem to find the time to keep the story going and it is not fair for all of you to keep checking in and nothing happens. Thanks to everyone that has played and maybe some time in the future I will find time to start up a new Pbp.
Conner scrambles away from the entangling vines, moving 30 feet.
"What is this?" He then casts cure light wounds on himself.
clw (1d8+5=6)
You were prone since you fell so standing, moving and casting is one to many actions. Which would you like to do? Standing in casting or standing and running?
The others watch as nimble Bri and surprisingly agile Conner scale the tree towards the hanging figure. As they near the figure starts to sway and it suddenly comes crashing through the tree limbs and crumples to the ground. A vine shoots out and wrapping it's self around Bri's hand but she quickly shakes it off.
Roll Init
Currently Conner and Bri are twenty feet off the ground and Duneharrow and Skidd are below watching.
As Conner digs through the wagon you all start to notice that the wagon is already pretty empty. Just looking around you can see a bunch of tracks continuing north up the road.
Searching the bodies only turns up a small bottle with a purple liquid in it.
There are still four. Between Halloween and the bubonic plague that swept through our house we have been out of action for a bit sorry. We will be back in it tonight.
It's okay, at least I have more than 10 hp now, and I won't die when Vigor wears out
Not yet you guys skipped over Skid and the goblin so you still have a chance at dying.
The goblin hisses and staggers on his feet nearly going down. He quickly grabs the wound and swings his mace at Bri but the little halfling ducks under the blow.
As Duneharrow rises the goblin is taken by surprise that the big man is still alive and clumsily swings and misses him. Duneharrow still a little uneasy on his feet swings over the goblins head.
Bri, Duneharrow and Conner scan the area but the they still can't pin down the goblin. Suddenly he reappears behind Duneharrow as he touches the back of his leg and shouts a bunch of goblin. The goblins hand sends a black wave of energy into Duneharrows leg and icy pain shoots up his legs toward his heart.
How many living enemies to i see? How many dead ones do i see? If i remember, there was supposed to be 5 in total. Duneharrow wants to make sure they're all taken care of before doing anything else.
You are correct there were 5, now there are two dead gnolls and two dead goblins. The other you can not see.
With a singular downward motion, Duneharrow brings his sword down upon his foe with the weight of an anvil.
Attack 26. Possible Crit. Confirm 8 (probably not). 16 damage. 30 if it actually critted. See previous post spoiler for links to rolls.
Duneharrows sword sweeps down and catches the gnoll across the torso and his ribs and sternum split, spilling his vitals to the ground as the gnoll collapses to the ground.
Init order
Bri 22
Skidd 21
Bad guy 20
Conner 7
Duneharrow 6
Sorry forgot to pull out the other players that 'disappeared'
Skidd still has a deplayed action and Bri is up now.
Init order
Bri 22
Skidd 21
Bad guy 20
Verzale 18
Dagemar 18 -
bad guys 17
Bad guys 16
Scardd 13
Conner 7
Duneharrow 6
Skidd will deplay
There is some shuffling and a light whisper but Bri manages to stay light on her feet and stay way form the sounds. The gnoll snarls and swings his axe hitting Duneharrow across the shoulder nearly severing his arm.
Attack 21
Damage 12
Sorry man the gnoll is lucky
Conner is up, make a spot check before you go.
Spot for Conner DC 10
Spoiler:
You see your sword hilt poking out of a bundle of canvas.
I forget, is there any way I can actually influence the battle without getting across a river?
You could thrown your spear but there is a lot of cover. Now that you are a Medium size the river would only be about waist deep for you to cross. You will need to make either a balance check or a Str check to stay on your feet. Worst case scenario you will just be really wet when you get across.
A large globe of water manifests in the air splashes to the ground as
Conner clamors up on top of the wagon, unfortunately is seems the goblin has moved.
Spot 20
Spoiler:
You notice that the water settles in some foot prints the lead to the left side of the wagon.
Realizing he can't take another swing like that, Duneharrow gathers himself mentally, and prepairs to manifest.
Concentration, manifesting defensively (1d20+8=21)
After successfully manifesting a Vigor power (2 powerpoints, +10hp), and he's now coated in a slick shimmering substance that quickly evaporates (only lasts for 1 round). In addition, everyone within 20' of Duneharrow smells an odd but familiar odor that brings to mind a brief mental flash of a long-buried memory. The scent is difficult to pin down, and no two individuals ever describe it the same way. The scent vanishes in less than a second. Duneharrow steps to the side (H8, 5' step) to face the second gnoll.
Duneharrows AC is back to it's normal 17, and now has 18hp, 10 of which are temporary. The substance and odor are the material and olfactory displays of the Vigor power.
The remaining gnolls looks wide eyed at the two pieces of his companion. He jumps suddenly and looks behind him and when he doesn't see anything he draws a large axe from his back and swings it at Duneharrow.
Attack 24
Damage 11
The gnolls axe makes a large wide swing and catches Duneharrow on the outside of his leg opening a large gash.
Edit: I see my mistake. Earlier (when setting up map stuff) you said the gnoll(s) were in I8 and i mistakenly drew one gnoll in H8. I assume that there in fact was another in H8 and his buddy is in I8?
You are correct, the first time I explained the map you couldn't make out the enemy enough to know where and who they were.
Bri darts between the goblins legs and sinks her little sword into his thigh. As she pulls it out the goblin screeches, blood gushes on the ground and he topples over trying to keep his life from poring out onto the ground but already his struggles weaken.
Conner leaps to his feet and slams his fist into the goblins jaw and the creature goes crashing to the ground.
Duneharrow rushes through the trees and leaps into the air landing in the river just five feet from the opposite bank and charges the two shocked gnolls. Rushing toward his foe, Duneharrow puts most of the force of his momentum into his giant sword and smashes through the top of the crate, cutting the nearest gnoll completely in two. Blood sprays the side to the wagon and the other gnoll.
Bri hits the top of the crate and tumbles across it and slams into the goblins face and they go tumbling to the ground.
Bri received a total of four falling damage, 2 damage to Bri and 2 to the goblin.
for Conner and Bri
Spoiler:
As you are sitting against the wagon preparing to launch your attack one of the goblins staggers back as a girl the size of a cat hits him in the face.
The goblin dressed in the red scaly armor finishes his chant and disappears from sight.
Next to Conner the one of the goblins swings his sword at the tiny halfling girl and misses badly as the other tries not to fall in the fire as he reals from the halfings strike.
Bow string hum as the gnolls launch arrows at the charging man as he burst from the trees but the arrow disappears into the trees.
Conner is up. Do you want to change your plan now?
Bri tucks in her arms and legs and she flies like a strange arrow over the river straight at a goblin head poking over the of the crates right of the wagon.
Ok Skidd if you are going to reduce Bri you can reduce her in you surprise round. Next Bri can delay after you Enlarge yourself in round one. With a running start from Bri and a good heave from you she might make it all the way to the wagon.
After Skidd is done casting his spells I need a jump and tumble check from Bri and a Str and Attack roll from Skidd. The Attack roll will take a -4 penalty since you are not proficient with flying halfling.
Crossing the stream requires a reflex or Str. check of 15 to not fall prone and the current reduces movement to half speed and any small humanoid must swim. A running jump of 15 will negate the reflex check but a failed jump will result in falling prone.
For Conner
Spoiler:
You have cut your bonds so we will go with the trip attack.
Make a spot check
Sorry to hear the Utak is too busy but it if is alright with everyone I think I will try just the four of you for awhile. You might be alittle little on healing but with the favored soul and the wand of Cure Light Wounds you should be Ok.
The gnolls behind you snarl and you hear bow strings hum and the two goblins in front of you whip their heads up and start looking over the crates across the river. The lone goblin behind the wagon shouts something in goblin and closes his eyes you can see him whispering something under his breath.
You can make out the two gnolls next to the wagon through the thick trees. On the other side of the wagon you can make out movement but not much else. The area the wagon crossed is one of the few places the river isn't rough and fast.
There is no bridge and the forest is a pretty thick but not enough to get any cover unless you intentionally hide behind one the the large trees.
Bri and Skidd
You can see the one of the gnolls on the left of the wagon preparing to fire another arrow off to your left some where and the other snarling in your direction. The river is about 20 feet across and looks about three feet deep at the most.
Ok Surpise round
Bri and Skidd get to act
along with some of the bad guys.
Bri leads her group up through the brush and trees when she hears a grunt and snarl looking over the river she sees a large gnoll firing an arrow off two her right. The other gnoll fires an arrow towards her but it flies over her shoulder and bounces off Verzales armor.
Duneharrow jumps to the side as an arrow whizzes harmlessly by and sticks in a tree.
Bri and Skidds turn in any order and then we are in initiative
Init order
Bri 22
Skidd 21
Bad guy 20
Verzale 18
Dagemar 18 -
bad guys 17
Bad guys 16
Scardd 13
Conner 7
Duneharrow 6
I need Duneharrow, Bri, Scidd, and Verzale to make Hide & Move Silently to determine surprise round. Then we will enter Initiative. I will NPC Scardd until I hear from Utak if he is still playing.