Defense of Brookside

Game Master caster4life

The farming hamlet of Brookside has suffered some violent and mysterious attacks.

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Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

”Right.” Kazador sighed. ”Settled then. I’ll trust one of ye to do the Diplomacy while I wash my beard in their blood.”


Brookside Campaign Journal

If you choose to stop the reinforcements, you habe a proper defensive battle. The rampart is 15 ft high orcish wooden ladders set to either side. Judging by the lack of sound, you can tell you have at least a minute to prepare.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Kazador, would you like nauseating trail? I expect you will be wading into the thick of battle. If you want I can even whip it up as a potion for you. :D

Sorry guys that was supposed to be in discussion


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Kazador is tempted to hold his ground at the bottom of the defenses. Plant his feet and ears them to fight him. Also not sure how else to ensure he tanks in melee. Afraid that if we are all on the walls then they will just ignore him again. Then just buff him up, and he will teleport away if he gets overrun


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

I hate this place the longer I stay here.

With most skills, you get better gradually, hardly even noticing as you improve. Less so at spellcraft, where one has a finite number of spells they can cast without rest; when you've gotten better you know it. It doesn't surprise the Captain, really, that his magic is stronger than it used to be. He's been landside for days, now, and spent most every moment of it with the memories, shaping them. He's come close to dying a few times, too, and his power often gets stronger after near death experiences - or perhaps that's merely correlation. Muse is in no hurry to perform any experimental tests.

Whatever the case, he'll carry a some fragment of desolate Kazad Gavr with him wherever he goes, now. Memories don't fade so much as they blur into each other or become internalized knowledge, and Muse would rather have remained ignorant.

Thumbing through his ruined spellbook, Captain Muse channels Omit. Accepting a point of influence to gain Arcane Armor Training with Legendary Influence, since I don't know that we have five minutes for the captain to get out of and back into his armor. With the wizard's help, he restores his false life spell, feeling the resilience and vigor he's come to rely on over the years return to him. For good measure, he elongates his arms again before closing the book. "Anyone wanna be my spidermonkey pal? I can cast this spell twice more, and then I really am tapped out."

Up an influence and down two rounds of spirit dance. If anyone wants a casting of longarm, speak now or forever hold your peace.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Yes, let's make use of those defensive emplacements.

With their course decided, Mel takes a position on the defensive emplacements, bow out and an arrow nocked as she peers out into the darkness. Ai Ostara, she thinks wearily. I hope this is a good path.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

"Remember that we are not who the reinforcements look to fight. They need to get to their allies and relief them. If we have to withdraw, it is unlikely they can give pursuit, and if we merely cull their numbers, delay and injure them, that already works in our favor, as well. What I am saying is - there is no need to be reckless in this fight. Consider total victory optional, the main goal is to get everybody out alive."
Túrion checked the defensive emplacement, tracing along an edge with his finger, mumbling absent-mindedly: "I hope the path we chose is a good one..."


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Mel glances over towards Túrion. "My thoughts exactly," she says.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Fyrtor pulls the wand he'd recently placed into his speedsheath and waves it at the remaining bruises on his ribs and they fade.

Wand of CMW: 2d8 + 5 ⇒ (3, 5) + 5 = 13

"Does anyone else need any healing?"


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Looking at Brolin, Fyrtor realizes that he needs a bit of healing as well. He uses the wand on the Captain as well before putting it back into the sheath on his arm.

Wand of CMW: 2d8 + 5 ⇒ (7, 6) + 5 = 18


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Muse thanks Fyrtor for healing him.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

I'm going to assume everyone takes the actions we settled on in Discussion, and may describe them in character.

"Here," Mel says to Brolin as they take their positions on the battlement. "Use this." She offers him her own bow. "You'll find that it will pull smoothly for you."

She hesitates. "It is enchanted such that it does not ordinarily kill its targets. If ... you feel the need to change that, tell it 'Elävä'. That will cause its arrows to pierce their targets normally, instead of merely bruising and bludgeoning them."

She takes out her other bow as she says this, stringing it and testing the pull. Satisfied, she takes a position at the next merlon over from Captain Muse.

Once everyone is up the wall, she calls quietly "Be sure to pull up that ladder. We'd be fools to leave it for the orcs to use."


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

"Hold that thought. If the ladders are gone, the orcs will take notice. They might not expect us to be responsible, but they will wonder if the foes they have come to fight are - they might expect battle and be more cautious, or break formation."
Túrion looks at the ladders and how they are held in place.
"Ideally, we either sabotage them or push them over the moment we decide to surprise them. I assume all of use are going to hide, and you will give the signal, Mel?"

No use having all of us try to stealth this. If Mel is the only one watching we should be almost guaranteed to catch them unaware, that is, get off a surprise round before Init. Which is a pretty big deal.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

"That's true," Mel acknowledges. "But I think I'd rather not leave them a ladder to use. I don't suppose you have some illusion magic that could make it seem as though the ladder is still there? Otherwise we could just pull it up at the last minute."

"And yes; if we stand still behind the merlons it should be quite difficult to spot us, even those of us in clanking plate."

Kelian grins weakly.


Brookside Campaign Journal

New map added. Do you want to try to sabotage the ladder? Seems like a K eng, relevant profession, or otherwise would be appropriate. Perc check by orcs contests your check to notice it's sabotaged.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Fyrtor takes his postion on the wall, bow in hand. Nervously he checks over his equipment. He puts his blunt arrow aside sure he won't be needeing them. He also make sure he can grab a thistle arrow quickly if needed. "Algric, Mel, any advice? I'm a decent shot, but you two have a lot more practice shooting orcs. Last time my arrow glanced right off the orc's armor."


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

"Let's try weakening the rungs so they can't carry much weight," Mel says.

Knowledge (Engineering): 1d20 + 8 ⇒ (10) + 8 = 18

Mel shrugs. "I could tell you lots, but there's not a lot of time. Try to aim a little high -- if you miss the front rank, perhaps your shot will get one behind your original target."

Quick note on positioning -- Brolin should absolutely have one of the central merlons so he can get as many of us as possible into his 30 foot radius aura of +4 attack/damage.


Warrior (6) [NPC: COMPLETE] Wounds (0) HP (64) Saves (9/7/5, +2 Hardy) AC (22/14/18) Perception (+12) CMD23 (22)

”Advice? Center mass. Heads are too hard to hit. Orcs are too dumb to know when they are dead so just keep shooting. Solid blows one after another until they stop moving.”


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

"These are orcish ladders. They are quite makeshift...made because they were needed - their craftsmanship is lacking. Look, here...if we take just a moment to cut into the rails here, and here - just at the height of that rung - then they should collapse completely once weight is applied to the upper part..."
Knowledge Engineering: 1d20 + 10 ⇒ (17) + 10 = 27
Back when Túrion read the "Gnomish Almanac on static calculation of ladders" he honestly did not expect it would ever come in handy...but then, having read as much as he did, some of the stuff was bound to be useful now and then.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:
Mel Elden wrote:
"Here," Mel says to Brolin as they take their positions on the battlement. "Use this." She offers him her own bow. "You'll find that it will pull smoothly for you."

Brolin doesn't like admitting it even to himself, but it's the tiniest bit of a blow to the captain's pride that his struggles with the spare longbow were so obvious Mel felt moved to loan him her enchanted one. He blames it on his oversized arms.

"Thank you," he smiles at the elf. "This one's a lot easier to use."

Mel Elden wrote:
She hesitates. "It is enchanted such that it does not ordinarily kill its targets. If ... you feel the need to change that, tell it 'Elävä'. That will cause its arrows to pierce their targets normally, instead of merely bruising and bludgeoning them."

That's . . . "I fight with a sword instead of my fists because swords end fights faster and with less risk of me or a friend of mine getting killed. If the bow's got an enchantment on it that makes dropping people before they get close enough to kill us harder, then I think I should disable that now, before it gets someone hurt because of it."

I know that merciful adds 1d6 to the damage, but Muse knows no such thing.

Fyrtor wrote:
Fyrtor takes his postion on the wall, bow in hand. Nervously he checks over his equipment. He puts his blunt arrow aside sure he won't be needeing them. He also make sure he can grab a thistle arrow quickly if needed. "Algric, Mel, any advice? I'm a decent shot, but you two have a lot more practice shooting orcs. Last time my arrow glanced right off the orc's armor."

"I'm not a great shot with bow or arrow," Muse admits. He's pretty sure that you're supposed to draw the arrow back to your ear, but his arms are too long for that. "But Legacy's been playing with them since they were invented. In our last fight, I noticed Rook protecting the bunch of you; it's something that happens to people I spend a lot of time with, the memory spirits start influencing how they act or fight whenever they're doing the same to me. It's possible that Legacy'll be doing that."

Apologetic, he assures the party, "It's small enough you wouldn't notice it if it wasn't pointed out, and it only happens when I'm channeling a spirit. You won't start hearing voices in your head, it won't influence your actions unless you let it. Which you should, in this case, because Legacy knows what he's doing. I really would have told you about it earlier, but they don't usually get to people I haven't known for months at least."


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

"The magic actually lends the arrows greater impact," Mel says. "They cannot kill the target, but they actually thump it a good bit harder than they might otherwise. We should all get to our positions -- they can't be much longer."


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Fyrtor nods at the advice Mel and Algric give and watched with interest as Mel and Turion weaken the ladders. Then he waits bouncing slightly as he tries to suppress his nervous anticipation. Though he would hate to admit it Fyrtor has grown to be afraid and yet exhilarated by combat.

Killing the goblins he was used to fighting was mostly routine and hadn't really been dangerous for years. Dueling was challenging but lacked any real danger. But this, fighting at the very edge of his ability, and with everything on the line was terrifying... terrifying and terrifyingly exciting.


Brookside Campaign Journal

Sounds like you're ready. I'll bring the friendly visitors as soon as I can get to my computer.


Brookside Campaign Journal

Init doesn't really make sense here since you guys will start attacking as soon as they come into sight.

You hear the sounds of the battle to your north fading farther away but becoming no less fierce. Then orcs march in a relative order out of the tunnel. They hesitate when they see you but then look as if they are preparing to rush forward.

Map updated. Party go! There are more orcs coming from the tunnel but here's the vanguard. :)


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

+2 mod longbow. +8 BaB +3 Dex +1 Hatred +4 Brolin = +17/+11

Hit: 1d20 + 16 ⇒ (1) + 16 = 17
Damage: 1d8 + 6 ⇒ (2) + 6 = 8

Hit: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Seeing the orcs come, Kazador took the first arrow and...dropped it. He bent to pick it up, stepping on the arrow and breaking it. A good start!


Warrior (6) [NPC: COMPLETE] Wounds (0) HP (64) Saves (9/7/5, +2 Hardy) AC (22/14/18) Perception (+12) CMD23 (22)

Hit: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 1d8 + 6 ⇒ (5) + 6 = 11

Hit: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d8 + 6 ⇒ (4) + 6 = 10

Algric managed to do much better. His arrows actually left his bow and went towards the orcs!


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Fyrtor peers into the darkness. Frustrated by his inability to see he grabs one of his arrows and mutters a word, "Lig." Then he moves to Mel's side profering her the now glowing arrow, "would you do us a favor?"


Brookside Campaign Journal

Turion makes a fair point. I didn't think of it but you guys are sitting there quietly out of sight until the last moment while you hear these orcs marching up. So a surprise round followed by init is appropriate. Without illumination, the orcs move until the closest one is 60 ft from Kazador. Only he can see that one but he can call out. The orc definitely does so. Surprise round for all PCs.

You hear pounding footsteps until an orc is barely able to make out Kazador. He looks surprised but is about to call out to his allies.

All PCs may go. Only Kazador can see the closest orc.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Now that I see we can only attack when within 60ft, I’d like to say that the above shooting rolls were for Algric. Now for Kazador...

AC26 due to size. Aiming at most dangerous looking orc while they are flat footed

Flying Dwarf Surprise!: 1d20 + 18 ⇒ (6) + 18 = 24
Very large!: 3d6 + 1d6 + 21 ⇒ (4, 4, 2) + (5) + 21 = 36

Round 1: 1d20 + 18 ⇒ (9) + 18 = 27
Very large!: 3d6 + 1d6 + 21 ⇒ (2, 6, 5) + (4) + 21 = 38

Iterative with hatred!: 1d20 + 10 ⇒ (13) + 10 = 23
Very large!: 3d6 + 1d6 + 21 ⇒ (5, 2, 5) + (5) + 21 = 38

As Algric lay down covering fire, Kazador flew into combat. Literally. Magic was a wonderful thing, at time. His runic hammer whirled about him, with Kazador using his enlarged reach to attack all around him.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Hearing Kazador rush forward, Mel takes the arrow proffered by Fyrtor and launches it forward. Unable to see where Kazador has gone, and lacking any other target, she launches it slightly to the left of the sounds of battle.

Mechanics:
Attack bonus is: 6 BAB + 4 DEX + 1 Weapon Focus + 1 masterwork + 4 from Brolin's aura - 2 Deadly Aim.

Damage bonus is: 2d6 (gravity bow ring) + 2 STR + 4 Deadly Aim + 4 Brolin.

Attack vs AC 5 square: 1d20 + 14 ⇒ (5) + 14 = 19

Iterative: 1d20 + 9 ⇒ (8) + 9 = 17

Damage: 2d6 + 10 ⇒ (6, 4) + 10 = 20

I put a little star on the map to show the location of the glowing arrow.

The arrow thocks into the dirt surrounded by a group of orcs, and Mel lofts a second arrow -- a less shiny one -- at one of them. "Here they come," she says.


Male Paladin (Hospitaller) 6, HP: 51/55, AC: 24:10:24, CMD: 19 Saves: 9:4:8 (immune fear, disease), Init +4; Status: hasted
Skills:
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0

Kelian starts to draw an arrow, then hesitates. He slackens the string a bit and whispers to his bow, "Fly true."

In response the entire bow lights up, glowing brightly in the darkness.

Standard action to activate his Divine Bond class ability. It's a +1 bow that shines like a torch for the next six minutes. Also, AC update: both Mel and Kelian are at AC 28 thanks to improved cover and the fact that Kelian had to put down his shield.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

"Thanks" Fyrtor says as he draws an arrow from his quiver and looses. The arrow flies true birding itself in one of the lead it's with a solid thunk.

Attack: 1d20 + 12 + 4 ⇒ (16) + 12 + 4 = 32
Damage: 1d8 + 1 + 4 ⇒ (8) + 1 + 4 = 13


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

"Thank you, Mel."
Túrion focused on the approaching Orcs, chanting under his breath in Sylvan, before crushing a tiny squid tentacle in his hand.
Almost inmediately, a huge number of giant tentacles erupts in the area around the group of orcs he targeted, attacking nearby orcs and trying to crush them.
CMB Black Tentacles: 1d20 + 10 + 5 ⇒ (12) + 10 + 5 = 27 Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Area is difficult terrain, CMD to escape is 25. - spent 1 point to up caster level by 2.

That would be the surprise round, but some people already assumed we win init and posted regular round actions or iteratives. :P If that is a thing, assume that I'll cast Web, overlapping the Black Tentacles, using the one building and the floor as anchor. DC 20 Reflex Save(another point spend to up the DC by 2 this time) or be grappled by the Web(just in case someone is not tentacled. Oh, and they need to check when moving)


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Muse will enter Spirit Dance, channel the champion, gain an influence, and fire an arrow at the most injured orc he can see.

to hit, +1 merciful composite bow, Spirit Bonus: 1d20 + 8 + 5 + 4 ⇒ (16) + 8 + 5 + 4 = 33
damage, +1 merciful composite bow, Spirit Bonus, Seance Boon: 1d8 + 1 + 1 + 4 + 2 + 1d6 ⇒ (2) + 1 + 1 + 4 + 2 + (6) = 16


Brookside Campaign Journal

Kazador, I'm assuming your damage included the +4 from Brolin. I subtracted it since you're out of range. Let me know if it didn't include it and I'll add it back in. Also, I put Algric back down in front of the wall as that is where he was when combat started.

Kazador flies forward in rage at the invader's of his home and strikes a powerful blow to one of the orcs. Mel lights an area containing four orcs and Brolin and Fyrtor land strong shots on an orc. Black tentacles then erupt from the ground and grasp all four of the orcs!

GM screen:

Init, B F K M T En: 6d20 ⇒ (7, 20, 10, 11, 18, 15) = 81

Brolin, please add your init to your status line. I don't like to check mythweavers when I'm updating combat. :P

Fyrtor and Turion react quickly before the orcs can do anything else!

Fyrtor and Turion beat the orc init. Turion, should I assume your default is to dismiss heightened awareness when init is rolled?


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Nope, auto-dismiss Heightened perception only when there's less than 30 minutes of duration left OR the battle at hand, is expected to be the last one in the remaining duration(such as when we decide to withdraw after now). It is a nice bonus, but not enough so to spend a spell slot on for each combat. I'll try and point it out beforehand. In this case, it dismisses, but it should not be the default 'setting'.

The tentacles maintain their grapple against the Orcs, bruising flesh and trying to crush bones where they can.
1d20 + 15 + 5 ⇒ (11) + 15 + 5 = 31 Damage: 1d6 + 4 ⇒ (2) + 4 = 6
They have a convenient +5 bonus to maintain an active grapple.
Looking at the Orcs with distaste, Túrion casts another spell, and webbing spreads out over the Orcs already suffering from his previous spell, further restraining them while the Tentacles constrict them.
As mentioned, DC20 Reflex or the Web holds them in place as well.

Túrion stood and watched. It would have been easy to sidestep or duck back into cover. But his will was already made manifest in objective reality, and he wished to see with his own eyes what horror his newfound arcane power was capable of bringing down on his enemies.

Active Effects:
Black Tentacles: 2/10
Web: 1/8
Enlarge Dwarf: 7/10


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Normal Damage: 2d6+1d6 acid +20
[+6 (Str) +9 (PA) +1 (enchantment) +1 (Weapon Training) +1 (Symbolic Weapon) +2 Weapon Specialization]. Add 1d6+1 from enlarge person

Did not add in the +4


Brookside Campaign Journal

Thanks Kazador. I'll add that 4 damage back in.


Brookside Campaign Journal

GM screen:

Reflexes: 4d20 ⇒ (8, 12, 1, 15) = 36
CMB tent: 4d20 ⇒ (2, 17, 2, 10) = 31
CMB web: 4d20 ⇒ (3, 4, 15, 10) = 32
Disarm: 1d20 + 2 + 6 + 6 + 7 + 20 - 4 ⇒ (13) + 2 + 6 + 6 + 7 + 20 - 4 = 50-4 for soft cover.
Trip: 1d20 + 10 + 5 + 2 + 4 + 2 ⇒ (6) + 10 + 5 + 2 + 4 + 2 = 29
Grapples at +11+4: 4d20 ⇒ (15, 7, 18, 18) = 58

All of the orcs fail to avoid Turion's web. One of them then manages to break free from the tentacles but not the web.

Kazador:

There are many more orcs on the way and you can see them now. Two come around the corner of one of the buildings and see you. One speaks to the other. Then one of them, carrying a sword, reaches out and your hammer flies from your hand and he catches it. The other snaps his whip at you and it elongates incredibly before your eyes. It wraps around your enlarged legs and pulls you to the ground.

Spellcraft to know the spell but his disarm beat your CMD by a lot...

He got 29 to trip you, which does trip you if you have correctly accounted for the +1 CMD from enlarge and -2 untyped AC penalty for charging.

Several of the orcs nearby you then move and grab onto you, dropping their weapons.

Four attempt to grapple and three succeed. They know it takes a lot to defeat a rune warden...

You see more orcs approaching from the tunnel.

Orcish for Kazador:

"Come! A rune warden! As we handled them before!"

Everyone else:

You hear a lot of action but can't see anything but the orcs struggling in the web and tentacles. No more orcs are approaching at the moment.

Everyone, GO!!!


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

GM, what is the DC to pinpoint Kazador? I should have a rough estimate of how far his Darkvision goes, and could expect he engaged at that distance? Or I could try to hear him if he decides to shout out. The later is a perception check I guess...But estimating the distance of previous position plus about 60 feet in the direction he took of into? Seems like basic geometric math...Int-check?


Brookside Campaign Journal

Sure. DC 20 K eng. If you're short, then your guess is 5 ft off in a random direction per 2 points you are short. So not that hard to have pretty accurate guess. I realize that is an easy check for you but I think it's appropriate difficulty.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

+8/+3 (BaB) + 4 (Str) -0/2 (Power Attack) -4 (Prone)

Hit Gauntlet: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d2 + 8 + 1d6 ⇒ (2) + 8 + (5) = 15

Hit Gauntlet: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Damage: 1d2 + 8 + 1d6 ⇒ (1) + 8 + (6) = 15

Kazador’s eyes went wide with panic and rage. He...had failed? His back hit the ground hard and all he saw was orcs. The bastards had got him. And he couldn’t flee. Not without his hammer. That hammer was part of him. It was who he was. Without it he was nothing. Yelling out a prayer to Angradd, he punched at the wounded orc, aiming between the legs. He was down so there was little else he could do. His gauntlet dripped acid as he worked the runes of his armor. It was that, or his god was listening. Either way he was resigned that he was going to die. He just wished that it could have been more heroic, with less folly and hubris.

”Angradd! I fight in you’re name! Magrim! To you’re halls with head up high!”


Warrior (6) [NPC: COMPLETE] Wounds (0) HP (64) Saves (9/7/5, +2 Hardy) AC (22/14/18) Perception (+12) CMD23 (22)

Is Algric on the walls?

Seeing Kazador go down, Algric quickly put two arrows down range...

Hit: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Hit: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

...his thane would die, but Algric could try to make sure some orcs did too.


Brookside Campaign Journal

Algric was in front of the wall when the fight started so I put him back down there. Was the intent before the fight to have him up on the wall?

Also, I forgot to mention Kazador got an AoO after disarm on one of the orc barbs.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Disarm: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d2 + 1d6 + 8 ⇒ (1) + (3) + 8 = 12

It was the intent for Kazador to be down there, but not Algric, as he is an archer. Unlike Kazador he can’t fly or teleport, so leaving him on the ground is likely going to get him killed


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Knowledge (Religion): 1d20 + 13 ⇒ (18) + 13 = 31

"Kazador is ... praying?" Mel says. "That's bad. We need some light over there. Sweet Ostara, why did he have to engage them outside of our range of sight?"

Lacking any way to do that, she sends a pair of arrows at one of the unfortunate orcs stuck in the writhing mass of shadowy tentacles and webs.

Mechanics:

Spare bow (Mwk composite str+2), +14, ×3: 1d20 + 14 ⇒ (15) + 14 = 29
Spare bow (Mwk composite str+2) damage: 2d6 + 10 ⇒ (5, 6) + 10 = 21

Spare bow (Mwk composite str+2), +9, ×3: 1d20 + 9 ⇒ (11) + 9 = 20
Spare bow (Mwk composite str+2) damage: 2d6 + 10 ⇒ (1, 3) + 10 = 14

I don't expect that first shot to take down an orc, but on the off chance that it does, the second shot is for the second orc.


Male Paladin (Hospitaller) 6, HP: 51/55, AC: 24:10:24, CMD: 19 Saves: 9:4:8 (immune fear, disease), Init +4; Status: hasted
Skills:
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0

Kelian quietly leans his bow against the battlement, extracts a torch from his bag, and begins lighting it.

Move action to pull out the torch. Standard to begin a full-round action lighting it with flint and steel; next round he's planning to finish that with a move action and then use his standard action to throw the torch over by Kazador.


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M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Got my initiative up in the status line, sorry about that. If no one strenously objects, I'll move Algric up onto the walls with us; I know Kazador posts from his phone pretty frequently, which probably explains why Algric isn't there on the battlemap already despite clear narration indicating such.

Similarly unable to aid Kazador, Muse'll direct his attacks at the most injured orcs still standing . . . or writhing in tentacles, as case may be.

to hit: 1d20 + 17 ⇒ (6) + 17 = 23 damage: 1d8 + 8 + 1d6 ⇒ (4) + 8 + (2) = 14
to hit: 1d20 + 17 ⇒ (5) + 17 = 22 damage: 1d8 + 8 + 1d6 ⇒ (4) + 8 + (2) = 14
to hit: 1d20 + 12 ⇒ (13) + 12 = 25 damage: 1d8 + 8 + 1d6 ⇒ (4) + 8 + (4) = 16

We can just get those bad rolls out of the way now, that's fine.

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