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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With a sigh of relief, I watch the manticore take to the air and leave. "At last. Thought that beast was never giving up. It had chosen a good position to attack us."[b]
Hearing the clanking of armor, I point to the keep, drawing the others' attention to it. [b]"No healing for me right now, but thanks for the offer. But I hear sounds from within. Sounds like armored people moving inside. We'd better be on our guard once we get inside and be prepared for more battle."

Moving up to get beside Helaku, I start checking our surroundings, listening, looking and even sniffing the air.
Check, Perception: 1d20 + 11 ⇒ (3) + 11 = 14
Status: AC: 19 - HP: 26/26


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

After all the enemies have fallen or fled, Ambrose turns to regard the entrance to the keep and regroup with his companions. Stowing his axe, he again readies and levels his lance, keeping a wary eye on the path into the structure. The characteristic sound of shifting armor perks Smoke's ears.

"Indeed, this battle is not done yet. Shall we press in or draw them out?"


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

"I'd rather move in on them. Given we're not hearing too much, perhaps we are fortunate and this ruin is poorly manned. But, it is also possible we have simply caught them off guard and we might face stiffer resistance and need to withdraw. Let's advance, but try to keep an open retreat."


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

I'm coming, just need a few seconds.

I imbibe a brace of admixtures before pursuing longshot and shield.

The Exchange

Leonar brings out his wand of healing, restoring Jorr and his dogs to full strength. 5 charges to heal Jorr and the dogs, 1 charge for Mugs, 2 charges for Thoms, 2 charges for Jorr. Jorr smiles in thanks, clapping Sammers on the head as he scans the forest for movement.

Helaku and Shaylar move over to the entrance to the keep. Keliwyn, seeing them move up, shifts from his perch in the northern tower and cracks open the battered door that remains, peeking through into the courtyard. The courtyard appears to be of hard-packed earth and has an eerie feeling of desolation. Jagged boulders embedded in the ground seem to have been dropped here, or thrown from a great distance; many of the walls bear large dents and cracks where these boulders might have once struck. Two massive skeletons lie at opposite ends of the courtyard, one propped up by the watchtower and the other sprawled at the far end by a building that could be stable. To the south, where a section of the keep's outer wall has collapsed, a third giant skeleton lies partially buried in the rubble.

As Helaku and Shaylar move a little bit further into the keep to have a look, you hear movement inside. A door across the courtyard bursts open, and two well-armed gnolls with guisarmes step out and take up defensive stances by the doorway. Around the corner, where a hole has been blasted in the wall of the inner keep, another two gnolls appear. The ground trembles a bit as they are followed by a hulking, snarling minotaur that towers over them. The minotaur steps past them into the middle of the courtyard, cracking its neck and knuckles as it looks across at the elf and sorcerer. There also seems to be someone inside the building, behind the two gnolls and the minotaur, a white-furred bugbear. The figure gestures and his hand glows - suddenly Helaku can feel a burning sensation in his ears! Helaku, can you please make a Fortitude save against DC 14, to avoid being deafened.

Some more friends out to play! Please can you roll initiative, and go ahead and post your first moves.

Initiative
31 - bugbear
5 - gnolls, minotaur

Inner Courtyard of the Keep

------

DM rolls:

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


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

initiative: 1d20 + 3 ⇒ (16) + 3 = 19


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

Initiative 1d20 + 8 ⇒ (12) + 8 = 20

The Druid moves up 5' so that he can see the large Minotaur around the corner. He uses another of his magics, causing a ball of fire to appear underneath the creature.

Flaming Sphere fire damage 3d6 ⇒ (1, 4, 3) = 8

DC 17 Reflex to save against the damage.


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

Initiative 1d20 + 7 ⇒ (18) + 7 = 25
Fort 1d20 + 2 ⇒ (13) + 2 = 15
Is any of the debris considered difficult terrain? Are the boulders big enough to see over?


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

Initiative: 1d20 ⇒ 16

Watching the enemies pour into the area, Ambrose's eyes jump from one threat to the next before settling on the minotaur. Unable to find a clear path to charge the creature, he kicks Smoke into motion, picking a more careful path through the clutter, leveling his lance at his target. Once he is in range he thrusts at the minotaur while still favoring his shield, maintaining a defensive stance against so many enemies.

Assuming I can make it to within 10 ft. of the minotaur even if there is difficult terrain. Fighting defensively for +2 bonus to AC for 1 round.

Lance attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Status:

Ambrose:
HP 52/52
AC 23

Smoke:
HP 36/47
AC 22


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

I think you'll be ok Ambrose, especially with all of that movement from Smoke. I'm trying to see if I can put some things between me and a charge while still being effective :)


With so many targeting the minotaur, I decide to direct my attention at the bugbear. With a flury of moving arms, my bow is ready again, an arrow hurtling towards my chosen enemy.

Initiative: 1d20 + 10 ⇒ (6) + 10 = 16
Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Current status: AC 19, touch 14, flat-footed 15
Current HP: 26/26
Saves: Fort +5 / Ref +9 / Will +4

The Exchange

Initiative
31 - bugbear
25 - Helaku
24 - Keliwyn
20 - Leonar
19 - Aleste
16 - Shaylar, Ambrose
15 - Jorr, dogs
5 - gnolls, minotaur

@Helaku: The boulders are large, but you can still see over them with little difficulty. They are not big enough to provide cover, but they can make navigating the terrain more difficult; characters can't charge through squares with boulders.

------

DM rolls:

Jorr init 1d20 + 7 ⇒ (8) + 7 = 15
Keliwyn init 1d20 + 6 ⇒ (18) + 6 = 24


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

Round 1

Helaku moves carefully over the debris by the gate and stops at the first boulder. Move 3 squares to the left (west?). He raises his arm and points a hand at the minotaur while speaking fierce words that invoke thoughts of fire and destruction. A raging stream of molten red and orange fire lances out striking the minotaur. Casts scorching ray
Ranged Touch 1d20 + 5 ⇒ (17) + 5 = 22 for 4d6 ⇒ (3, 2, 3, 2) = 10 of fire damage

Status:

Spells used
1st level (4/8)
ear-piercing scream (worg)
ear-piercing scream (worg)
ear-piercing scream (goblin)
mage armor
2nd level (5/6)
scorching ray (hydra)
scorching ray (worg)
scorching ray (manticore)
scorching ray (minotaur)
invisibility (approaching keep)


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

Moving around the corner beside the boulder, 3 squares east and 1 square north of the number '3' on the map

I target an explosive bomb at the minotaur, allowing the bugbear and gnolls to fall within the blast but excluding my allies precise bombs

attacking touchAC: 1d20 + 11 ⇒ (13) + 11 = 24
damage: 3d6 + 4 ⇒ (5, 4, 1) + 4 = 14
If the shot hits then the minotaur catches fire, 1d6 fire damage a round until extinguished.
spalsh damage is 7, DC15 reflex save for half splash damage.


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

My last post has my desired action for the first round.

The Exchange

The bugbear has already taken his action for the round, so we'll start with Helaku.

Round 1
Helaku boldy steps through the ruined gateway into the keep's courtyard. He raises a forbidding hand towards the beastly minotaur and a raging stream of molten fire lances out from his hand, burning the minotaur. 10 points of fire damage to the minotaur.

Keliwyn leans out from the doorway he is peeking through and fires at one of the gnolls across the courtyard. The gnoll watches as the arrow sails over its shoulder and hits the wall behind; the gnoll makes a crude, laughing sound.

You hear another loud whumff as Leonar moves up, conjuring druidic magic, the sound coming from a sphere of fire appearing at the minotaur's feet. The big brute dances about, trying to escape the flames as they lick at it's hairy hooves. 8 more points of damage to the minotaur! It's a barbecue!

Following suit, Aleste follows the others in, hurling one of his bombs at the minotaur looming in front of him. An expert throw, the bomb explodes into flame, momentarily engulfing the minotaur and reaching the rank of gnolls behind it and the bugbear lurking inside the building. The flames on the minotaur die down, but the creature is still burning. A smell reminiscent of charred beef reaches you. 14 points fire damage to the minotaur, it's going to need a visit to the trauma ward. :)

I've been summoned away, I'll try to post up the rest of this round later tonight.

------

DM rolls:

Keliwyn attack 1d20 + 7 ⇒ (3) + 7 = 10
minotaur reflex save 1d20 + 5 ⇒ (1) + 5 = 6
gnoll 1 reflex save 1d20 + 1 ⇒ (18) + 1 = 19
gnoll 2 reflex save 1d20 + 1 ⇒ (10) + 1 = 11
bugbear reflex save 1d20 + 6 ⇒ (4) + 6 = 10


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

Or the burn unit...poor thing.

The Exchange

Round 1 continued
Shaylar draws an arrow with a flurry of movement, targeting the bugbear. The arrow hits but bounces off the creature's skin as if it was armor! Ambrose meanwhile moves Smoke forward, into the courtyard as he levels his lance at the minotaur. Crouched behind his shield, his strike isn't as effective, and the singed minotaur dodges away from the lance's deadly point.

Jorr watches your back with his dogs, scanning the outside of the keep for any opponents trying to circle behind.

The two gnolls standing near the center of the courtyard advance slowly, striking out with their guisarmes at the closest opponent in front of them, Ambrose's large warhorse. Smoke deflects one attack, but the other hits home, cutting a ragged gash in the horse's side. 5 points of damage to Smoke. The other two gnolls hold steady, watching your advance.

The minotaur, surely hurting from all the burning damage done to it, lashes out at Ambrose with its greataxe. With a mighty leap the hulking beast takes to the air and brings its blade down on the knight, making a wicked gash in Ambrose's armor and nearly lifts him from the saddle. Ambrose reels but manages to keep his seat, the minotaur's hot breath and the smell of charred skin sickening him. Minotaur landed a critical hit, 40 points of damage to Ambrose! Luckily, missed with its gore attack (just).

Round 2
From the shadows inside the building, the white-furred bugbear suddenly unleashes a nasty bolt of lightning, which streaks across the courtyard to hit Shaylar in the chest. Oh no! The bugbear attacks Shaylar with a lightning bolt for 33 points of damage. You can make a DC 14 Reflex save to take half damage, 17 points.

------

DM rolls:

gnoll 3 attack 1d20 + 8 ⇒ (5) + 8 = 13
gnoll 4 attack 1d20 + 8 ⇒ (19) + 8 = 27
gnoll 4 damage 2d4 + 2 ⇒ (2, 1) + 2 = 5
minotaur attack 1d20 + 9 ⇒ (20) + 9 = 29
crit confirm 1d20 + 9 ⇒ (20) + 9 = 29
damage 6d6 + 12 ⇒ (6, 3, 5, 5, 4, 5) + 12 = 40
minotaur gore 1d20 + 4 ⇒ (18) + 4 = 22
lightning bolt 7d6 ⇒ (6, 4, 3, 4, 4, 6, 6) = 33


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

Round 2

Helaku's face grows ashen as he sees the minotaur land the bloody blow with its greataxe. "We need to finish that minotaur fast and that bugbear too!" Once again, the fiery words spit from the sorcerer's mouth and a bolt of fire flares through the air between Helaku's hand and the minotaur. Casts scorching ray
Ranged Touch into melee 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13 for 4d6 ⇒ (3, 4, 6, 4) = 17 of fire damage

Status:

Spells used
1st level (4/8)
ear-piercing scream (worg)
ear-piercing scream (worg)
ear-piercing scream (goblin)
mage armor
2nd level (6/6)
[i]scorching ray
(hydra)
scorching ray (worg)
scorching ray (manticore)
scorching ray (minotaur)
scorching ray (minotaur)
invisibility (approaching keep)


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

Ouch! I'm going to wait to see the results of the round up to my initiative before deciding on my action if that's okay.


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

Again, I reach for an explosive bomb the fire damage doesn't stak, I jut want to catch as many gnolls as possible in the splash and aim it at the dangerous minotaur.

attack against touchAC: 1d20 + 11 ⇒ (20) + 11 = 31
damage: 3d6 + 4 ⇒ (4, 6, 3) + 4 = 17
Spalsh damage is 7, DC15 reflex save for half splash damage.

ooh, crit confirm: 1d20 + 11 ⇒ (3) + 11 = 14
possible crit damage: 1d6 + 4 ⇒ (4) + 4 = 8


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

I want to wait and see if the Minotaur is still up before I go.


Seeing the bugbear pop back into view right after my arrow bounces off of its hide without any effect, I am considering what other venues of attack are at my disposal when I see the lightning bolt streak towards me. Diving to the side, I feel my hair fan out like a halo under the influence of the static electricity, while my muscles scream in protest at the sudden extreme contraction forced upon them as part of the current courses through my body.
Rolling out of the way to get out of sight from the bugbear, I come up with a new arrow on my bow, this time taking aim at one of the gnolls, convinced I can take down at least one of my hated enemies before being killed myself. "Argh! Medic!"

Reflex save: 1d20 + 9 ⇒ (8) + 9 = 17
Current status: AC 19, touch 14, flat-footed 15
Current HP: 9/26
Saves: Fort +5 / Ref +9 / Will +4

That was not a nice shot ;-) Coulda killed lil ole me

The Exchange

Round 2

Helaku shoots another scorching ray at the minotaur, skin and fur flaking off like cinders. With a shuddering sigh, the creature's knees buckle as it stumbles, trying to catch its breath. 13 points of damage to the minotaur. It is now disabled.

Keliwyn shoots another arrow at the gnolls across from him. This time he hits one, and the gnoll staggers but stands its guard. 5 points of damage to the gnoll.

Leonar's up next!

Updated Map

------

DM rolls:

Keliwyn attack 1d20 + 7 ⇒ (11) + 7 = 18
Keliwyn damage 1d8 ⇒ 5


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

Leonar moves through the door, and sees the Minotaur was no longer a threat. He moves his sphere of fire to the bugbear, hoping to set it ablaze as well.

Fre damage 3d6 ⇒ (3, 3, 5) = 11

DC 17 Reflex for half.


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

When my turn comes around, I'll do the same thing I posted but just adjust my target: aim for the bugbear and let the splash send the minotaur into negatives (plus, it is still on fire so that's an extra d6/round until someone puts it out.


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 breathes a sigh of relief as the minotaur falls in the flashes of flame. Clutching his wound, he cautiously guides Smoke back a step out of the threatening reach of the gnolls' guisarmes while pulling out a healing potion which he promptly quaffs.

Five-foot step back to avoid attacks of opportunity and drinking a potion of cure light wounds.

Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

Status:

Ambrose:
HP 18/52
AC 21

Smoke:
HP 36/47
AC 22

The Exchange

Round 2 continued
The minotaur groans with its skin still on fire, from the flames of Aleste's bomb and also from Leonar's flaming sphere. With a flick of his wrist, Leonar's fiery sphere bounces up into the air and over the gnolls' heads. They duck as it bounces off the side of the hole in the wall of the keep and engulfs the bugbear in flame. Its clothes burn along with its flesh as it tries to duck out of the way.

Aleste follows up by throwing another bomb at the bugbear. The explosion knocks it off its feet and it lands inside the keep, catching the gnolls from behind as well. Suddenly, the minotaur, its flesh still burning, finally collapses to the ground, making the ground tremble. Alas, didn't quite make a critical hit with the bomb. 17 points of damage to the bugbear, one of the gnolls made a successful save so took 4 points fire damage, the other took 7 points.

Shaylar, having just narrowly escaped being sizzled by the lightning bolt, tries to shake off the lingering effects as he aims an arrow at a gnoll guard, one of his hated foes. Shaylar I didn't see a roll so I hope you don't mind I rolled for you this time, A hit to one of the gnolls by the hole for 12 points of damage. And yes, that was a nasty hit from the bugbear! But, he seems to be getting his comeuppance, if that's a word.

Ambrose backs Smoke away from the smoking body of the minotaur and the gnolls, as the knight drinks a much needed healing potion.

Seeing the bugbear on fire and trying to put out the flames, one of the gnolls whistles. As a well-disciplined unit, the four gnolls withdraw into the keep, two of the gnolls backing through the door and closing it, and the other gnolls backing through the hole. You can still target the gnolls visible through the hole.

Round 3
Burning, the bugbear rolls away further inside the keep, away from the flaming sphere and attempting to put out the burning effects of Aleste's bomb. Bugbear is currently out of sight but is still burning, due to unsuccessful Reflex save from Aleste's bomb. As I understand it, the flaming sphere stays at the same location and doesn't follow the bugbear unless directed by Leonar.

Updated Map
The red circle visible just inside the keep represents the position of the flaming sphere. The two gnolls are just to the north of the sphere.

-------

DM rolls:

3d6 ⇒ (6, 3, 3) = 12
bugbear Reflex 1d20 + 6 ⇒ (1) + 6 = 7
bomb fire damage 1d6 ⇒ 3
gnoll 1 Reflex 1d20 + 1 ⇒ (20) + 1 = 21
gnoll 2 Reflex 1d20 + 1 ⇒ (6) + 1 = 7
Shaylar attack 1d20 + 12 ⇒ (10) + 12 = 22
damage 1d8 + 4 ⇒ (8) + 4 = 12
bugbear Reflex 1d20 + 8 ⇒ (6) + 8 = 14


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

"Ambrose, there might be a another exit from this place. You and Smoke are the fastest of us. Head around and make sure they aren't trying to escape, while we try to get our way through this door. Mind my little fire over there, everyone. I can still control it," the Druid advises the group.


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

"Sounds like a good idea Leonar. The rest of us had better keep pressing out advantage and not give them too much time to regroup. I'm hoping one of you that is a little better protected can open that door!" Helaku moves to the corner of the smaller building within the keep and prepares himself to cast another spell if one of the gnolls becomes visible. Move to the corner between the dead minotaur and the corner of the building that we haven't seen activity within yet. Readies to cast ear-piercing scream if a gnoll becomes visible this round. 2d6 ⇒ (6, 5) = 11 and DC 17 Fort save to avoid being dazed for 1 round and to reduce the damage to 5.


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

"Is anyone carrying wounds?"


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

"Fortunately I'm not, but Ambrose took a pretty nasty hit from that lightning bolt. I saw him drink something, but I'm not sure he's recovered yet."


With my hair still standing upright from the electricity, I look at Aleste and with a crooked grin point at my own bottom: "Ain't it obvious? That bugbear nearly fried my elven backside. So, if anyone can spare some healing, I'd be much obliged" (at 9 of 26 total hitpoints)

Without even waiting for a reply, my hatred of gnolls takes over and in one fluid motion, I draw another arrow and take aim at one of the gnolls still visible through the hole in the wall.

Attack, longbow: 1d20 + 10 ⇒ (17) + 10 = 27
Damage, longbow: 1d8 + 5 ⇒ (8) + 5 = 13

Current status: AC 19, touch 14, flat-footed 15
Current HP: 9/26
Saves: Fort +5 / Ref +9 / Will +4

Didn't roll attack/damage before, doubting it would all fit in one round. Apparently it did, thanks for rolling, Nick ;-)


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

cure moderate wounds: 2d8 + 5 ⇒ (7, 7) + 5 = 19

"Hey, I thought that was just some new elven fashion I didn't understand."

Grinning, I pass a bubbling extract to Shaylar.

The Exchange

Round 3 continued
With the courtyard quiet for now, Helaku dashes forward, ready to blast any foe that shows himself with a piercing scream.

Keliwyn likewise moves across the coutyard and takes up a position near the closed door,crouching beside the skull of a long-dead giant. Leonar checks to see if anyone is in need of healing.

Aleste passes a healing extract toShaylar, who then targets one of the gnolls just visible within the hole in the wall. With his keen elven senses his aim is true, badly wounding one of the hyena-headed creatures.

Not sure whether to assume Ambrose is going to ride around the perimeter or if he would want to get healing first, so I'll give him a chance to respond, I'll try to update tomorrow.


Grinning at Aleste's retort, I take the bubbling potion he hands to me and chug it down, instantly feeling my muscles relax, releasing the painful hypertension caused by the electric charge from the lightning bolt. "Thanks buddy. Feel a lot better. Let's go hunt us some more gnolls." Without pausing, another arrow flashes towards the wounded gnoll.

Attack, longbow: 1d20 + 10 ⇒ (11) + 10 = 21
Damage, longbow: 1d8 + 5 ⇒ (1) + 5 = 6

Current status: AC 19, touch 14, flat-footed 15
Current HP: 26/26

Saves: Fort +5 / Ref +9 / Will +4


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

Sorry about the delay! Ambrose will put the mission before himself and move, though only a single move this round so he can drink his second potion of cure light wounds.

Ambrose embraces the restorative powers of the potion but the wound from the minotaur's mighty blow is still vicious. Coming back to his senses, he scans the area to get an idea of how to best continue the fight. As Leonar speaks, Ambrose gives a nod. "I will make sure they do not escape!" Without another thought he turns and takes Smoke back out the main gates and up around the northern end of the keep, quaffing another healing potion as he goes.

"Northern" being the top part looking at the map. Single move 50 ft., drinking a potion of cure light wounds.

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

Ambrose:
HP 20/52
AC 21

Smoke:
HP 36/47
AC 22


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

Ok, with Ambrose heading out, we need to press the offensive now. Any moderatley armored guys left? Someone needs to approach first...

The Exchange

Round 3 continued
Downing another healing potion, Ambrose wheels Smoke around and rides back out of the keep, turning to head around the northern wall to look for anyone escaping. Jorr and his dogs peer up at the knight as he thunders past, as they continue guarding the approach for any more goblins.

The gnolls standing near the hole in the wall retreat further inside the keep, out of sight now to those of you in the courtyard. The burning sphere of fire that Leonar summoned still stands by the hole, flames licking at the smashed stones.

Back to Helaku, Round 4!

------

DM rolls:

bugbear Reflex save 1d20 + 6 ⇒ (13) + 6 = 19
cmw 2d8 + 3 ⇒ (4, 2) + 3 = 9


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

Helaku moves to a space 10 feet in front of the door. "It really would probably be best if one of you better equipped to fight hand-to-hand led the way. I'll get ready to hit them if there are any just inside the door." Readies to cast ear-piercing scream if any foes become visible this round. 2d6 ⇒ (2, 3) = 5 and DC 17 Fort save to avoid being dazed for 1 round and to reduce the damage to 2.


"Well, I'm really more of a sniper, but I can do hand to hand as well." Drawing my sword, I step up to the door, putting an ear to it to listen for sounds from the other side, before kicking the door open.

Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Current status: AC 19, touch 14, flat-footed 15
Current HP: 26/26
Saves: Fort +5 / Ref +9 / Will +4


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

Leonar moves his fire just behind Shaylar , and follows as well, ready to push the attack against the gnoll forces.


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

Round 4

Ambrose continues riding around the outside of the keep, leaning forward on his mount and keeping his lance ready. His eyes scan the surroundings for any enemies, be they fleeing or lying in wait.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Double move 100 ft. around the keep in the same direction, or moving until I see enemies and then I will stop.

Ambrose:
HP 20/52
AC 21

Smoke:
HP 36/47
AC 22

The Exchange

Round 4
Helaku moves in front of the closed door, ready to cast a spell if an enemy is foolish enough to come out of the door. Likewise, Keliwyn continues to cover the door with his bow.

Shaylar moves forward to the door, with Leonar falling behind. The druid recalls his flaming sphere, and it hangs by his shoulder. Glancing back at the party, Shaylar kicks open the door and peers through. The interior of this chamber is spacious, and looks like it's been set up as a barracks. Wooden timbers support the roof above, and here and there the remains of what were probably once interior dividing walls are evident. Two large boulders sit on the floor to the south, near the large hole that has been locked in the southeast wall. Rubble from the hole has been piled in a circle to form a crude fire pit. Against the west wall of the room are arranged four double-bunk beds, each strewn with filthy covers. Another bed, this one larger, sits near the south wall, partially obscured by a badly damaged wooden screen. A poorly stuffed owlbear looms in the center of the room.

Arrayed in a rank along the southwest corner are the four gnolls. Two still hold their guisarmes, while two have taken up bows. Behind them, the white-furred bugbear spellcaster looms large. As Shaylar bursts through the door and you see your foes, Helaku unleashes his spell, hitting one of the gnolls. The gnoll tries to cover his ear, blocking the worst of the spell's effects, then looks up with a snarl. At the same time, the two gnolls with bows shoot at Shaylar, but both arrows miss the elf. The other two gnolls growl and brandish their weapons, challenging yo to come into range. The gnoll made a successful Fortitude save against Helaku's spell, so took two points of sonic damage.

Ambrose keeps riding around the outside of the keep, riding around the northern wall. So far, there are no further entry points into the keep.

Round 5
The bugbear mutters a spell and points a finger at Shaylar. A coruscating ray hits the elf, threatening to sap his strength. Bugbear managed to hit with a ray of enfeeblement, sapping 9 points of Strength from Shaylar. A successful DC 13 Fortitude save reduces the damage to 5 points of Strength. They're really going for Shaylar!

Updated Map

Initiative Changes due to readied actions
31 - bugbear
24 - Keliwyn
20 - Leonar
19 - Aleste
16 - Shaylar
16 - Helaku
16 - Ambrose
16 - gnolls
15 - Jorr, dogs

------

DM rolls:

1d5 ⇒ 2
gnoll 2 Fort save 1d20 + 7 ⇒ (18) + 7 = 25
gnoll 1 attack 1d20 + 6 ⇒ (2) + 6 = 8
gnoll 4 attack 1d20 + 6 ⇒ (10) + 6 = 161d6 + 3 ⇒ (6) + 3 = 9


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

"Watch out, Shaylar! Ball of fire coming through," the Druid yells. When the elf moves to the side, the fireball rolls into the room, hitting the closest gnoll.

Damage 3d6 ⇒ (6, 2, 1) = 9

DC 17 Reflex for half


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

Round 5

Seeing Leonar's ball of fire roll toward the gnolls, Helaku follows it right into the keep "We need to end this quickly. I'm nearly out of magic to help." He stops just inside the door motions toward the assembled bugbear and gnolls like he is flicking a pat of butter. Casts grease (DC 17 Reflex save) targeting the 10-foot square under the two gnolls closest to the party, the bugbear and the gnoll next to him.

Spells Used:

Spells used
1st level (6/8)
ear-piercing scream (worg)
ear-piercing scream (worg)
ear-piercing scream (goblin)
ear-piercing scream (gnoll)
grease (gnolls and bugbear)
mage armor
2nd level (6/6)
[i]scorching ray
(hydra)
scorching ray (worg)
scorching ray (manticore)
scorching ray (minotaur)
scorching ray (minotaur)
invisibility (approaching keep)


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

Stepping into the barracks, I cast a sardonic eye over the enemy.

"Keep them bunched."

I've got a few more bombs left but not many. If we face many more foes today then it might be wise to call a retreat.

Not wanting to burn the place down, I select an acid bomb to throw at the gnoll in front of the bugbear.

attack vs touchAC: 1d20 + 10 ⇒ (20) + 10 = 30
acid damage: 3d6 + 4 ⇒ (4, 5, 5) + 4 = 18

confirming crit: 1d20 + 10 ⇒ (10) + 10 = 20
crit damage: 1d6 + 4 ⇒ (6) + 4 = 10


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

I think we are all running on fumes. If we get through this battle, let's lock ourselves in the room and find a way to get a rest.


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

Yes, all of us with spellcasters are nearly out of juice. Hopefully, we've got enough left to finish this group. Hoping this is the last group in the keep unless it goes up or down.


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

Hearing the sounds of the continued battle, Ambrose is anxious to return to aid his companions. He spurs Smoke into a faster gallop, his fist clenching tightly around his lance.

Moving as far as possible counter-clockwise around the keep.

Rest would be prudent indeed. I weep for my hit points.

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