Dungeon Master S |
Will: 1d20 + 3 ⇒ (19) + 3 = 22 Piper tries, but the tengu is too strong this time!
Round 6:
Hunwald: Go
Piper: Blindness
Dupine: Go
Baddies: TBD
Oggil: TBD
Thiera: TBD
Wave 2:
Green: 8
White: 17
Speaker Red:
Hunwald Stormheart |
HUn continues his nimble martial dance with the green bandit Tengu, feinting with his first thrust, and slamming home a stab with his counter:
Mstrwk Shortsword, crit. 19-20 x2 Dual Wield
Mstrwk Shortsword atk vs Green: 1d20 + 3 + 6 - 2 ⇒ (3) + 3 + 6 - 2 = 10
Damage ?: 1d6 ⇒ 2
Mstrwk Shortsword atk vs Green: 1d20 + 3 + 6 - 2 ⇒ (18) + 3 + 6 - 2 = 25
Damage ?: 1d6 ⇒ 5
Dungeon Master S |
Hun scores another hit as his second blade send feathers aflying! His foe doesn't drop though.
Round 6:
Hunwald: Go
Piper: Blindness
Dupine: Go
Baddies: TBD
Oggil: TBD
Thiera: TBD
Wave 2:
Green: 13
White: 17
Speaker Red:
August Dupine |
August steps in to help Hun put down his foe.
"Taking your time with this one, are you?"
Flurry punch right: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Flurry punch left: 1d20 + 4 ⇒ (6) + 4 = 10
"Look, now we are all dancing!"
Dungeon Master S |
Indeed, August's
first punch spins the tengu's head around without his body turning!
Despite the size difference, the wounded tengu continues to stab at Oggil: Wakazashi: 1d20 + 5 ⇒ (10) + 5 = 15, because the dwarf is now horse-sized, it hits for DMG: 1d6 + 2 ⇒ (3) + 2 = 5. He continues with a beak stab: Beak: 1d20 - 1 ⇒ (15) - 1 = 14 but Oggil parries that.
The bardic tengu, now that the barricade is burning away near him lobs an alchemist fire on the roof at Thiera! Splash: 1d20 + 7 ⇒ (17) + 7 = 24 and nails her for Fire: 1d6 ⇒ 3
Round 6:
Hunwald: Hit
Piper: Blindness
Dupine: Finish
Baddies: ATK
Oggil: Go
Thiera: Go
Wave 2:
White: 17
Speaker Red:
Oggil Redhand |
Oggil lets out a cry of amazement that the bandit still fights.
"Like birds in the autumn, you should be fleeing the coming wrath."
flurry: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4
flurry: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
One oversized fist slams into the bandit..
damage: 1d8 + 3 ⇒ (6) + 3 = 9
Dungeon Master S |
Oggil's elbow comes down on the tengu's skull, loudly breaking his neck! Oggil drops the last of the standard thugs, leaving only the flame-hucking bard.
He looks over his shoulder. It appears there is more to come, but for now they're over the hills and far away.
Round 6:
Hunwald: Hit
Piper: Blindness
Dupine: Finish
Baddies: ATK
Oggil: Kill
Thiera: Go
Wave 2:
Speaker Red:
Thiera |
Concentration: 1d20 + 9 ⇒ (10) + 9 = 19
vs DC 15 (10+2 spell level + 3 dmg)
Thiera gasps in pain as she's hid by fire, but manages to hang on to her spell.
A small water elemental appears immediately next to the burning barricade, and begins to drench the fire.
I don't see where it's burning on the map, so I don't know the best place to place it.
She yells something in elven that would probably make Hunwald blush if he understood, and conjures a ball of fire atop the one who hurt her.
Honestly, I'm not sure I can see him from here ... but if he can see me well enough to lob fire at me (from more than 40' away even!), then surely I must be able to see him.
flaming sphere, DC Ref 19 negates, 1/5 rounds
fire: 3d6 + 2 ⇒ (4, 6, 3) + 2 = 15
Dungeon Master S |
Enough of the barricade is burnt that I didn't add it. Especially because you guys had a solid handle on the whole fight. The elemental can put out the flame before the barricade is totaled. I've updated the map.
REF: 1d20 + 7 ⇒ (20) + 7 = 27 The speaker continues to evade the party's attempts at killing him. He gives a war-squawk, ready for more.
Round 7:
Hunwald: Go
Piper: Go
Dupine: Go
Baddies: TBD
Oggil: TBD
Thiera: TBD
Wave 2:
Speaker Red:
Hunwald Stormheart |
Hunwald nods in thanks to Dupine then yells to the villagers, "Protect your village! Team Alpha, drop your bows and fetch water to douse these flames!"
Diplomacy: 1d20 + 4 ⇒ (1) + 4 = 5
He then turns his attention to the not-quite-dead Tengu bard and he leaps off the roof to put the steel to him.
Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9
damn... two ones in a row~?!
Oggil Redhand |
It's not the one, its Hun's Charisma... and hitting on the women folk. The men are getting wise to him, I recon one of them dropped a vat of cooking oil behind him to make him fall over cause he was worried his daughter was interested.
August Dupine |
Climb: 1d20 + 7 ⇒ (6) + 7 = 13
Dupine climbs over the barrier and moves up to watch Hun's back. (Double move - one to climb over, one to move into position)
Dungeon Master S |
Hun's appeal backfires, as August moves to get into position. Hun falls, and twists his ankle DMG: 1d6 ⇒ 2
Round 7:
Hunwald: Stuff
Piper: Go
Dupine: Move
Baddies: TBD
Oggil: TBD
Thiera: TBD
Wave 2:
Speaker Red:
Dungeon Master S |
Piper, yet, again, just can't seem to connect with her ray. The tengu ducks the attack with a step away from the oncoming heroes. It weaves a spell that Hun finds... hilarious. Hun make a DC 14 Will save!
Thiera takes an additional 1d6 ⇒ 6 fire before the flames burn themselves out.
Round 7:
Hunwald: Stuff
Piper: Miss
Dupine: Move
Baddies: Spell
Oggil: Go
Thiera: Go
Wave 2:
Speaker Red:
Oggil Redhand |
Oggil scrambles back to the barricade, readying a shuriken incase the others have not finished the last bandit.
Dungeon Master S |
Round 7:
Hunwald: Stuff
Piper: Miss
Dupine: Move
Baddies: Spell
Oggil: Move and ready
Thiera: Go
Wave 2:
Speaker Red:
Thiera |
Thiera takes an additional d6 fire before the flames burn themselves out.
Wait, what? Thiera was on fire? ... (checks CRB) ... Oh. I think I've only used alchemist's fire once. Didn't realize there was a second round. Live (maybe) and learn!
-3-6=-10
If the barricade is still burning, the elemental takes another round to extinguish flames. If the barricade is no longer burning, it instead moves toward the remaining Tengu.
slam, on ground: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9
Thiera directs the ball of flame back on to the Tengu.
flaming sphere, DC Ref 19 negates, 2/5 rounds
fire: 3d6 + 2 ⇒ (1, 5, 6) + 2 = 14
Thiera reaches to the power of her bonded magical rapier, and draws forth enough arcane energy to release another magic missile.
mm: 3d4 + 2 + 2 ⇒ (3, 2, 3) + 2 + 2 = 12
Dungeon Master S |
Thiera's spells cover the battlefield. With the battlefield extinguished, the elemental moves to the enemy on Thiera's command. Meanwhile the ball of fire rolls into place behind a trio of magic missiles. REF: 1d20 + 7 ⇒ (10) + 7 = 17. The missiles and fire cook the bird!
The speaker dies and the villagers cheer! HUZZAH! You've defended the town from the invaders!
Dungeon Master S |
But the celebration is premature.
From over the hill another wave of bandits emerges. The villagers cry out. Everywhere around you there are exhausted people. While you focused on the battle hardened bandits, they faced smaller battles.
The next wave will be here in 3 rounds. Feel free to post 3 rounds worth of actions in a single post.
Round 8-10:
Hunwald: Go
Piper: Go
Dupine: Go
Oggil: Go
Thiera: Go
Baddies: CHARGE!
Oggil Redhand |
Oggil reaches over the barricade to help those on the outside climb back to the more sheltered inner area of the village.
"Like waves upon the beach, the bandits continue to come."
Calls out Oggil, warning the group on the outside.
"And like waves, they will break upon our rocks."
Hunwald Stormheart |
will save: 1d20 + 3 ⇒ (18) + 3 = 21
Hun high tails it back inside the safety of the baracades, checking first on his remaining traps, ensuring they are ready to deal their lethal surprises.
He then readies his sling and bullets and waits for the second wave to come into range.
im on my iPad so I can't move Hun's icon back to the rooftop whew he was.
Thiera |
Thiera's first task is to draw her pearl of power and use it to recall an expended magic missile.
She then readies and uses a scroll of sleep.
Range medium (100 ft. + 10 ft./level)
Target the largest group of flunkies. 10' radius burst; up to 4 HD of enemies. DC 17 Will negates.
Lastly, if the leaders are close enough (35'), then hideous laughter, DC 18 Will. Otherwise, glitterdust on largest possible group including a leader; DC 18 Will.
Elemental had only 3 more rounds from end of combat ... I'm guessing it can't get to those charging in time to be useful? In the same vein, the flaming sphere had 3 more rounds, and can move 100-ish feet away (but only 30' per round); can I get one more use out of it?
EDIT: Moved Hun.
Thiera |
"And like waves, they will break upon our rocks."
"You speak truth my dwarvish friend. I'm sure the villagers are grateful we have the stone to repel their visitors."
Piper Azine |
Piper uses the time to use a pearl of power to recover her Enlarge Person spell, then casts it on Dupine, and on the last round before the enemies arrive, casts Displacement on Oggil.
Dungeon Master S |
The summoned creature can't get that far from you, but the sphere can. So, yes, you'll get one more go of it. As the party prepares, a new wave takes the hill. Quickly the townsfolk take one out as it gets stuck in the flooded field. They're spread out now, wise to the party's tactics. Still, Thiera tries to knock out another one early, Will: 1d20 + 2 ⇒ (14) + 2 = 16 Thiera, that's a huge DC for a scroll of sleep. It's normal DC 11. I'm going to assume it's 11 and not 17. If I missed something, let me know. The tengu shakes the spell off and advances still. She then scans for leaders, but oddly, none show themselves. In a desperate attempt to burn a bandit before it breeches the barricade she rolls the ball over him REF: 1d20 + 5 ⇒ (6) + 5 = 11 FIRE: 3d6 + 2 ⇒ (4, 6, 1) + 2 = 13. He howls in pain, but continues forward to the wall! Red took the damage and looks very injured now.
Round 8-10:
Hunwald: Prep
Piper: Buff
Dupine: Go
Oggil: Prep
Thiera: Magic
Baddies: CHARGE!
Round 11:
Hunwald: Go
Piper: Go
Dupine: Go
Oggil: Go
Thiera: Go
Baddies: CHARGE!
Red: 13
Black: 0
Blue: 0
Oggil Redhand |
Assuming haste here
The giant Oggil turns into a blizzard of sharp objects as a veritable whirlwind of shuriken come from his hands.
targetting closest first
attack,flurry,haste,distance: 1d20 + 5 - 2 + 1 - 2 ⇒ (15) + 5 - 2 + 1 - 2 = 17
attack,flurry,haste,distance: 1d20 + 5 - 2 + 1 - 2 ⇒ (3) + 5 - 2 + 1 - 2 = 5
extra attack,haste,distance: 1d20 + 5 + 1 - 2 ⇒ (3) + 5 + 1 - 2 = 7
damage: 1d3 + 3 ⇒ (3) + 3 = 6
Dungeon Master S |
Oggil's first shuriken slizes off a handful of black feathers. The tengu squawks at the monk and points his wakazashi at Oggil.
Round 8-10:
Hunwald: Prep
Piper: Buff
Dupine: Go
Oggil: Prep
Thiera: Magic
Baddies: CHARGE!
Round 11:
Hunwald: Go
Piper: Go
Dupine: Go
Oggil: Hit
Thiera: Go
Baddies: CHARGE!
Red: 13
Black: 6
Blue: 0
Piper Azine |
Piper casts her spell to hasten the party.
If Dupine gets in range with his 3 rounds, he gets it too. Otherwise, just me, Oggil, and Hun.
Thiera |
I was using my Int rather than Int 11 for casting sleep (oops! didn't realize they were different), so yes, DC 11 is correct.
Any feedback from casting glittergust in the 10th round? Directing the sphere was only a move action each turn. The other "standards" were draw scroll and use scroll, so Thiera can still cast in the 10th, right? Or were they not close enough in the 9th and sleep was delayed to the 10th?
If not glitterdust in the 10th, then do it in the 11th, trying to catch the closest two of them.
Dungeon Master S |
I missed the Glitterdust. Will correct when I get home.
Hunwald Stormheart |
The hastened Hun casts 2 bullets at blue, finding his target once.
Mstrwk Sling (50') crit. x2
Ranged Mstrwk Sling atk vs Blue: 1d20 + 3 + 5 ⇒ (13) + 3 + 5 = 21
Damage ?: 1d4 ⇒ 2
Ranged Mstrwk Sling atk vs Blue: 1d20 + 3 + 5 ⇒ (5) + 3 + 5 = 13
Damage ?: 1d4 ⇒ 2
Dungeon Master S |
Thiera adds yet more arcane power to the field. Will: 1d20 + 2 ⇒ (6) + 2 = 8 and the middle tengu's eyes glitter as it's blind!
Hun scores a hit with a sling stone, leaving the trio all bloodied.
Round 8-10:
Hunwald: Prep
Piper: Buff
Dupine: Go
Oggil: Prep
Thiera: Magic
Baddies: CHARGE!
Round 11:
Hunwald: Hit
Piper: Go
Dupine: Go
Oggil: Hit
Thiera: Glitterdust!
Baddies: CHARGE!
Red: 13
Black: 6 (Blind, save in Round 12)
Blue: 2
August Dupine |
Sorry - pet situation threw my schedule off...
Dupine gladly accepts the enlarge and the haste boosts, and gets into position to do so. Not having a lot of ranged options, he is content to wait until the bandits get closer.
Dungeon Master S |
Hope all is well, pet stuff can be hard. @Piper: Sorry about that, all caught up now.
Piper's magic speeds up the heroes as August prepares to spring into action.
Black: tries to rub the glitter from his vision Will: 1d20 + 2 ⇒ (2) + 2 = 4 but can't!
Red: Climb: 1d20 + 2 ⇒ (16) + 2 = 18 takes to the barricade to the east!
Blue: Does an end around trying to get over the barricade AWAY from the magnificent 5.
Round 12:
Hunwald: Go
Piper: Go
Dupine: Go
Oggil: Go
Thiera: Go
Baddies: TBD
Red: 13
Black: 6 (Blind, saves at end of turn (Will: +2))
Blue: 2
Piper Azine |
Seeing the blue bandit run just out of range, Piper hops down from the roof...
Acrobatics: 1d20 + 2 ⇒ (17) + 2 = 19
..and lands with the grace of a cat. She aims a ray at the flanking enemy to slow him down.
Ray of Exhaustion: 1d20 + 6 ⇒ (13) + 6 = 19 vs. touch
DC 19 Fort save or exhausted. Fatigued on a save.
4 more rounds of Haste, 3 more rounds of Displacement on Oggil.
Dungeon Master S |
FORT: 1d20 + 2 ⇒ (15) + 2 = 17 Piper's move goes unnoticed by the enemy, and he therefore had no clue when he got hit in the back with the ray. Instantly his blade seems heavy, and his clawed feet seem like they're chained!
Round 12:
Hunwald: Go
Piper: Ray
Dupine: Go
Oggil: Go
Thiera: Go
Baddies: TBD
Red: 13
Black: 6 (Blind, saves at end of turn (Will: +2))
Blue: 2 (Exhausted)
August Dupine |
A very large August Dupine is a flurry of motion as he tries to pound the black tengu into the ground. Then he steps back 5' to make the tengu come back to him.
Power Attack, flurry of blows: 1d20 + 1 + 4 - 1 - 1 ⇒ (7) + 1 + 4 - 1 - 1 = 10
Damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Power Attack, flurry of blows: 1d20 + 1 + 4 - 1 - 1 ⇒ (18) + 1 + 4 - 1 - 1 = 21
Damage: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Looks like I wasted the chance at an AoO which it the best part of being large! Oops...
Power Attack, flurry of blows: 1d20 + 1 + 4 - 1 - 1 ⇒ (2) + 1 + 4 - 1 - 1 = 5
Damage: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Dungeon Master S |
August takes aim at the blind tengu Sneak Attack: 1d6 ⇒ 5 and pounds him into oblivion. He's dead. Deceased. Shrugged off the mortal coil. Joined hte choir invisible. This is a dead tengu.
The cheers are ever louder as the tengu are down to a pair of injured and exhausted raiders.
Round 12:
Hunwald: Go
Piper: Ray
Dupine: Kill
Oggil: Go
Thiera: Go
Baddies: TBD
Red: 13
Blue: 2 (Exhausted)
Thiera |
Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
With elven grace, Thiera moves to the opposite side of the sloped roof, and reigns fire down on the hapless invader. She angles the flame downward as best she can to avoid singing the surrounding buildings.
burning hands: 5d4 + 2 ⇒ (3, 4, 4, 3, 3) + 2 = 19
Ref DC 18 halves
"Why do you persist in attacking?! You've already lost!"
Hunwald Stormheart |
The hastened rogue considers whether to sling 2 bullets or close the distance with the exhausted "bird" and do the dance of steel... but with the creatures "flatfooted" situation, Hun opts for the latter.
Mstrwk Shortsword, crit. 19-20 x2 Sneak Attack
Mstrwk Shortsword snk atk vs Blue: 1d20 + 3 + 6 + 1 ⇒ (20) + 3 + 6 + 1 = 30
Damage ?: 1d6 + 2d6 ⇒ (1) + (4, 1) = 6
Crit Confirm?: 1d20 + 3 + 6 + 1 ⇒ (5) + 3 + 6 + 1 = 15
Damage ?: 2d6 ⇒ (1, 4) = 5
Oggil Redhand |
Oggil, magically fast, races around to where Thiera is putting the hurt on the red bandit, and offers his own addition to it.
attack: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d8 + 3 ⇒ (1) + 3 = 4
"The tide retreats, and so should you, for unlike the tide, you will not get a chance to return if you stay."
Dungeon Master S |
Brimming with confidence, the spellcasters leap from the battlements and take the field. Thiera's spell REF: 1d20 + 5 ⇒ (5) + 5 = 10 incinerates the tengu! Hun stabs the tengu, but at the last second his killing blow is thwarted.
The remaining tengu, last of the third wave, tries to stab at Hun:
Wakazashi: 1d20 + 5 - 3 ⇒ (6) + 5 - 3 = 8 and Beak: 1d20 - 1 - 3 ⇒ (14) - 1 - 3 = 10, but to no avail....
Hun quickly gives him a warrior's death.
HUZZAH! The bandits are defeated!
Dungeon Master S |
In the aftermath of the onslaught, the village square stands nearly deserted, most of the villagers’ resolve having broken sometime during the siege. Many have retreated to their homes, though from the peripheries of the village still come the sounds of battle, villagers here and there fighting off the few scattered bandits that made it through the barricades. The air is hazy with smoke and it is hard to tell where to go to next in order to aid the farmers. A bloodthirtsy screech coming from the north is enough to signify the most dangerous threat yet, however.
Tick off one round as you reconvene in the village proper.
The source of the screech makes itself known as a final pair of tengu approach. This one is CLEARLY different from the others as he sits astride a massive axebeak and wields a mighty blade. He takes the barricade in a leap!
Round 14:
Hunwald: Go
Piper: Go
Dupine: Go
Oggil: Go
Thiera: Go
Baddies: TBD
Leader:
Blue: 2 (Exhausted)
Thiera |
Thiera again calls on her magic, and weaves arcane symbols in the air.
Tasha's hideous laughter, DC 18 Will negates; targeting the rider.