Airon's Carrion Hill (Inactive)

Game Master Airon87

Carrion Hill module


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F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

Varta drinks the soup, makes a show of enjoying it and follows the others.


Tempest mounts up upon Stormcloud, the shaggy beast sensing the tension in the air, and seemingly anxious to move as well.


Yet another time you head out, under the dark sky and the heavy rain. Your clothes barely got any dry from the brief stop at the jail, and another march under the rain changes little for you. Large pools are forming in the corners where the cobblestones aren’t well-placed.
It is sort of hard to see where you are going in the barely lit streets: the very few open windows you en-counter in your path get hastily closed as you pass by.

Finally, on the eastern slopes of the Hill, you arrive at a brooding, large, squat one-story structure, looming over the edge of the Hill. A bare plaza is in front of the building, which is made entirely of grey, unadorned stone – quite an oddity in this part of town, where middenstone bricks are common. Streams of water gush down the heavily sloped roof splashing on the ground in front of the entrance.

You see very few windows of dark, tinted glass, all shut close, covered by iron bars and hardly large enough for someone bigger than Tempest to squeeze through even if the bars where to be removed.
By contrast, the main doors, smack in the middle of the front of the building, are apparently unlocked and not even closed: in the dim light provided by a lantern covered in glass, you can see the doors are just ajar, and a ray of light from inside shines on the three granite steps the front entrance rests upon.


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

"The doors are open?" Xander says, concerned.

Listening to something unheard, he nods. "I agree. Not a good sign at all. Mavro, you want to lead us in?"

The Pharasman spiral on his pendant burst to light as the approached the darkened doors.

Cast Light on holy symbol and Guidance on Mavro.


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

"Feh. Sending the old man in first?" Mavro complains halfheartedly, with a hushed tone. It is rather clear that he has no real objections.

The magus takes the lead, his quarterstaff held before him in both hands in a defensive gesture.


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

Varta follows her aged companion.


Tempus follows in the middle of the pack, mounted upon Stormcloud.


Once Mavro opens the barely accosted doors, a pitiful sight appears to his eyes.
The atrium is a room of irregular shape – aside from the entrance, there is another double door in front of Mavro, and three smaller ones on the sides of the room. The inside of the building is very gloomy, bare walls painted of a pale green dimly lit by opaque and dusty candelabra here and there.

Lying on the stone floor are two men and a woman, tightly bound in straitjackets and chained to the wall. The two men start shrieking and twitching and jerking their chain as they see Mavro get in, while the woman, staring blankly in front of her and with a bit of drool coming out of her mouth, hollers a nonsensical rhyme.

'Twas brillig, and the slithy toves
Did gyre and gimble in the wabe;
All mimsy were the borogoves,
And the mome raths outgrabe!

Perception DC 15:
The room is clearly just an atrium – no regular place for inmates. The chains are attached through long nails hammered into the wall, and dust and crumbles of mortar from the walls are still lying on the floor – clearly these chains are a very recent addition.

MAP of the Asylum


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Xander moves in with Mavro, concerned for the crazed people in the room.

"They should't be out here, should they?"


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Sorry for my slowness! Work and travel, lately.

perception: 1d20 + 9 ⇒ (7) + 9 = 16

Milo trails after the others, squinting up at the atrium's ceiling, the rotting walls.

"Not where I'd want to be stashed if my mind cracked," he admits. "This poor wretch of a lass makes sense than our last fellow."

He edges closer to the strait-jacketd woman, staying out of the range of the length of her chain.

"Hello, princess! What language are you speaking, hmm?"

There's a door to the south, it seems-- so while keeping an eye on the three mad souls, he backs to that door, and listens at it.

Perception at southern door: 1d20 + 9 ⇒ (16) + 9 = 25


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Stepping into the asylum, Mavro curls his lip when he sees the evidently insane.

"Perhaps Crove wants to feed them to the beast," he remarks carelessly as he approaches the east doors, paying the three patients no heed. Stopping at the doors, he listens carefully for anything past the doors.

Take 10 on Perception.


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

"Those chains are not original to the room. This room was just an atrium. So why are they here?"


"Gah! Smells like Mavro's feet in here."

Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Tempest looks around the chamber with disdain, a mixture of pity and disgust on her feature while she regards the inmates.

"An offering, no doubt. He hopes that if the beast gorges itself on these here, it will be too full to eat him as well... I do not think I care for this man already."


Milo:
there’s no noise coming from beyond that little door, and when you get closer, you can see that the door is just accosted. It opens on a very small room occupied mainly by rack after rack covered in old coats and straitjackets – all pretty dusty and less clean than one would hope.

No noise seems to come from beyond the main doors, but in all honesty the unnerving shrieks of the three poor souls chained in the atrium are pretty loud: if there’s anyone else around, he is bound to notice pretty soon.


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50
Ŧempest wrote:
"Gah! Smells like Mavro's feet in here."

"And yet it still smells better than the last place we were. Or those caves." Xander says with a wry shrug. A moment later his face twists up in disgust. "That is truly disgusting, Uncle. No! They don't want to hear it either. Just- ugh, stop, ok?"


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

Mavro glowers at Tempest, unamused.

"You are lucky that you are a lady. A tiny one, at that," he growls, before turning back to the door. He takes another moment to look at the shrieking patients with disgust. "It seems more likely that Crove left them here as alarms than as bait. He is bound to know we have arrived, at this rate!"

Without further ado, he reaches out and pushes (or pulls) open the door directly south of himself.


The small room behind the door opened by Mavro resembles nothing more than a temporary holding cell: it is completely bare but for a sturdy bench bolted to the ground and a few metal rings extruding from the wall, where restrains can likely be attached.

As you search the different small rooms around the entrance, the three lunatics keep on singing and screaming in a cacophonic mayhem of a performance: some are jerking their chains so hard as to bump into Mavro as the old Pathfinder gets closer.

___________________________________________

The link to the map is above my avatar and will be updated as you discover more rooms.


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

I knew I should have packed cotton balls...

"Does anyone have any wax?"

Earplugs would be very nice right about now.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

"No wax, but by the gods, that's grating, isn't it?" Milo says, drawing his dagger and disappearing into the room with the dusty straitjackets.

He returns a few minutes later with three crude strips of cloth slashed from the thick canvas (GM permitting, anyway).

"Hold their heads still, I don't want them biting at my fingers," he says to anyone who wishes to assist him, as he goes to move behind each chained wretch and slide the strip of canvas into their mouths as a makeshift gag. He doesn't wish to hurt the poor bastards-- not their fault their minds are cracked-- but he can't hear himself think, let alone hear possible approaching threats, over their racket.

Let me know if any check is required, but he just wants to gag the three screamers, which I don't imagine would be too difficult.

With something-like-silence hopefully restored, Milo moves to the double doors to have a listen.

Perception at double doors: 1d20 + 9 ⇒ (11) + 9 = 20

Rapier drawn, he moves to open them unless he hears distinct noises or notices some sort of trap.


It takes but a minute for Milo and the others to gag the unfortunate, tormented souls inhabiting the restrained bodies. A suffocated humming and the harsh sound of desperate, drooling chewing of cloth replaces the chaos of before.

But as Milo approaches the main door, it takes but a second for him to realize his gesture was a tad too slow, as he hears voices from the other side.

Them crazies stopped screaming.
Thieves musta bashed in the head those basterds.
Maybe them thieves runned off.
Shut that hole, Grig. Thieves get in here, Master won’t like it. Let’s bash those thieving heads.

Milo barely has time to step back as the doors are slammed open – four large, thuggish men appear at the door wielding clubs. They wear in padded leather suits with the Asylum’s name sewn upon and odd, cage-like helmets.

One of them screams “What did I say? Thieves! Bash those heads, Master won’t like thieves!” the orderlies raise their clubs and move menacingly.

Perception DC 15:
It is hard to see through the cage helmets, but these thugs sport a blank stare – even when fighting, their eyes cross and they show barely any emotion.

Perception DC 20:
Upon the forehead of at least two orderlies you see a large scar, properly healed as if tended with medical care, but indicating some sort of large cut to the head.

Heal DC 15 (only if aware of Perception DC 20 info):
You’ve heard that a partial lobotomy is a quick-and-dirty method of ensuring someone’s loyalty, if properly performed – of course this greatly impairs the subject’s reasoning skills beyond basic survival and obedience.

____________________________________

Initiative!
Orderlies Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Mavro: 1d20 + 4 ⇒ (18) + 4 = 22
Milo: 1d20 + 4 ⇒ (11) + 4 = 15
Tempest: 1d20 + 7 ⇒ (12) + 7 = 19
Varta: 1d20 + 5 ⇒ (4) + 5 = 9
Xander: 1d20 + 2 ⇒ (1) + 2 = 3

This is a surprise round for everyone – both you and them. Only one standard or move action.
SURPRISE ROUND
22 Mavro
19 Tempest & Stormcloud
15 Milo
9 Varta
7 Orderlies
3 Xander

Anyone but Xander is up. MAP is updated (also with a larger image of the orderlies).


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

Perception: 1d20 + 6 ⇒ (11) + 6 = 17

"Clear the way!" Mavro says to Milo, his staff already in hand. He quickly takes a step back, not intent on being clubbed to death.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Perception: 1d20 + 9 ⇒ (19) + 9 = 28

Heal: 1d20 + 1 ⇒ (20) + 1 = 21

Well those were some glorious rolls that I won't see anytime in combat

"Remind me not to seek employment from Crove! I've heard of brainless obedience, but I'd prefer it not to happen forcibly!" Milo says.

Rather than withdraw, he presses the advantage and his enemy's surprise-- he's already displayed a certain lack of prudence, when charging into a room full of zombies.

5-foot step forward, attack the orderly directly south of him

Rapier vs flat-footed AC: 1d20 + 8 ⇒ (11) + 8 = 19
Rapier damage: 1d6 + 2 ⇒ (6) + 2 = 8
Sneak attack: 2d6 ⇒ (4, 5) = 9
Free intimidate vs south orderly: 1d20 + 10 + 5 ⇒ (16) + 10 + 5 = 31

GM:
Per Rake, Milo is foregoing his third sneak attack dice to grant him the +5 bonus on Intimidate vs the orderly. Intimidating as free action, to demoralize.

SRD wrote:

Demoralize

You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you.

"I'll come back to you after I've said a proper hello to our slow new friends, old man!" Milo calls cheerfully over his shoulder to Mavro.

I'm intending to move back with Milo once regular initiative starts, since he'll still go before them, so don't feel you have to rush in unless you really want to.


Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Heal: 1d20 ⇒ 10

"Is that what the scars on their heads are about? This guy cut up parts of their brains? Guess there will be no talking down this lot.

Tempest raises a hand, crackling with energy as she does so.
Ranged Touch: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18
Damage: 5d6 ⇒ (5, 5, 5, 2, 4) = 21
With a flick of her wrist she sends the summons ball of lightning flying back into one of the thugs.
Aiming for the one behind the one fighting in the doorway.
If he survives, he needs a DC 17 Fort save or he's staggered for a round.


Varta, if you are waiting to know if your companions killed any of the orderlies, they didn't. Both Milo and Tempest direly wounded them, but neither is dead.
I'll have them act as soon as Varta posts her action.


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

Varta attacks an orderly.

1d20 + 8 ⇒ (5) + 8 = 13 for 1d10 + 7 ⇒ (2) + 7 = 9 damage


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Xander stumbles back, unable to get his bearings as quickly as the others.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Sorry, are we supposed to start the next round, or are we waiting on the orderlies?


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

On the orderlies, I presume, but it's that time of the year.

"Bah! Humbug!"


GM rolls:
orderly 1 atk: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 1 ⇒ (5) + 1 = 6
orderly 2 atk: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 1 ⇒ (1) + 1 = 2
orderly 3 atk: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 191d6 + 1 ⇒ (6) + 1 = 7
ord 2 crit confirmation: 1d20 + 5 ⇒ (2) + 5 = 7 well ths round was insanely lucky for Milo...

While Varta and Mavro maneuver around the room, Milo is the quickest of all, sneaking into attack position and skewering one of the orderlies with his rapier. The slender blade pierces effortlessly the padded armor, and with a twist of the wrist the Ustalavian rake inflicts a dire wound upon the man, not to mention the intimidating factor.
The orderlies rise their clubs to retaliate, but Milo seems to gracefully dance between the heavy weapons. He gets hit only once, and even then it is barely a bruise.
As the orderlies raise their clubs again to strike, a bolt of electricity zaps through the room. Varta, Mavro and Milo feel the hair on the back of their neck spring straight up as Tempest’s attack sizzles past them. One of the orderlies is unlucky enough to be smack in the middle of the bolt’s path: he shakes and jerks as the electricity jolts through him, and an unpleasant smell of burned flesh starts coming from his smoking clothes.
As the fight starts to become serious, the chained madmen start shaking and moaning through the gagging strips at the sight of the orderlies.

_____________________

Aaaaaand we’re back! Hope everyone had great holidays.

Surprise round recap
22 Mavro (moves)
19 Tempest & Stormcloud (sparkling ball)
15 Milo (sneak attack)
9 Varta (moves. You didn’t have enough actions to move and attack)
7 Orderlies (attack Milo. One hits.)
3 Xander

Milo, I don’t know how you figured you could retreat before they acted. You take 2 dmg (lucky rolls), but what a risk!
Xander still has his surprise round action, then everyone else is up for the beginning of round 1. Remember that you can move through an ally’s square freely. Moving through the chained madmen’s squares counts as difficult terrain.


Round 1
22 Mavro
19 Tempest & Stormcloud
15 Milo
9 Varta
7 Orderlies (4; one heavily wounded; one heavily wounded and shaken for 4 rounds)
3 Xander


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

"Infuriating boy," Mavro mutters, unable to join the action. Readying his staff, the magus bides his time for an opportune moment to present itself.

Delay initiative till after Milo & Varta, so 8 I believe.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS
GM Airon wrote:
Milo, I don’t know how you figured you could retreat before they acted.

Because foolishness, lol. I realized after I had posted about it-- I was thinking it was just a surprise round for us, not both us and the orderlies, but eh, it was IC regardless of how OOCly stupid it may have been. ;)


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Surprise round action, after orderlies

"Milo!" Xander said in alarm as the orderlies swarmed in.

"Uncle, go!" he barked, pointing. A moment later, one of the unwounded orderlies jerked and spammed like it wasn't quite in control of it's own body.

Murderous Command. DC 15 Will save or attack an ally instead of an enemy.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Milo laughs off the glancing blow with far more confidence than he really has the right to claim.

"Is that the best you can manage?" he taunts the one who struck him, and then his rapier darts towards one of the wounded, brutish orderlies.

Attacking the wounded but not-shaken orderly: 1d20 + 8 ⇒ (7) + 8 = 15
Damage, if it hits: 1d6 + 2 ⇒ (6) + 2 = 8

Then, he attempts to nimbly vault backwards, and clear a space for Varta and Mavro if they wish it.

(Milo will try to use Acrobatics to pull back to where I've moved him on the map, in the hopes he'll be able to avoid attacks of opportunity.)

Acrobatics vs Orderlies' CMD: 1d20 + 11 ⇒ (13) + 11 = 24

(Here's hoping he dropped the wounded one, though I doubt it, heh. For every additional opponent past 1 who would get an attack of opp, the CMD increases by +2, so... that could be an effective +6 to the orderly CMD if they're all still alive and kicking.)

(If 24 does not get past their heightened CMD, then the two flanking him would get the +2 from flank on their attempts to hit him as he leaves the flanked square.)

HP: 32/34


Tempest frowns, disappointed that her spell did not down the orderly all at once. Targeting him again, she reaches out an arm, and lets fly a bolt of electrical power.

Lightning Blast - Ranged Touch: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 2 ⇒ (3) + 2 = 5


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

Varta attacks the nearest orderly

1d20 + 8 ⇒ (11) + 8 = 19 for 1d10 + 7 ⇒ (3) + 7 = 10


Ok, I only need Mavro's action now.
For the record:
- Tempest went first, and her attack actually killed the target.
- Milo aimed at the orderly Tempest killed, so I'd retcon him hitting the closest one.
- Varta attacks the shaken one, and kills him.

Right now:
the two upside-down, shrunk orderlies are dead (this includes the shaken one).
The tilted orderly is wounded.
The straight orderly is unharmed, but he needs to save vs Murderous command, by Xander
1d20 + 2 ⇒ (10) + 2 = 12
He failed.
Fluffy combat description coming after Mavro's action.


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

Thanks for the update Airon, that's just what I needed to know!

The opening Mavro was waiting for presents itself when Varta's target drops dead. Poised to strike, the old man swiftly slips past the dwarf and through the doorway, to where Milo stood just before. Unaware of Xander's devices, Mavro smacks the uninjured orderly upside the head with his quarterstaff.

Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

I don't think that will drop the orderly. Pretty sure the movement provokes an AoO, though.


dice rolls:
compelled orderly atk: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 1 ⇒ (1) + 1 = 2

A fast swarm of deadly attacks rain on the orderlies, whose numbers diminishes quickly. Tempest adds spark to spark, and her small electric blast finishes the job she begun with her much more powerful lightning bolt: the orderly gets hit in the chest and falls on the ground, hair and body charred and smelling of burned flesh.
Varta moves forward and reaches out with her blade, almost apathetical in her disdain of the pitiful threats. Her glaive once again parts the enemy from a sizeable chunk of his shoulder, and the poor man drops in a pool of his own gushing blood.
In the cramped quarters near the door, Milo manages to land a quick-and-dirty stab at one of the unharmed orderly, then to rapidly retreat dodging any possible retaliatory attack. It is then Mavro who comes in and smashes his walking staff against the caged helmet of the orderly. The poorly-welded metal gives in and the staff bashes heavily on the thug’s forehead.

Once the orderlies catch their breath, they are down two men. The first goes to club Mavro, but before he can move he gets attacked by his own companion, who sports eyes red with murder after Xander’s uncle possessed him. The compelled orderly smashes his club into the other one’s groin, getting a cry of pain in return. “Ooouch! You piece of an idiot, watch’you doing?!

Wounded by enemies and allies alike, the brute disengages the fight and runs backward “Alarms! Alarms! Get up, you sonsovb!%ç#es, there’s thieves in tha building! ” his screaming echoes in the bare walls of the Asylum, and you hear a not-so-distant sound of quick steps coming your way. His colleague, just free of the compulsion, bats his eyes with a perplexed face.

_____________________

Ok, so.
Two orderlies are dying.
The one directly north of Mavro is wounded, and just “woke up” after being subject to murderous command.
The last one is withdrawing and calling for help – which is coming.
Mavro, you didn’t cause AoO since the door covered you too.

Xander is up to end round 1, then everyone for round 2! Map has been updated.

Round 2
22 Mavro
19 Tempest & Stormcloud
15 Milo
9 Varta
7 Orderlies (2 left, both wounded, one withdrawing)
3 Xander


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

Just double-checking before I post an action; I might be wrong, but I think delaying changes my initiative permanently.


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

"Wait for it..." Xander says quietly.

Readied action, Murderous Command again, on the orderly that withdrew, as soon as a new ally comes within 30 feet of him. I'm hoping to make him stab his buddies as soon as they show up.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Milo spins around on one heel gracefully, realizes the battle's leaving him behind again, and spins back to dart back into the room.

Acrobatics as he passes Orderly's square, to avoid AO: 1d20 + 11 ⇒ (9) + 11 = 20

He flashes Varta a grin-- "Pardon, here I go again!" as he slips past her and throws himself into chase after the fleeing orderly.

"Come back, my thick-skulled friend, we are just getting started!"

Double-moved to current location on map.


Yes, Mavro, it actually does; thanks for reminding me, I always forget about that rule.


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

Varta attacks the nearest orderly (It's deja vu, all over again :) ).

1d20 + 8 ⇒ (13) + 8 = 21 for 1d10 + 7 ⇒ (2) + 7 = 9 damage


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

"There he goes again," Mavro says, shaking his head as Milo chases down the orderly. There was no hope for youth these days.

If the orderly beside him still lives after Varta's assault, he will attack with his staff again.

Attack: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 1d6 + 9 ⇒ (5) + 9 = 14


Helping her companions to finish off the crazed orderlies, Temptest throws another of her small lightning blasts at the closer enemy.

Ranged Touch: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


The halfling's electric bolt and the dwarven maiden’s blade make short work of the last orderly, leaving standing only the one who had the good sense of withdrawing and calling for help - although he is chased by the quite quick and elusive Milo.

Standing on the door, Mavro can hear heavy footsteps coming from the hallway to his right, the same sound of metal-laced boots these orderlies are wearing. Still, as loud as the steps are, they cannot cover the muffled sound of the luntacis at his back – desperately trying to chew their way through the gag Milo put on them.

Ok, Tempest and Varta actually killed the last orderly standing near the door, so Mavro you still have your actions.
I already updated the MAP as of Mavro’s turn.

Right now we have
Mavro’s round 2
Orderlies’ round 2
Xander’s round 2
And then back to Tempest for round 3


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

"On your guard, more are coming!" Mavro calls out, peering down the southern hallway, waiting for the enemy to come around the bend. If any of the new arrivals come within range, he will swing at them with his staff.

Readied Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d6 + 9 ⇒ (1) + 9 = 10


As Mavro gets ready for the incoming second assault, some of the footsteps seem to take a different direction. Two orderlies actually come towards the old man, lumbering in their heavy boots and padded clothes, clubs raised and empty stares “Them crazies! Bash them!” they scream. Mavro’s hit is almost completely absorbed by the caged helmet, but at least it is enough to silence the lobotomized thug.
Milo, from his advanced viewpoint, sees two more orderlies appear side by side of the one he’s chasing. Feeling stronger now that he no longer is alone, the brute swings his club at the young rogue, who dodges almost effortlessly.

________

orderly atk: 1d20 + 5 ⇒ (7) + 5 = 12

One orderly attacks and misses, double move for all the others. As per previous post, Xander then everyone else for round 3


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

I had a readied action to cast Murderous command as soon as 2 enemies were in range of the spell Does it trigger?

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