| Calla the Quick |
Calla uses second wind -> 18/35 HP and bonus to defenses.
Calla tries to summon up her inner reserves for this hopeless seeming fight.
Hopeless?
Streetwise: 1d20 + 7 ⇒ (18) + 7 = 25. Is surrender to siltrunners anything other than a death sentence? Do they ever take prisoners? Used streetwise over nature because they are tribal/cultural creatures not animals.
| Calla the Quick |
Oh yes, also meant to stand up :)
Calla heaves herself up supported by her spear. She steels herself and draws on deep reserves. She focuses her mind and becomes almost one with her spear, driving against the siltrunners defenses.
Move action to stand. Action point to use steel unity strike. 1d20 + 7 ⇒ (1) + 7 = 8; damage 3d8 + 5 ⇒ (5, 8, 1) + 5 = 19; half damage on miss. Calla assumes steel unity stance.
| Aubrey the Demented/Malformed |
Initiative
Gorad 19 (unconscious, prone)
Arakan 14 (unconscious, prone)
Darters 10+
Jareen 10- (immobilised s/e)
Calla 8
Ragers 7 (R1 marked by Calla)
Irivis 5 (prone, immobilised s/e)
One of the siltrunners backs off slightly as Calla rises, then strikes out with its spear. The other tries to finish Jareen.
R1 goes for Calla, R4 for Jareen:
R1: 1d20 + 6 ⇒ (6) + 6 = 12 v AC, damage 2d6 + 5 ⇒ (2, 1) + 5 = 8
R4: 1d20 + 6 ⇒ (19) + 6 = 25 v AC, damage 2d6 + 5 ⇒ (5, 6) + 5 = 16
Irivis.
| Irivis |
Curse R4 (R1 is also cursed from last round)
Stay down.
Eldritch Blast (Ref) R1
1d20 + 5 ⇒ (13) + 5 = 18
1d10 + 4 ⇒ (7) + 4 = 11 - power damage
1d6 + 1d6 ⇒ (3) + (4) = 7 - curse damage
18 damage to R1
Further actions depend on whether R1 goes down
Watching her companions fall around her, Irivis does her utmost to see they don't go alone.
| Aubrey the Demented/Malformed |
Interesting point, well made. I'd say actually that an unconscious ally doesn't count against the limit for allies being closer than the warlock (or ranger, though not relevant here). Irivis' only conscious ally is Calla so if Calla is further away than her I think Irivis can have her +1 (I can't see the map on my work computer, so can't judge right now myself). I suggest we stick to that as a house rule, unless there are objections.
| Aubrey the Demented/Malformed |
Irivis' blast leaves the siltrunner barely standing, but there are still five more to deal with.
Darters: D1 and D2 go for Calla, D3 and D4 for Irivis
D1: 1d20 + 8 ⇒ (16) + 8 = 24 v AC, damage 1d10 + 4 ⇒ (9) + 4 = 13
D2: 1d20 + 8 ⇒ (5) + 8 = 13 v AC, damage 1d10 + 4 ⇒ (10) + 4 = 14
D3: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23 v AC, damage 1d10 + 4 ⇒ (8) + 4 = 12
D4: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17 v AC, damage 1d10 + 4 ⇒ (8) + 4 = 12
| Calla the Quick |
5/35 HP. Is Calla now last one standing?
Calla steps over the prone forms of her companions, seeking one last blow before the end. She attacks a siltrunner spear with everything she can muster. Attack R4 with Concussive Spike: 1d20 + 7 ⇒ (17) + 7 = 24, 1d8 + 5 ⇒ (6) + 5 = 11. On hit, R1 is pushed 3 squares.
| Aubrey the Demented/Malformed |
Recognising from the fear in its eyes that her foe has lost its appetite for the fight, Calla lets it escape and instead abruptly turns and charges the other spear-wielding siltrunner. Amplified with psionic force her blow blasts it off its feet and sends it scrambling away across the sand. The impressive display of power has the desired effect. The blowpipe siltrunners realise that they have lost their protecting vanguard, and now face the seemingly-unkillable human warrior, her wounds only serving to feed her wrath and baying her defiance, with bits of reed and wooden daggers. They each realise that any one of them could be her next victim and glance nervously amongst themselves. Then they turn tail as one and scamper back into the desert.
End of combat. 160xp each. Those unconscious can spend a healing surge.
| Arakan |
Arakan lays for a while, blinking up at the sky, before propping himself up on his elbows. "Well, look at that, if you actually stand your ground instead of always being so willing to give up, looks like you can accomplish something." He continues to stand and dust himself off, acting as if nothing more had happened to him than get knocked to the dirt. "Shall we continue to seek refuge ahead?" He walks toward the outpost ahead, his knees almost buckling beneath him and spilling him to the ground. He is able to catch himself at the last minute and regain his composure, pretending as if it hadn't even happened.
He spends 1 surge to be conscious, and 4 more to be almost full.
| Calla the Quick |
Calla stands tall and impassive until the siltrunners are out of sight, knowing that a single volley - a single dart - could undo this tenuous unexpected victory. Only when all is still does she rumple, cradling her wounds until she is able to continue.
Four healing surges to get back to full. Six spent in total.
She wonders if Arakan is talking to her, or to himself.
| Aubrey the Demented/Malformed |
Spending more than one healing surge requires a rest, and you don't have time... And no, you didn't kill any, though victory goes to the one still holding the ground. Or lying on it. And just a reminder to Jareen - it's night, so if he's blinking in the sunlight it might just be that tunnel with the voices and light at the end...
Perception checks, DC 10:
| Arakan |
In that case Arakan's at 1 hp, but still acts just as rude
Perception 1d20 + 5 ⇒ (9) + 5 = 14
Arakan hangs his head and sighs, "I think we have little time to take a breather. We must hurry to the pool, or we may be overrun by a larger force." He doesn't wait for the others, he starts moving as fast as he can to the walled outpost ahead. "C'mon, if there is any elven buried in here, let it be in my running speed."
| Aubrey the Demented/Malformed |
In that case Arakan's at 1 hp, but still acts just as rude
Remember you start from 0hp when you spend a healing surge from being unconscious.
The group begin to stagger and limp towards safety. Ahead they can see the torches and the main gate of the citadel, one door still open and manned by a pair of guards. By the entrance a merchant caravan is drawn up and encamped, seemingly still unaware of the doom rushing upon them from the night (by which I mean the siltrunners, rather than you guys, clearly).
Group Athletics check, please - all make a check and I'll average the result. Also, are you shouting a warning?
| Jareen |
And just a reminder to Jareen - it's night, so if he's blinking in the sunlight it might just be that tunnel with the voices and light at the end...
Perception checks, DC 10:
** spoiler omitted **
The hit he just took, I can live with it being little stars around his head ;)
Perception: 1d20 + 3 ⇒ (10) + 3 = 13
| Aubrey the Demented/Malformed |
An average of 11 - not bad for a resolutely unathletic bunch of PCs like you lot. And you hit the necessary DC of 10.
Shrugging off their near-death experience, the group dash down the road towards Grak's Pool, the siltrunner horde invisible in the darkness behind them. Irivis virtually picks up and carries Gorad as he stumbles and the rest drag Jareen as he minces daintily along. Their raised voices cause those camped outside to turn and look up the road.
Then the siltrunners breast the top ridge and plunge down towards the fort. A broad front of the little creatures, visible in the dim moonlight, is followed by wave after wave of more, whooping in their piping voices. There must be hundreds, if not thousands, of them. They cross the waste like a tide of scaly flesh, intent on murder.
But the warning given by the group gives just enough for those outside to see the danger and run for the open gate of the fort. The traders press through the entrance, leaving behind their wares and animals but saving their lives. Soon they are all inside, and the door begins to close. For a horrifying moment it looks like the group on the road will be left to the spears and darts of the siltrunners, but with the gate barely ajar an armoured figure leans half out, beckoning urgently. They are able to squeeze through one by one, hearts in the mouths as the sound of the approaching host on the road behind grows louder and louder. Then the gate is shut and the bar pushed across and they are safe - for now.
Welcome to Grak's Pool. 100xp, which I think is a level.
| Calla the Quick |
Last in at the rear of the group, last through the gate, Calla leans on her spear gaping or breath in the crush of the courtyard. She tries to look around her; how many here are warriors? How many civilians?
Her eyes turn to the armored figure who helped them in. "Thank... you..." she manages between filling her lungs with air.
| Aubrey the Demented/Malformed |
The warrior who beckoned them in replies from inside his leather helm, "I don't know. I didn't see any siege weapons so the walls should hold for the moment." He critically assesses the group's wounds with a glance. "Get inside, tell Barsi to give you a drink and bind your wounds. Then get back out here - we might need you for the defence."
As he speaks, the shrieks of the siltrunners by the gate reach a crescendo as they batter on the wooden doors. He shakes his head in disbelief. "A siltrunner army - now I've seen everything."
Nature or Dungeoneering (you can try this when you've levelled, if you wish), DC 15:
Just beyond the gatehouse is a shack made of reeds and dried mud. Inside is a dour female dwarf who wordlessly applies bandages and unguents.
You can add 1 to the value of your healing surges while healing in this short rest, and you can level.
| Arakan |
Nature 1d20 + 6 ⇒ (4) + 6 = 10
Arakan decides that it may be worthwhile to spread a little extra trust in their new environs, and he spreads trust the only way he knows how, by lying. "It's a good thing we made it, we were coming to warn you all of the oncoming horde, but they move faster than we could have planned. With the experience of my guards, we will be a worthy addition to the forces here.... You wouldn't happen to have any weapons we could use, do you? We were traveling light to free our steps."
Bluff 1d20 + 12 ⇒ (19) + 12 = 31
| Aubrey the Demented/Malformed |
Assuming we are still at the gate for this exchange.
Arakan's unlikely tale of weaponless forays across the desert somehow rings true. "You have my thanks, friend," says the man, who eases off his helmet to reveal a mix of human and sharp elven features. "I'm Grak - if we get out of this I'll see you are rewarded. Head to the armoury, tell Hrin I sent you and take what you need." He puts his helm back on and heads to defend the walls.
You can pick up whatever mundane weapons and armour you need (or want) for free (nothing masterwork or magic) though hoovering up 50 daggers for subsequent resale won't be allowed. You also each get a healing fruit (the equivalent of the heroic level healing potion from the PHB) from Barsi.