Defense of Brookside

Game Master caster4life

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

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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:

"Aye. What else do the scouts say? We will help, but it's no good if we spend all our magical energy here and you have to do all the heavy lifting afterwards. Which ones are your best fighters, Halak? I will provide a spell to hasten them so they can close the distance faster, and strike swifter."


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 can go have a look," Mel says. "Conditions may have changed since the last scouts went anyway."

She pulls up her hood and steps softly and cautiously forward.

Stealth: 1d20 + 24 ⇒ (4) + 24 = 28

Perception: 1d20 + 18 ⇒ (11) + 18 = 29


Halak nods, understanding the value of the questions. "Scouts say about thirty orc left. Some fled from last fight. Some new reinforcements." His plucky group seems to number about thirty, tilting the odds significantly in your favor. To Brolin's question, he grins outright. "Make some magicks while run in then tear enemies." He turns to Turion, always somewhat skeptical of the elf. "Enemies spread out some. Few in guard tower. Strong position. Be problem."

Will hopefully get the map to Mel tomorrow.


Brookside Campaign Journal

Mel:

Put the map up for you. The gray blocks represent the guard tower some of the orcs are up inside of.

You head north toward the enemy position, sneak through a jog of the tunnel, and come to see a chamber lit by orange fires. You see caltrops scattered across the entrance, an orcish spellcaster, and three orc archers up in a tower 15 ft off the ground with narrow stone windows to fire through. There is a heavy wooden door in the wall that no doubt leads up to the tower.

The archers in there have improved cover.

Don't get too far ahead of yourself on tactics planning before hearing from Halak again, just fyi.


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 purses her lips, and creeps back to the party just as silently as she came.

"Yeah, it's bad," she reports. "Most were axemen like we've fought before -- maybe not a huge problem individually, but there were a lot of them. Looked like a couple dozen, spread out through the area."

"They have a shaman, and three archers perched in a lovely defensive tower which is going to make them very difficult to deal with. There are a couple of pillars holding the ceiling up which may offer some cover from the archers to anyone who's made it into the room, but the same will work against me." She taps her bow.

"Oh, and the entryway is covered in caltrops. I've never seen one before, but I've read about them. Nasty things. They'll either force us to move slowly through that area, or else risk puncturing our feet, which will slow us down even more."

"There's an exit at the back. There could be even more of them back there that I didn't see."

She sighs. "At least the area is well lit. They have a couple of fires going."

"Charging straight in is a bad idea, I think. It's what they expect. They're prepared for it. They have caltrops to slow us down, and lots of axemen to swarm us once we're inside. And all the while their archers will be shooting at us with impunity from their tower. I don't know what their shaman is capable of, but my guess is that it's going to be unpleasant."

"Kazador, I've seen you step from one spot to another. Could you take a few of us inside that tower? I'm thinking you, Algric, Kelian, and me. They won't be expecting that: we step into the heart of their defenses, incapacitate their archers, and then use the tower against them. The brutes down below will have to break into their own tower to get at us; and while they're doing that, their attention will be split. That's when Halak's tribe and the rest of our melee types come in the front."

"It's risky, though. There's not a lot of space inside that tower, so only a few of us can go. Algric and I would benefit most from having an arrow slit to shoot through, but I'm not much help in melee, and if those archers are anything like the one we fought in our second engagement yesterday, they're going to be every bit as dangerous up close. And, of course, if things go badly there's no good way to retreat."

"Alternatively, I noticed that the wall leading up to it is comparatively thin. If any of you have spells that could punch a hole through that wall, we would be able to get in and engage without going through their caltrops. It wouldn't gain us any major tactical advantages, but it would at least force them to fight on an unexpected front. And it would allow retreat if necessary."

"That's all I've got. Thoughts?"


Halak grunts. "We help much. But shaman and tower problem. You deal with those, we kill rest."

So this fight is streamlined by giving you two objectives instead of "kill everyone." The fight between the masses of orcs is going to be abstracted. The enemy mooks, however, will still be in the way and will take AoOs on you. But other than AoOs, they won't actively target you because they'll be engaged by friendly mooks. Unless, of course, you're ambitious enough that there are no friendly mooks nearby. The shaman and the archers, however, will target you guys exclusively.


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

"I came prepared to fight a large group, but have a few spells that could be useful."

As Halak turns to speak with the other it's Fyrtor addresses the party. "Before we go into battle again, I've been meaning to ask, an I doing this wrong? I mean I've been knocked unconscious in more than half the fights we've been in together."

Sorry, it's not the most elegant transition, but it is a topic I wanted to touch on and since we're waiting...


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 looks consideringly at Fyrtor a moment. "Well. Do you know why you fight?"


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

Almost immediately he says, "To keep people safe. I know better than most how to fight and so it's my responsibility to protect them. When people get hurt and I could have prevented it, it's almost the same as having hurt them myself." After a moment's reflection Fyrtor continues somewhat embarrassed, "I... I do enjoy the challenge of it as well. When your life is on the line you push yourself as hard as you can, every moment might be your last. It's... intoxicating in a way. It's not that I enjoy killing, I don't. But when you're fighting, really fighting I mean, you leave nothing on the table. You burn every reserve and find you still have more somehow. It's not the same when you're just sparring."


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:

“Then you’re doing it right.”


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 nods. "'If you know the enemy and know yourself, you need not fear the results of a hundred battles.'" she quotes. "General Tullian. Though I might add that it's probably best to stay near your allies, so that you can support one another. I think Tullian was speaking more of strategy than tactics."


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

"I suppose. I'm not really worried about why I'm fighting, though that does concern me at times. It's more of a question of how. Of all of us I think I've been knocked on my arse more than eveyone else combined. It worries me. I can't protect you guys if I'm needing to be rescued myself. That puts you in danger when I should be helping instead. At the same time I don't want to watch from the back as my friends die before me." With a frustrated sigh he goes on, "I don't know if any of that makes sense, but it's something that's been bothering me."


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 smiles kindly. "No one wants to be a hindrance, Fyrtor," she says. "And I don't think you are. It seems to me that the times you've been in greatest danger have been when you throw yourself into the fray for others. That's a virtue; but, as you have found, it can also be a drawback if you are not fully prepared."

She thinks a moment. "Perhaps you could find some way to heighten your toughness with magic? It is not a selfish thing to spend your powers on yourself when your purpose is to aid others."


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 pauses to think before he replies slowly, "there are some spells I know that would help to protect me better. I haven't been preparing them because it seemed more important to be able to hinder our enemies, but perhaps you are right. It may seem selfish to spend so much effort protecting myself when there are other at risk as well, but if keeps me from being laid low... well maybe it's the right thing to do."


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 nods. "You can't help anyone if you're unconscious," she says. "So taking measures to protect yourself is only reasonable."


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 satisfied for now that there is a plan for how he can do better. Turning to Halak he asks, "Halak, are there other orcs we will have to fight today?"


Halak shakes his head. "Don't think so. This it. Then spoils. Unless elf people cause problems."


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 nodded. ”Yes, I can get us into the tower. If we can kill the archers quick enough it will turn the defenses against them. Just tell me when ye be ready.”


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:
Orc shaman wrote:
Halak shakes his head. "Don't think so. This it. Then spoils. Unless elf people cause problems."

Then spoils. One more bridge to cross when they come to it. "Where at all possible, Halak, I'd like to leave as many of the orcs here alive as we can. I aim to question them separately about the elves, to see what they corroborate. And after . . . we'll cross that bridge when we come to it."

Diplomacy: 1d20 + 11 ⇒ (19) + 11 = 30


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

Fytor nods, "I agree, Halak." Continuing in druidic he says.

Druidic:
"if you need to blame it on us for your men then do so, but make sure to make them understand that we do this for a reason. We plan to take vengence on the elves that caused this war and need the information."

Diplomacy to Assist: 1d20 + 15 ⇒ (16) + 15 = 31


Halak looks somewhat surprised and taken aback by this but shrugs. "Fine. Leave wounded and dying for you."


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

"Halak, be sure to tell your warriors there are caltrops at the entrance. It looked like right in the door way, and then a second line a little behind the first. They can probably jump over them if they have to."


Halak nods. "We be careful." Then he begins casting a few spells on himself. "Ready?"


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 will cast heightens awareness, then barkskin. Once finished draws his scimitar, adjusts his buckler, and waits for Turion to cast haste and the battle to begin.


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 pauses and takes a moment to center herself. She lifts a hand to the necklace that hangs about her throat, and prays. "Oi Ostara, anna meille voimaa taistella hyvin ja viisautta tietää, milloin lopettaa."

Elven:
"O Ostara, give us the strength to fight well, and the wisdom to know when to stop."

With no further comment, she checks to see that her bow is in good shape, her arrows free in the quiver, and both her wrist sheathes loaded with potions -- one to give her flight, the other to ward off evil.

"I'm ready," 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 settles his armor in place and stands ready.

Kelian is going to cast Divine Favor on himself the round before Kazador D-Doors them in, giving himself effectively 9 rounds of a +1 luck bonus on attack/damage. He's never cast a spell before and I'm not sure how the GM wants to flavor it, so I haven't characterized it here.


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)

ᛞᛁᛗᛖᚾᛋᛁᛟᚾ᛫ᛞᛟᛟᚱ

Kazador yelled as he struck the end of his hammer to the floor. His distaste for working with orcs was dulled only by the prospect of killing the other group. He tried his best to ignore the others’ desire to let the monsters live. He resolved to only leave corpses if possible.

And with that, they were gone. And just as suddenly, they were in the tower.


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

Err, I hope we can take it as understood that Kazador waits for the Haste from Túrion before going.


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)

Yes


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:

At the last possible couple seconds, before the mixed group stops its cautious approach, moments before swords clash and arrows fly, Túrion casts a spell of Haste.

His spell is targetting Kazador, Kelian, Fyrtor, Algric, Nelly, Mel, Brolin, Halak, and 2 of Halaks Orcs that he indicated earlier.

Everybody but Túrion, I think. If I missed someone, only one Halak Orc gets boosted.(spending 1 Arcane Pool Point on Potent Spells to increase CL, as usual)

Active Effects:
Haste (+1 attack/full attack, +1 to hit, +1 AC(dodge), +1 Reflex Save, +30 feet speed(max double regular) - Round 1/10


Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |

Nelly followed behind the others, still wary of these Orcs.
They smelled so similar to those who were prey just yesterday.
Which ones were to kill? Which ones were not to kill?
Well, for lack of a better option, she simply stayed close to Túrion, prepared to bite off the hand of anybody striking at him.

Will mostly be passive and stay back, unless a path to the Shaman is cleared. Mass combat is not the best place for large-sized companions. That, and "don't kill" as well as "only maim those, nono the others" makes it sensible to let her sit this out.


Brookside Campaign Journal

Will update later today. Mel, you can take the reins with Kelian. He and Algric won't adventure along with the party much longer so that will be fine.


Brookside Campaign Journal

GM screen:

Al, Fy, Ka, Ke: 3d4 ⇒ (4, 4, 1) = 9

Kazador surprises the orcs by teleporting himself, Kelian, Algric, and Fyrtor into the middle of their tower! But unfortunately, the tower doesn't have room to accommodate all four of its new occupants. In the random reshuffling of teleportation, Kelian and Algric wind up on top of each other in a heap.

Those two are stuck prone until they can get a square to stand up in.

Fyrtor, Kelian, and Algric may take surprise round actions. We can assume you had your melee weapon of choice in hand.


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 advantage of his opponent's surprise and makes a full body swing at the orc to the south of him, yelling "Sarenrae's light guide my blade!"

Attack: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19
Damage: 1d6 + 6 + 2 + 1d6 ⇒ (4) + 6 + 2 + (6) = 18

Then he falls into a defensive stance ready to strike at those who he can.

Note, for the following Fyrtor will have a +2 to hit and damage against the orc to the south if he hit him with the sneak attack

If Attacked:
Parry: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
Reposte: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
Damage: 1d6 + 6 ⇒ (6) + 6 = 12

AoOs if Applicable:

Attack: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34
Damage: 1d6 + 6 ⇒ (2) + 6 = 8

Attack: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19
Damage: 1d6 + 6 ⇒ (2) + 6 = 8

Attack: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

Confirmation for AoO1: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
Damage: 1d6 + 6 ⇒ (4) + 6 = 10


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

An appeal to the GM: can Algric and Kelian be considered Squeezing instead of Prone? The numerical penalties are identical (-4 to hit, -4 AC) but they wouldn't need to spend a move action to stand.

As Kazador reaches for his hammer, Kelian draws his sword. Glancing down at it, he gives a slight smile and whispers to himself: "I think I feel lucky." His sword flashes a bit brighter ...

... and moments later, crammed in cheek by jowl with Algric, he adds "Or perhaps not."

Philosophically, he reaches out to take a swing at the same orc Fyrtor attacked.

Attack: 1d20 + 7 ⇒ (17) + 7 = 24

Damage: 1d8 + 8 ⇒ (7) + 8 = 15

Divine Favor: 8/10 rounds remain (1 round spent before D-Door, 1 now)

Haste: counting on Túrion to let us know when that runs out

AC is currently 20


Brookside Campaign Journal

Ok yes they can be considered squeezing.

Algric may still take his surprise round action.


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

Prone: 1d20 - 4 + 10 ⇒ (14) - 4 + 10 = 20
Damage: 1d8 + 2d6 + 2 ⇒ (3) + (4, 4) + 2 = 13
Self Damage: 1d6 ⇒ 2

Even laying in an undignified heap, Algric still lashed out. The burning hatred in his heart would allow him to do no less. No leg would be safe from him while he still drew breath!


Brookside Campaign Journal

The suddenly-appearing strike team manages to land three solid blows on the orc they target, Fyrtor's barely hitting the orc only because he didn't move out of the way.

GM screen:

Inits, BFKMTE: 6d20 ⇒ (6, 6, 2, 7, 11, 18) = 50

Halak and his orcs surge to the offensive, avoiding the caltrops thankfully. The opposing orcs also react quickly, clashing mightily with Halak's forces.

Mel and Turion, you may position yourselves in the tunnel to start there as you like.

As the battle swings into full, brutal action, only Turion reacts quickly enough to tip the scales early in the fight.

Turion barely manages to win init thanks to his loony +11 mod while everyone else goes after the orcs.


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

Initial position is fine. Once Mel gets a turn she is going to ready a shot. Attack bonus is 6 BAB + 4 DEX + 1 Weapon Focus + 1 enhancement + 1 haste -2 deadly aim

Mel moves up to the entryway cautiously, using it for cover. Leaning out she looks for the shaman amidst the fight and nocks an arrow, ready to interrupt him if he casts a spell.

Stealth: 1d20 + 24 ⇒ (13) + 24 = 37

Attack: 1d20 + 11 ⇒ (8) + 11 = 19

Then sniping. Penalty reduced due to Stealth skill unlock. The way I read it, the level 5 unlock reduced the sniping penalty from -20 to -10, and then the level 10 unlock which Mel has early reduced it again to -5.

Stealth: 1d20 + 24 - 5 ⇒ (13) + 24 - 5 = 32


Brookside Campaign Journal

It's Turion then orcs then party.


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:

"Mel, that Shaman may realize what you are doing and try to break your line of Sight. I'll provide you with a minute of invisibility that will persist despite attacks...make the best use of it you can.", Túrion had explaind to Mel beforehand - now, there was little time to think or act, so he simply extended his hand towards the other elf, finished the incantation, and watched her vanish from sight.

Active Effects:
Haste (+1 attack/full attack, +1 to hit, +1 AC(dodge), +1 Reflex Save, +30 feet speed(max double regular) - Round 2/10
Improved Invisibility(various effects) on Mel - Round 1/10


Brookside Campaign Journal

GM screen:

E,H,O,D: 4d4 ⇒ (2, 2, 1, 2) = 7
E,H,O,D: 2d4 ⇒ (2, 3) = 5
Attack Kaz: 1d20 ⇒ 3
Attack Fyrtor: 1d20 ⇒ 5
Attack Kelian: 1d20 ⇒ 3
Dam: 5d4 + 5 ⇒ (4, 1, 3, 2, 3) + 5 = 18

The orcs in the tower drop their bows and draw blades. One attacks Kazador with a rapier while another goes after Fyrtor with a falchion and the third goes after Kelian likewise. All of them seem to be extremely unlucky or clumsy do to the element of surprise and miss. Fyrtor strikes back at the one that attacked him, landing a solid blow.

Halak and his forces begin to rush forward to the assault! Halak turns into a great bear and rushes forward bellowing with joy. But the orcs prepare to meet the onslaught, forming up in defensive lines after the caltrops.

Their shaman moves to the side to take cover, sees Turion and snarls in confused anger. Force erupts from the shaman too fast to see and smashes toward Turion. Simultaneously, he fills the tunnel with some horrible, yellowish-green vapors! Many of Halak's orcs fall dead!

Mel, Turion, and Nelly need to make DC 20 fort saves or take 1d4 con damage. Half on a save. Minimum 1.

Turion takes 18 force damage if he doesn't have shield active. which I believe is the case.

DC 20 spellcraft:

Cloudkill spell. You know how it works.

Party GO!


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)

Attacking whomever looks the most dangerous

Hit: 1d20 + 19 ⇒ (2) + 19 = 21
Damage with acid: 2d6 + 1d6 + 20 ⇒ (5, 1) + (1) + 20 = 27

Kazador found it hard to swing his massive hammer in the right confines, so...

Haste: 1d20 + 19 ⇒ (20) + 19 = 39
Damage with acid: 2d6 + 1d6 + 20 ⇒ (5, 3) + (5) + 20 = 33

Confirm: 1d20 + 19 ⇒ (8) + 19 = 27
Crit: 4d6 + 40 ⇒ (6, 6, 2, 2) + 40 = 56

...he reached out and grabbed an orc by the neck. His strength fueled by a mixture of hatred and shame he sought to break the orc with one Viscious jerk of the wrist.

Iterative: 1d20 + 11 ⇒ (13) + 11 = 24
Damage with acid: 2d6 + 1d6 + 20 ⇒ (1, 3) + (2) + 20 = 26

With his free hand he shifted his grip to hold the hammer just under the head, and last out with it like a punch, seeking to drive the enchanted weapon into the gut of the nearest living orc.


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

Hit: 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10
Damage: 1d8 + 2d6 + 2 ⇒ (1) + (1, 1) + 2 = 5
Self Harm: 1d6 ⇒ 6

Haste: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27
Damage: 1d8 + 2d6 + 2 ⇒ (4) + (1, 2) + 2 = 9
Self Harm: 1d6 ⇒ 2

Confirm: 1d20 + 11 - 4 ⇒ (1) + 11 - 4 = 8
Crit: 2d8 + 4 ⇒ (8, 1) + 4 = 13

Iterative Hit: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14
Damage: 1d8 + 2d6 + 2 ⇒ (4) + (2, 2) + 2 = 10
Self Harm: 1d6 ⇒ 1

Still stuck on the ground, Algric hacked away wildly. Prone as he was, the archer was determined to at least take an orc with him if he had to die.


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

Intent on opening up space so he and Algric can move more freely, Kelian targets the same orc that he stabbed previously.

Attack 1: 1d20 + 7 ⇒ (14) + 7 = 21

Damage 1: 1d8 + 8 ⇒ (7) + 8 = 15

Haste Attack: 1d20 + 7 ⇒ (17) + 7 = 24

Haste Damage: 1d8 + 8 ⇒ (2) + 8 = 10

Attack 2: 1d20 + 2 ⇒ (3) + 2 = 5

Then he thrusts his shield forward and shouts the command. It springs into life and bites at the orc.

Attack bonus is BAB 6 + 3 STR + 1 haste + 1 luck (divine favor) - 2 power attack - 4 squeezing. If the orc goes down at any point during his attack sequence, Kelian takes a five foot step into his space, loses the -4 attack and AC penalties, and directs any remaining attacks at the orc that both Fyrtor and Algric can reach.

Shield attack 1: 1d20 + 5 ⇒ (12) + 5 = 17

Shield damage 1: 2d6 + 8 ⇒ (3, 6) + 8 = 17

Shield attack 2: 1d20 + 0 ⇒ (8) + 0 = 8

Shield damage 2: 2d6 + 8 ⇒ (1, 2) + 8 = 11


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

Oh yay, a Fortitude save!

Fort save: 1d20 + 6 ⇒ (5) + 6 = 11

Con damage: 1d4 ⇒ 2

Because I posted my action out of turn I'm going to keep those rolls, but add a move action to walk into the room and out of the cloudkill zone. GM, please pick a sensible location for Mel and move her there; my laptop apparently died some time on the trip. It won't power on. So I am posting from my android tablet, and Google Docs does NOT want to play nice with Opera Mini. She's going to move at half speed (currently 30 feet) so as to avoid caltrops. She has Fast Stealth, so there are no penalties to the Stealth rolls from that. In fact they go up by 20 due to invisibility. Or possibly by 30 if her Stealth skill unlock that halves penalties arising from motion applies to the penalty the spell applies on moving while invisible, which I think it might, subject to GM ruling.


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 lays about him with his simitar, striking first at the orc he's hit most and moving on to the one wielding the rapier should the first fall.

Please add the +2 attack and damage to the attacks against the orc to the south. I won't include them in the rolls here.

Attack 1: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
Damage 1: 1d6 + 6 ⇒ (2) + 6 = 8

Attack 2: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Damage 2: 1d6 + 6 ⇒ (4) + 6 = 10

Attack Haste: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
Damage: 1d6 + 6 ⇒ (4) + 6 = 10

If Attacked:
Parry: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
Reposte: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26
Damage: 1d6 + 6 ⇒ (3) + 6 = 9


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:

Fortitude: 1d20 + 4 ⇒ (14) + 4 = 18 Con Damage: 1d4 ⇒ 3
Spellcraft: 1d20 + 17 ⇒ (3) + 17 = 20
The elven mage visible pales as arcane force smashes into him: "Ugh...a cloudkill spell. Don't linger in the area - I'll try and get rid of it."
Barely capable of doing so, he staggers back outside the spells area, and starts to reference his spellbook which magically opens on a certain page.
Move action to get away, starting a full-round action for quick-study with Standard - replacing Haste with Dispel Magic.


Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |

Fortitude: 1d20 + 10 ⇒ (9) + 10 = 19 Con Damage: 1d4 ⇒ 4
Nelly almost manages to shake the spells effect off, but seeing Túrion hit by invisible force breaks the wolves concentration, and the full force of the Cloudkill drains her. Lacking other orders, she sticks to the Elf, moving out of the spells area next to him.


Brookside Campaign Journal

Kazador are those all hammer attacks just being flavored? I was a little confused by the description.

Moved Mel. You look like you're in a bad spot but you're invisible so you'll be fine until there's some sign of your presence.

Brolin may yet go.

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