DM Caleth's Bronze Age: An Inheritance of Dragons (Inactive)

Game Master Saint Caleth

In an ancient world, a group of recently freed slaves join the fight against the tyrannical Dragon God, possibly to end his reign forever...


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Moredrel does what he can to help, cajole, force or otherwise get the
civilians moving faster.

He keeps an eye on the situation at the gate, so he can either help out or get out if things go badly.


Half-Orc Barbarian 1

Krathok also assist with herding of weak members of flock. Krathok yell loudly but politely for them to move.... though maybe not many speaking Orcish, so instead they think big Half-Orc come to eat them.

Either way, hopefully weak ones move quicker.


The compound is bigger than you might have realized. If you are helping people into the sewers you are completely abandoning the gate, since the gate is in the north wall and the escaping civilians are running from the west side of the compound to the south wall.


Male Human Soulbolt 4

I will, then, stay by the gate, albeit a good distance back, while others escort the children/elderly out.


Just to recap:
Quodak is staying by the gate with two dragonborn while everyone else helps evacuate?


Half-Orc Barbarian 1

Nod


Male Dwarf Rogue (scout) 4

Kjolmar's at the gate then. I was thinking he'd be somewhere in between, so wherever I think the best place to engage them at would be. I know there's not going to be any easy bottlenecks in such an open area, but if any location stands out as a better place to engage, I'll be there. Otherwise I'll just be at the gate.


Male Human Soulbolt 4

On second thought, I'll keep his mind bolt in short-range form.


Gate:
As the gate explodes outwards, the three half-dragons who brought it down emerge from the cloud of debris with the shadowy shapes of a phalanx of guards at their backs. I will assume that you are readying an action for when the enemy enters the compound, effectively giving you a surprise round.

Evacuation:

Having a running battle is really hard by RAW, so I am going to run the evacuation as a series of obstacles and maybe a short combat. For each obstacle that I describe think of a creative skill use to overcome it. If that does not seem to be working I have another idea.
The non-combatant inhabitants of the compound are milling around in panic and only slowly making their way across the compound to the sewer.


Half-Orc Barbarian 1

Evacuation:
Krathok reaches out to one of the calmer looking non-combatants and extends his collective to them. Urging them mentally to rally the evacuees and get them to order.

Krathok Cha check?: 1d20 + 1 ⇒ (1) + 1 = 2 Sigh, Krathok not really helping

Temporarily remove Orion from the collective.
Krathok curse his Intelligence of 10 and 2 skill points per level... skill challenges not really his thing.

DM Caleth - a modified version of the 'chase' rules from APG would probably be closest to what you're looking for in the Evacuation scene.


Krathok, that is exactly what I was thinking as well, but I wanted to try to give you some more creativity to play to your strengths than just having two choices for the check.


Male Human Soulbolt 4

Gate:
I'll take a shot at the first Half-dragon to make it through. I'm not sure of the distance, though.

Attack:1d20 + 8 ⇒ (2) + 8 = 10
Damage:1d10 + 4 ⇒ (1) + 4 = 5

Yeah, that's not gonna hit, not even at close range.


Orion continues to assist with the evacuation.


Male Dwarf Rogue (scout) 4

Gate:
Kjolmar stays put, knowing there's no way he could take on this many soldiers but knowing that the others need time to get the civilains out. He shouts to Quodak, "Soon as all the others are in the sewers, we make a run for it!" He looks over to the sewer entrance for a second to gauge the retreat's progress, then looks into the incoming enemies, readying himself for the worst.

Ready an action to attack the first one in melee range.


Diplomacy (untrained): 1d20 + 1 ⇒ (6) + 1 = 7
"Move you fools! They'll be through any minute! Flee into the sewers!"
Moredrel is not very diplomatic.

He will start to use the Horn of Fog to lay down a fog bank between us and the gate. It's probably too slow to do any real good, but maybe having a barrier between them and the fighting will calm the crowd a little.


Male Dwarf Rogue (scout) 4

Lol, my last line to Quodak was basically, "As soon as we see everyone go into the sewers, run away!" And then you blocked line of sight.


Half-Orc Barbarian 1

If only we had a means of communicating telepathically over any distance....


Male Human Soulbolt 4
Krathok wrote:
If only we had a means of communicating telepathically over any distance....

Not only is the Collective Medium Range as per spells (100 ft +10 ft/level), but it also requires line of sight. It's not until level 15 that the collective has no range on any single plane.


Half-Orc Barbarian 1

Ah... serves me right for not reading the Psi rules recently...
Scratch my last comment then :P


With respect to the collective, I was under the impression that adding someone to the collective required line of sight but after that it worked as long as you were in range (which you are not right now, so same difference I guess).

Evacuation:

Krathok attempts to psychically impress the importance of hurrying onto the evacuees, but the psychic message only confuses them. Moredrel yells at them to move, but this only produces a small amount of momentum.

Gate:

The half-dragons emerge from the dust of the shattered gate, spraying flame from their hands to clear out any defenders who might be charging forward. Luckily that is not what you are doing. Behind them you can see the outline of a phalanx of not just guards, but soldiers, marching forward, spears and shields at the ready. The woman who has run up to help you hold the gate waves her hand and a wall of thick black smoke rises between the half-dragons and their backup. The man vanishes from sight before your eyes. Quodak fires an opening salvo, which digs a gouge in the grass by the lead sorcerer.

Map to come


Annoyed at what he percieves as teh crowd's stupidity Orion Growls "Flee into the sewers you idiots!" Flaring his wings as he does so.

Intimidate 1d20 + 6 ⇒ (14) + 6 = 20


Half-Orc Barbarian 1

With a sigh, Krathok embraces his racial stereotype and helps Orion bully the crowd...

Intimidate (Aid Another): 1d20 + 3 ⇒ (20) + 3 = 23


Sorry for the lack of anything going on, but it has been a very busy weekend and things came up. I hope that I did not lose you guys with the delay.

Evacuation:
Orion and Krathok are able to startle the crowd into moving at a decent speed across the courtyard. Solders have taken several points along the walls and are descending into the courtyard and are beginning to take notice of the crowd running across the compound. The nearest guards are about 200' away and will reach you long before you get to the safety of the sewers.

Gate:
Urrax and the green dragon continue fighting atop the gate, raining shards of brick and rammed earth down on you as cracks run through the wall from their blows. Urrax slams into the green dragon, knocking it off the wall, but as a parting shot it grabs his wing and dragon him over the wall as well. There is an earth-shaking thump and shouts of alarm and pain among the soldiers massed on the other side of the wall.

[ooc]Quodak and Orion your turns again


DM Caleth wrote:

Sorry for the lack of anything going on, but it has been a very busy weekend and things came up. I hope that I did not lose you guys with the delay.

** spoiler omitted **

** spoiler omitted **

Evacuation:

Orion places himself between the fleeing people and the guards. Casts Mage armor. Turns to the guards. and hefts his club over his shoulder.

Intimidate 1d20 + 6 ⇒ (3) + 6 = 9


Male Human Soulbolt 4

Gate:
Attack1d20 + 7 ⇒ (17) + 7 = 24
Damage1d10 + 6 ⇒ (7) + 6 = 13


Male Dwarf Rogue (scout) 4

gate:
Still waiting.


Half-Orc Barbarian 1

Evac:
Krathok keeps herding the last of the people towards the sewer.

Cha check (Diplomacy): 1d20 + 1 ⇒ (12) + 1 = 13


Evacuation:
Orion stands between the oncoming soldiers and the fleeing civilians with his club over his shoulder. The oncoming soldiers pause for a moment due to his glowering draconic look but ultimately keep advancing, although quite a bit more cautiously.

Krathok continues to prod the group towards the sewer entrance, now a few hundred feet away. Suddenly two small children trip and fall and the group slows to a halt, milling about.


Evac:

Orion Lets loose a blood curdling scream (rage) and charges the closest Mook

HP: 32 (26+6 Temp)
AC 12 (10 +2 Dex, +4 Mage Armor-2 Rage-2 Charge)

Heavy Mace 1d20 + 11 ⇒ (13) + 11 = 241d8 + 6 ⇒ (4) + 6 = 10


Half-Orc Barbarian 1

Evac:
Krathok rushes forward, picking the two children up bodily and continuing to cajole the evacuees.

Just picking them up to carry and leading the crowd by example.


Evac:
Moredrel follows the crowd towards the gate, continuing to try to provide some cover with the horn. His fox is nipping at the straggler's heels to hurry them.

If the fog is going to block his view of the guards he'll stop blowing. When the guards get within a round of him, he'll change tactics.


Male Dwarf Rogue (scout) 4

I'm sticking with my readied action, just posting to let you know I'm still here.


Sorry for the lack of posting. I will have something up as soonas I get up tomorrow.


Evacuation:
Krathok scoops up the children who have fallen and continues leading the civilians on their headlong rush to the sewers. Orion drops one of the oncoming guards with his club, but the others in the squad merely run past him, intent on their mission. Orion gets an AoO on another of the guards. As you run forward, specks of light begin sailing over the walls. It is only when they land that you see they are torches being tossed off of the walls. The people fleeing the compound will have to run across the area where the torches are landing to reach the sewers.

Gate:
Quodak blasts one of the half-dragons full in the chest, sending it crashing to the ground. Another of the half-dragons convulses, transfixed by the blade of the man with the eyepatch, who is fading back into visibility behind the falling dragon man. As the last remaining half-dragon continues advancing, heading for Quodak, the phalanx behind him emerges from the black smoke three deep, although some of the soldiers are choking and retching from the smoke. Behind the smoke there is a blast of flame and the entire wall shudders. Presumably there will be no more soldiers coming through the gate due to the draconic duel now taking up the space on the other side of the wall.

Map as soon as Kjolmar resolves his attacks.

Kjolmar, you get both your readied attack and an AoO as the half-dragon heads for Quodak.


Half-Orc Barbarian 1

Evacuation:
Krathok knows that to cross the fire will be to bring pain onto the evacuees. Continuing to exhort them to keep moving, Krathok will keep an eye out for any who become injured, taking their pain unto himself.

Heal check?: 1d20 + 10 ⇒ (14) + 10 = 24 Also if any of the evacuees get's burned I can transfer wounds to heal them.


Male Dwarf Rogue (scout) 4

gate:
Attack 1: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Attack 2: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

For his action, Kjolmar moves to flank any guard, if able. If not, his attack is on the one moving toward Quodak.

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d4 + 3 ⇒ (3) + 3 = 6


EVACUATION

HP: 32 (26+6 Temp)
AC 14 (10 +2 Dex, +4 Mage Armor-2 Rage)

Heavy Mace AOO 1d20 + 9 ⇒ (12) + 9 = 211d8 + 6 ⇒ (1) + 6 = 7


Evacuation:
Orion takes down another of the guards as he runs past, staving in the side of the man's skull with a mighty blow. Two of the remaining guards jump on Orion, driving him to the ground, while the third tries in vain to wrestle the club out of his grasp. (You are grappled by two of the guards but the guard who tried to disarm you failed.)

A second squad of guards descending from the parapets sees the struggle centered on Orion and heads over to help their fellows subdue the raging combatant. (They will arrive at Orion's location in 2 rounds. On the plus side, Orion seems to have distracted the guards from the escaping cilvilians.)

The civilians lead by Krathok continue running, finally reaching the storehouse leading into the cellar, but as you enter, torhes land on the sturcture and the thatched roof ignites.

Far away, across the compound, you hear a crash ans see a cloud of dust rise from the vicinity of the gateway as a tremor goes through the earth.

Gate:
With typical Draconic arrogance, the half-dragon blithely ignores Kjolmar, right up until the point when the Dwarf's blades bring it down, choking on its own blood. The phalanx continues marching forward in lockstep, trampling the man with the eye patch under their booted feet before he can jump out of the way. As they clear the corner of the gate tower however, the red-haired woman sprays them with a curtain of shimmering magical energy and the cohesion of the shield wall falls apart, some of the soldiers collapsing limp to the ground and others tripping over their unconscious comrades.

As this all transpires, the sounds of the battle between the two dragons beyond the wall continues untill the green dragon gets thrown through the gate by Urrax, knocking down one side of the arch on its way though and bringing down an entire section of wall on top of itself with a roar and a blast of dust and debris as it lands with an earthshaking crash. The soldiers still standing in the phalanx waver as they see the gate collapse.

Map

DM Rolls:

Grapple:1d20 + 6 ⇒ (12) + 6 = 18
Assist:1d20 + 4 ⇒ (9) + 4 = 13
Disarm:1d20 + 4 ⇒ (4) + 4 = 8

1d4 ⇒ 2
1d100 ⇒ 33


Orion attempts to forcibly mule kick one of his attacker off of him

Bull rush CMB 1d20 + 9 ⇒ (7) + 9 = 16

If successful vs single target target takes 5 damage and is pushed back 5 feet (plus an additional 5 feet per 5 points that my CMB exceeds their CMD)

Rage power Knockback (Ex) ::
Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity .

Bull Rush:

You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than on size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.

An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).


Male Human Soulbolt 4

Gate:
"Thanks, Dwarf."

Time to start taking pot-shots, then.

Quodak will fire at the one in K11.

Attack:1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Damage:1d10 + 4 ⇒ (10) + 4 = 14


Male Dwarf Rogue (scout) 4

Gate:
Kjolmar shouts back to Quodak, "Anytime, laddie!" before barrelling into the guards near the redhead, hoping to take out targets in the section of the phalanx which has been broken. He also wants to give some protection to this girl, as she seems a very competent caster.

Moving to L10 as part of a charge attack on the soldier out in front.

Attack: 1d20 + 7 ⇒ (5) + 7 = 12

Damage: 1d4 + 3 ⇒ (4) + 3 = 7


Half-Orc Barbarian 1

Evacuation:
Krathok puts the two children down and ushers them into the cellar. Taking a deep breath, Krathok attempts to climb the walls and toss the burning thatch and torches from the roof.
Climb: 1d20 + 2 ⇒ (19) + 2 = 21
Basically trying to stop the roof from catching fire, fully aware that I'll take damage - but should be able to heal it as I go.


Gate:
Quodak fires a blast which ricochets off of the guard's large shield as Kjolmar charges the quickly disintegrating line of soldiers getting inside the reach of their spears, although his strikes are likewise brushed off by the shield. The woman struggles to pull her unconscious companion out from under the guards who have fallen on him.

The soldiers rise laboriously and desperately try to reform their combat line. Urrax appears again, climbing slowly over the rubble which is left of his front gate. He is in nearly as bad shape as the green dragon he just killed. He is bleeding from multiple wounds and along his flank a swath of his golden scales are badly pitted and corroded. He seems unsteady on his feet.

Evacuation:

Orion, does your Bull-rush count the -2 from being grappled? That will make the difference between success and failure in this situation.

Krathok hauls himself onto the roof and begins frantically flinging the burning straw from the thatched roof, significantly slowing, but not stopping the fire threatening to engulf the building, but buying enough time for the civilians at least to get into the cellar. It will be much more difficult to keep the fire at bay long enough for Orion and Quodak and Kjolmar to reach the sewer as well. From handing the burning roof for the amount of time it takes to get the civilians into the cellar, I am going to say you take 2d6 fire damage. It will take morethan one person working on the roof to keep the fire from spreading long enough for the people at the gate to get out, however.


DM Caleth wrote:


Orion, does your Bull-rush count the -2 from being grappled? That will make the difference between success and failure in this situation.

Evacuation

I don't think so. The CMB I rolled is not trying to break the grapple vs multiple creatures, which would incur the +2 DC per assisting creature. The cmd I rolled is a bull rush vs one creature and the only reason I can even do that is because of my rage power. In the end it's your call, but I'm using a rage power not trying to make a regular CMB check like some schmoe. ;-)


Half-Orc Barbarian 1

Evac:
Fire Damage: 2d6 ⇒ (4, 6) = 10
2 x Natural Healing: 6 returned - so balance of 4 damage

Krathok abandons hope of evacuating with the rest of his companions through the sewer, content at least that the civilians are safe. He moves to assist Orion.


Orion:

According to the Grappled condition, you take -2 on any attack or combat maneuver which is not a counter-grapple to break free. This time I will let it slide though because Rule of Cool. You are still grappled by one guard though.

Evacuation:
Amid the meele ensuing on top of Orion, one of the guards wrestling him down goes flying, his body entirely leaving the ground as Orion's foot emerges from the pile. The man lands several feet away on his back and lies there groaning. As Krathok runs over to aid Orion, five more guards close in. Krathok is about 30' away and the guards are a similar distance away on the other side of Orion. I can make a map if this gets any more involved.

You can see the storehouse over the sewer go up in flames. Many of the buildings lining the walls of the compound are likewise aflame.


Evacuation
Orion attempts to free himself from the pile

CMB 1d20 + 8 ⇒ (9) + 8 = 17


Moredrel will move towards Orion and his opponents. If he can get within 20' he will vomit a swarm of spiders at the closest guards.


Half-Orc Barbarian 1

Charging to assist Orion, Krathok will reach out at one of the guards attacking him...
Melee Touch: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
...drawing the guard's warmth from his body.

Steal health for 7 damage to the guard, and 7 healing to Krathok


Evacuation:

Orion tears himself free from the grip of the guard grabbing him as Krathok arrives and sends another of the guards slumping to the ground gasping and choking for the breath that had been torn from his lungs by Krathok's power.

As the other guards close in, one of them raises his hand and fires a beam of energy to subdue Orion. -4 Penalty to Strength.

DM Rolls:

Ranged Touch:1d20 + 2 ⇒ (19) + 2 = 21
Damage:1d6 + 1 ⇒ (3) + 1 = 4

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