Nalverren |
i do not
Wultram |
Plains
Yeah it's skelly, probably got mixed up due to you going out of turn before.
Skeleton steps forwards and slashes with it's blade at one of the tree trunk like legs.
Scimitar: 1d20 + 13 ⇒ (4) + 13 = 17 dmg: 1d6 + 3 ⇒ (6) + 3 = 9
Scimitar: 1d20 + 8 ⇒ (13) + 8 = 21 dmg: 1d6 + 3 ⇒ (5) + 3 = 8
5ft step to p-10
Aubrey the Demented/Malformed |
The Heights
The song continues for some time but eventually the last dwarf singer has fallen silent and the steady beat dissolves into a table-thumping round of applause. Hedrig wipes a tear from his eye. "Always gets me, that one.
"Anyway, so your ship is being investigated? Listen, I know the portmaster here - or rather, I knew his father, Screaming Drilg Stonewright. We had a few adventures in our youths, we did, heh heh - well, until Drilg decided to explore Noldrunthrone and never came back. His son Ivar... Well, let's just say he's carved from a different sort of stone, takes more after his mother's side." Hedrig sucks on his pipe as his eyes narrow for a moment in disapproval. "Anyway, he's not a bad sort for all that. Used to bounce him on my knee and tell him stories of the adventures me and his father used to have. Well, until I wasn't welcome anymore. But that's old news, he's a grown man now, we still have a drink every now and then. Ask him if he can't get things moving along a bit, if you know what I mean, as a favour to old Hedrig."
Aubrey the Demented/Malformed |
The Plains
Bleeding from several wounds and surrounded on all sides, the triceratops aims to flatten its enemies under its feet, charging away before turning and pointing its horn at them.
Another trample attack, that catches BS2, 3, 4 and 5. As last time, Reflex save DC 25 OR an AoO. AoOs as well from everyone else who is within reach but not trampled. Trample damage 1d8 + 12 ⇒ (7) + 12 = 19
Initiatives
Tal 23
Skellie 20
Triceratops 16 (cursed)
Wultram 11
Rehil 9
Wultram, Rehil, Tal, Skellie.
Wultram |
Plains. Naturally things will go differently if AoOs kill the trike but I don't think that is gonna happen.
Claw and steel fly as the undead try to bring the charge to a halt.
Skeleton scimitar: 1d20 + 13 ⇒ (12) + 13 = 25 dmg: 1d6 + 3 ⇒ (6) + 3 = 9
BS 1 talon: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 dmg: 1d8 + 2 ⇒ (3) + 2 = 5
BS 2 talon: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 dmg: 1d8 + 2 ⇒ (8) + 2 = 10
BS 3 talon: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 dmg: 1d8 + 2 ⇒ (7) + 2 = 9
BS 4 talon: 1d20 + 5 ⇒ (20) + 5 = 25 dmg: 1d8 + 2 ⇒ (5) + 2 = 7
BS 5 talon: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 dmg: 1d8 + 2 ⇒ (5) + 2 = 7
BS 4 crit confirm: 1d20 + 5 ⇒ (4) + 5 = 9 extra dmg: 1d8 + 2 ⇒ (7) + 2 = 9
Wultram strides forwards and starts casting a spell to make sure that their prey is denied the opportinity of escape. Soon a black ray shoots forward from his hand to drain endurance of the beast.
Ranged touch: 1d20 + 4 ⇒ (12) + 4 = 16
Move to Q-12, ray of exhaustion fort save DC 21 or become exhausted, save and fatigued duration 8mins regardless.
The undead carvers still standing run after their prey continuing the onslaught.
BS5 to W-10, BS1 to W-11
BS 1 talon: 1d20 + 5 ⇒ (18) + 5 = 23 dmg: 1d8 + 2 ⇒ (8) + 2 = 10
BS 5 talon: 1d20 + 5 ⇒ (10) + 5 = 15 dmg: 1d8 + 2 ⇒ (4) + 2 = 6
Wultram:
HP 48/48
CT: 9/day
MP: 5/day
Spells: 1st: 8/day 2nd: 7/day 3rd: 3/day
Skelly HP: 64/79
BS 1 hp: 30/30
BS 2 hp: 0/30
BS 3 hp: 0/30
BS 4 hp: 0/30
BS 5 hp: 13/30
General Tal |
Tal gives the dino a swipe as it charges over the skeletons.
Aoo: 1d20 + 14 ⇒ (17) + 14 = 31
damage: 1d6 + 4 ⇒ (2) + 4 = 6
He then channels a bit of healing energy before following after it.
channel: 2d6 ⇒ (4, 1) = 5
move to W9
Rehil Ecraish |
Plains peaking
AoO
Rehil slashes at the pebble-skinned flank of the dinosaur as it wheels away.
MW Elven Curve Blade v T tops: 1d20 + 11 ⇒ (7) + 11 = 18 ... damage: 1d10 + 4 ⇒ (4) + 4 = 8
Do I get flanking? +2 to hit and Sneak attack: 2d6 ⇒ (6, 4) = 10
And then he was chasing the trike through the grass, hurdling the plains-pizza skeletons. He was readying another swing when the triceratops wheeled and he was suddenly face to face with more pointy horns than most people would care to be. He stepped right.
Need to charge to get a swing in, but not sure if I can over the dead skeletons. If I can, then charge to W13 and swing away. If I can't, then double move to X14.
MW Elven Curve Blade v T tops if permitted, charge: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33 ... damage: 1d10 + 4 ⇒ (8) + 4 = 12
crit confirm, if permitted, charge: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25 ... damage: 1d10 + 4 ⇒ (8) + 4 = 12
AC 18 for a round.
Atsu Tzolotl |
I do not speak or understand Dwarven.
"Not to be rude about it," interjects Atsu as Cole makes his suspicions known. "We could certainly use the help. But thus far matters have been... difficult, and I think we are simply surprised that someone we've just met would be so ready to aid us. I would not scorn such aid - I am simply pleasantly surprised."
Nalverren |
"Yeah. it's definitely nice. Makes this place a little less lame. That song sounded cool, but I didnt understand it. What was it about? Old war hero?"
Aubrey the Demented/Malformed |
The Heights
“Oh, it’s a song about the hero Doran and how, to win the hand of his true love Princess Aarlah, he had to perform three tasks set by her father, the king. But the king didn’t want Aarlah to wed as his love for her was like his love for his treasure hoard – possessive and selfish. So each task he set poor Doran was intended to kill him – to steal the Gem of Silver from Urgluk the goblin king, to thwart the curse of doom on Old Queen Bahlmi, and to steal the breath of the Keeper himself. When Doran finally returned successfully from his third quest, the king grew angry and tried to have him killed. Doran fought bravely, but was only saved from the treacherous dagger of the king himself when Princess Aarlah threw herself in the way and perished. Doran was so broken he foreswore all others and spent the rest of his days as a hermit.
“As to why I’m helping ye? Ach, I recognise adventurers when I see them. Makes me sentimental for the old days, and friends I’ve lost along the way. Seems a shame for ye to be cooped up here, and it makes me happy to help send you on your way. And maybe it’ll help shake young Ivar up, remind him there’s more to life than bits of paper.”
Aubrey the Demented/Malformed |
The Plains
Fort save 1d20 + 15 ⇒ (6) + 15 = 21
Triceratops gets an AoO on BS1
Gore 1d20 + 17 ⇒ (12) + 17 = 29 to hit, piercing damage 2d10 + 12 ⇒ (2, 2) + 12 = 16
Rehil can charge, but he has to go to the nearest available square which is W12.
The triceratops receives several more wounds but crushes several of Wultram's skeletons into the dirt. As the remaining skeletons close it lashes out with its horn at one of the them, but Rehil charges and carves a savage wound down its flank.
Tal and Skellie.
Wultram |
Plains
The curse makes the trike roll twive take lowest on saves and attacks. Also didn't Tal take his turn above?
The skeleton charges after the rest sword raised high and brings it down, but misjudges the distance and the blade only slashes the dirt..
Move to W-13. -2 AC for rest of the round.
Attack: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 dmg: 1d6 + 3 ⇒ (1) + 3 = 4
Rehil Ecraish |
The Plains
...
Rehil can charge, but he has to go to the nearest available square which is W12.
...
More than fair. Thanks.
If we're holding strictly to initiative order, then I think Rehil will be out of range if Tal channels then moves.
HP 33 or 38 of 59.
Aubrey the Demented/Malformed |
The Plains
The curse makes the trike roll twive take lowest on saves and attacks. Also didn't Tal take his turn above?
On the first, yes, second attack roll following:
Gore 1d20 + 17 ⇒ (2) + 17 = 19 to hitOn the second, yes, he mixed his AoO and turn in the same post which is why I missed it.
It's now the triceratops' turn. Rolling a random 1d5 ⇒ 4 for who it attacks.
The dinosaur swings its horn again at Rehil.
First attack roll
Gore 1d20 + 17 ⇒ (15) + 17 = 32 to hit
Second attack roll
Gore 1d20 + 17 ⇒ (9) + 17 = 26 to hit
Piercing damage 2d10 + 12 ⇒ (6, 7) + 12 = 25
Take the lowest due to the curse.
Wultram, Rehil, Tal, Skellie.
Wultram |
Plains.
Wultram moves closer again and unleashes a wawe of negative energy and a moment later the cracks in the bones of the undead start to mend together and disappear.
Channel heal: 4d6 ⇒ (3, 5, 3, 5) = 16
Move to T-12
The massive beast finally staying still for a moment, whatever predatory instinct remains in the carvers responds and teeth and claw go to work.
BS1 Talon: 1d20 + 5 ⇒ (2) + 5 = 7 dmg: 1d8 + 2 ⇒ (4) + 2 = 6
BS1 Talon: 1d20 + 5 ⇒ (17) + 5 = 22 dmg: 1d8 + 2 ⇒ (6) + 2 = 8
BS1 Bite: 1d20 + 5 ⇒ (3) + 5 = 8 dmg: 1d6 + 2 ⇒ (3) + 2 = 5
BS1 Claw: 1d20 + 5 ⇒ (15) + 5 = 20 dmg: 1d4 + 2 ⇒ (2) + 2 = 4
BS1 Claw: 1d20 + 5 ⇒ (14) + 5 = 19 dmg: 1d4 + 2 ⇒ (1) + 2 = 3
BS5 Talon: 1d20 + 5 ⇒ (18) + 5 = 23 dmg: 1d8 + 2 ⇒ (4) + 2 = 6
BS5 Talon: 1d20 + 5 ⇒ (5) + 5 = 10 dmg: 1d8 + 2 ⇒ (8) + 2 = 10
BS5 Bite: 1d20 + 5 ⇒ (11) + 5 = 16 dmg: 1d6 + 2 ⇒ (5) + 2 = 7
BS5 Claw: 1d20 + 5 ⇒ (16) + 5 = 21 dmg: 1d4 + 2 ⇒ (1) + 2 = 3
BS5 Claw: 1d20 + 5 ⇒ (1) + 5 = 6 dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Wultram:
HP 48/48
CT: 7/day
MP: 5/day
Spells: 1st: 8/day 2nd: 7/day 3rd: 3/day
Skelly HP: 79/79
BS 1 hp: 30/30
BS 2 hp: 0/30
BS 3 hp: 0/30
BS 4 hp: 0/30
BS 5 hp: 30/30
Rehil Ecraish |
Twist as he might, Rehil can't avoid the horns. Another rips into his side. The elf swings his sword, more to cover his retreat than with hope of damage.
MW Elven Curve Blade v T tops, BLess: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24 ... damage: 1d10 + 4 ⇒ (9) + 4 = 13
MW Elven Curve Blade v T tops, BLess: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 ... damage: 1d10 + 4 ⇒ (7) + 4 = 11
5' step to V13
HP 13 of 59. Thanks for the adjustment, Tal!
General Tal |
Tal steps closer to the thrashing dino to deliver three quick slashes hoping to end the threat before it tears more gashes in Rehil.
5ft step to X-10
Attack 1: 1d20 + 8 + 1 + 1 ⇒ (20) + 8 + 1 + 1 = 30
damage: 1d6 + 4 ⇒ (3) + 4 = 7
Attack 2: 1d20 + 8 + 1 + 1 ⇒ (20) + 8 + 1 + 1 = 30
damage: 1d6 + 4 ⇒ (5) + 4 = 9
Attack 3: 1d20 + 8 + 1 + 1 ⇒ (13) + 8 + 1 + 1 = 23
damage: 1d6 + 4 ⇒ (5) + 4 = 9
Edit: Crit rolls
Confirm 1: 1d20 + 10 ⇒ (3) + 10 = 13
Confirm 2: 1d20 + 10 ⇒ (18) + 10 = 28
extra damage: 1d6 + 4 ⇒ (5) + 4 = 9
Wultram |
Plains
Wultram let's out a deep breath as the beast falls, the mage then walks towards the rest, looking at Rehil. "You ok? You seemed to take couple of good hits there."
General Tal |
"He will be mended soon enough." Tal stays as he wrote of his blades. There is a flash in his eyes as the healing matrix takes effect. "Come, let's give Wultram room to work." Tal moves far enough away that his powers won't wake up the slain dino and begins to pray.
Heal 5 hp from link
channel: 2d6 ⇒ (4, 4) = 8
round 2
Heal 5 hp from link
channel: 1d6 ⇒ 5
round 3
Heal 5 hp from link
channel: 1d6 ⇒ 2
round 4
Heal 5 hp from link
channel: 1d6 ⇒ 1
round 5
Heal 5 hp from link
channel: 1d6 ⇒ 1
round 6
channel: 1d6 ⇒ 2
LoH myself: 2d6 ⇒ (1, 2) = 3
Round 7
Channel: 1d6 ⇒ 3
After 7 rounds Rehil is full. I'm down 3.
Rehil Ecraish |
Rehil puts a hand to his side, pulls it away bloody. He replies slowly to Wultram, "I'm hurt."
Limping, the elf follows the kasathan away from Wultram's ritual. Before the promised healing, he observes in his customary flat tone, "I have never seen you wield your blades so well. That last flurry was amazing, and it might have saved my life."
After the healing Rehil nods gratefully. While waiting for Wultram to finish, he cleans, examines and mends his gear.
General Tal |
The plains
"Thank you friend Rehil, that was the result I was hoping for. It was not my primary focus but my basic military training included some blade work. I was supposed to keep the foot soldiers fighting under me standing."
Are the skeletons you create technically evil? If so I can heal them with my channels using alignment channel.
Wultram |
Plains
Wultram walks to the body examining the body for a moment, not seeing any damage that make the skeleton structurally weak he starts casting his spell and soon enough the hide and flesh drops to the ground as the beasts skeleton rises. He then turn to his bodyguard. "Gather the downed bodies in sacks or something, they should be of use in an hour or so again."
Yeah they are evil by rules. Not sure if it was meant that they count as or actually are given they are mindless things. Still how does that work given the whole negative/positive energy and undead?
@Aubrey: Just normal trike stats? If so I can look it up myself to create the new stats.
Atsu Tzolotl |
"Thank you for the advice, Master Hedrig," says Atsu to the smoking dwarf. "I also appreciate the explanation of the music. Understanding other cultures is central to knowing how to deal with people." He inclines his head and says, "At the very least, let me purchase a drink for you." He gestures for the waitstaff and says, "Another drink for this fine dwarf."
Looking over to Nalverran, he says, "So... should the harbormaster be our next stop?"
Nalverren |
"Perhaps, though I can't imagine we could convince a self-righteous old prick to go out of his way to let us leave when he has us here where he wants us. However, the worse he can tell us is no."
Cole 25.1 |
"I think it's worth a shot. No use in rusting here when we could be flying further, and I have very little faith in bureaucracy at the moment."
Aubrey the Demented/Malformed |
The Heights
"Sounds worth a try," says Bokehn, "Let's finish our beers and then check it out."
Hedrig gives them directions and they walk to the harbourmaster's office, which is on the edge of a warehousing district close to the landing towers. 'Warehouses' in this case are large chambers carved from the stone of the mountain and stacked with crates of various shapes and sizes. A few large automatons - mindless golems made of stone and metal - lumber about, helping the shouting stevedores with lifting and stacking the heavy items. Nearby, just off the main corridor, is a small office. At a desk inside sits a dwarf of middle years, the dark hair on his head receding and his baldness only partially disguised with a comb-over. As if to compensate, his moustache and beard are extremely luxuriant. He pores over a stack of papers with a look of worry, his high forehead wrinkled. He glances up as the adventurers enter.
"Yes?"
Atsu Tzolotl |
The Heights
"Sounds worth a try," says Bokehn, "Let's finish our beers and then check it out."
Hedrig gives them directions and they walk to the harbourmaster's office, which is on the edge of a warehousing district close to the landing towers. 'Warehouses' in this case are large chambers carved from the stone of the mountain and stacked with crates of various shapes and sizes. A few large automatons - mindless golems made of stone and metal - lumber about, helping the shouting stevedores with lifting and stacking the heavy items. Nearby, just off the main corridor, is a small office. At a desk inside sits a dwarf of middle years, the dark hair on his head receding and his baldness only partially disguised with a comb-over. As if to compensate, his moustache and beard are extremely luxuriant. He pores over a stack of papers with a look of worry, his high forehead wrinkled. He glances up as the adventurers enter.
"Yes?"
Atsu inclines his head and says, "We are looking for Ivar Stonewright, I was told to ask after him here?"
Wultram |
Plains
Wultram gives one last look over their new beast of burden to make sure, everything works as it should be. Once he manages to get on top in relatively comfortable position he addresses his companions with a serious face.
"Now that these type of undead are in our presence more commonly, I think it is due to tell you how to get rid of them should an issue arise. Only another necromancer can wrestle their control from me, that has fairly low chance of happening. However the real issue is if I should perish. Even if the obey blindly whatever orders I may have given them, eventually their instinct for lack of a better word will take over inaction. How long it takes can't be really predicted, could be mere moments or so long that the actually bones will wear down before it." He takes a small pause. "
So if for whatever reason they become uncontrolled, they should be destroyed, same as a rabid animal. For most undead that is easily enough done task, however the type that the carters are...those you either need to bring them down in the are of a blessing or sprinkle the remains with holy water, otherwise they will be back up and fully restored in bit over an hour. With other variant types there are other concerns but I don't think we should concern ourselves with those untill they come relevant to us."
Vaard Ono'barv of the Flame |
The Heights
Vaard listens to the song though he does not know the tongue.
He smiles as Hedrig offers to assist.
As the group reaches the office Vaard keeps his voice quiet for now, ready to step in though he is quite sure that their newfound friend will be the convincing one, or not, in this interaction.
Cole 25.1 |
Cole waits, knowing that his conversational abilities are better suites to threatening thugs than flattering functionaries.
General Tal |
I like the alliteration Cole
The plains
Tal finishes his ministrations with Rehil before watching Wultram and his ritual. He stifles the disapproving look on his face before Wultram is finished. A means to an end.
Once the transportation is ready Tal gathers his belongings and climbs onto the skeleton. "Don't worry friend Wultram, I can put them down if the need arises."
Aubrey the Demented/Malformed |
The Plains
I assume Wultram has the capacity to control both the triceratops and the carvers?
Travel by triceratops is slightly more comforatable than by tyrannosaurus - the big herbivore has a wide body on which is is easy to lie blankets for a modicum of greater comfort, and its slower pace makes the journey less jerky and more sedate.
After their battle, the rest of the day passes of uneventfully. The carvers eventually regenerate and follow the mounted adventurers like particularly unpleasant dogs.
OK, I need to work out how long it will take to Gatherhold on a trike.
Nalverren |
"Something wrong there? You look worried."
diplomacy: 1d20 + 4 ⇒ (11) + 4 = 15
Rehil Ecraish |
The elven warrior manages to find a stable spot for his pack atop their new mount's broader vertebrae and uses that as a seat. He grins a little at the others. This is far more comfortable than the half standing posture he'd adopted on the Rex.
Unfortunately, teh comfort does nothing for his sense of direction.
Survival: 1d20 + 8 ⇒ (5) + 8 = 13
And the dice monster pursues me from game to game. :-(
Nalverren |
"Well, it's more of what you can do for your old associate _______ (can't seem to figure out his name), he just hates to see adventuring types stuck in an immaculate, if droll, mountainside pris... er, city. He, and by extension we, were hoping that you could find it in your heart to speed up the inspection and paperwork so that we could be on our way to someplace more dangerous and smelly."
Wultram |
Plains
@Rehil: Aren't you forgetting the +5 you get from the map we got from the elves?
Wultram Survival aid another: 1d20 + 1 ⇒ (2) + 1 = 3
Skelly Survival aid another: 1d20 - 1 ⇒ (20) - 1 = 19
Wultram is absolutely no use in helping the task, somehow managing to mix up the general direction alltogether. The skeleton manages far better, it's tireleness allowing it focus and keeps pointing out every significant landmark it notices.
Rehil Ecraish |
Yes. I am forgetting. Good thing the Karrn's around to remind him.