| Halcorg |
Got it Corsario.
Just saw Game of Thrones yesterday, and was reminded of Halcorg for some reason ;)
My post should be up in a few - I am waiting to see if anyone is dropped by Halcorg, to decide on Daliedhur's attacks :D
Halcorg is definitely not based on Game of Thrones since I have never see it. Glad he seems like someone though.
| Neji Lazula |
Destroyerzilla lets out a mighty roar and cleaves his mighty falchion through the archers as they flee from his wrath.
Power Attack Falchion AoO 1: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
Power Attack Falchion AoO 2: 1d20 + 11 - 2 ⇒ (14) + 11 - 2 = 23
Power Attack Falchion AoO 3: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29 Crit.
Power Attack Falchion AoO 1 Damage: 2d4 + 8 + 6 ⇒ (1, 1) + 8 + 6 = 16
Power Attack Falchion AoO 2 Damage: 2d4 + 8 + 6 ⇒ (4, 4) + 8 + 6 = 22
Power Attack Falchion AoO 3 Damage: 4d4 + 16 + 12 ⇒ (4, 3, 1, 2) + 16 + 12 = 38
By the way, D-Man is actually medium size (for now); he's large on the map.
Corsario
|
I will imagina Halcorg step on Xi'Tir, and attacks (and drops Auchs, between Seraph and Xi'Tir had him at 1 hp) and attacks Falgrim (correct me if I am wrong).
Falgrim is up, hurt by Halcorg. The mad Barbarian is also up, and eying Xi'Tir with interest.
Corsario
|
Neji:Got it, let me change him and see what he does to those poor archers.
Oh, the humanity!
| Daliedhur |
FFS! Just realized I was not adding Favored Enemy correctly...
Daliedhur is terribly torn on her next actions - Leaf is just behind her, and she understand he will not be able to move inside alongside her. But her decision bears no hesitation as the elf sees her companions fall one after the other to the onslaught of attacks.
Shifting her position inside, her eyes glow with anger at the responsible ones - the elven bow speaks for her as she launches her attacks, uttering a single word - "Enough!"
Shifting to 77.18, and raining hell. Gonna use a heropoint for an extra attack. Target priority will be on those around Xi'Tir, depending on who, if any, gets dropped by Halcorg :D If none are dropped, she will go Cragger -> Falgrim -> Bandit -> Ayles as priority, shifting to the next one, if any falls.
Rapid shot 1: 1d20 + 14 ⇒ (17) + 14 = 31
Damage if it hits: 2d6 + 12 ⇒ (5, 2) + 12 = 19
Rapid shot 2: 1d20 + 14 ⇒ (6) + 14 = 20
Damage if it hits: 2d6 + 12 ⇒ (3, 5) + 12 = 20
Rapid shot 3: 1d20 + 9 ⇒ (16) + 9 = 25
Damage if it hits: 2d6 + 12 ⇒ (4, 4) + 12 = 20
Rapid shot HeroPoint: 1d20 + 14 ⇒ (20) + 14 = 34
Damage if it hits: 2d6 + 12 ⇒ (4, 5) + 12 = 21
CRIT! for 63 points of damage - BOOM!
Corsario
|
I think is safe you and Halcorg dropped everyone around Xi'Tir. Damn! That last one could have dropped almost everyone! Who do you want that last arrow for?
| Mulray Gasparo |
Round 3
Mulray ducks under the gate, and follows Karou. He fires an arrow at the bandit in Karou's path as the little monkey darts past.
shortbow pbs vs 80.24: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
1d6 + 1 ⇒ (1) + 1 = 2
karou acro tumble past: 1d20 + 16 ⇒ (18) + 16 = 34
Mulray to 78.21?... Karou to 81.24
| Xi'Tir |
Xi rolls onto her side. Pain piercing every part of her battered and torn up body. Her first thoughts go to Seraph and, begrudgingly, to Maria. She had to make sure they were okay before she continued killing...
"Glad ya could join us mon. Ya man a great door holder but ya better at killing. Ya I have first pick of trophies, seein how ya saved our asses..."
I will post my actions once I know if there are any threats left on the ground. Thanks! :)
| Halcorg |
Halcorg looks up at the bards and archers on the second floor.
Drop weapons and face justice. If fight, thunder and klar make you plant food.
As he calls this out, he holds up the earthbreaker and klar with which he just dispatched several bandits.
Stag down. Auchs down. Tattoo man outside gate. Choice easy. Surrender, or die.
Corsario
|
Round 3 - Players actions
Tatiana: Seeing her friends drop, badly hurt, she moves to towards them and channels Desna blessing's to save them. Xi'Tir regains her conscience, prone at the feet of Cragger (2 HP). Maria let a sight out and falls to the ground, moaning. Seraph stabilizes, but keeps unconscious.
Daliedhur: The elf just enters the fort, appearing to cross the close portcullis to the bandits, and starts to fire at them. Her first three arrows bury themselves at Cragger, the mad barbarian, and he dies on his feet, as he would have like it. Even dead, in the floor, madness shows in his open eyes. The she makes an extra effort and turns to shoot another arrow at Falgrim. He, veteran of 1,000 combats, has never seen an arrow like the one that pierce his armor, muscles and bones, piercing his heart.
Please light a candle for Falgrim. He fought well. I wanted him to join you, but well... Elves carry grudges.
Mulray: Ducks past the door, and fires an arrow towards the now unarmed archer in the corner. The arrow barely scratches him. But then Karou jumps on him, takes a spin around his head, drops his helm over his eyes and jumps down past him. The bandit is not sure what happened to him.
Four Swords: Michael moves to protect Maria and Seraph's bodies, while Don runs inside the fort while throwing Halcorg's Earthbreaker to him. Ralph and Angelo knock out the now weaponless bandits and seeing the situation under control smile and run past them, towards the back of the fort.
Halcorg: Halcorg drops the gate after Don, looking at Vodyanoy body outside the fort, and gets his hammer from the air. He charges against Auchs and hits him with a mighty blow to the head. The huge man looks up, eyes white, and falls to the ground for the last time. He then turns to attack the lonely bandit in from of Azurefang, and manages to break his shield, arm and chest in another mighty blow.
Except for the unarmed archer in the corner and the fleeing Jex the Snitch the ground floor is yours.
Seraph: A small child is playing alone. She lives in a big ornate mansion. She dresses a noble child's clothes. Her face is cold, unsmiling. She is much taller than her 11 or 12 years. A couple of nobles escort their son, 13 or 14 years old.
"Elizabeth, this is your cousin Ferdinand. You will marry him when you are a little older. He brought you a present."
The boy, eyes distant and with a bored face, gives to her a cage with a beautiful bird inside.
"Please to meet you."
She doesn't thank him. After they left, she open the cage and takes the bird in her delicate hand.
She breaks the birds neck with a smile.
Neji: Neji sees a cloud of arrows about to pierce her, and closes her eyes. But the only thing she hears if the gentle rain of arrow tips hitting Destroyerman, who puts himself in harm's way to protect his summoner. None of the arrows and bolts are able to hurt him.
She quickly recovers and cast Shield an Mage Armor on Destroyerman, who, using his falchion, charges against the archers. He hits the first of them and hits blood splashes the ones after him. They try to run but he kills another before he gets out of his reach (they use withdraw).
They start run away, Dovan unable to press them forward.
"Wait, get your weapons! Fight you..."
Then he sees something behind Destroyerman and starts to run too.
Zombies are getting out of the ground. Hungry.
Xi'Tir and Tarina: We need your actions.
| Xi'Tir |
Xi'Tir Stands groggily dripping blood all over the ground, most of it was hers, as she stumbled over to Seraph and Maria.
"Oi Fire Hair, ya best be getting up now."
She checks to see if Seraph is still alive and then checks on Maria.
"I suppose you should too blonde..." She mumbles at Maria as she prods her too.
MA: to get up, MA/SA: kneel down and to check to see if Seraph/Maria is alive?
| Daliedhur |
Daliedhur stands ready - bow drawn, and ready to fire if the bandits do not comply.
"We need also to find the way to open the gate and allow the others inside - something is wrong" - she adds, looking around to try and understand how the gate is operated.
| Tarina |
Heal Check Maria: 1d20 + 1 ⇒ (14) + 1 = 15
If Tarina has any reason to suspect that Maria can be saved then she will place both hands firmly on the woman and Cure Moderate Wounds: 2d8 + 5 ⇒ (1, 8) + 5 = 14.
Azurefang will run past the bodies, going upstairs in search of anything still fighting back. Double move, Acrobatics: 1d20 + 3 ⇒ (12) + 3 = 15 to squeeze/balance if necessary, going after Topper Red first.
| Seraph Whitemoor |
Seraph floated in the void. Not quite remembering why or how she came to be there but floating through the dreams of someone elses life. The little girl confused and frightened her. How could such a child be so vile and cruel....
As quickly as the thoughts came they were gone. Her thoughts drifted further. Danath came to mind. The other Slobodan Barons and finally the Baroness Maria. She felt sad but couldn't remember why when she thought of her...
Corsario
|
Sorry I couldn't post today. I'll do it tomorrow.
Daliedhur: The door open with a couple ropes with pulleys. The bandits cut the ropes, no other easy way to open it.
Tarina: With your heal check you notice Maria is really hurt, but stable. She will live. Azurefang can get in the stair, but doesn't fit in the Tower (too narrow). You can change you CMW for other thing.
Xi'Tir: Seraph will have a nice scar as a reminder of this battle, once you get the sword out.
| Halcorg |
If there is an immediate threat outside, Halcorg, hopefully with some help from the swords or other players, will lift the gate again. We can probably find a log to prop it up with so that the horses can get through.
Corsario
|
Round 3 - Last NPC's
Topper Red: The Pitiax born poet looks at Halcorg, marveling in his strength, his battle prowess, his pose. And he hopes his innocence.
"Hey you, Baldy, please help us escape! Disarm your friends!"
He casts Charm Person on Halcorg.
Halcorg Will Save DC 16: 1d20 + 4 ⇒ (16) + 4 = 20
Halcorg's face when he turns to look at him tells him what he needed to do. His spell failed again. He turns and tries to escape.
"Avenge our brothers! Kill the intruders!"
Free action to maintain Inspire Courage
But before he can leave the watchtower he sees Azurefang large form, growling at him.
He glups. There is no way out.
Round 4 - NPC's
After seeing all of their partners in the ground floor fall at the onslaught of the heroes they seem about to break and surrender or flee, but Topper's call makes him fight, at least for another round.
Except Ayles Megesen. He wants to kill his brothers murderers, and nothing except dead will stop him. Even seeing the Stag Lord drop behind him doesn't stops him from the fight.
"I'll will you all! Die!"
He fires his Light Crossbow at Daliedhur.
Attack inspired: 1d20 + 2 ⇒ (9) + 2 = 11
Damage inspired: 1d8 + 2 ⇒ (8) + 2 = 10
He then moves east, and disappears from view.
Jex the Snitch: He keeps running south, crosses some doors at the far end of the fort and disappears from view.
Fat Norry: He decides this a a good day to die, and better fighting than hanging from a noose, and fires his powerful Longbow against Xi'Tir, trying to kill her once and for all.
"Die you madwoman!"
Attack inspired: 1d20 + 13 ⇒ (15) + 13 = 28
Damage inspired: 1d8 + 7 ⇒ (2) + 7 = 9
One of the bandits next to him shoot a longbow arrow towards Tatiana.
Attack inspired: 1d20 + 7 ⇒ (10) + 7 = 17
Damage inspired: 1d8 + 2 ⇒ (2) + 2 = 4
The other one throws a vial towards her:
"Kill the b+*%% queen!"
Attack inspired -2 range: 1d20 + 1 ⇒ (3) + 1 = 4
He misses badly, and an acid puddle form at her feet, for a second, before it is eaten away.
The two bandits with Topper Red turn to see Azurefang, and attacks him now that he is unable to reach them.
The archer fire point blank at him:
Attack inspired: 1d20 + 7 ⇒ (6) + 7 = 13
Damage inspired: 1d8 + 2 ⇒ (4) + 2 = 6
The other throws Alchemical Fire at him.
Attack inspired : 1d20 + 3 ⇒ (7) + 3 = 10
Azurefang is barely able to move and avoid the flask, which passes next to him, and hits the fort floor. It explodes in a cloud of smoke and fire and make the wall burn.
Topper Red face turns white.
"You idiot!"
The bandit on the northeast corner of the fort, after seeing Karou march all over his face, drop to his knees and begs for mercy.
The surviving bandits in the path keeps moving north, out of the hill.
The archers outside the path keep firing at Destroyerman.
Attack inspired -2 range: 1d20 + 4 ⇒ (14) + 4 = 18
Damage inspired: 1d8 + 1 ⇒ (7) + 1 = 8
Attack inspired -2 range: 1d20 + 4 ⇒ (20) + 4 = 24
Damage inspired: 1d8 + 1 ⇒ (5) + 1 = 6
Attack inspired -2 range: 1d20 + 4 ⇒ (12) + 4 = 16
Damage inspired: 1d8 + 1 ⇒ (3) + 1 = 4
Attack inspired -2 range: 1d20 + 4 ⇒ (2) + 4 = 6
Damage inspired: 1d8 + 1 ⇒ (2) + 1 = 3
Firing while keeping an eye on the zombies, all the arrows miss.
Round 4 - Player's turn
Halcorg goes back and with more ease than the last time raises the portcullis again.
Player's actions now.
Remember, Maria, Seraph and Vodyanoy are unconscious.
Corsario
|
On a second thought, I think one of the arrows hit Destroyerman for 6 damage.
The Zombies go after you.
| Mulray Gasparo |
Round 4
"Throw down your weapons and strip!" Mulray yells at the surrendering bandit as he runs past him. He follows Karou as the little monkey scrambles around the perimeter.
Karou to 93.24, Mulray to 89.25
Corsario
|
The bandit draw and drops his sword (his broken bow is already at his feet) and stays there, unsure if to strip (he doesn't know you that well, and he prefers a dinner and movie before moving to the next stage of your relationship :P).
Karou turns the corner and suddenly finds Ayles Megesen coming down the stairs, carrying a Bastard Sword.
At 30' speed Mulray only reaches 86.24. The is a latrine here, and the smell is terrible. Roll a Fortitude Save DC 10 or be Nauseated.
Corsario
|
Well, only two are around (Don and Michaell) but they nods, and get outside... "Halcorg! There is something out here! Some kind of undead! We don't see Neji! "
| Xi'Tir |
Xi was just about to reach for a potion when the crossbow bolt struck her between the shoulders. "Son of a..." She mumbled before collapsing on Seraph.
Doh! lol shot in the back! Low down dirty bandits!
HP -7... Blargh lol! Stabilize check- Stabilized :): 1d20 - 7 ⇒ (18) - 7 = 11
The bleeding stops thankfully but Xi was blissfully unaware of how hardy her body was still...
| Daliedhur |
Daliedhur drops her backpack close to Tarina - "I have two healing potions in there - use them if you need to get Xi'Tir back on her feet" - the elf growls at seeing her companion fall again, then takes a bead on one of the bandits in sight.
Corsario, I think I can target Fat Norry from below?
Longbow Attack on Fat Norry: 1d20 + 15 ⇒ (14) + 15 = 29
Damage if it hits: 2d6 + 11 ⇒ (2, 5) + 11 = 18
Taking a single shot, she whirls around, beginning to herd the horses inside, with a series of whistles and whines.
Handle Animal?: 1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21
I think for Leaf this works without a roll? I am rolling for the other horses outside. Leaf will move to 80.10.
Then the elf shouts for Neji - "Retreat inside! The area is almost secure! Fall back!"
Corsario
|
Fat North get hit by an arrow, which cut deeply into him, but he seems determined to keep fighting.
Leaf quickly follows her mistresses instructions, but the other horse can't fit inside.
| Neji Lazula |
At most, Destroyerman seems mildly annoyed by the arrow that hits a weak spot in his joints. After tossing it aside, he glances over at the zombies and shrugs.
"Activating Flight Protocal."
The Eidolon clicks his heels together and rises twelve feet into the air. Somehow held aloft by some magical force, he casually circles the zombies, safely out of their reach. Once he is back on the path, Destroyerman readies his falchion to strike, waiting for something to happen.
That something happens when the Eidolon rockets up in size and bulk.
With a single swing of his blade, Destroyerman easily cleaves it into the head of one of the zombies.
Destroyerman flies to twelve feet in the air and makes his way to 38.15. He readies an action to attack a zombie when his size increases. Neji casts Enlarge Person on D-Man via Share Spells. Destroyerman's readied action goes off. His AC is now 27; 54/60 HP. His reach is now fifteen feet. He gets two attacks of op a round due to the dex decrease.
Power Attack Destroyerman Falchion Attack: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28 Crit.
PADFA Damage: 6d4 + 20 + 12 ⇒ (4, 1, 3, 2, 4, 2) + 20 + 12 = 48
| Tarina |
Acrobatics: 1d20 + 3 ⇒ (19) + 3 = 22
Azurefang attempts to jump onto the platform, and if he reaches the platform, tries to trip Topper Red.
Trip: 1d20 + 10 ⇒ (6) + 10 = 16
Tarina wishes she was able to channel
Tarina will move (at half speed, stupid tanglefoot bag) to 83.20
Corsario
|
Neji: I am not sure she can reach the Eidolon with a double move, and much less cast a spell on it.
Tarina: Azurefang can make the jump... from the stairs into a small space, he gets nowhere near Topper Red, who in any case keeps his hands away. Azurefang can try an Escape Artist check to fit, but it has it's disadvantages.
Corsario
|
Neji: You will need to close to Destroyerman (and the Zombies) for Haste to affect him. Are you sure you want to do that?
Tarina: Not enough, Azurefang gets stuck there.
| Tatiana Fortuna |
Round 4
back from conference. combat is too complex for me to understand everything. Since Tarina is complaining that she doesn't have channel, I'll just do that.
Seeing companions still down, Tatiana showers Desna's healing force on them.
move to 80.15
channel: 3d6 ⇒ (4, 1, 5) = 10
She can exclude 4 bad guys, so pick the obviously non-dead ones. Corsario, can you identify who gets healed. The map is tough for me to read. Feel free to move me to a more advantageous position.
Wind Wall Round 4 of 6
| Daliedhur |
Best move ever Tatiana ;) That should get most of our team who were down, back on their feet, and next round Daliedhur will turn her attention back inside and to those bastard bandits that prefer death over surrender, and who keep peppering us with arrows.
Corsario
|
Welcome back Tatiana!
Yes, the move that was required from you.
In short Seraph and Xi'Tir where out for the count. But you Channel brings them out of the brink (acting next round).
Halcorg is opening the gate again. Daliedhur and Tarina are facing the Bandits in the towers, as they keep the fight on. Azurefang tried to enter Topper Red' s tower but was unable to, now he is stuck there, and you wouldn't be able to enter.
You are joining them.
Leaf entered the fort.
Mulray and Karou are around the corner looking for the other fighting bandit (the one that was next to the Stag Lord) and Karou just found it.
And Neji... She is invisible, outside, where some zombies have just risen and are attacking everything on sight, so your plan is getting inside the fort (two of the Swords are bringing the unconscious Vodyanov inside) .
Did I mention the fort is on fire? :P
I'll continue the action ASAP
Corsario
|
Round 4 - Player's turn
Halcorg goes back and with more ease than the last time raises the portcullis again. At his command both Don and Michael (from the 4 swords) got out to fetch the gnome Vodyanoy and the horses.
Leaf quickly obeys her mistress Daliedhur coming inside at her call, while she hit Fat Norry with a well placed arrow, injuring him.
Tatiana returns to help her friends, and channels Desna's blessing so Xi'Tir and Seraph regain consciousness. The first thing Seraph notices is the arrow poking from her chest. The arrowhead has a tiny stag head engraved in it.
Karou turns the south east corner and suddenly finds Ayles Megesen coming down the stairs, carrying a Bastard Sword. Mulray behind him finds himself in the smelliest foulest place of the fort, but manages to hold the stink.
Tarina moves inside the fort, and sees how a fire is building there. She is no engineer, but that doesn't looks good. Maybe you will need to abandon a fort in flames in a couple minutes. Azurefang on his part gets stuck at the entrance of the Northeast tower, unable to reach the bandits within.
Neji, outside of the fort, sees the bandits run while Destroyerman face the Zombies, destroying one of them.
Maria is still out, but alive.
Round 5 - Bandits's turn
Topper Red's face betrays his worry with the fire within the fort. He turns to the bandit that throw the alchemist fire.
"Idiot! We wold you not to use that inside the fort! Fight! Fight for your lives you dogs! Today is the day to triumph!"
Free action to keep his inspire courage
He draws a dagger and tries to kill Tarina's wolf.
Attack inspired: 1d20 + 6 ⇒ (19) + 6 = 25
Damage inspired: 1d4 + 1 ⇒ (4) + 1 = 5
His attack is vicious, cutting over the wolf's eye.
Critical hit! 10 damage to Azurefang and a nice scar to boot.
"Kill this damn wolf! We need to get out of here!"
The archer next to him fires at point-blank.
Attack inspired: 1d20 + 7 ⇒ (15) + 7 = 22
Damage inspired: 1d8 + 2 ⇒ (7) + 2 = 9
Another 9 damage to Azurefang
And the bandit that throw the alchemist fire now burning the fort throws a Tanglefoot bag.
Attack inspired: 1d20 + 3 ⇒ (2) + 3 = 5
He misses again. Do us all a favor and kill this guy, please.
On the other tower Fat Norry decides who will fall next.
"Get the elf-b&%&$!"
He fires with his bow.
Attack inspired: 1d20 + 13 ⇒ (8) + 13 = 21
Damage inspired: 1d8 + 7 ⇒ (6) + 7 = 13
The archer next to him also fires at Daliedhur.
Attack inspired: 1d20 + 7 ⇒ (19) + 7 = 26
Damage inspired: 1d8 + 2 ⇒ (7) + 2 = 9
An the last one throws a Tanglefoot bag at her.
Attack inspired -8 range: 1d20 - 5 ⇒ (7) - 5 = 2
Both arrows hit her, but the Tanglefoot bag misses her passing over the pallisade.
----------------
Ayles Megesen Perception inspired: 1d20 + 8 ⇒ (7) + 8 = 15
Karou Stealth: 1d20 + 12 ⇒ (9) + 12 = 21
On the south side Ayles Megesen, thinking on vengeance and killing completely forgets about the Monkey near him and turns disappearing under the stairs he just climb down.
----------------
On the path the bandits keep running, except for the archers that keep firing on Destroyerman.
Attack inspired -2 range: 1d20 + 4 ⇒ (3) + 4 = 7
Damage inspired: 1d8 + 1 ⇒ (3) + 1 = 4
Attack inspired -2 range: 1d20 + 4 ⇒ (14) + 4 = 18
Damage inspired: 1d8 + 1 ⇒ (8) + 1 = 9
Attack inspired -2 range: 1d20 + 4 ⇒ (15) + 4 = 19
Damage inspired: 1d8 + 1 ⇒ (6) + 1 = 7
Attack inspired -2 range: 1d20 + 4 ⇒ (13) + 4 = 17
Damage inspired: 1d8 + 1 ⇒ (1) + 1 = 2
The zombies, moving as fast as a human, ignore Destroyerman and chase the bandits. Others seems to see the horses and people in the fort and start running that way. But a couple of them stay behind, looking around, as of looking for something.
One of the bandits in the path stumbles, and starts to scream for help!
"Help me! Don't leave me here."
Round 5 - Player's turn
Your actions now, Seraph and Xi'Tir are back up and action. Sorry for the delay.
| Tatiana Fortuna |
Round 5
Seeing her companions start to stir, Tatiana returns to her original strategy. First, she prays for Desna to carry her through the air. Then, she "jumps" to the top of the wall.
"Bandits! Hear me!" She calls out to the bandits within the fort. "I am Tatiana Fortuna! Some call me the Queen of Sloboda. The Stag Lord is dead. Surrender to me now, and beg for mercy. Keep fighting, and you all will die!"
fly to the top of 81.15
Diplomacy: 1d20 + 14 ⇒ (13) + 14 = 27
Wind Wall Round 5 of 6
Fly Round 1 of 60
| Mulray Gasparo |
Round 5
Mulray reaches Karou at the corner...
"See any baddies, buddy?"
Karou points and squawks at the steps.
Mulray nods and moves in closer - bow ready. "Go on... I gotcha."
Mulray to 94.23, Karou to 95.21