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Keir Ironsong's page
72 posts. Alias of hopeless.
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Got a friend in the same straits so all the best!
Keir employs a viper's strike on Zombie#3 and uses his minor action to inspire Logan so he can spend a healing surge.
"Logan, keep up the pressure!" Keir mutters to Logan as he tries to strike Logan's zombie assailant.
Longspear: 1d20+5: 7+5 for total of 12 on Z#3 if in the unlikely event it does hit it does 1d10+3 damage: 7+3 for 10pts of damage to Z#3 and if it shifts before the start of Keir's next turn Logan gets an opportunity attack on it
On keir's turn he switches weapons to his long spear which also means he has to place his shield across his back before moving in and attacking with the spear from 2 square range and if he's still has a spare action he'll employ commander's strike on whoevers in melee so they can make a melee basic attack and do +2 damage if they hit, next round Keir will move in to fight.
Removing his shield and sheathing his sword, Keir draws forth his longspear preparing to reengage.
"Remember to backswing!" he calls over to whoever is nearest to him and in melee with the zombies.
Sorry but according to the map you posted none of us are actually in melee is that correct?
Keir steps back and tries to get his breath back.
Shift back and employ Second Wind, roll saving throw: 11 so only take another 5 damage before recovering about 6 and the ongoing effect ends...
DM Dave wrote: Keir's blow strikes the gravehound and attracts it's attention. The gravehound responds by savagely biting into Keir's leg. (4 damage, 5 ongoing necrotic and Keir is knocked prone)Meanwhile the flying zombie swoops down and strikes Logan in the jaw (16 damage, it lands in the square on Logan's left.) Sorry a quick question regarding the ongoing damage does Keir take this at the start of his turn or at the end meaning does he take 9 damage total this round?
DM Dave wrote: The zombies shamble forward, grasing at the paty as they stagger toward the inn.
Jack already posted.
Kier is up
Moving up to the nearest foe Keir cuts loose with Myrmidon Defence.
"Have at thee!" Keir growls as he swings with his sword.
Myrmidon Defence: 1d20+6: 8+6 for 14 to hit if its does hit it does 2d8+3 damage: 3+6+3 for a total of 12 damage and any ally adjacent to Keir if its hits gains 5pts of temp hp
Any chance of a map?
Elmo wrote: "Not fresh enough. The pickled kind do not work." "Pickled? I thought those were onions!" Keir gasps in disgust.
"And they call my people barbaric!" Keir shakes his head.
"Now lets clean these filth off the streets before they create any more of their kind!" Keir glares at their undead foes.
Elmo wrote: Ah. Apologies. Not sure quite what I'm trying to hit here.
Elmo closes his eyes and swings wildly at his nearest foe.
"This is how the great ones fight. They say a force will guide your hands."
He misses.
"They are wrong," he adds disgustedly.
"Bad cherry?" Keir asks.
Jake Nimbletoes wrote: What's the situation with the hits and everyone's health, please? I need to know where I'll be most useful and what the status is of our foes and ourselves. Well Keir has 25hp and was planning on employing myrmidon defence next round to grant adjacent allies temp hp, perhaps a bit of in character discussion?
"So if they're all undead I take it illusions are useless on them?" Keir asks.
"Do we lure them in and let the cleric turn them?" he asks.
"Or is this where the druid sharpens his claws on them?" he asks Jack.
"So what does our undead expert think on these critters?" Keir finally asks.
In case I'm offline when its Keir's turn he'll move up with the others and employ Commander's Strike on Logan so he can make a melee basic attack on the gravehound which if it hits does +2 damage,
Keir tries to keep up but seeing he might not be able to engage directly calls out to Logan.
"Let it have the backswing!" he inspires the ranger with Commander's Strike.
Logan Draknir wrote: Logan stands at the forefront of the group with his swords drawn. "Smells like death. At least it's not underground." "So who are those two up there supposed to be?" Keir asks pointing up at the swooping pair.
I'll take the 2nd roll on my sheet press my avatar to see (Its 6) and place me next to Elmo if that makes things easier
Keir sticks with sword and shield this time
"Okay so who are those swooping figures?" Keir asks.
Jake Nimbletoes wrote: "And no-one else bought a round..." Jake mumbles before running outside, scimitar drawn. "Nice of you to ask, but I only had the one drink was hoping for a dance or two before having anything more to drink just in case you see," Keir nods back.
"I was wondering when they would get to the bar room brawl... oh its outside, hmm where I'm from we usually start the brawls indoors, its a lot colder out there you see..."Keir nods back as he follows the others making sure his gear is at hand and ready to back the others should whoever was causing someone to scream hadn't realised they were supposed to be running... right about now.
Elmo wrote: "Water, please. With a cherry on a stick." Elmo looks hopefully at Jake. "Kobolds do not metabolise alcohol well." "Cherry on a stick? Do they do a fruit side order with their drinks in these parts?" Keir asks curiously.
Milo Grubfoot wrote: Hey guys, I wanted to let you know that I'm going to be out of town from tomorrow afternoon til monday evening sometime. Feel free to DM PC me as needed. "Milo does that mean you want a full pint or a half pint when Jake gets his order in?" Keir asks.
"So how much do these normally cost around these parts?" Keir asks curiously,"oh and food too but only because I'm asking how much that would be rather than rubbing it in," he adds.
Elmo wrote: "Aha! Journey's end. Let us find a tavern and exchange tales of courage and comradeship. I am sure Jake will buy the drinks." Keir's ears perk up at that!
Milo Grubfoot wrote: Milo nods his head "Sorry about the lack of fire back there, I just couldn't focus. I'm sort of new to the whole troll thing." "Yes there was also two of them, which didn't help but even the swashbuckler over there tried to immolate them regardless so try and overcome the preference for illusions the next time the troll expert tells you fire and acid, okay?" Keir shrugs as he gets up and starts pulling together his gear.
Keir sits up and rubs his eyes.
"So," he asks after a moment.
"What did I miss?" he looks around at the group.
Keir's passive perception is 15 and this is assuming how long it takes before someone wakes him up to take a turn on watch!
"Snore..."Keir tries to quietly sleep unaware of his bad sleeping habits the result of a bad reaction to pine combs in his distant homeland.
"Hello my name is Keir, if you don't mind I'd like a chance to poke a few Orcus cultist related heads together?" Keir asks.
Elmo wrote: "Yes indeed! Another victory and another chapter in my book. We are both awesome and attractive."
Elmo bows flamboyantly to the newcomers. "Greetings dog-pirate, halfling and human being. Jake is also a halfling and Logan is another human," he adds informatively if unnecessarily.
"Hello," Keir waves back.
"So what were you out here looking for? Other than adventure of course," Keir asks politely still wondering where all those dogs they were talking about disappeared to.
Jake Nimbletoes wrote: "What have dogs got to do with this?" Jake replies, clearly only half listening. "Another victory! Haha!" he adds, clapping Elmo on the back. "Dogs? Where?" Keir asks looking around before heading after Jack.
Jake Nimbletoes wrote: "Yeah, you better run! Corellon's power too much for you?! You bet your warty hide!" Keir looks over his shoulder.
"Did it ever occur to you that someone out there just blew their dog whistle and found out they can summon and control trolls?" he asks curiously.
OA on troll 2: 1d20+5:11+5 for total of 16, as unlikely as it might be if that hits it does 1d10+3 damage: 5+3 for 8 damage
"Personally I'd just say Phew! and call it a night... well far enough away that they can't come back for a return visit!" Keir gasps.
Keir shifted so he's to the right of Jack on the updated map
Posting this now to avoid problems later
Keir tries to employ another wolf pack tactics but misses and is only able to shift back a square himself.
Wolf Pack Tactics: 1d20+5 rolled a 1+5 so naturally a miss, Keir then shifts back a square
Elmo wrote: "Flame is in my armory. However, you will all need to stand back. The storm is most impressive. So is the dog." "How far back exactly?" Keir asks wondering where the dog the kobold is talking about is.
Jack Ceniarc wrote: Keir Ironsong wrote: "Hey I thought you said fire or acid?" Keir quips back ducking as the frigid air flashes past at the troll. "Oh excuse me for only learning how to summon the fury of the storms themselves. You want flames, get a *EXPLETIVE* wizard."
Also, I won't be able to post tomorrow or Saturday. "Nice, shame it doesn't work on them though!" Keir chuckles.
Jack Ceniarc wrote: The hound near the troll shudders and steps backwards as it turns back into a man. "Yeah, how about we all shut up long enough to kill these bastards?" He picks up his staff from the ground and points it at the trolls, and a chill wind quickly slams into it, blowing it back.
Wildshaping back into a human and shifting one square to the lower right, drawing my staff and using Chill Wind, hitting only T1: 21, 4 Cold, and shift it one square to the left.
"Hey I thought you said fire or acid?" Keir quips back ducking as the frigid air flashes past at the troll.
Elmo wrote: Keir Ironsong wrote:
"What have you got a phobia about fire?" Keir asks as he desperately tries to keep out of the trolls' grasp.
"Welcome to the party, don't be shy!" Keir greets the newcomers. "I am a kobold," explains Elmo unnecessarily. "We don't have phobias, although we do have startling and interesting personalities." "So I see now perhaps you'll discuss this further once we see off these trolls," Keir laughs.
Milo Grubfoot wrote: Milo gets away from the trolls quickly before spinning on his heel and unleashing an attack from his orb which moves from one creature to the next.
Move two squares backwards to where Elmo was previously, then
Illusory Ambush vs. T2 Will (1d20+4=10) on a miss I would like to use Orb of deception as a free action and recast that spell on T1 gaining a +3 Cha.Illusory Ambush Vs T1 Will (1d20+7=9). Dreadful.
"What have you got a phobia about fire?" Keir asks as he desperately tries to keep out of the trolls' grasp.
"Welcome to the party, don't be shy!" Keir greets the newcomers.

DM Dave wrote: The first troll makes another swing at Kier. This time the claws barely graze him. 8 damage, which is a graze for a troll. However, Jack is not so lucky as the second troll hits him full force. 11 damage "You heard the druid, let loose the flame and don't spare the brimstone nor the sulphur!" Keir hollers.
On keir's turn this round he'll shift to the right hand side of where Jack currently is according to the map, employ second wind on himself and then use his minor action with Inspiring Word on Jack so he can spend a healing surge too!
"Jack shift back behind me and show these fools why you don't p*** o** the druid!" Keir growls.
"Milo get behind us before you cast, don't stay anywhere where those trolls can grab you!" Keir yells at the halfling.
Spending action point for an extra action
"Right and now for you... BASTION OF DEFENCE!" Keir hollers as he wields his longspear using its reach to strike at the troll Troll 2 .
Bastion of defence: Roll 1d20+5 vs AC: 20+5 for Total of 25, Damage is 3d10+3 for 33pts of damage as its a natural! Grants all allies within 5 squares of Keir a +1 bonus to all defences until the end of the encounter and a 7 temporary hp, and yes I know this probably means I'm due a fumble at this point!
Milo Grubfoot wrote: Milo holds his orb outward towards the trolls, on the inside of the orb small shadows can be seen swirling the inside. Milo closes his eyes and flips his hand over, releasing the shadows from inside the orb towards the nearest troll. The illusion of assailants try to swarm him.
Awesome start, sorry I didn't really understand where I am with the map. Hope that action is correct and doesn't like kick off some OA
You should be fine both Keir and Jack are in their way take a shift back a square should put you completely out of their reach if you're worried and thats a guess on my part.
Keir employs wolf pack tactics on his opponent.
Longspear roll 1d20+5: 16+5 for a total of 21 to hit, damage is 1d10+3 if this hits: 1+3 for 4pts of damage and Milo gets to shift 1 square away from Keir should he be adjacent to the warlord
DM Dave wrote: Jack** spoiler omitted **
Elmo** spoiler omitted **
Jake** spoiler omitted **
The trolls roar and charge your group. The first one swings a massive claw at Jack and slashes him for 6 damage. The second one gores Keir for 10 damage.
So the map indicates where we start and we don't get to react to the trolls until our initiative comes up?
"Which part of ranged didn't you understand?!"Keir curses as he concentrates on holding off the trolls even as one manages to claw him.
"So you were saying..." Keir asks.
"So Jack know anything about trolls you'd care to share?" Keir asks over his shoulder as he prepares for the trolls arrival.
Nature +0 unlikely to help here, do either of you have better?
DM Dave wrote: Map Keir will move 3 squares forward and 1 to his left so he's ahead of Jack and then set for the troll's charge
"No offence but please make any ranged attacks on those trolls all you want preferably before they get close enough to engage us in hand to hand... I did say please didn't I?" Keir asks.
Do we make Dungeoneering or Nature checks regarding troll weaknesses?
"Sigh, here we go again!" Keir mutters as he shifts his longspear set for the trolls charge.
Initiative: 11
If there's a place available or just as a possible reserve I have a 1st level warlord left over from another game thats prematurely ended.
Admittedly designed for a faerun game but I can amend him where necessary.
Graynore wrote: Due to lack of interaction and a much increased work load that has no forseeable decline, I will have to end this game. I'm sorry we never got beyond the intro. Best of luck to you all in your gaming endevors. dm Graynore Sorry to hear that, take care and all the best!
Posting Keir's action for the next round
Keir cuts loose on G#14 with Wolf Pack Tactics so Baern can shift a square if he wants to.
Roll 1d20+6+2 (flanking bonus): 14+6+2 for Total of 22, 1d8+3:8+3 for Total of 12pts of damage if it hits G#14
"Like hell!" Keir roars back.
Pardon my language, Keir moves to O-8, then N-7 and finally to M-6 and bestows a melee basic attack on G#14: Roll 1d20+6:20+6 for Total of 26 doing maximum damage as a result of 1d8+3 for 11pts to G#14
"Time to stop hiding fool!" Keir taunts the spellplague goblins.
If intimidate applies in this case: Roll 1d20+7: 13+7 for Total of 20
Move diagonally 2 squares to P-9 and then use Commander's Strike so Paelis gets a basic melee attack on G#11 which if he hits does +2 damage
Moving to get to Baern's side Keir has difficulty catching up with the dwarf.
Graynore wrote: Sorry I haven't posted but I've been at a conference. I should get something posted by Monday. That's okay seems the play by post is slowly developing into two pages worth so posting this to avoid being archived like another thread I'm involved in!
Paelias Stargaze wrote: my ten are in my profile So's mine
Graynore wrote: Shan's blast misses its mark; however, it blasts into the mud before hitting any of the prisoners. Two of the goblins around the prisoners draw bows while the rest ready shields and draw swords. One of the blues riding on the wagon pulls a black rod out and readies it.
G12 and G15 have bows. G16 has the rod. All others have short swords and shields. Everyone roll 10 sets of initiative and place them on your profile for future encounters.
Battle Map R1
Keir's first initiative roll is 11 don't forget any ally within 10 squares of him gains +2 to their initiative roll
Keir having slung his long spear on his back and is now wielding his longsword and shield rushes forward to back Baern.
Moves straight ahead to R-11, difficult terrain counts as 2 per square for movement purposes?
"Keep up with the ranged attacks, just watch out for return ranged attacks!" Keir tells the siblings as he rushes in.
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