Yithdul

Nameless Villain's page

68 posts. Alias of stormraven.


RSS

1 to 50 of 68 << first < prev | 1 | 2 | next > last >>

Backed against the sluggish bog, the pirates brace for whatever is pursuing them. They hear the thwip splorp thwip splorp thwip of small feet plugging through the mud-sucking soft ground surrounding the trail. In the near distance, a roughly triangular object of cracked leather heaves into view, bobbing like a ship near the tops of the waist-high marsh reeds. The object stops, heels over as if caught in a phantom wind, then drives straight for the pirates, plowing through the marsh vegetation like a war frigate. The thick rushes cloak much of the object and whatever creature is beneath it. But a strange murmuring chant can be barely heard beneath the hiss of the moving reeds. Is it a spell? A diabolic prayer baying for the blood of the unwelcome invaders?

The answer comes quickly as the object/creature closes with the path, and the words begin to become understood as oddly accented Common, "...rate's life for meeeee..."


Alaric takes the other hatch to the roof cautiously.

Stealth: 1d20 + 18 ⇒ (20) + 18 = 38 use a 20 base, Cain. :)
Perception: 1d20 - 1 ⇒ (7) - 1 = 6


Alaric charges past the Inquisitor and slashes at the guard with his bastard sword.

~ Round 1 ~

MOVE: By Price
STAND: CUT

STAND: Bastard Sword (19+/x2)
MODS: 2H, PA
HIT: 1d20 + 8 ⇒ (5) + 8 = 13
DAM: 1d10 + 12 ⇒ (7) + 12 = 19

Status:
AC:21 | HP: 57 / 57
Smite Good (2):
Touch of Corruption (4):
Effects: None


Darth Veritus wrote:
Pray I do not alter it further...


Maybe the gust of wind from the closing door alerts the two people by the bar, or perhaps the woman saw you and her diverted attention was noted by the man... in either case, the result is the same. The greasy fellow, while retaining an iron grip on the lady's blouse, half turns to regard the four interlopers in his business. His dismissal is categorical and spit through yellowing teeth.

"Push off! Bar's closed for a private party. Come back in a hour 'less you wanna get thumped." He yells for the benefit of the door-guard, "NAT! Show this rabble the door!"

Questions? Actions? And if you plan to do other than an immediate retreat - initiative. :D

EDIT: Just to be clear - things will be happening fast, so there is no time for a debate. You can be in, leave, or whatever else you can imagine on an individual basis... but you can't debate with one another.


The Behemoth is barely off the ladder when Dinwat shouts his orders. "KILL the children! Stop at nothing! KILL them all!" Without question, the massive vine-covered Behemoth lumbers hastily towards the bone cage. It brushes past Jofram and Ushari without breaking pace.

Jofram & Ushari - AoOs, if you please.

Seeing the massive brute coming for them, the two conscious children wail and scramble to the far side of the cage trying to escape. The unconscious child is blissfully unaware of how close death is. Dinwat looks to Jayse and gives as much of a smile as he can through the pain. "Tough choice - kill the villain or save the children. Of course, you could hope your friends can stop my pet in time. Then again, if you kill me, there won't be anyone to call it off the children in case your friends don't prove up to the task."

"Here, let me help make this choice easier for you." He begins casting a simple spell and reaches out to touch the Monk...

Dinwat envisions the scene. His gentle touch accompanied by a battering ram of Force energy - more than enough to punch a hole through Jayse's chest and send his lifeless body sprawling at least 30'. If he angles it correctly, he might even manage to drop the corpse through one of the trapdoors. Won't that be tidy. Then it will be a simple matter of disabling the dumb gnoll and then to wipe out the Cleric and Ranger - possibly with Acid Spray or Boneshatter. Then it will be time to rebuild...

The Necromancer smiles and continues casting his spell, a simple spell he has cast 100 times... but not with a broken nose that makes articulating the magical phrases more difficult, or with busted ribs that make some of the necessary motions quite a challenge.

Dinwat lays his finger on the center of Jayse's chest - and nothing happens. NOOOOOOOOOOOOOOO!

The Necro blew a gimme Concentration check to cast defensively. His spell is lost.

FREE: Give Orders
MOVE: 5'
STAND: Cast Force Punch

Rolls:
Concentration (Cast Defensive) DC:21 1d20 + 19 ⇒ (1) + 19 = 20

Round: 10

ORDER: Necro & Four-Arms, Jayse, Jofram, Ushari, Straehan, Shaggar

Temple of Night

Ja's HPs: 12|62
Jo's HPs: 49|68
Us's HPs: 45|45
St's HPs: 3|53

Gn's HPs: 11|52

Child 1: KIA
Child 2: KIA
Child 3: KIA
Child 4: Unconscious - Pro Evil
Child 5: Exhausted - Pro Evil
Child 6: Fatigued - Pro Evil

On-Going Effects Good:

Jofram, Shaggar, Straehan...
Haste - 5 of 6 RND - +1 Attack on FULL ATTACK ACTION ; +1 ATT Rolls ; +1 Reflex Saves ; +1 Dodge AC ; +30' Move
Everyone...
Inspire Courage - +2 ATT/DAM ; +2 Saves v Charm/Fear


Jayse - please give me a Reflex Save to dodge Grasp of the Dead.

Dinwat wipes the blood from his mouth and considers the situation - surrounded. Almost out of tricks. He pulls out all the stops to turn the tide of the battle. He uses will alone to heal himself a fraction of the damage done by these upstarts. Then he calls upon the power of death itself to strike down his enemies.

Dozens of skeletal arms burst through the floor. Their bony claws tear at Jayse, the helpless gnome, and Shaggar. Shaggar manages to bash several of them aside but Straehan has no such defense. He is thrashed like rag-doll, nearly falling unconscious. Jayse kicks at grasping arms and tumbles to escape the onslaught.

Seeing that he is still surrounded, Dinwat risks casting a spell while the heroes wrestle with the skeletal arms. When Jayse looks up from his battle with the arms, he sees over a half dozen duplicates of the Necromancer, shifting back and forth.

MOVE: Godless Healing (Su)
STAND: Grasp of the Dead (Su)
SWIFT: Quickened Mirror Image

rolls:
Concentration v DC:27 1d20 + 19 ⇒ (20) + 19 = 39 For Mirror Images only
Mirror Images - 1d4 + 4 ⇒ (3) + 4 = 7

Godless Healing 1d8 + 12 ⇒ (6) + 12 = 18

Grasp of the Dead Reflex Save v DC:21 for 1/2
12d6 ⇒ (6, 4, 1, 4, 2, 6, 5, 6, 4, 5, 6, 1) = 50 DAM ; Good characters shaken for 12 rounds ; no MOVE for 1 round

Reflex Save DC:21
S's Reflex Save 1d20 + 2 + 1 - 5 ⇒ (9) + 2 + 1 - 5 = 7 (Base, Haste, Helpless, No Evasion)
Gn's Reflex Save 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21 (Haste)

St's HPs: 3|53 Held
Gn's HPs: 11|52


The Necromancer's voice echoes across the temple as Straehan sprints towards him. "Get up, Oaf! Kill them all!"

Dinwat faces down the charging gnome. Years of experience enables him to cast his spell while Straehan tries to interfere. The Necromancer gives the spell a slim chance of working against a fellow sorcerer... but is pleasantly surprised when Straehan freezes in place. Unfortunately, it ruins his invisibility.

Well, well, well... an unexpected gift. Dinwat flicks his wrist and a wickedly sharp black-handled dagger appears in his palm. He walks around Straehan and whispers in his ear, "This is going to hurt - a lot." He rests a hand lightly the gnome's shoulder and lines up the blade sideways so he can slip it easily through the rib-cage and into the gnome's heart.

FREE: Orders
STAND: Cast Daze Monster @ Straehan
MOVE: Move Pull Dagger

Rolls:
CONCENTRATION v DC:19 1d20 + 19 ⇒ (16) + 19 = 35
Will Save v DC18 1d20 + 9 ⇒ (1) + 9 = 10


Dinwat tries to order, threaten, and wheedle compliance from the Dweller. In desperation, he chants a spell to force its compliance. It almost sways the Dweller away from his victims. The Dweller shakes itself loose of the Necromancer's influence and glares over its shoulder.

You have a feeling that, left alone with the Dweller, Dinwat would not be long for this world.

STAND: Cast Command Undead
MOVE: Move

spell rolls:
Will Save DC:18 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18 Desecrate

Round: 7

ORDER: Hucueva & Necro & Four-Arms, Jayse, Jofram, Ushari, Straehan, Shaggar, Dweller

Temple of Night

Ja's HPs: 62|62
Jo's HPs: 36|68
Us's HPs: 38|45
St's HPs: 53|53

Gn's HPs: 36|52

Child 1: KIA
Child 2: KIA
Child 3: KIA
Child 4: Unconscious
Child 5: Exhausted
Child 6: Fatigued

On-Going Effects Good:

Jofram, Shaggar, Straehan...
Haste - 2 of 6 RND - +1 Attack on FULL ATTACK ACTION ; +1 ATT Rolls ; +1 Reflex Saves ; +1 Dodge AC ; +30' Move


Dinwat sees the creature and exults. You hear his crowing voice, gloating. He thinks to command the Dweller. "NOW! Destroy these fools, my servant!"


Dinwat snarls, knowing his cause is lost... for the moment. There are too many enemies and the summoning can't be completed before one of these upstarts manages to land a blow that will undo all his hard work. Cool and detached, he switches to Plan B. With a cutting gesture and a grimace of irritation, the black-goggled Necromancer ends the spell. The threads of life feeding the beast through the Arch unravel and dissipate. The Dweller roars as the skin thickens and resists further intrusion.

Now, to salvage the situation...

Dinwat gives Jayse a little smile, "Enjoy your victory." Then he deftly casts a spell and vanishes from sight. Moments later, Jayse hears the Necromancer chanting quietly again from somewhere closer to the Arch. A gem at the center of the bone and flesh 'carpet' littering the floor glows. The carpet begins to move. Limbs weld together, bones knit and join, and the flesh firms up and wraps around the compound bones. In a very short time the carpet rises... as another four-armed Behemoth.

The Monk hears Dinwat whisper, "Kill them all. Start with the human by the podium."

STAND: Cast Vanish
MOVE: Move
FREE: Spend 1 ANTI-HERO Point for an additional Action :) What? You thought only you guys get those?
STAND: Cast Animate Undead

Next UP... 4 Arms

Rolls:
Cast Defensively DC:17 -> 1d20 + 19 ⇒ (8) + 19 = 27
Stealth -> 1d20 + 14 + 20 ⇒ (7) + 14 + 20 = 41


Of the many scenarios Dinwat envisioned and planned for, being attacked by a flying crustacean wasn't on the list. Weaving this incredibly complex spell was task enough. The blow to his neck nearly throws off his concentration.

Break Concentration? DC23:
Concentration 1d20 + 19 ⇒ (8) + 19 = 27


The half-orc looks on in disbelief as the monk gets up... putting a halt to his premature celebration. The crowd roars its approval.

Jayse moves in purposefully and fires a back-fist punch to one side of Snake's head before spinning away to deliver a second back-fist to the other side. Not even the Orc's genetic ferocity allows him to stay up. The second shot spins him like a top and he drops - kicking up a cloud of sand.

The crowd explodes in cheers again. Loudest among them, are Lena and Beax. Both are jumping up and down, cheering Jayse on.

Jayse walks painfully back to his corner as Ushari and Straehan push through the crowd.

Battle Over


Jayse wades in with a rapid flurry of punches and kicks. Snake balls up trying to weather the assault. The monk's first punch bounces off the half-orc's rock-hard shoulder muscles. His follow-up kick to the floating ribs is barely deflected but leaves Snake open for a brutal downward punch that catches him across the temple. Snake staggers for real but he isn't finished yet. He looks up at Jayse from his hunched position, his eyes feral beneath the blood that drips from the accidental gash that creases his brow.

As he rises fully, he drives a brutal upper-cut at Jayse's jaw putting everything he's got into the blow. Fist meets jaw with a loud clacking of Jayse's teeth as the orc roars in triumph! His upper-cut has felled many enemies and he expects it to give him yet another victory.

Snake HIT v DC18: 1d20 + 10 ⇒ (16) + 10 = 26
DAM: 1d3 + 15 ⇒ (2) + 15 = 17

Jayse HP: 17/54


I assumed your strikes were non-lethal unless otherwise stated. The same is true for your opponents.

Having watched the last battle, Snake anticipates Jayse's trip and deftly leaps over it while driving a powerful fist into the monk's chest. Jayse feels the bruise down to the bone as his ribs flex under the crushing blow.

Snake HIT v DC18: 1d20 + 10 ⇒ (17) + 10 = 27 Power Attack
DAM: 1d3 + 15 ⇒ (1) + 15 = 16

Jayse HP: 38/54


The other fighters weigh what they've seen. Some retire for the evening. Others watch the monk shrewdly. After a few moments, a large, shirtless half-orc steps forward and enters the ring. His face is covered in a single tattoo. It is a snake coiling across his features and about to sink its fangs into his left eye.

Snake Init: 1d20 + 3 ⇒ (18) + 3 = 21

Same setup - 15' away and please roll initiative and your actions.

Given Jayse's total domination last time, the odds-makers are not calling him an underdog. If you want to bet - get it in.


So we don't hold up the thorough beating Jayse is gonna get, I'm calling the betting window closed. :p

Jayse is barely in the ring before Stubble charges him, trying to knock him out of the ring with a single smash to the jaw. He lacks style and finesse but not power. Thankfully he isn't as precise as he needs to be to connect with the agile monk. Jayse neatly sidesteps the blow.

HIT v DC17: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14 charge
DAM: 1d3 + 7 ⇒ (2) + 7 = 9


The Hand lunges at the monk and sink its remaining claws into the face of its attacker.

You hear the sound of ice cracking as the statue's mouth opens and a stinging blast of ice shards spray across the room striking everyone. Jayse and Ushari dodge the effects of the arctic sleet but Jofram and the Hand are struck with full force. Ice coats them both. Straehan catches only part of the blast, unintentionally shielded by the Hand.

rolls:
Hand Claw HIT: 1d20 + 11 ⇒ (15) + 11 = 26 DAM: 1d6 + 7 ⇒ (2) + 7 = 9

20' cone - Reflex DC 13 for half; 3d6 ⇒ (3, 4, 4) = 11 cold damage; Use 1d4 ⇒ 2
Ja's Reflex 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 U; Full or None None
Jo's Reflex 1d20 + 9 ⇒ (2) + 9 = 11 Full
U's Reflex 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 U; Full or None None
S's Reflex 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 U Half

H's Reflex 1d20 + 6 ⇒ (5) + 6 = 11 Full

Round: 2
ORDER: Jofram, Jayse, Straehan, Ushari, Hand, Ice Ice Baby

Talk to the Hand

Ja's HPs: 33|42
Jo's HPs: 35|46
U's HPs: 30|30
S's HPs: 32|37


Jayse's concerns are well justified...

Ushari sweeps the floor in front of her for traps, breathing a small of sigh of relief when nothing untoward happens. But perhaps her focus was on the unseen perils in front of her a shade too much as she gingerly approaches the statue. Watching from the corridor, Jofram doesn't even have time to call out a warning as a large, strange, multi-legged thing rushes out from a dark corner of the room and leaps onto the hapless acrobat.

Ushari's first warning is the impact of the creature on her back and the rake of its crusty talons. Ushari spins around sending the creature falling to the floor. She see what looks like a massive, rotting, clawed hand, easily 4' across. It stretches its fingers languorously and tenses to pounce on her again. Bits of her flesh still cling to its dirty, hook-like nails.

Round: 1
ORDER: Jofram, Jayse, Straehan, Ushari, Hand

Talk to the Hand

rolls:
Hand Claw HIT: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 DAM: 1d6 + 7 ⇒ (5) + 7 = 12 charge, successful hit marks Ushari as 'quarry'

INIT ROLLS
Ja's Init: 1d20 + 9 ⇒ (9) + 9 = 18
Jo's Init: 1d20 + 7 ⇒ (17) + 7 = 24
U's Init: 1d20 + 5 ⇒ (8) + 5 = 13
S's Init: 1d20 + 3 ⇒ (14) + 3 = 17

[ooc]Hand Init: 1d20 + 2 ⇒ (3) + 2 = 5
Housekeeping - erased


Iron Bar is halfway through a bloodthirsty promise to the gnome when he freezes in place.

Will Save DC:16 1d20 + 3 ⇒ (9) + 3 = 12


Iron Bar wipes a hand across the bloody wounds given him by the monk, wincing. His response is a feral growl, "My turn, little man." He uses the axe like he plans to fell a forest. The massive axe rises and falls two times... Jayse dodges the first blow easily but the second one, despite mystical and magical shielding, snaps two ribs in the monk's chest.

Sobered, Iron Bar turns to check on his captain and sees the smoking form of the ruined man. His expression blackens as he approaches his comrade. He stares with venomous hatred at the swordsman and, particularly, the gnome in the spell-slinger's robe and the ridiculously over-sized boots.

rolls:

Greataxe (20/3x) v Jayse AC:22 HIT: 1d20 + 12 ⇒ (3) + 12 = 15 DAM: 1d12 + 16 ⇒ (8) + 16 = 24 Rage, PA
Greataxe (20/3x) v Jayse AC:22 HIT: 1d20 + 7 ⇒ (15) + 7 = 22 DAM: 1d12 + 16 ⇒ (8) + 16 = 24 Rage, PA

Ushari's up...

ORDER: Jayse, Cap'n, Jofram, Straehan, Iron Bar, Ushari, Women, Fin

Corridor Battle Map

Ja's HPs: 06|42
Jo's HPs: 33|46
U's HPs: 14|30
F's HPs: 01|49
S's HPs: 37|37


The captain advances on Jofram, pushing forward with a series of slashes aimed at the half-elf's face. Jofram blocks one with his gauntlet creating a shower of sparks but the other high cut puts a gash in his cheek.

rolls:

Cutlass (18-20/x2) HIT: 1d20 + 13 ⇒ (16) + 13 = 29 DAM: 1d6 + 8 ⇒ (5) + 8 = 13
Cutlass (18-20/x2) HIT: 1d20 + 8 ⇒ (6) + 8 = 14 DAM: 1d6 + 8 ⇒ (2) + 8 = 10

Round: 3

ORDER: Jayse, Cap'n, Jofram, Straehan, Iron Bar, Ushari, Women, Fin

Corridor Battle Map

Ja's HPs: 30|42
Jo's HPs: 33|46
U's HPs: 14|30
F's HPs: 01|49
S's HPs: 37|37


The massive half-orc decides to soften up his opponents before following his captain. But which one? In the end it is a gut call - the elf woman looks more hurt and her big sword could be fierce. Iron Bar shows his skill, driving his axe like a guillotine through the narrow gap. Not the wall, the small target, or even Fin's magic or skill can prevent the massive headsman's axe from nearly shearing her arm off with a single chop. The elven woman drops to the floor with a sickening crunch, blood pooling around her.

Iron Bar debates finishing the job but his captain's call is insistent. He knows his duty. He backs down the corridor.

rolls:
Great Axe (20/x3) v AC:25 - HIT: 1d20 + 12 ⇒ (18) + 12 = 30 DAM: 1d12 + 16 ⇒ (10) + 16 = 26 Rage, PA

ORDER: Jayse, Fin, Cap'n, Jofram, Straehan, Iron Bar, Ushari, Women

Corridor Battle Map


The cornered rat fights the fiercest.

"'Bar, what you got there?"

The half-orc holds up two fingers and makes a sign.
The scorched captain weighs their opposition. Got a fighter and mage one way and a couple that have seen some fighting the other way... Maybe they'll break, maybe not. Which way to push?

"Back to back, 'Bar. This way." Without hesitation, the Cap'n gives the woman in front of him the flat of his blade across
the side of her head. It is a tremendous smash, sending the woman crashing against the opposite wall. She collapses in a heap. The violence of the attack is distracting, which is what the captain relies upon. Quick as a viper, he steps over the woman and lunges at Jofram driving his blade into the half-elf's sternum... or at least that was the plan. A lesser warrior might have fallen for the distraction, but not Jofram. He knows his enemy well.

He attempts to side-steps the captain's blade... even then he sees the cutlass seek his stomach, barely deflected by the mystical armor provided by his gauntlet. The shielding opaques briefly at the site of the blow.

rolls:

Cutlass (18-20/x2) HIT: 1d20 + 13 - 4 ⇒ (19) + 13 - 4 = 28 DAM: 6 + 8 = 14 Non-Lethal Crit?
Cutlass (18-20/x2) HIT: 1d20 + 13 - 4 ⇒ (13) + 13 - 4 = 22 DAM: 1d6 + 8 ⇒ (1) + 8 = 9 Yes
Bluff v DC:19 - 1d20 + 9 ⇒ (5) + 9 = 14 <- Fail
Cutlass (18-20/x2) HIT: 1d20 + 8 ⇒ (12) + 8 = 20 DAM: 1d6 + 8 ⇒ (2) + 8 = 10

ORDER: Jayse, Fin, Cap'n, Jofram, Straehan, Iron Bar, Ushari, Women

Corridor Battle Map


The half-orc scruffs the blonde playing possum and drops her out of the way before sliding in behind his captain. The massive single bladed headman's axe he bears swings free of his shoulder.

CMB Reposition ATT:1d20 + 14 ⇒ (3) + 14 = 17

ORDER: Cap'n, Jofram, Straehan, Iron Bar, Ushari, Putz, Women

Corridor Battle Map


The ogres roll in... one charging the valiant Jax, the other rushing Fin and striking over the body of the fallen Ettin. Both attacks fall short. The blinded ogre wipes at its eyes attempting to clear them and swings its club to fend off the elf devil. Fin easily dodges the awkward blow. At the order of the giant, the blind ogre staggers back a few feet.

Overcome by the furious and flurrious monk assault, the final ogre tries to punt the blue-bladed human. His kick is so ponderous, Jayse merely steps out of the way of it.

rolls:

Greatclub (Fin) Miss <51 1d100 ⇒ 53 HIT 1d20 + 7 ⇒ (7) + 7 = 14 DAM 2d8 + 7 ⇒ (1, 7) + 7 = 15 blind Miss!
Greatclub (Fin) HIT 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 DAM 2d8 + 7 ⇒ (3, 8) + 7 = 18 charge Miss!
Greatclub (Jayse) HIT 1d20 + 7 ⇒ (12) + 7 = 19 DAM 2d8 + 7 ⇒ (4, 1) + 7 = 12 Miss!
Greatclub (Jax) HIT 1d20 + 7 ⇒ (10) + 7 = 17 DAM 2d8 + 7 ⇒ (3, 8) + 7 = 18 Miss!

End Blindness? DC:17 1d20 + 3 ⇒ (12) + 3 = 15

Round: 3

ORDER: Jayse, Ushari & Skitter, Unicorn, Straehan, Giant, Porter & Jax, Fin, Ogres

Map: Man Eaters?


Most of the ogres lumber towards the newcomers. Only one sets about killing their breakfast. His blow nearly snaps the unicorn's spine.

Greatclub HIT 1d20 + 7 ⇒ (14) + 7 = 21 DAM 2d8 + 7 ⇒ (7, 6) + 7 = 20

Round: 2

ORDER: Jayse, Ushari & Skitter, Unicorn, Straehan, Ettin, Giant, Porter & Jax, Fin, Ogres

Map: Man Eaters?


The blinded ogre lashes out at the only target it knows, the leggy elf. It's blow goes wide and it wipes at its eyes to clear the dust but its bulky hands aren't up to the task.

rolls:

Greatclub HIT 1d20 + 7 ⇒ (11) + 7 = 18 DAM 2d8 + 7 ⇒ (2, 2) + 7 = 11
Will Save vs DC:17 1d20 + 3 ⇒ (13) + 3 = 16


As the tripped pirate tries to scramble away, the miners descend on him - slamming picks, shovels, and boots into him. He screams and twitches under the onslaught but manages to get enough distance to stand up.

The other bowman near Jayse, eyes wide, issues a shaky warning brandishing his bow, "You better leave me alone or I'll kill you! Just stay away!" He turns and flees Withdraw into the darkness after Boo. Out of the darkness moments later you hear him yell, "BOO! You traitorous, back-stabbing, two-faced, whore-hearted, bottom-feeding, BASTARD!"

If Boo could smile at the outburst he would have, thinking Better you than me, friend.

The one brigand sprinting southwest, doesn't even look back, pouring on more speed...

Round: 43

ORDER: Fin, Jayse, Ushari, Pirate Lackeys, Boo, Miners & Straehan (Special)

Map: Mining Village

F's HPs: 25|36
J's HPs: 28|32
U's HPs: 12|24
S's HPs: -4|28 Special

rolls:
Miner v AC14 HIT 1d20 + 4 + 2 - 1 ⇒ (18) + 4 + 2 - 1 = 23 DAM 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7 vengeance bonus, power attack
Miner v AC14 HIT 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10 DAM 1d6 + 2 ⇒ (3) + 2 = 5 vengeance bonus
Miner v AC14 HIT 1d20 + 3 - 4 + 2 ⇒ (6) + 3 - 4 + 2 = 7 DAM 1d6 ⇒ 5 vengeance bonus


Boo surveys the scene, not liking this turn of fate at all.

He yells to his outlying men, "Arrows! Bring the women down." They comply sending three arrows faultlessly at Fin and Ushari.

To the guards nearest him, he whispers entirely different orders. They nod and hold position, eyeing Jayse. Boo begins to gesture... but realises that the cursed fire breathing monk is slightly out of range... and he's not walking into the open to face that bastard and his man-eating accomplices. Similarly, while the gnome's blast hurt, the little sh!t couldn't even stand. He was only a little threat... but that growling crowd of miners, they were a serious concern if they engaged his small group. With a wicked grin, he casts his spell. A ravening beam of lightning comes down from the heavens seeking the brute carrying Straehan...

The large man tosses the gnome out of the way before taking the full brunt of the blast. When the flash and lightning crack fade, the big man is down, residual electricity dancing across the smoking crater he lays in, seemingly lifeless. Boo yells to the remaining guard. "Kill the gnome!"

The guard hurries to do his bidding, dropping his bow and pulling his scimitar as he charges the gnome who has managed to stay on his feet. Fortunately, Straehan's magic is strong; the blade bounces harmlessly off his mystic armor.

Boo gives Jayse a wink and retreats with his waiting guards, leaving four of his men to their fate. As the three pirates retreat, Boo's guards fire their arrows at Jayse. One bites into his shin.

But that is not the end of Boo's betrayal... some magic resides in him for he moves swifter than any deer, easily out-pacing his men as he runs between the trees along the cliff-face.

Round: 41

ORDER: Fin, Jayse, Ushari, Pirate Lackeys, Boo, Miners & Straehan (Special)

Map: Mining Village

F's HPs: 19|36
J's HPs: 22|32
U's HPs: 14|24
S's HPs: -10|28 Special

rolls:

Shortbow v Fin 20 HIT 1d20 + 6 ⇒ (16) + 6 = 22 DAM 1d6 ⇒ 5
Shortbow v Fin 20 HIT 1d20 + 6 ⇒ (16) + 6 = 22 DAM 1d6 ⇒ 4
Shortbow v Ushari 18 HIT 1d20 + 6 ⇒ (13) + 6 = 19 DAM 1d6 ⇒ 5

Shortbow v Jayse 17 HIT 1d20 + 6 ⇒ (19) + 6 = 25 DAM 1d6 ⇒ 2
Shortbow v Jayse 17 HIT 1d20 + 6 ⇒ (5) + 6 = 11 DAM 1d6 ⇒ 5

Boo's Empowered Scorching Ray - HIT 1d20 + 5 ⇒ (13) + 5 = 18 v AC:17 DAM: 6d6 + 1 ⇒ (6, 2, 2, 3, 1, 2) + 1 = 17
S's Acrobatics (to avoid being prone) 1d20 + 5 ⇒ (14) + 5 = 19
Scimitar (18+/2x) v Straehan 23 HIT 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19 DAM 1d6 + 2 ⇒ (3) + 2 = 5 Charge


The pirate in the tree screams out your location. There is a moment of silence before groups of pirates, rush out from positions on both sides of the tree. They are all carrying bows.

The smirking mage appears behind his men, "Pair off. FIRE!" A wave of arrows launch at his command.

Arrows rain down, striking all three heroes. Boo smiles and fires a weaving bolt of electrical energy which jolts Jayse. He croons, "Prepare for bladework, boys!"

Round: 40

ORDER: Fin, Jayse, Ushari, Pirate Lackeys, Boo, Straehan (Uncommon Stagger)

Map: Mining Village

F's HPs: 28|36
J's HPs: 24|32
U's HPs: 19|24
S's HPs: -10|28 Staggered

rolls:

Shortbow v Fin 20 HIT 1d20 + 6 ⇒ (2) + 6 = 8 DAM 1d6 ⇒ 5
Shortbow v Fin 20 HIT 1d20 + 6 ⇒ (18) + 6 = 24 DAM 1d6 ⇒ 4
Shortbow v Jayse 17 HIT 1d20 + 6 ⇒ (2) + 6 = 8 DAM 1d6 ⇒ 5
Shortbow v Jayse 17 HIT 1d20 + 6 ⇒ (19) + 6 = 25 DAM 1d6 ⇒ 3
Shortbow v Ushari 18 HIT 1d20 + 6 ⇒ (15) + 6 = 21 DAM 1d6 ⇒ 1
Shortbow v Ushari 18 HIT 1d20 + 6 ⇒ (19) + 6 = 25 DAM 1d6 ⇒ 4
Boo Target 1F, 2J, 3U 1d3 ⇒ 2 Jayse
Force Missile 1d4 + 2 ⇒ (3) + 2 = 5


Not a problem. Please check the OOC, if you missed my addition to the previous post.

If a tied man could scratch his head, the pirate would be doing that. "Well we don't have proper magic if that's what ya mean. We've got some salves an' sitch that provide a bit of healing."


He grimaces, "Well the smartass answer is 'Not Enough'... but there was 19 of us before you came along."

Ushari - how are you going to spend your turn?


"We loaded them up in a cart and the Cap'n took'em overland. He knows some village or something here-abouts with a slave market. He didn't say exactly how long it would take - maybe a couple of weeks. How many of who, did he leave? Women? Villagers?"


Correct. Boo is the mage. Scurvy is one of the dead sergeants.

He looks at you curiously, "Me and Scurvy are lieutenants. The Cap'n is the leader and he's gone to sell the women with a few of the boys... meaning a few of our boys as guards and whatnot."


"Been with'em maybe 3 years. Boo ain't the Captain, but he'd like to be. With me captured and Scurvy dead... gotta figure Boo is calling the shots. I don't know WHAT he'd do."


"They're in the mine - right-hand branch."

Jayse - he seems truthful. I'll tell you if that changes.


I dunno, man. Those are pretty good rolls too. :)

The pirate agrees with a curt nod, wary of the blade at his throat. "How can I help you?"


No matter how much he tries, the pirate cannot escape Ushari's spell until it elapses. His body collapses. Seeing that he is surrounded and badly wounded, he surrenders.

Arrrrgh:
Will Save DC:15 1d20 + 1 ⇒ (9) + 1 = 10

Ushari - any change to your actions?


Straehan...

The Dire Rat savours the bite it took out of Straehan. Since no traps were sprung, the gnome is a gift. It bites down on the windpipe of the unconscious meat, trying to smother the last vestiges of life from it. Fortunately, something in Straehan struggles to live, forcing ragged breaths into his lungs.

Round: 16

ORDER: Fin, Straehan, Jayse, Pirate Bosses, Pirate Lackeys, Boo, Cave Beast, Ushari

Map: Mining Village

F's HPs: 2|36
J's HPs: 10|32
U's HPs: 17|24
S's HPs: -10|28 Diseased & Dying (death @ -14)

Straehan attack - Coup De Grace:
DAM 2d4 ⇒ (1, 4) = 5
Fort DC: 10+5 (15) Fort Save: 1d20 + 4 ⇒ (19) + 4 = 23

housekeeping:
1d100 ⇒ 80


Ushari...
The pirate leader attempts to marshal his internal resources... but fails to break free of her enchantment.

Arrrrgh:
Will Save DC:15 (full round action) 1d20 + 1 ⇒ (10) + 1 = 11


Jayse...
The pirate on the ground before Jayse attempts to scuttle away at full speed, full of mindless fear.

AoO time, Jayse.


Ushari's spell causes the sergeant to pause momentarily and then freeze in place with fear visible in his eyes.

Will Save DC:15 1d20 + 1 ⇒ (13) + 1 = 14


Jayse & Ushari...
Jayse crouches low as the pirates charge. The first comes screaming in holding his blade high. In a flash of blue, Jayse draws the full length of his mindblade across the charging pirate's side. The blade only stops when it bites deeply into his vertebrae. With a single stroke, he dies. The other pirate pulls up short, rethinking whether this was a poor choice.

Even as Jayse kills the first pirate, the sergeant that was searching for Ushari manages to catch sight of the battle as he obeys the horn's call. He immediately closes on Ushari and Jayse from the other direction.

Straehan...
Straehan chokes as the dire rat bites into his throat. It shakes the gnome, trying to pull its meal free.

Round: 15

ORDER: Fin, Straehan, Pirate Bosses, Pirate Lackeys, Boo, Cave Beast, Jayse, Ushari

Map: Mining Village

F's HPs: 22|36
J's HPs: 10|32
U's HPs: 17|24
S's HPs: -5|28 Dying & Diseased

housekeeping:
1d20 ⇒ 9

Straehan attacks FF (Mage Armor) AC:16:
Bite (20/2x) HIT 1d20 + 1 + 5 ⇒ (12) + 1 + 5 = 18 circumstantial DAM 1d4 ⇒ 3 + Disease
Fort DC:11 Fort Save 1d20 + 4 ⇒ (5) + 4 = 9


Fin...
The pirates close on Fin cautiously, concerned about her demonic bladework. One pirates scoots around her, looking to force her back to his compatriots while probing for an opening to sink his scimitar into her flesh. His hesitant blow gives her more than enough time to dodge.

Jayse...
Jayse sees no pirates; they are cautious in their pursuit after his 'jack-in-the-box' tendencies. But he hears the irritated voice of the Wizard shout orders at them. "He's nearly finished, you cowards. Find him and KILL him! I'll go get that girl with the blade." Jayse hears the Wizard sprint off northward. The light clink of the pirates' gear gives Jayse an approximate guess as to their location... Tag 'C'

Straehan...

Red eyes regard the dangling gnome. Out of the darkness, a scraggly and scarred rat the size of a rottweiler cautiously approaches the meat. It watches warily looking for traps before racing in to take a quick bite and then jump away... Lucky for the unconscious gnome, his mystical armor deflects the creature's bite. It continues to sniff around him warily.

Ushari - judging from the sounds of battle, you reckon that Fin is along the 'A' route on the map and is significantly closer than Jayse who is roughly along the 'B' route. In other words, if you want to help Jayse, I suggest you flat-out run.

Round: 13

ORDER: Jayse (Done), Fin (Done), Straehan, Pirate Bosses, Pirate Lackeys, Boo, Cave Beast, Ushari

Map: Mining Village

F's HPs: 22|36
J's HPs: 3|32
U's HPs: 10|24
S's HPs: -2|28

Fin attacks AC:20:
Scimitar (18+/2x) HIT 1d20 + 4 ⇒ (12) + 4 = 16 DAM 1d6 + 2 ⇒ (5) + 2 = 7

Straehan attacks FF (Mage Armor) AC:16:
Bite (20/2x) HIT 1d20 + 1 ⇒ (8) + 1 = 9 DAM 1d4 ⇒ 1 + Disease, Fort DC:11 Fort Save 1d20 + 4 ⇒ (13) + 4 = 17


Ushari...
Ushari breathes a sigh of relief as both pirates hear a limb snap in the woods to the east. Thinking it is Ushari, they rush to find the source.

Fin...
The pirates rush forward but are unable to quite close the distance with Fin. However, they are joined by a third pirate who races around from the south side of the woods.

Jayse...
The two remaining pirates attempt to contain Jayse. The monk has only a moderate concern about them, until he notes they are pinning him down so the Wizard and his guard can get in position to join them. From the Wizard's hand, a thin bolt of jaggy lightning emerges. It weaves around the pirates and trees, seeking Jayse unerringly...

It seems Jayse's luck has run out as both pirate blades and the electrical bolt strike the monk, nearly rendering him unconscious.

Round: 12/13

ORDER: Jayse, Fin, Straehan, Pirate Bosses, Pirate Lackeys, Boo, Ushari

Map: Mining Village

F's HPs: 22|36
J's HPs: 3|32
U's HPs: 10|24
S's HPs: -2|28

Jayse attacks AC:17:
Shortsword (19+/2x) HIT 1d20 + 6 ⇒ (16) + 6 = 22 DAM 1d6 + 2 ⇒ (4) + 2 = 6
Scimitar (18+/2x) HIT 1d20 + 4 ⇒ (17) + 4 = 21 DAM 1d6 + 2 ⇒ (1) + 2 = 3
Force Missile 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Ushari:
Decision time: P1 1d4 ⇒ 3 P2 1d4 ⇒ 3
1=Watch and Wait, 2=Search nearby woods, 3=Head East, 4=Join other fights


Fin catches her breath debating her next move. Distantly she can hear the odd weapons' clink or curse of a pirate far to the west. She also hears a much larger group to the southwest... but none of them are close enough to see or hear her.

Southwest group:
"Hey! What are you lot doing here?"
"Looking for a big-ass blade with an elf behind it! You?"
"The small girl came through here, maybe."
"Join lines, eh?"
"Aye. Give a shout if you spot one of 'em. We'll keep heading this way."

For Ushari the conversation is quite a bit louder and more ominous. Though she can't see the group from her perch, they are clearly at the edge of the wood she is hiding in... just north of her hiding spot. But it is the elf sneaking around from the south, with his excellent low light vision that is causing her more concern. He scans the base of the trees and up into the branches. His eyes pass over her... and move on.

Ushari rolls:

Perception v DC:29 1d20 + 8 - 4 - 2 ⇒ (13) + 8 - 4 - 2 = 15 range, circumstantial


Round 9: Pirates!

Jayse tries to hide but the canny elven pirate spots him easily. "Got him! Come 'round the other side!" The two pirates close on Jayse and attack... He feels a scimitar pierce his back, nearly knocking him out.

F's HPs: 6|36
J's HPs: 1|32
U's HPs: 6|24
S's HPs: -2|28

Jayse AC:17:
Perception 1d20 + 7 ⇒ (20) + 7 = 27
Shortsword (19+/2x) HIT 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 DAM 1d6 + 2 + 2d6 ⇒ (6) + 2 + (1, 3) = 12
Scimitar (18+/2x) HIT 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 DAM 1d6 + 2 + 2d6 ⇒ (2) + 2 + (3, 2) = 9


On the Southern Front...

The pirate leader, frustration evident in his voice, bellows "YOU. Search those trees, yonder! Find that man!"

Jayse remains unseen...

The commotion draws another pirate from around the other side of the trees. "YOU. Help me kill this mud-sucking crustacean from hell!" Flanking the valiant Skitter, they proceed to put blade and boot to the little critter.

The sound of metal crunching and squeals are heard...

Fall of Skitter AC:22:
Shortsword (19+/2x) HIT 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22 DAM 1d6 + 2 + 2d6 - 5 ⇒ (5) + 2 + (4, 1) - 5 = 7 Flank, hardness
Scimitar (18+/2x) HIT 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 DAM 1d6 + 2 + 2d6 - 5 ⇒ (2) + 2 + (4, 1) - 5 = 4 Flank, hardness

You guys are up...


In the East...

Ushari easily out-distances her pursuers though she doesn't bother to look back. Jayse sees that they doggedly pursue her, but far more slowly, clearly expecting her to try to elude them or get tricky somehow.

"Careful, boys, the girl is wily and that blasted Handdancer is out here as well."

Jayse watches them until they disappear behind a large stand of trees when his eyes are drawn to the more immediate events surrounding Skitter....

1 to 50 of 68 << first < prev | 1 | 2 | next > last >>