CrazyHedgehog's Red Hand of Doom

Game Master GeraintElberion

Characters must undertake vital missions in order to confront the relentless advance of a bloodthirsty horde.


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NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose mutters a curse as the giant hacks down one of Jorr's hounds on his way out for an early escape. He kicks Smoke into motion, guiding the warhorse into a gallop up the road, following after the creature. He moves past the dogs and off of the road, gaining speed to try and cut off the fleeing monster's path.

"I hope you didn't think you could cut one of us down and run! Why don't you pick a fight with a more suitable opponent?"

Double move NE towards the trees just past the cyclops, between that lone stone on the map and the trees east of that, trying to box him in with the rock formation on the eastern edge. Using a swift action to issue challenge, giving me a +2 on attack rolls and a +5 on damage rolls against him.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar takes a double move, taking him to the side of the dying dog. He plans on trying to heal it next round.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Round 2

Seeing Ambrose begin to press the cyclops toward the rocks, Helaku dismounts and gets ready to cast another ear-piercing scream if the cyclops moves within range. If it closes within 35 feet.2d6 ⇒ (6, 2) = 8 damage and dazed for 1 round unless it makes a DC 17 Fort save.

The Exchange

Sorry folks, I thought I would have more opportunity to keep up with posts this week.

Round 1 continued
Ambrose urges Smoke into a run, riding past Mugs and around behind the cyclops, wheeling around a large stone. The Lion of Brindol calls out a challenge to the cyclops.

Round 2
Leonar meanwhile rushes forward, to kneel beside the stricken dog. He examines the hound's wounds, all the while keeping one eye on the rampaging cyclops. He starts to summon the spirits of nature to heal the wounds.

Helaku sees the oncoming hulk and dismounts from Cayenne, readying a spell he hopes will stop the giant in its tracks.

Updated Map

Initiative
23 - Leonar
21 - Helaku
20 - Aleste
18 - Jorr & dogs
13 - Shaylar & Fang
10 - cyclops
5 - Ambrose


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

"Hey, I like it when they run away."

I knock another arrow to my bow.

attack: 1d20 + 8 ⇒ (1) + 8 = 9
damage: 1d8 + 2 ⇒ (2) + 2 = 4

The Exchange

Round 2 continued
Aleste fires another arrow, trying to bring down the big brute. But, the arrow sails harmlessly over the cyclops' shoulder, losing itself in the branches of a tree.

At the same time, Jorr dismounts from his pony and runs over to his faithful dog, Mugs. He hurriedly knocks an arrow to his bow in case the giant turns back their way, but instead of shooting he kneels down and quickly examines the wounded dog's injuries. Tears come to his eyes, "Oh, Mugs, don't die on me! You gotta help me, these dogs are the only family I have!"

Ok, Shaylar!


Feeling sorry for Jorr, knowing full well how I feel about Fang and Dapples, I am glad to see Leonar is already on the job of saving the unfortunate dog. "Ehlonna, please let Leonar be able to heal the dog." Nocking another arrow, I keep an eye on Ambrose as the Lion of Brindol challenges the one-eyed giant. "Leonar, just holler if you need help. I can do a little healing as well, though nothing magical."
Seeing the cyclops crashing through the forest, I send my arrow straight towards him, praying for another shot as precise as my first.

Attack, Longbow: 1d20 + 10 ⇒ (14) + 10 = 24
Damage, Longbow: 1d8 + 3 ⇒ (7) + 3 = 10
Status: AC 19, touch 14, flat-footed 15
Current HP 26/26

The Exchange

Round 2
Dodging to get a good line of sight through the trees, Shaylar tries to get a bead on the cyclops. It seems distracted by Ambrose's challenge and is focusing its attention on the knight. Letting fly another arrow, it hits the cyclops deep in the back, causing the big thing to stagger. 10 points of damage to the cyclops! The cyclops turns to glare at the elf, but rather than turning towards the archer, the cyclops drops into a run towards the knight. Greataxe held low, it swings up in a vicious slice, cutting deep into Ambrose's armor and nearly lifting the knight from his saddle. Smoke bucks, trying to dodge the blast. 20 points of damage to Ambrose!

On to Round 3! Down with the cyclops!

Updated Map

Initiative
23 - Leonar
21 - Helaku
20 - Aleste
18 - Jorr & dogs
13 - Shaylar & Fang
10 - cyclops
5 - Ambrose

------

DM rolls:

cyclops attack 1d20 + 11 ⇒ (17) + 11 = 28
damage 3d6 + 7 ⇒ (3, 6, 4) + 7 = 20


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar pulls out his wand of Cure Light Wounds, and taps Mugs with it. "I've got him, Jorr. Things will be okay."

Cure Light Wounds 1d8 + 1 ⇒ (1) + 1 = 2

CLW wand docked one charge....down to 32.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Round 2

Helaku moves forward 20 feet and then over 10, getting a clear view of the cyclops. Raising his hands to his mouth, he unleashes another slient shout at the monster. Casts ear-piercing scream 2d6 ⇒ (3, 4) = 7 Dazed for 1 round unless it makes a DC 17 Fort save.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

End of Round 2

Ambrose lets out a loud grunt as the axe catches him, wincing as blood wells up from beneath his armor. Gritting his teeth, he lets his axe fall from his grasp and presses his heels into Smoke, urging the mare forward a step as he snatches up his axe. "Solid blow, fiend, but I'm far from dead."

5 ft. step and attacks from me and Smoke,

Ambrose Axe: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Smoke Bite: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Smoke Hoof: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Smoke Hoof: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Critical Confirmation: 1d20 + 1 ⇒ (4) + 1 = 5
Critical Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Ambrose HP: 32/52


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Oops, think mine should have been Round 3


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

I tread closer and fire again at the cyclops.

attack: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d8 + 2 ⇒ (8) + 2 = 10

The Exchange

Round 3
Jorr lays a gentle hand on the dying dog, Mugs, his hand quickly covered in blood from the ragged blow dealt by the cyclops' greataxe. His other hand holds on to the healing wand, summoning its magic. The healing magic helps keep Mugs from dying. Mugs is stabilized at -3 hp.

Helaku moves up the cyclops and calls out another ear-piercing scream at the giant. This time the cyclops manages to resist, hardly seeming affected by the spell. Cyclops managed an amazing Fort save with a result of 29. Took 4 points of damage and is not dazed this round.

Aleste and Shaylar, over to you!

------

DM rolls:

cyclops Fort 1d20 + 9 ⇒ (20) + 9 = 29


Seeing the effect of my arrows on the cyclops, and its insistence on taking on Ambrose, who can take such blows far better than me, I draw another arrow from my quiver and shoot the monster again.

Attack, Longbow: 1d20 + 10 ⇒ (11) + 10 = 21
Damage, Longbow: 1d8 + 3 ⇒ (8) + 3 = 11
Status: AC 19, touch 14, flat-footed 15
Current HP 26/26

The Exchange

Round 3
Aleste edges his horse a bit closer and then fires again at the cyclops. The arrow hits the cyclops in the gut, sticking painfully in brute's belly. 10 points of damage to the cyclops. Shaylar does the same, matching the shot with an arrow of his own. 11 more points of damage!

The cyclops turns its one-eyed gaze towards the archers, growling sadly. Then with growing desperation, it turns back towards Ambrose, attempting to bring down the heavily-armored warrior trying to hem it in. There is a loud crunch as its greataxe bites deep into Ambrose's armor, leaving a terrible wound and forcing Smoke to dance sideways to keep from being knocked over. Very nearly a critical hit; another 20 points of damage to Ambrose. The cyclops attempts to follow up with a leap and a downward sweep of the axe, but Ambrose jerks on the reins, moving himself and Smoke out of the way just in time.

In the last post, when I said that Jorr used his wand to heal Mugs the dog, I meant to say Leonar.

Initiative
23 - Leonar
21 - Helaku
20 - Aleste
18 - Jorr & dogs
13 - Shaylar & Fang
10 - cyclops
5 - Ambrose

------

DM rolls:

attack 1d20 + 11 ⇒ (20) + 11 = 31
damage 3d6 + 7 ⇒ (2, 5, 6) + 7 = 20
attack 1d20 + 6 ⇒ (7) + 6 = 13
confirm critical 1d20 + 11 ⇒ (6) + 11 = 17


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar saw the archers were cutting the cyclops down to size, so he again turning his attention to the wounded hound. He healed it again with a charge from his wand.

CLW 1d8 + 1 ⇒ (8) + 1 = 9


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Just wondering if you have factored in my full-attack action from round 2? I don't think it was brought up in any combat summary posts, so I'm just checking.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

I'll wait to see about that before posting a Round 4 action.

The Exchange

Dude! You're right, I managed to completely miss your action there. My apologies; I think instead of retconning everything, I'll post your action here.

Reeling from the last blow, Ambrose nonetheless closes with the cyclops, trading blows with his own axe. His attack cuts deep into the giant's side, leaving it staggering and barely on its feet. Smoke finishes the job with a timely kick, crushing the giant's chest. The cyclops comes crashing down to the ground, dust and dirt thrown up as it lies there, wheezing and choking on its own blood. 18 points of damage to the cyclops, it is currently dying at -2 hp. A belated well done!


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

As the giant falls, Ambrose breathes a sigh of relief and nearly drops his axe. Clutching his wound, he eases Smoke back to the rest of the group. He looks over to Leonar as he sways in the saddle. "I hate to be a burden, but I could do with a spot of healing just now if it isn't too much trouble."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Yes, I think we need to move on to the bridge swiftly, but we'd better make sure you're at full strength Ambrose. Who knows what we will find there."


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Ambrose, roll for the wand of CLW and tell me how many charges to mark off to get you and your horsey full HP.

"Look, Jorr, he's as good as new," Leonar states, fairly impressed at his healing the mutt.

The Exchange

Skull Gorge Bridge

After a tense minute, you see the light go out of the cyclops’ eye, and you can confirm it is dead. You each breathe a sigh of relief, but especially Ambrose, who was grievously wounded by the giant. You spend a few minutes to gather your wits and get everyone back to fighting strength, then move on without further interruption. You feel that getting to Skull Gorge Bridge to destroy it or at least scout the area is now your biggest priority. If you are healing everyone up, Jorr’s dog Mugs is currently at 6/13 hit points after Leonar’s last charge from his healing wand (Jorr is mightily pleased that you healed his dog), and Ambrose I believe is at 12/52 hit points. If you are interested in the cyclops’ belongings, you can have a Large suit of hide armor, a Large greataxe, a Large heavy crossbow with 8 Large bolts, a bottle of fine wine worth 75gp, a potion of flying, and a single yellow topaz that’s very exquisitely cut – it’s obviously come out of some sort of piece of jewelry. The topaz is worth 750gp.

Incidentally, you’ve all at last reached 6th level – congratulations! You each have 23,200XP; feel free to update your characters now before the next encounter.
You ride hard along the trade road, heading north. Amazingly, you don’t encounter any more patrols; they must have worked their way further south. The feel the ground rising over the last few miles, and finally the forest itself peters out. Just as you approach the gorge, Jorr holds up his hand to call a halt. He indicates that you have arrived and that you should dismount from your horses. He leads you crouching to a vantage point where you have your first view of the gorge.

Ahead is a stretch of barren ground, about sixty feet wide, ending in a gorge. Roughly a hundred feet wide at its narrowest point, the gorge drops precipitously to a fast-rushing stream far below. The ancient Dawn Way crosses the cleft on a bridge of stone. Anchored at bot ends to large stone towers with pentagonal roofs, the bridge seems sturdy despite its obvious age. It is, clearly, the only easy way across, since the gorge continues as far as the eye can see to the east and west. The four stone towers that anchor the bridge are each forty feet high. A narrow wooden stairway winds around each, leading up to an open-air watchpost at the top.

A small encampment of a half-dozen tents clusters near the northern side of the bridge. Curls of smoke from campfires attest to some sort of activity. A single humanoid figure stands at the watchpost on the top of each of the four watchtowers, longbow in hand. A powerfully-built hound with glowing red eyes and short ruddy fur sits watchfully near either end of the bridge. Yet the most impressive creature present is certainly the sleek and menacing green dragon that perches on the roof of the northwestern watchtower on the far side of the gorge. It lies basking in the sun, but its bright yellow eyes are fixed on the bridge.

You are currently watching from a point about 80 feet from the southern edge of the bridge, or about 180 feet from the dragon. You haven’t been spotted yet but the bridge’s defenders seem alert and vigilant. Tell me what you would like to do, please also if you could roll intiative.

Map of Skull Gorge Bridge

Picture of Skull Gorge Bridge


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

DM, I'll level Leonar in the next day or so. I will make sure I have burned enough charges off the CLW wand that everyone is full on HP before getting cose to the bridge.

"Well, it's clear the bridge is important to them. To have this big a force holding it speaks volumes for it. We have to bring it down. I know a spell that damages stone which might do some real damage to the bridge, but the problem is getting close enough to use it. That dragon and those hounds will be trouble."

Initiative 1d20 + 8 ⇒ (18) + 8 = 26


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Maybe the rest of us can engage them or draw them away to give you a chance at the bridge."
Initiative 1d20 + 7 ⇒ (16) + 7 = 23
Not leveled up yet, but I'll see about doing it tonight or tomorrow night.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Cure Light Wounds wand:

1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (4) + 1 = 5

That's 9 charges to bring me up 43 points to 55/57.

Ambrose claps Leonar on the shoulder after he receives his healing from the wand, giving him a near-brotherly nod. "Many thanks, friend. That giant was no slouch in his blows."

Upon setting sights on the bridge, Ambrose crouches low on Smoke's back, reflexively trying to make himself less visible. He clenches his jaw when he sees what awaits them, but is quick to steel his gaze and composure, looking to his allies that have already shown their strength and capability.

He nods as Leonar and Helaku talk of their plan. "This might work. Judging by the tents there, there is likely a band of guards here. I see only one in each tower, which means the others are either in the towers or in the camp on the far side of the bridge. If we can bring down the bridge quickly, we might save ourselves the trouble of fighting all of the denizens of those tents. And the dragon...well, bringing down the bridge wont save ourselves from it, but without reinforcements, we might be able to overpower it. I'm the fastest on Smoke, I should be the one to ride out and get the attention of the spotters, dragon, and hound. I can loop back and lead whatever follows into an ambush while Leonar moves to the bridge. Helaku, might you have any spells that grant invisibility? Or have we procured any such items? It would be useful if Leonar could approach unseen."


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

"Ambrose, I have a spell that should give you some protection against the dragon's acid breath as well. Before you go riding in, I want to point out I have some spells that will block the vision of the guards, so perhaps we can isolate e dragon since it will no doubt get here very quickly once it figures out what's going on."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Knowledge (arcana) for the dragon 1d20 + 6 ⇒ (1) + 6 = 7
"We should probably spread out to defend again the dragon so it cannot get to all of us at once. I can definitely help with invisibility for any that wish to be. It will end once you attack a foe."


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

initiative: 1d20 + 3 ⇒ (16) + 3 = 19

I whisper, "Didn't we get a flying potion from that cyclops? It might prove handy. Looks like three initial threats: dragon, hound and archers."


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose nods. "I will be the one to fly up. Support me as best you can, but I will try to keep the dragon busy and off of your heels. Any other spells you can grant me will be appreciated."

Initiative: 1d20 ⇒ 1


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

I will cast haste for all of us and protection from evil for Ambrose once we are ready to begin. I can cast invisibility for some of you. Let me know if anyone wants it. Also let me know if anyone wants enlarge person, mage armor or protection from evil. I may not be able to meet all requests, but will provide as many as I can.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Ok, here's what I plan for Leonar, unless there is a preference. Resist Energy on Ambrose. Next round, I Sleet Storm the guards on our end, and hopefully keep them off us while we deal with Big Greenie. I can Fog Cloud them, too, if necessary. I'll then start using Lightning as well as I can against the dragon. Keep his attention, and try to avoid the full attacks, Ambrose. Last question: is everyone leveled up to six now?


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

I am leveled up. If dragon is within my range, I'll help with him. Otherwise, I will focus on other threats.


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

The easiest target for me will be the evil-looking dog, maybe Helaku and I could pick on it? And I would welcome a protection from evil.

Not at home now, will level up when I get back to my computer with herolab.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

I might like an enlarge person. Though it will net me a -2 AC between size and dex penalties, the dragon's bonuses may be high enough to hit me anyway, and the strength and damage bonuses would probably be helpful. Do we know what size the dragon is?


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Im hoping to buy us a round or two to not worry about the dog with it having to get to us through the Sleet Storm. That's my hope at least.


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

Hmm, if the dogs are out then maybe I can down an invisibility extract and sneak up the other tower to take out the archer?


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Im hoping the same for the archers as well, Aleste. If we can get a round to two for everyone to focus on the dragon, then we can worry about the archers and the dogs.

Edit...looking at the spell, I'm not sure if the archers and the dogs can be gotten by one casting. How tall was the end of the bridge where the archers were stationed, DM?


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

So far, I'll plan on a protection from evil on Ambrose and Aleste and an enlarge person on Ambrose.

The Exchange

Been catching up on a few non-RPGs things over the weekend. Will post a fuller update tonight, but can quickly answer a couple questions now.

The four guard towers are 40 feet higher than the bridge. There is a archer sentry atop each tower. There are two hounds, one patrolling each end of the bridge.


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

How far apart are the towers? If I can slip up one invisibly and drop two acid bombs on the archer there then hopefully I can take him out in a round or two. Then I could chuck bombs across at the archer on the other side.

That would mean dogs => sleet storm; archers =>Aleste; dragon => everyone else.

Jorr's dogs will be useless against the dragon too, but we could probably use them as a wall against the evil dogs if they come over.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Tha might work, Aleste.

The Exchange

Okay, so in terms of buffing before leaving the underbrush and entering combat, I have you down for the following spells:

Helaku: prot. from evil (Ambrose) -- prot. from evil (Aleste) -- enlarge person (Ambrose) -- haste (Aleste) -- haste (Leonar) -- haste (Shaylar) -- haste (Ambrose)
Leonar: resist energy (acid?; Ambrose) -- sleet storm (when combat starts)
Aleste: invisibility extract
Shaylar: magic missile (when combat starts)

I imagine the horses you will be keeping back, out of sight. Jorr will be planning to leave his dogs there too, they have been in enough danger so far. Shaylar will keep Fang close by though. Abukcheech?

The distance between the towers is about 70 feet.

Everyone has levelled up apart from Shaylar, who I believe is probably tied up with family at the moment - perhaps the twins have arrived. I'll try to NPC him in the meantime as a 6th-level character, but as he was a multiclass character preparing to take on a prestige class, it's difficult to tell what class he was planning to take next.

Knowledge (arcana):
Helaku: you can determine that the dragon is a green dragon, and it looks about Large size.

I'll make sure I have the buffs right before posting the first rounds of combat.

Initiative - This has worked out quite well from a PbP point of view, you all get first shot, then the NPCs
26 - Leonar
23 - Helaku
20 - Shaylar
19 - Aleste
15 - hounds
11 - Jorr
7 - dragon
2 - hobgoblins
1 - Ambrose

------

GM rolls:

dragon init 1d20 + 1 ⇒ (6) + 1 = 7
hounds init 1d20 + 5 ⇒ (10) + 5 = 15
hobgoblins init 1d20 + 1 ⇒ (1) + 1 = 2
Jorr init 1d20 + 7 ⇒ (4) + 7 = 11
Shaylar init 1d20 + 10 ⇒ (10) + 10 = 20


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

When the remainder of the group is prepared, Leonar starts off the festivities, by casting Sleet Storm centered on the hounds on the edge of the bridge closest to us.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku will share the info about the dragon with everyone. Also, he will ready an action to cast oppressive boredom (DC 19 Will) if the dragon flies within 40 feet.


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

Not sure of distance but I put in a flat sprint to the nearest tower. Run if terrain allows, otherwise double move.

The Exchange

Round 1
You try to remain as quiet as possible as you hide in the undergrowth, preparing to take on the defenders on the bridge. Helaku casts several spells, making you faster, Ambrose larger, and enhancing the defenses of Ambrose and Aleste. Leonar also enhances Ambrose's defenses so that he can go toe to toe with the green dragon, and Aleste drinks an extract, causing him to disappear from sight. Jorr moves back and makes sure his dogs and the horses are kept out of the way before returning to you. Shaylar casts a rare spell, summoning a silvery, glowing force arrow. With that, you charge forward, out from the brush!

The enemy force becomes aware of you almost instantly. The sentries on the nearest towers shout and point in your direction, and the dragon swings its great neck around towards you, from its perch on one of the far towers. Before they can react, Leonar unleashes the fury of nature, producing a storm of driving sleet and snow. It engulfs the flaming hound at the near end of the bridge and one of the sentries, completely blocking their sight, as it also encases the end of the bridge in a slippery layer of ice.

As you move forward, Helaku shares what he knows of green dragons with you, and keeps an eye on the dragon as he mentally prepares a spell against it. Shaylar launches his magic missile, hitting the sentry on the left nearest tower. The hobgoblin is hit as he tries to dodge out of the way, but he still manages to draw his bow. Aleste sprints forward, skirting the edge of the sleet storm and flattening himself against the side of the nearest tower, a bomb ready in his hand.

The hound in the sleet storm scrabbles forward, trying to work its way out of the blasting ice. You recognize it as another hellhound like the ones you fought near Drellin's Ferry. As it reaches the edge of the spell's effect, it spies Helaku and Leonar, and leaps to attack! At first it tries to breathe fire on you, but the ice storm seems to have banked its fire, so instead it bites Leonar on the arm. The hound at the other end of the bridge starts bounding across the bridge's span, towards the fight. Leonar takes 6 points of damage.

Jorr sprints forward, also making his way towards the tower. He pauses to loose an arrow at the hobgoblin sentry, but the arrow bounces off the parapet.

The green dragon unfurls its wings and takes to the skies. With almost
condescending ease it wings across the gorge, swooping around the guard tower and the sleet storm to line up an attack against you. It is momentarily caught off guard as Helaku releases a prepared spell of oppressive boredom. The dragon pauses for a moment as if it nearly forgot what it was going to do, then unleashes a 40foot streaming cone of deadly acid. The blast catches Jorr, Leonar, and Helaku; the sight of the dragon as it passes overhead is tremendously frightening. 27 points of acid damage each to Jorr, Helaku, and Leonar, though if you are able to make a DC 17 Reflex save you only take 14 points of acid damage. Jorr failed his save. Also, each of you is in range of the dragon's frightful presence. Please can each of you make a Will save against DC 16 or be shaken for 22 rounds. The dragon shown on the map is 15feet in the air, above you.

I've run out of time to finish this epic post! I'll post up actions for the hobgoblins and for Ambrose tomorrow night, if he hasn't been back to post for himself.

Helaku, just in case it becomes important, please can let me know in what order you cast the haste spells on, to keep track of their durations. I think the other spells/extractions it doesn't matter so much.
Helaku: prot. from evil (lasts 6 minutes) -- prot. from evil (lasts 6 minutes) -- enlarge person (lasts 6 minutes) -- haste 1 (ends round 3) -- haste 2 (ends round 4) -- haste 3 (ends round 5) -- haste 4 (ends round 6)

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GM rolls:

1d4 + 1 ⇒ (3) + 1 = 4
hellhound 1 acrobatics 1d20 + 8 ⇒ (11) + 8 = 19
hellhound 1 attack 1d20 + 5 ⇒ (12) + 5 = 17
damage 1d8 + 1 ⇒ (5) + 1 = 6
Jorr attack 1d20 + 8 ⇒ (1) + 8 = 9
dragon Will 1d20 + 9 ⇒ (17) + 9 = 26
6d6 ⇒ (2, 4, 5, 6, 6, 4) = 27
Jorr reflex 1d20 + 9 ⇒ (1) + 9 = 10
Jorr will 1d20 + 4 ⇒ (9) + 4 = 13
5d6 ⇒ (6, 6, 3, 3, 4) = 22


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Reflex 1d20 + 5 ⇒ (19) + 5 = 24
Will 1d20 + 9 ⇒ (20) + 9 = 29

HP 28/48

The Exchange

Round 1 continued
The green dragon continues its fly-by past you overhead. Meanwhile, the sentries on the bridge towers continue to raise the alarm and attempt to target you with their bows. One of the hobgoblin watchers closest to you takes aim at Jorr and shoots with his composite longbow. Jorr, badly burned by the acid blast, takes the arrow in the chest, and grunts in pain as he pulls it out. 6 points of damage to Jorr.

The other closest sentry moves about the top of his tower, trying to line up a clean shot at one of you but his line of sight is blurred by the swirling motion of the sleet storm between you and the tower. The hobgoblins on the far towers seem to be having similar trouble.

The glimpse you saw of the camp was of several hobgoblin reinforcements grabbing arms and forming up to fight.

Ambrose, over to you!

Forgot the map last post - here it is

The white blob represents the area covered by the sleet storm. The area of effect is only 20ft high so doesn't cover the tops of the towers.

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GM rolls:

hobgoblin 1 attack 1d20 + 7 ⇒ (19) + 7 = 26
damage 1d8 ⇒ 6
dragon fly 1d20 + 7 ⇒ (15) + 7 = 22

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