DM-Phil |
Eh, it ain't nothing too bad. My wife got her truck stuck on a random muddy back road. She, I, and a friend of ours had to walk about five miles to get to it, myself carrying probably 70-80 pounds of heavy-duty chain. Once we finally got to it, it took us about three hours of pushing, shoving, and come-alonging to get it to where we could drive it out. It was...entirely exhausting. I've not been this tired in a looong while.
The first bandit out the door is clearly taken by surprise as he comes out the door, Trelck's axe burying itself deep into his belly, spilling blood and ichor all over the porch moments before the bandit collapses onto it.
The second bandit fares no better, nearly tripping over the body of his fallen comrade. The moment he takes to recover is all it takes for Drew's arrow to find its mark, the tip entering through the back of his neck. Trelck sees the arrowhead pierce through the bandit's throat before he takes another step or two and falls onto the steps of the back entrance.
Lots of shouting is heard in the lodge now, so much that it's hard for you to be sure what's being said, but it's most definitely sure that the jig is up.
Wildir, just to be certain we're on the same page: are you moving to the smaller eastern porch where Drew and Trelck are presently doing their damage, or are you moving to the larger, more western porch closer to the stable?
Wildir |
that sounds like a drag. I've been in a similar spot- truck stuck in the middle nowhere White Sands Missile Range by my lonesome without a cell signal on a cold November night. That was a loooong night ; )
Wildir gets out an alchemist fire ready to toss as he tries the western door.
DM-Phil |
Wildir, as you turn the knob on one of the two doors leading outside the western entrance of the building, the opposite door flies open and half-orc woman with a hand crossbow rushes past you!
Out of the corner of her eye, she notices the large druid, turning and firing a hand crossbow in his direction as she continues rushing toward the larger battle!
Damage: 1d4 ⇒ 2
The bolt flies wide, though, embedding itself into the wood above Wildir's head.
Party's turn! Doesn't matter who goes first, the party goes as one group, anyway.
Drew Fallowfield |
Drew turns and aims for the 1/2 orc with the crossbow while still trying to remain hidden
Stealth: 1d20 + 12 ⇒ (8) + 12 = 20
Attack-Ranged: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 ⇒ 2
Not sure if I get my sneak attack bonus. If she does not know I am there, is she considered flat-footed? Will roll it anyways
Sneak Damage: 1d6 ⇒ 2
Trelck Stonesoul |
Trelck simply blinks as the second bandit falls, training kicking in as the dwarf searches for the next target.
Sensing that it is better to let the fight come to him Trelck moves so that he is standing beside the doorway, not in front of it. Hoping to use bandit bodies as a lure for more, axe in hand.
Ready action: Play "lumberjack" with the next bad guy that runs out the door.
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
1d10 + 3 ⇒ (6) + 3 = 9
DM-Phil |
Wildir's attempt at returning the half-orc woman's favor meet with failure as the spear falls short, the snap-throw arcing higher than intended and embedding itself into the ground.
The next bandit out the door is also met by Trelck's axe, but unfortunately, he can only swing so many times in the short few seconds he has available. The gap in time allows a half-dozen more bandits to flood out of the cabin, with three of them setting up to nearly surround Trelck's position, each of them taking their own swing in turn while the other three raise shortbows to take shots at Drew.
Trelck, I'm assuming that the AC you have listed on your profile of 17 is your AC while the shield is up, which I'm also assuming you have. Let me know if I'm wrong please.
Sword Bandit 1(X): 1d20 + 3 - 3 ⇒ (16) + 3 - 3 = 16
Sword Bandit 1: 1d20 + 3 ⇒ (18) + 3 = 21
Sword Bandit 1: 1d20 + 3 ⇒ (11) + 3 = 14
Bow Bandit 1(X): 1d20 + 2 - 3 ⇒ (9) + 2 - 3 = 8
Bow Bandit 1(X): 1d20 + 2 - 3 ⇒ (5) + 2 - 3 = 4
Bow Bandit 1: 1d20 + 2 ⇒ (6) + 2 = 8
Sword Damage 1: 1d6 + 1 ⇒ (2) + 1 = 3
Trelck takes a grazing wound to his arm from one of the bandits, but the other two miss. A handful of them seem decidedly in worse shape than the others. Their breathing is heavy and uneven, their movement sluggish.
Meanwhile, the three taking aim at Drew seem to have forgotten to compensate for the snow or didn't take enough time to aim properly as all the arrows they send toward Drew fail to find a target.
3 damage to Trelck, Drew manages to avoid all three bowshots.
[ooc]Perception: 1d20 + 5 ⇒ (12) + 5 = 17
The half-orc woman on the ground, meanwhile, remains entirely unaware of Drew's presence on the roof...that is, until an arrow embeds itself into her shoulder and she cries out in pain, turning her head to look at the halfling on the roof. She says something in a language none of you understand, but the tone of her voice is decidedly unhappy.
Round 1 End.
DM-Phil |
Wildir, if you want to chance it, you can try throwing the alchemist's fire at the group. Getting a map posted shortly, but the gist of it is you can make your full move and be able to toss the alchemist's fire at the open doorway the bandit's left through. It's three range increments, but not unrealistic a throw; if my math is right, you'd have a 50/50 chance of a direct hit. Map updated in the campaign info link now.
Trelck Stonesoul |
Mrr? But I posted! Stupid boards! Jst when I think it won't happen again!. And yes my AC is with Shiled I er an...Ax and board fighter...hmmm
Aye come to me ax you bandit scum!
Ax!: 1d20 + 4 ⇒ (1) + 4 = 5
ARE YOU F@!+ING KIDDING ME!?! Voodoo you are bad luck for me man, any thread we share I roll like s!&%! LOL
DM-Phil |
Sondergang maintains his current position, targeting one of the bandits nearby with a small dart of acid!
Attack: 1d20 ⇒ 4
[ooc]Damage: 1d6 + 1 ⇒ (6) + 1 = 7
The bolt of acid unfortunately flies wide, leaving the bandit untouched as it falls harmlessly to the ground at the extent of it's range, hissing angrily as it melts into the snow.
Trelck's clumsy ax swing, meanwhile, prompts retaliatory strikes from the three bandits nearest him!
[ooc]Attack 1: 1d20 + 3 - 3 ⇒ (10) + 3 - 3 = 10
Attack 2: 1d20 + 3 ⇒ (18) + 3 = 21
Attack 3: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Again one of the bandits connects, dealing another relatively minor wound to the dwarf. Take four damage, Trelck.
Drew, thankfully, breaks the unfortunate streak of bad luck, his arrow hitting one of the bandits in the side and causing him to momentarily double over in pain!
Still convinced of their superior numbers, the bandits add Sondergang to the mix, two the ones that had shot at Drew breaking off to have a swing at Sondergang!
Attacks vs. Drew
Attack 1: 1d20 + 2 - 3 ⇒ (19) + 2 - 3 = 18
Attack 2: 1d20 + 2 ⇒ (12) + 2 = 14
Attacks vs. Sondergang
Attack 1: 1d20 + 3 - 3 ⇒ (13) + 3 - 3 = 13
Attack 2: 1d20 + 3 ⇒ (15) + 3 = 18
Attacks vs. Trelck
Attack 1: 1d20 + 3 - 3 ⇒ (6) + 3 - 3 = 6
Attack 1: 1d20 + 3 ⇒ (1) + 3 = 4
Drew damage:1d6 ⇒ 2
Sondergang damage: 1d6 + 1 ⇒ (2) + 1 = 3
This time it is the others turns to take their licks as both Sondergang and Drew are each hit by an attack! Drew takes two damage, Sondergang takes three damage, and Trelck gets an AOO. End of round 2.
DM-Phil |
Gaah. Right. This is what I get for ignoring being tired and posting anyway. Ret-conning! You can't make it all the way there with speed 20 on a double move; you'd end up 10 feet short of the opposite door. In range of your alchemist's fire if that's what you wanna do, or if you'd rather get all the way there, you could full-round run.
The orc woman continues moving around the corner of the house to where the mass of the fighting is after Wildir disappears into the lodge, looking at the bandits as they gang up on the other three.
They notice her and call out for her to come lend them a hand disposing of the trash.
Sondergang, roll me a Sense Motive, please.
Wildir |
Round 3
AC:15 hp:13
With his quarry in sight in the doorway, the hulking northerner creeps up as best he can and with a low rumbling growl slashes at a bandit with his claw.
stealthy for FF?: 1d20 + 1 ⇒ (6) + 1 = 7
claw: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d4 + 4 ⇒ (3) + 4 = 7
ugh, now who's jinxing who, Devon?!
DM-Phil |
This whole PbP has just screwed you guys over with the attack rolls. Never seen so many 1-4s in my life. It's been nuts.
The orc-woman continues to move around the house, making a wide circle around the cluster of bandits at the front of the house before stopping about ten paces behind them parallel to the front door.
The bandit facing Sondergang finds his face responding to the shove of the dwarf's hammer by caving in, the sound of bone cracking heard in the chill air as the bandit crumples to the snow, his face a pulp of flesh.
Trelck still seems to find it difficult to find his stride, though there is thankfully now one less bandit to take advantage of it.
Attack 1: 1d20 + 3 - 3 ⇒ (12) + 3 - 3 = 12
Attack 2: 1d20 + 3 ⇒ (2) + 3 = 5
Fortunately, both the attempts miss the dwarf. Drew, seeing the state of the others and the fact that they are in danger of being overwhelmed, turns his attention back to those bandits, nocking arrow to bowstring and letting fly another projectile in the direction of one of the rearmost bandits so as not to risk hurting his allies.
Ranged Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d4 ⇒ 1
Drew's bolt connects, but unfortunately leaves little more than a flesh wound.
And now the bandits press the assault once more!
Attacks vs. Trelck
Attack 1: 1d20 + 3 - 3 ⇒ (1) + 3 - 3 = 1
Attack 2: 1d20 + 3 ⇒ (2) + 3 = 5
Attacks vs. Sondergang
Attack 1: 1d20 + 3 - 3 ⇒ (14) + 3 - 3 = 14
Attack 2: 1d20 + 3 ⇒ (4) + 3 = 7
Attacks vs. Drew
Attack 1: 1d20 + 2 ⇒ (8) + 2 = 10
For once, Lady Luck seems to be on your side! All of the bandits miss and, further, Trelck gets a chance at his own retaliatory strike!
Trelck AOO: 1d20 + 4 ⇒ (20) + 4 = 24
Trelck Damage: 1d10 + 3 ⇒ (2) + 3 = 5
Trelck Confirm: 1d20 + 4 ⇒ (6) + 4 = 10
Trelck's strike hits home as well, though like Drew, he doesn't do enough damage to bring his dancing partner down.
Trelck, you hear the noise of someone descending the staircase inside the house and, from the corner of your eye, you notice a man in a long white fur-covered cloak and leather armor descend the stairs. In one hand he holds a short sword. Behind him, two skeletons covered in chunks of ice, their eyes glowing a sinister red, follow.
Wildir |
Round 4?
AC:15 hp:13
I'm guessing that was supposed to be me in the house with the creepies.
Wildir snarls at the unnatural creatures approaching and pulling the vial from his teeth hurls it at the frozen skeletons. He then grabs his other vial of alchemist's fire while look for an escape route.
firebomb: 1d20 + 1 ⇒ (16) + 1 = 17
fire: 1d6 ⇒ 3 +burn and 1 splash to all adjacent
DM-Phil |
Forgot Wildir was carrying alchemist's fire. That's helpful.
Fortunately enough for Trelck, Sondergang had just put himself in a flanking position; the distraction caused by the dwarf who just crushed his comrade's skull proves just enough to allow Trelck to bury his axe in the bandit's gut! He collapses to the ground, blood staining the snow at his feet. One more bandit down! Three more to go!
Drew's arrow again finds purchase, injuring one of the remaining three bandits further, though even wounded by two arrows, he still manages to keep standing.
Inside the house you hear the sound of shattering glass and three cries of pain; one sounds human, but the other two send chills down your spine.
The bandits renew their assault, still not giving up on their chances despite the fact that there are only three of them left!
Attacks vs. Trelck
Attack 1: 1d20 + 3 ⇒ (16) + 3 = 19
Attack 2: 1d20 + 3 - 3 ⇒ (16) + 3 - 3 = 16
Attack vs. Sondergang
Attack 1: 1d20 + 3 ⇒ (7) + 3 = 10
Damage 1: 1d6 ⇒ 2
Damage 2: 1d6 ⇒ 4
Trelck, you take a total of 6 damage. By my math that puts you at 13 damage in the whole combat.
DM-Phil |
Before I post a combat response, I want to remind you, Sondergang: when you channel energy to heal, you heal ALL living creatures. This includes the enemies that haven't been brought brought down and would likely bring several of them back from unconsciousness; in that case, as long as they haven't dropped to -7 HP, they'll regain consciousness and become a combat threat again.
Wildir saw two skeletons coming down the stairs and threw the alchemist's fire, hitting the rear-most one. It killed it immediately. When the skeleton exploded, it left a rime of ice on an invisible foe directly behind it. It is not currently visible, but until it gets rid of the ice covering it, you can discern that there is a humanoid in that square. I have updated the map and marked its location with a red X. Please let me know if that clarifies it enough for you.
Wildir |
...you hear the noise of someone descending the staircase inside the house and, from the corner of your eye, you notice a man in a long white fur-covered cloak and leather armor descend the stairs. In one hand he holds a short sword. Behind him, two skeletons covered in chunks of ice, their eyes glowing a sinister red, follow.
OK, still confused whether long cloak, short sword is present?
move up if necessary, but outside blast radius
firebomb: 1d20 + 1 ⇒ (18) + 1 = 19
fire: 1d6 ⇒ 5 +burn +1 splash
well, I seem to be rolling just fine when Devon isn't looking! : )
DM-Phil |
Inside the house, your second firebomb finds its target, the second skeleton disintegrating in the fire moments before exploding in a wave of unearthly cold just as the first did.
Round 4 over for you. Round 5: You still see frost clinging to an unseen individual as the figure descends the stairs quickly after the skeleton is gone, disappearing from your view behind the fireplace in the center of the room. You don't see the figure re-emerge from either side of it.
Simultaneously, the foes that Trelck and Drew are fighting finally hit the dirt, overcome by the injuries they have sustained in the skirmish even while some of Trelck's injuries knit themselves together as a result of Sondergang's spell.
With only one of the original horde of bandits there still standing, the last foe decides that discretion is the better part of valor and turns tail to run away as quickly as his feet can take him, shouting as he goes,"Screw this! I ain't gettin' paid enough fer dyin'!"
Round 4 over. Round 5:
The half-orc woman remains of all the original foes, a shortsword exchanged for the hand crossbow she was originally carrying. The weapon is raised in a posture that you recognize as entirely defensive, and she makes no moves to attack any of you that are outside.
Party turn.
DM-Phil |
The half-orc woman pauses, as if considering the words, before giving a low snort. "Fine. I'm assuming you're here for the Lady. I had nothing to do with her kidnapping and I've no interest in dying for Rohkar."
When Wildir emerges, she turns her attention to him, her eyes widening in alarm. "You DIDN'T kill Rohkar yet?! By the hells, what's wrong with you? He's more dangerous than the rest of them combined!"