DM Greg's Red Hand of Doom

Game Master Algar Lysandris

ADD 3.5 Red Hand of Doom set in the March of Sterich - Elsir Vale

Map Elsir Vale
Map Drelin's Ferry
Map The Witchwood

Current Party Loot

Current Combat


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male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

Round 3
Fi'dho, from his mount next to Mia continues to aim and loose at the minor fortification.

"Seems that we're doing quite well today!" he explains to the lady. "Though, any magical support would be appreciated!" he enthuses.

Diplomacy: 1d20 + 2 ⇒ (6) + 2 = 8
Listen: 1d20 + 2 ⇒ (3) + 2 = 5 trying get a sense of folk in the fort
Sense Motive: 1d20 + 3 ⇒ (20) + 3 = 23

Either the sentry that's been hit twice already or another sentry if that one is down. I can't tell.
Attack: 1d20 + 11 ⇒ (7) + 11 = 18, Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Round 2
The ape grabs hold of the wall and clambers up it.
Either N/O or P/Q 16/17 as to where the ape is now standing. 30ft climb speed ought to get me there with no issue.
1d20 + 8 ⇒ (18) + 8 = 262d6 + 9 ⇒ (5, 6) + 9 = 20
Aiming a crushing blow at the sentry that shot it with an arrow
assuming that one is still alive. If not the other one.

Swirls mist flies to the other side of the gate and use his natural magic to aid borrums efforts in punching an easily used doorway through the gate.

Using Wood shape to move chunks out of the way and trying to get a 5ft space for everyone to use.


[LE] StoryTeller

Marru we are doing only round 2 at the moment.

The Ape does climb over the wall and attack the sentry who is only armed with a bow Killing him in the process. While swirl mist flies over and land on the other side his magic Enlarging the whole made so that is it large enough for one person to squeeze trough

The other sentry fires his bow and moves away

Longbow: 1d20 + 3 ⇒ (4) + 3 = 71d8 + 1 ⇒ (1) + 1 = 2

Round 3.

wirl Mist only:
From each side of the barricade an Ogre accompanied by a few hobgoblin warrior comes. For the Ape only: Two warriors are coming over to fight him

Borrum Only:
From the other side of the whole that Swirl helped enlarge you see a large ogre blocking the path and attacking the small bird

Ground level

Club 1: 1d20 + 8 ⇒ (13) + 8 = 212d8 + 7 ⇒ (8, 1) + 7 = 16 Vs SWirl Mist
Club 1: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 282d8 + 7 ⇒ (6, 5) + 7 = 18 Vs SWirl Mist

Warrior end their action

Level 1

DM stuff:
Warriors end their double move

Round 3

All heroes Go!

only 1 character can go trough the door made. and on the other side there is little space but for one as the way deeper is currently blocked


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Round 3

"Son-of-a-Heironeian-Whore... Ogres!!

Seeing the threats and seeing the situation Swirls Mist is in, he sends two more swings of his axe at the door to increase the size of the opening.

Sunder, Waraxe, PA6, two-handed: 1d20 + 13 - 6 ⇒ (10) + 13 - 6 = 17
Waraxe, PA6: 1d10 + 9 + 12 ⇒ (7) + 9 + 12 = 28

Sunder, Waraxe, PA6, two-handed: 1d20 + 8 - 6 ⇒ (6) + 8 - 6 = 8
Waraxe, PA6: 1d10 + 9 + 12 ⇒ (6) + 9 + 12 = 27

"Shoot dez damn things!! he yells and he steps out of the ranged attacks.
5' step to out of the way of the opening, either side is fine.

Current AC 20/11/19, shield still not equipped


[LE] StoryTeller

The hole trough is now big enough for 2 to cross at the same time


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Is the hole(s) providing enough cover to the Ogres that it needs to be calculated into out attacks now?


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho
DM Greg wrote:
Marru we are doing only round 2 at the moment.

Sayz you. Wha'd'you know, though?! You're only the GM! Clearly a slip of my finger has superior knowledge! ;P (aka "Oops. Sorry.")

Fi'dho moves his horse ten feet forward, aims, and looses at the ogres beyond his comrades.

"Watch your mouth, dwarf." Fi'dho says simply.

Attack: 1d20 + 11 ⇒ (6) + 11 = 17, Damage: 1d6 + 4 ⇒ (1) + 4 = 5
I aim for one of the ogres not in melee at the moment. If all are less than 10 ft. away, instead I aim for the one closest to Swirls mist, and take a -4 penalty on my attack roll.

EDIT: to add the note about the penalty to attack roll, which was intended (why I specified my aiming in the first place), but left out due to distraction.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Using the cover provided by the invisibility spell Galdamor moved through the opening to cross the gate.

with invisibility can I cross through the ogre or the warrior ?


[LE] StoryTeller

soft cover (-2 to hit) on the ogre / Galdamore, you can def get inside without taking an Aoo but not cross trough the enemy. With the Front gate sporting a rather big hole (2 square) both creature can be attacked in melee by 2 people on the other side


[LE] StoryTeller

Missing Maru and rigo's action

Round 3

Miha : Hey you, yeah you the all guy over there. You wanna hear something funny:

Voldemort: Knock Knock.
Harry Potter: Who's There?
Voldemort: You Know.
Harry Potter: You Know Who?
Voldemort: Exactly!

Spellcraft for those who want DC 17:
She casted a Tasha Hideous Laughter


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho
DM Greg wrote:
Missing Maru and rigo's action

Psst. Look up, like, immediately above Galdamor's post. ;D

(I attacked with a 17, and dealt 5 damage.)


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Rigo moves forward another 10 ft, and flings eldritch energy at the guard in the little gate house, again.

RTA: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 3d6 ⇒ (6, 3, 6) = 15


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Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

I'm not exactly pleased to be completely denied any chance to notice an ambush (because to have any reason to come out and attack me they would have needed one.)
With 10ft tall humanoids wielding clubs larger than they are popping out of a 10ft tall palisade.
Unless the gate magically does not take up a 5ft space like every other portion of this building then the Ogres are literally inside the wall to be where they are.
Ogre 2. (the one of the right) would need to move and attack in order to reach the spot he is, This would provoke from my ape on the wall due to it having 10ft reach and being directly above him in what is effectively a giant open wooden box. with a catwalk on the inside
Something I assume the Ogres missed in their haste to squish the magic bird.

@Borrum/ All who want past. As a tiny creature I can share spaces with creatures 2 or more size categories larger then me. I am not a hindrance to your movement.

AOO: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 122d6 + 9 ⇒ (1, 1) + 9 = 11
Round 3 Ape
The ape then takes its turn to 5ft step and full attack the Ogre beneath it. Dropping the club to wail on the ogre with its natural weapons.
Bite: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 3 ⇒ (6) + 3 = 9
Claw: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 201d6 + 6 ⇒ (3) + 6 = 9
Claw: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 141d6 + 6 ⇒ (3) + 6 = 9

Round 3 Swirls
The bird hops back by 5 foot, bloodied and broken feathers hanging off its body in tufts. The creature begins to crow dangerously
Concentration check: 1d20 + 13 ⇒ (7) + 13 = 20
It bobs and weaves in a distracting manner before releasing its spell in a solid wave of sound and snow engulfing the fort for a few seconds.
Cast spell Frost Breath, Reflex halves failure also means creatures are stunned for one round. DC17
5ft stepping back hits both Ogres and all three fighters. I'm also inside the Gate tunnel now with a 5 foot step.

Frost breath: 3d4 ⇒ (4, 2, 2) = 8


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Just an FYI, the palisade walls are 10 feet tall, the tower is 20 feet tall. No problem for the ogres to be in the bottom portion of the tower and out of reach/sight of the ape, on the top of the tower.


[LE] StoryTeller

you might not be pleased Swirl mist but you flw trough the hole inside of the structure. At that time the orgre and warriors were finishing up getting ready in the side structural part of the fort complex and out of view. During their turn they moved and attacked anything that was in their reach. Not only did I gave precise text description but an image in order to provide a better idea. The orgre and the party are on the ground floor and the ape and the sentry on the 1st floor. There is no reach from the Ape on the ground floor as there is a floor to stand on covering the area. The ladder that links both floors is on the Top ouest corner where the warriors came out. As to the reason why the ogre would attack an animal (if withing there reach) is: They have no other target inside the fort, they take you for a Druid AC and they have seen plenty of those before, You are at the forefront of the ennemy attack so you "must" be dangerous in some ways


[LE] StoryTeller

Round 3

Marru's arrow doesn't hit its target as it is in melee combat while galdamore takes the distraction and opportinity to slip inside invisible

You can share Swirl mist square due to his size

Miha tells a joke Will DC 18: 1d20 + 1 + 4 ⇒ (14) + 1 + 4 = 19 but the ogre doesn't seem to take the Pun

Rigo you have no line of sight on any ennemy on the top floor.

Rigo will shoot his green energy at the Ogre next to borrum remember that the gate is now 10 ft wide as said in previous post but it hits the wooden palissage doing nothing

The ape having to move to reach its ennemy he has to move to get to the sentry or climb back down to go fight the ogre will move to engage the one that fired an arrow on him

Charge Club 2h: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 172d6 + 9 ⇒ (2, 4) + 9 = 15 and barely hits but inflincting a grave wound

Swirl mist cast his frost breath

Reflex O1: 1d20 + 0 ⇒ (12) + 0 = 12
Reflex O2: 1d20 + 0 ⇒ (18) + 0 = 18
Reflex W1: 1d20 + 2 ⇒ (20) + 2 = 22
Reflex W2: 1d20 + 2 ⇒ (13) + 2 = 15
Reflex W3: 1d20 + 2 ⇒ (12) + 2 = 14


[LE] StoryTeller

Round 3

The Warriors 5ft step forward in order to attack the large ape

Longsword: 1d20 + 5 ⇒ (13) + 5 = 181d8 + 1 ⇒ (7) + 1 = 8 vs Ape
Longsword: 1d20 + 5 ⇒ (8) + 5 = 131d8 + 1 ⇒ (4) + 1 = 5 Vs Ape

The Ogre

Great Club: 1d20 + 8 ⇒ (16) + 8 = 242d8 + 7 ⇒ (1, 8) + 7 = 16 Vs Swirl Mist

The warrior not stuned tries to move forward i assume that Galdamor will block this and take an Aoo, that will dispel the invisibility and will attempt to attack the thing blocking his path

Longsword: 1d20 + 5 ⇒ (18) + 5 = 231d8 + 1 ⇒ (1) + 1 = 2 Vs Galdamore

The rest of the ennemy shake of the stun effect

Round 4

The sentry Wil drop his bow and taking out his longsword will 5ft step to attack the ape that threatens to kill him

Longsword: 1d20 + 3 ⇒ (10) + 3 = 131d8 + 1 ⇒ (2) + 1 = 3 Vs Ape

All Heroes Go !


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Round 4

Tightening his grip on the waraxe, Borrum focuses his attacks on the ogres. He tries to gauge the sweet spot to hit them, based on their attacks and defenses.

Waraxe(2-handed), PA3, IS0, 1st: 1d20 + 13 - 3 - 0 ⇒ (7) + 13 - 3 - 0 = 17
Damage, Waraxe, PA3: 1d10 + 9 + 6 ⇒ (10) + 9 + 6 = 25
Intimidate, IS0: 1d20 + 6 + 0 ⇒ (6) + 6 + 0 = 12
Intimidate Strike DC = 1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear; failure means target is demoralized/shaken (-2 penalty on attack rolls, ability checks, and saving throws) for remainder of encounter.

Waraxe(2-handed), PA3, IS0, 2nd: 1d20 + 8 - 3 - 0 ⇒ (15) + 8 - 3 - 0 = 20
Damage, Waraxe, PA3: 1d10 + 9 + 6 ⇒ (7) + 9 + 6 = 22
Intimidate, IS0: 1d20 + 6 + 0 ⇒ (2) + 6 + 0 = 8
Intimidate Strike DC = 1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear; failure means target is demoralized/shaken (-2 penalty on attack rolls, ability checks, and saving throws) for remainder of encounter.

Current AC 20/11/19, shield still not equipped, additional +4 dodge bonus vs the ogres.

If an ogre drops with the 1st attack, Borrum will switch to the other ogre. If the 1st ogre drops with either attack, Borrum will 5' step in to the vacated spot in the tower after both attacks are completed.

----------------------------------------------
Current On-Going Effects:Power Attack 3;


[LE] StoryTeller

it takes both of borrum's mighty swing to kill the left ogre

Round 4

Miha:

A man walks into a bar holding a piece of asphalt.
The man says, "A beer please, and one for the road!"
she says to the surviving ogre


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Before round 4

Seeing the warrior moving through him, Galdamor used his invisibility to smash the creature.

Heavy Flail (power): 1d20 + 10 - 4 + 2 ⇒ (8) + 10 - 4 + 2 = 16
Damages: 1d10 + 6 + 8 ⇒ (4) + 6 + 8 = 18

Round 4

It was time to show to this "Red Hand Army" to true power. The Might of HEXTOR.

HEXTOR Give me your Power ! swift action : Law Devotion +3 attack

attack the Ogre if Miha's spell doesn't work on the creature else, one of the warrior

Heavy Flail (power attack): 1d20 + 10 - 4 + 3 ⇒ (16) + 10 - 4 + 3 = 25
Damages: 1d10 + 6 + 8 ⇒ (6) + 6 + 8 = 20


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

Fi'dho, still astride his horse, aims, and looses at the creatures beyond his comrades.

Attack: 1d20 + 11 ⇒ (7) + 11 = 18, Damage: 1d6 + 4 ⇒ (4) + 4 = 8
I aim for any enemy not in melee at the moment, or, if all are, instead I aim for the one closest to Swirls mist, or Rigo (whichever I can) and take a -4 penalty on my attack roll.


[LE] StoryTeller

Round 4

Even tough surprised by the invisible attacker the hobgoblin warrior is able to dodge the first blow but the second hit lands fair and square

Marru's arrow lands in the wooden palisade unable to hit anything


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

@DM Greg : My hit will be on the Ogre if Miha's spell doesn't work


[LE] StoryTeller

technically you won't know untill the ogre's turn if he is affacted or not. But she can tell you

Will DC 18: 1d20 + 1 + 4 ⇒ (19) + 1 + 4 = 24

Miha It seems both ogre aren't receptive to my sense of humor


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

The ape above steps back by five feet to get in proper face mauling position.

Down below Swirls mist steps five feet back and behind Borrum.

The ape roars, The bird chirps.

Then suddenly the ape is on fire, so is the bird.
The ape drops its club and attempts to maul hobgoblins with its flaming deathclaws.
Claw: 1d20 + 10 ⇒ (1) + 10 = 111d6 + 6 ⇒ (2) + 6 = 8
Claw: 1d20 + 10 ⇒ (3) + 10 = 131d6 + 6 ⇒ (2) + 6 = 8
bite: 1d20 + 5 ⇒ (7) + 5 = 121d6 + 3 ⇒ (2) + 3 = 5
The bird makes a chirp and lobs fire at the Ogre.
Produce flame: 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 161d6 + 5 ⇒ (3) + 5 = 8 -4 from not having precise shot.

I'm assuming that as Swirls mist is now behind borrum and outside of the hole in the wall. he is safe to cast without worrying about the Ogre being able to try and hit him from here. would that be correct?


[LE] StoryTeller

And with the touch of the Flames the Last ogre dies after being hit hard by Galdamor

1st floor

Bastard Sword: 1d20 + 7 ⇒ (1) + 7 = 81d10 + 2 ⇒ (7) + 2 = 9 vs Ape
Bastard Sword: 1d20 + 7 ⇒ (4) + 7 = 111d10 + 2 ⇒ (2) + 2 = 4 vs Ape

Ground floor

Two warriors 5ft closer to get a better tactical position on their enemy

Bastard Sword: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 221d10 + 2 ⇒ (9) + 2 = 11 vs Galdamore
Bastard Sword: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 151d10 + 2 ⇒ (5) + 2 = 7 vs Galdamore
Bastard Sword: 1d20 + 7 ⇒ (10) + 7 = 171d10 + 2 ⇒ (10) + 2 = 12 vs Galdamore

Round 5

Longbow: 1d20 + 3 ⇒ (8) + 3 = 111d8 + 1 ⇒ (3) + 1 = 4 vs Ape

All Heroes Go !


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Swirls mist seeing the warriors to be well in hand with Galdamor and Borrum attacking goes to see if his ape needs aid.
Seeing the collection of warriors the bird takes aim at the archer.
Produce flame: 1d20 + 8 ⇒ (9) + 8 = 171d6 + 5 ⇒ (2) + 5 = 7 Target Sentry
Bird'sSwirls mist flies up to the second floor, positioning near the edge of the wall. I'd want a clear shot of the Sentry.
The Ape continues its flaming assault. Target Warrior in E-25 move onto the next one if he falls unconscious.
Claw: 1d20 + 10 ⇒ (17) + 10 = 271d6 + 6 + 1d6 + 5 ⇒ (1) + 6 + (3) + 5 = 15
Claw: 1d20 + 10 ⇒ (1) + 10 = 111d6 + 6 + 1d6 + 5 ⇒ (6) + 6 + (1) + 5 = 18
bite: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 6 + 1d6 + 5 ⇒ (1) + 6 + (1) + 5 = 13


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Galdamor laugh at the warriors failed attempt against him.

I'M UNDER HEXTOR BLESSING YOU FOOL ! LET ME SHOW YOU HIS MIGHT !

Still under Hextor guidance, he strike at one of them.

Heavy Flail (power -4): 1d20 + 10 + 3 - 4 ⇒ (4) + 10 + 3 - 4 = 13
Damages: 1d10 + 6 + 8 ⇒ (8) + 6 + 8 = 22

After failing to show them Hextor's Might, Galdamor took a 5t. step to help Borrum 5ft. step on N14


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Round 5

"Tanks fur da introduction, Galdamor. Knot dat day will remember meez in dis life."

"Now Die ta Hextor's fury! Borrum yells as he brings his axe down with a powerful blow.

Waraxe(2-handed), PA3, IS0, Flank, Goblinoid, 1st: 1d20 + 13 - 3 - 0 + 2 + 1 ⇒ (15) + 13 - 3 - 0 + 2 + 1 = 28
Damage, Waraxe, PA3: 1d10 + 9 + 6 ⇒ (5) + 9 + 6 = 20
Intimidate, IS0: 1d20 + 6 + 0 ⇒ (19) + 6 + 0 = 25
Intimidate Strike DC = 1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear; failure means target is demoralized/shaken (-2 penalty on attack rolls, ability checks, and saving throws) for remainder of encounter.

Waraxe(2-handed), PA3, IS0, Flank, Goblinoid, 2nd: 1d20 + 8 - 3 - 0 + 2 + 1 ⇒ (11) + 8 - 3 - 0 + 2 + 1 = 19
Damage, Waraxe, PA3: 1d10 + 9 + 6 ⇒ (10) + 9 + 6 = 25
Intimidate, IS0: 1d20 + 6 + 0 ⇒ (18) + 6 + 0 = 24
Intimidate Strike DC = 1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear; failure means target is demoralized/shaken (-2 penalty on attack rolls, ability checks, and saving throws) for remainder of encounter.

Current AC 20/11/19, shield still not equipped

If the Warrior dies at N15, then step up into N15 and attack O14.

----------------------------------------------
Current On-Going Effects: Power Attack 3;


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

Fi'dho looses once again at the minions beyond his comrades.

Attack: 1d20 + 11 ⇒ (11) + 11 = 22, Damage: 1d6 + 4 ⇒ (3) + 4 = 7
I aim for any enemy not in melee at the moment, or, if all are, instead I aim for the one closest to Swirls mist, or Rigo (whichever I can) and take a -4 penalty on my attack roll. Also, don't forget Rigo's Eldritch Blast this round!

If Rigo doesn't get to post:

RTA: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 3d6 ⇒ (2, 5, 2) = 9


[LE] StoryTeller

Round 5

Bird Mist flies back out the "fort" and then up to the second stairs.
His little flame has little trouble hitting the longbow men

The warrior facing the ape survives the claw and bite attack and is ready to reciprocate

Galdamor Might indeed bless the young cleric but his audacity in the proclamation probably offended his god seeing that his choen didn't manage to land a hit on the hobgoblin warrior

Meanwhile the humble Borrum first attack nearly fell the hoboblin who manages to dodge the second attack

Marru's attack mises because there are no one that isn't engaged in combat

Rigo, the one trick wonder moves and zap a warrior with green baleful energy

Eldrich Blast: 1d20 + 7 ⇒ (8) + 7 = 151d6 + 2d6 ⇒ (3) + (4, 2) = 9

Miha send forth Magic Missile: 4d4 + 4 ⇒ (4, 2, 3, 1) + 4 = 14 and fell the same hogbobln that was hit by the green zap

-----
The surviving Warriors concentrate their attack

Bastard Sword: 1d20 + 7 ⇒ (17) + 7 = 241d10 + 2 ⇒ (7) + 2 = 9 vs Borrum
Bastard Sword: 1d20 + 7 ⇒ (12) + 7 = 191d10 + 2 ⇒ (2) + 2 = 4 vs Borrum

Floor 1

Bastard Sword: 1d20 + 7 ⇒ (1) + 7 = 81d10 + 2 ⇒ (2) + 2 = 4 vs Ape
Bastard Sword: 1d20 + 7 ⇒ (14) + 7 = 211d10 + 2 ⇒ (6) + 2 = 8 vs Ape

Round 6

The archer fires is arrow at a new target

Longbow: 1d20 + 3 ⇒ (6) + 3 = 91d8 + 1 ⇒ (7) + 1 = 8 vs Bird Mist

All Heroes Go !


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

So would I be correct in assuming that these warriors are blade bearers or whatever? Because the normal hobgoblin mooks we have fought repeatedly before have dropped with less damage than the 28 the Ape just put on him.
The ape unhappy with the Hobgoblin who had managed to actually strike a blow on it repeats its flurry of flaming claw death death. A simian battle cry ringing from it as it swings with abandon.
Claw: 1d20 + 10 ⇒ (15) + 10 = 251d6 + 6 + 1d6 + 5 ⇒ (5) + 6 + (5) + 5 = 21
Claw: 1d20 + 10 ⇒ (2) + 10 = 121d6 + 6 + 1d6 + 5 ⇒ (5) + 6 + (6) + 5 = 22
Bite: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 3 + 1d6 + 5 ⇒ (3) + 3 + (5) + 5 = 16
First claw at uninjured, as I assume that he is the one who hit the ape. Tactical sense not being something an ape generally has.
The bird cocks it head at the archer, almost offended that the archers arrow missed by such a margin. It crows once and hurls another bolt of flame.
Produce flame: 1d20 + 8 ⇒ (4) + 8 = 121d6 + 5 ⇒ (3) + 5 = 8


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

Fi'dho continues to loos his fletchings at their foes.

Attack: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21, Damage: 1d6 + 4 ⇒ (3) + 4 = 7


[LE] StoryTeller

you can assume anything you want Swirl Mist :)

The first claw puts the hobgoblin out of his suffering and the other claw hits the one that injured him.

Taking a better aims this time and with Galdamore moving less Marru hits his target faire and square and kills him


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Round 6

Waraxe(2-handed), PA3, IS0, Gobliniod, 1st: 1d20 + 13 - 3 - 0 + 1 ⇒ (2) + 13 - 3 - 0 + 1 = 13
Damage, Waraxe, PA3: 1d10 + 9 + 6 ⇒ (4) + 9 + 6 = 19
Intimidate, IS0: 1d20 + 6 + 0 ⇒ (2) + 6 + 0 = 8
Intimidate Strike DC = 1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear; failure means target is demoralized/shaken (-2 penalty on attack rolls, ability checks, and saving throws) for remainder of encounter.

Waraxe(2-handed), PA3, IS0, Gobliniod, 2nd: 1d20 + 8 - 3 - 0 + 1 ⇒ (5) + 8 - 3 - 0 + 1 = 11
Damage, Waraxe, PA3: 1d10 + 9 + 6 ⇒ (8) + 9 + 6 = 23
Intimidate, IS0: 1d20 + 6 + 0 ⇒ (7) + 6 + 0 = 13
Intimidate Strike DC = 1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear; failure means target is demoralized/shaken (-2 penalty on attack rolls, ability checks, and saving throws) for remainder of encounter.

Taken aback by the remaining hobgoblin's tenacity to remain in the fight and not flee, Borrum misses with both of this attack.

"Lord Hextor haz judged yous worthy, surrender ta meez an' Eyes will spare yous. Do knot an' yous will die. Dis place is lost ta yous." Borrum informs the hobgoblin warrior, gesturing to the other fallen combatants to help prove is point.

Current AC 20/11/19, shield still not equipped

----------------------------------------------
Current On-Going Effects: Power Attack 3;


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Round 6

Wounded in his pride, Galdamor try again to kill one of the hogoblin warrior. Saying nothing.

Heavy Flail: 1d20 + 10 + 3 - 4 ⇒ (3) + 10 + 3 - 4 = 12
Damages: 1d10 + 6 + 8 ⇒ (2) + 6 + 8 = 16

But again he was unable to connect his weapon with any part of the hobgob anatomy...


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Borrum eyes Galdamor and says, "See, Lord Hextor protects him."


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[LE] StoryTeller

Round 6

Rigo shoots again his green energy
Eldrich Zap: 1d20 + 7 ⇒ (15) + 7 = 221d6 + 2d6 ⇒ (4) + (1, 3) = 8 at the lone fighter

Your blades might not connect but my magic is not to be trifled with says Miha as an other wave of Magic Missile : 4d4 + 4 ⇒ (2, 2, 4, 2) + 4 = 14 kills the last hobgolin warrior

On the first floor: The hobgoblin still tries to get the best of the ape

Bastard Sword: 1d20 + 7 ⇒ (18) + 7 = 251d10 + 2 ⇒ (10) + 2 = 12

Round 7

while the archer tries to kill the Swirl Bird

Longbow: 1d20 + 3 ⇒ (1) + 3 = 41d8 + 1 ⇒ (4) + 1 = 5

I am going to call an end to this fight, the party will have no problem with the last two enemies


[LE] StoryTeller

Two miles going north after the road blockade the party encounters a crossroad.

Left toward the inside of the Blackfens (swampy march) that is leading to Lake Rehstin (if it continues in he same direction)

Forward parallel to lake Rehstin (the road you are currently on)


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Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

That is a concerning amount of arcane power for a simple traveling mage in greyhawk. has to be at least CL7 possibly 8 to pop off 4 magic missiles.

At the Blockade
Almost immediately after the hobgoblins on the roof fall to the combined fury of bird and ape swirls mist returns to lizard form.
Bloodied, beaten lizard form.
Almost like he had been stuck by three trees moving at a fair clip.
The bloodied humanoid stands atop the structure as his companion rushes forward with concern for his master. Ignoring its own wounds.
Having taken 49 damage swirls mist is rather heavily wounded. 3hp remains.
"Anyone has wounds gather below me. I will channel a spell of healing. I- urgh- would like to begin its effects very soon. Those ogres strikes were mighty."

Cast Massed lesser vigor with his Lesser extend rod. 6 targets get fast healing 1 for 30 rounds. Swirls mist will then spend 1 charge from his wand of lesser vigor and heal 11hp. 8HP damage remains.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

No, my god shield me against our ennemies. said Galdamor after the fight.

Once again, well done Swirls Mist. Your actions were decisive. he added before looking at each of his comrades as well as each of yours.

He looked around, searching for clues of their ennemies plans for the area.

@GM is there any papers or maps which could give us hints about the whereabouts of our ennemies ?

----------

When they arrived at the crossroad, Galdamor turned toward Swirls Mist.

What did your skill in survival said to you ? Which way our ennemies came or go ?


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Swirls mist frowns in thought as he examines the road looking for more recent tracks. If they have blockaded the road there will be no foot traffic but their own. Any new movement would indicate.

"I do not know Galdamor, but I will check. Tracking outside of hunting prey has never been something I focused on"
The lizardman then gestures to his ape who moves forward with a deep snort and loks to be trying to help
Survival Ape aids SM: 1d20 + 1 ⇒ (2) + 1 = 3
Unforutnately it has no success.
Survival SM: 1d20 + 11 ⇒ (8) + 11 = 19

"I can assume Hawk form and fly forth to see what lies ahead as well. Once we reach a place to rest for this day I will pray for a spell to commune with the others in the Valley. Perhaps the leader of the largest village or the lion will have suggestions for our path."


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Borrum waits while Galdamor and Swirls Mist decide on the direction they will continue in.


[LE] StoryTeller

Nope no papers Galdamor. In the interest of moving things forward i will do this:

Swirl Mist has a hunch to turn left on the path.

As the party moves on that path they begin to enter the Blackens. They are more marsh than swamp, with large open areas of murky water ringed by seas of tall reeds and grasses rising out ankle-deep mud, the occasional forested hillock or rise standing above the reeds and waters.

The road rapidly give way to the ever present pools, sumps and sloughs that average 2 to 4 feet of slow-moving leech infested waters. Speed will be reduced to 1/4 normal movement until i tell you otherwise


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Looking around him and having difficulties to move through the mud and murky waters Galdamor said

This area is a good defending point. You can see the enemy coming and if he have no aerial possibility of moving, you could trap it and crush it with yours.
As the Red Hand Army have already showing his flying capacity I'm pretty sure we will find their QG here, in this area.
So be careful.

Swirls Mist, did you find any evidence of their presence ?


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

With the water sometime over his head, Borrum does his best to swim when needed, plow through wild growth as needed, and continuously curse the situtation he is now in. He has accuired a 10' pole and afixed his backpack and gear to it, to keep it out of the water.

"Any chance weez will come across ah raft or boat in dis swamp?"

swim: 1d20 - 2 ⇒ (18) - 2 = 16

If combat does occur, Borrum will spend his first round jabbing the pole into the ground before getting his axe equiped.

----------------------------------------------
Current On-Going Effects: Irritation beyond measure;


[LE] StoryTeller

No need to swim rolls Borrum i am Evil but that THAT evil (yet)Also at some point horses will have to be let behind. they will wait for you at the fort on the road as i do not wish to deal with that :)

The afternoon passes and almost goes with the group having made little progress with their reduced marching speed


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Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

"So can weez make ah raft or somethin'? Meez axe can cut some ah des young trees."

----------------------------------------------
Current On-Going Effects: Irritation beyond measure;


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

"Or you could use the reeds and murk in which we wade, making hunting from the skies a frustrating thought. Eventually such creatures land, to sleep and rest. This is when those of the reeds chose to strike." The druid replies as he glances to Borrum
"We would need many trees to support us all, canoes would likely fill such a need easier. I could attempt either one when next I rest."


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

"That would be... ideal." says Fi'dho, simply, to Swirls mist, looking exhausted at keeping up with his much taller (and faster) compatriots. "The canoe, I mean." he clarifies. "Any way you could make it subtle? Or you, lady?" he asks their new traveling companion.

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