Giants of Autumn Twilight (Inactive)

Game Master Jubal Breakbottle

* NORTH OF THE SOUTH FORK OF THE RIVER ESK - 10:15, DAY 16
* Roll20 map


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Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Seeing but not quite understanding Kel's reluctance, Mohs steels himself. "You!" Mohs steps toward the nearest townsperson with a torch. "Let me take that, we need to light the beacon." He takes the torch if the townsperson releases it "Thank you," and thrusts it to Arlan with a shudder, not looking at the flame.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)
Keltza Proditor wrote:
Does uh... anyone have a torch? If you were to look at Kel right now, you'd notice she REALLY does not want to be the one to start a fire.

Several members of the mob have torches, that's why I'm asking one of the compliant ones for his/her torch. I remembered to get tinder twigs, but not torches, hehe.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)
Arlan Ward wrote:

Arlan relaxes his ire a bit as his companions' sincere words mollify the mob. He plants the butt of his spear in the ground, reaching with his free hand to draw forth his hopeknife from under his shirt and display it for all to see while Nerak speaks of unity.

The half-elf then approaches one of the cowed villagers (one who has a lit torch) and holds his hand out expectantly towards the torch.

Mind if I do the honors?

From earlier :-)


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Beltzer rolls his shoulders and wonders when my mother's eyes are elsewhere the people turn on each other. What has happened here in recent years? Beltzer watches the commotion and Mohs passing the torch to Arlan but his mind wanders again. the townsfolk have never had aversion to half-orcs before. She has a hope knife which means she's Traunaun and has been accepted here. Something big must have happened in recent years if it is racially caused. He kneels down in front of the girl. "Hey there, the name is Beltzer. You probably know me as Magra's child, I can see that you're scared though tell me what problem do these folk have with you?" Speaking in a hushed whisper to not draw too much attention from the townsfolk.

sense motive: 1d20 + 8 ⇒ (10) + 8 = 18 For the reply she gives me.


* Saltmarsh *

With 8 players multi-posting, it's tough to keep up with who I'm missing. Sorry, if you haven't reacted. I've time at the moment to move the scene.

The ringleader and mob are beyond diplomacy and continue to be cowed by the heavily armed and armored group. Then, the mob begins to slowly disperse with words of various encouragement from Keltza, Mohs, Nerak, and Lys. The mob disintegrates into small groups presumably heading toward their stations on the wall of to shelter in the Longhouse.

Mohs hands Arlan a torch who has the honor of lighting the Commons Beacon illuminating most Upper Trunau.

The female half-orc looks exhausted from her near death experience and manages to mumble out her name as, "Brinya."

With the noise of the mob removed, the fighting in Lower Trunau and the Inner Quarter can now be clearly heard over the igniting Commons Beacon. You know the next beacon is in Lower Trunau near the Hopespring.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

As the fire springs to life before them, Varin grins manically and turns towards Lower Trunau. He stares down towards their next target, tightening his grip on the haft of his hammer. The fire was catching, in the Beacon, and within him. He took a moment to press two fingers to his lips, before pressing them to the symbol of Gorum. Though he was not in the thick of it, the sounds of battle called to him, his heart beating loudly in his ears to the rhythm of steel on steel. Varin felt more alive than he had in awhile.

"Hopespring!, he grunted, turning to the others. "Let's be about it!"

He turned to the woman Brinya then, before speaking. "We are for the Beacon in Lower Trunau. Would you accompany us, or would you stay?"


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Wulfrum would turn to the poor lass and put a hand on her shoulder. "I doubt you have the stomach of any more scare for tonight, find a safe place to hide dearie if you can't handle it. Otherwise, stick with us. This place ain't safe for green skin tonight, likely to get hurt by friendlies" he said as he began to trundle on towards the next beacon.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Nerak puts a hand on Varin's shoulder to get his attention.

"Considering she was forced to resort to using her hopeknife to protect herself from the mob. I think it's safe to say she is not yet ready for this kind of battle, in more then one way. She would be safer in the longhouse, one less life at risk."

You notice above Nerak's head Lorn looks down on you in a "tut tut" expression. Shaking the mass of rubble that passes for his head. After all if one could not defend their own life then they would just be a burden on the battlefield, something that could be dangerous for all involved.

Turning to Wulfrum.

"I doubt the rest of her kin would stand for that in the longhouse much less those charged with protecting it as a final defense. That mob could get away with it out here, being riled up, but before the rest of the town in the longhouse, that nonsense won't be allowed. Children are sheltered in the longhouse, murdering someone without true cause before their eyes. I'd kill the lot of them myself for something like that. Their scared not stupid, they have more to worry about then someone else's blood tonight. They would do well to worry about their own."

Edit cause Wulfrum sniped me. x)


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Arlan, spear in one hand, torch in the other, looks off towards the sounds of fighting with worry, trying to gauge the number of opponents already within the town walls.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

We should go to the next beacon so we can join in the fight sooner--our blades are needed, he says, simply.


Female Half-Orc Life Oracle 3 | HP 36/36 | 1st 5/6 | Channeling 4/5 | Hero Points 3/3
Stats:
AC 18, Touch 12, FlatFoot 16, CMD 15 | Fort +3, Ref +3, Will +2| Init +2 | Perception -1, Darkvision 60 ft

Keltza nods in agreement with Arlan. "We need to head out to the next beacon. We can drop her off in the longhouse on the way. On a normal day, I would suggest she join the fight, but her presence is likely to cause trouble. Her skin, after all, is hard to cover up."


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

"No more than yours and Beltzer's, but I agree." Mohs gives the flaming beacon a wide bearth and addresses Brinys. "The longhouse is the place for you ma'am. Find other half-orcs and settle in for a long night."

He turns then to his companions, "I hear sounds of fighting near the Hopespring. We cannot afford to lose our water supply. Let's head out, light the next beacon, and help the defenders secure the spring. For Trunau!"


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Poor thing. I hope she'll be ok. Morons..., thinks Elize as she focuses on the task at hand, smiling at the half-orc. "Alright, lads and lassies, let's get this show on the road!"

While walking down the steps, she turns towards Nerak, eyebrow raised, "It seems like you learned a bit more than magic along your journeys, Nerak. It's good to have someone to keep a calm head, especially in times like these."

Trotting down and sending one last wave at Brinya, she continues, "Ah, that's enough sensible chat from me. Forget about these retards. Anyone got tactical advice?", double and triple checking her weapon. Why are you so nervous... You've been fighting orcs before... It's fine, nobody's going to die this time... Thoughts pass through her head as she walks down, nervously looking at every one of her companions.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

"Right well the way I see it..."

Profession (Soldier) 1d20 + 5 ⇒ (19) + 5 = 24

As they moved towards the next beacon, Varin began to lay out a plan of attack, in case they met opposition. His knowledge of the area, and of all the various attack and choke points were fresh five years gone, he hoped they would be enough for right now.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Nerak eyes Elize.

"You don't want to know the price of that calm head of mine. Seen things all the tomes in the world could not make me forget."

He shakes his head, a small shudder creeping in for a moment.

"We should move on and see where we are needed as we do. Unless someone with rank in the town guard tells us something else. We have our task, after which killing orcs is as sound a plan as any I would think."


* Saltmarsh *

Emotionally numb, Brinya thanks you for your intervention and says that her watch station is at the Inner Quarter Gate, so she agrees to go with you. As you hustle to return to the gate between the Commons and houses, the sounds of fighting and smashing boulders echo from the lower quarters of Trunau as archers fire volleys from the twenty-foot-high crenellated curtain wall and higher towers. Even the heavy ballista on the Southern Lookout tower is launching bolts toward attackers from the East.

As you approach the gate, you see Chief Defender Halgra of the Blackened Blades who is dressed for war waving you toward her. ”Good. I’m glad you’re here. They’ve penetrated the Inner Quarter. We’ve barricades in front of the Inner Gate providing some cover to a makeshift hospital run by the acolytes of Abadar from the Countinghouse and another set in front of the Western Gate, but it’s chaos in there. I need a strike team to secure the quarter. First, light the Beacon to show that we’re starting our counter-assault, and then work your way to the Western Gate. Several of the buildings are now rubble and may have survivors. Several of the buildings on fire, but let them burn. When you secure the Western Gate, I’ll shift reinforcements, so you can move toward the Hopespring. I’ll be watching from the Inner Gates Lookout. Here’s the key to any of the tower doors. Protect it with your life. Clear?”


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Ah great, first time I see her and she's in full soldier mode, right! Beltzer thinks to himself as he approaches his mother. "Moth..." He stops, correcting his tone at this point. "Ma'am, I understand the safety of the walls but if we get to the gate and the buildings burn to the ground more of us will be lost. Can we not set up some form of staggered line of soldiers to help the house on fire while we secure the western gates? Or is there not anybody that can be spared." Beltzer already knows the answer to that, though he asks in vain anyway for a small hope that they can save more people.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

Varin stands at attention when Halgra begins to speak, Earthbreaker snapping to his shoulder and his heels clicking together. He stares at the woman intently, taking in her orders and making note, mentally, of the path they would need to travel to reach their destination.

He had witnessed many people take command, during his time away, be it on a large or small scale, but none of them had the bearing of Halgra. She was awe inspiring and yet terrifying in her own way. He would not have the mettle to cross her, not willingly anyway.

When she finished speaking, he saluted, looking to the group gathered. 'Couldn't ask for a better gang to have my back!'


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Nodding in agreement with Nerak's last statement, Lys spots Halgra in the distance, "Speak of Asmodeus.", grinning widely.

Lys salutes on habit at Halgra, and shouts at the others, "All clear." Survivors! We must get them!

Turning towards the others, she puts the crossbow on her shoulder and says, "Uncle Wulf, I suggest you take Mohs and find the survivors. Mohs is pretty handy with earth magic, if I recall correctly, and while both you and Kel can heal anyone injured, I don't think she'd like to go in a burning building. The rest, we can push to retake the Western Gate."

Continuing, not realizing the commanding note in her voice, "I say we stay close together. I know the urge to charge the orcs is strong, but not everyone can progress at the same pace. Soften them down at range, if you can. We got you three bulky beefcakes, ", she gestures over Belkzer, Arlan and Varin, "So make sure we all work together and don't lose our focus. Anyone, any objections?" she looks expectingly. "What? I pay attention to what military types say. Sometimes.", she murmurs, defensively.

As soon as everyone's ready, she takes her crossbow off her shoulder, loads a bolt with a clicking noise and grins at the gate. Here, greeny, greeny, greeny. I got a message for yoou!

I know that plan would involve Wulf and Mohs to be out of the brunt of the combat, but I believe it's a reasonable choice of action, considering everything.


Female Half-Orc Life Oracle 3 | HP 36/36 | 1st 5/6 | Channeling 4/5 | Hero Points 3/3
Stats:
AC 18, Touch 12, FlatFoot 16, CMD 15 | Fort +3, Ref +3, Will +2| Init +2 | Perception -1, Darkvision 60 ft

Kel frowns at the suggestion to let the buildings on fire simply burn. "But they could have people inside..." She thinks for a second before smiling. No need to worry about that bit. I know a spell that could create large amounts of water in mere seconds. [ooc]at this level, one gallon a second to be exact I can simply spray them while we walk by to reduce the amount of damage to the town. That way, we don't have to spend time worrying about both the task of saving lives and securing the gate."[/b] Keltza nods her head, proud for thinking of a way to solve both problems at once. It was no use to potentially people burn when it would literally take her no time at all to put out the flames, and at no cost to herself.


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

"Elize I can understand your wish to save the survives as I do too. Though the west side of town is quite large, are you suggesting we split up possibly to orcs getting between us?" He asks cautiously.

"Either we should be focused on saving people or the other defenders, we shouldn't become split focused." Beltzer says, he doesn't seem to be disagreeing with Elize to go save the survivors more that they should do one task or the other. I don't mind saving the survivors or turning on that torch, but surely there is enough men between us and the rest of mother's forces to divide the labour. No need us to split up and possibly be lost in the melee too.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

Varin shakes his head. "Really we need to move as fast as we can to the signal fire, don't you think? I mean if we get that lit, the rest of us can focus on the survivors as we move towards the gates. They are in our path, after all, and together we can do cursory searches of the collapsed buildings, as we go past." He stopped, turning to Keltza and Beltzer, before looking down. "I think the reason we are to leave the houses burn is a two fold reason. One, the extra light will play havoc with the advantage that the Orcs have over us, the night and two... anyone still in those houses is dead. There are no survivors in those houses. We have to cut our losses and save the living!"


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

I don't think anyone else grabbed the key, so...

Arlan stabs his spear in the ground for a moment. He grabs the key and shoves it deep into a pocket, looking the hero of Trunau in the eye. I don't have any fancy words for an oath, but I give you my word no Orc will lay his hands on the key while I live.

That said, he grabs the haft of his spear and pulls it free with a grunt.

Well, what are we all waiting for? Let's move!


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Wulfrum stopped and stood in front of the woman with a relaxed demeanor. He listened to her and then to the others for a bit. They were a large party it is true but when it comes to survivors they would probably need an extra hand. He looked at the others and what they offered and thought for a moment. "Varin, join me, Kel, and Mohs and we'll work on the right hand side of the road towards the western gate. There is a lot of them along that way and it'll slow us down but that should save the most people....Why don't the rest of you lot handle the buildings on the left on your way there, shouldn't be many and that way you'll be able to rush to the gate and provide back up yea?" he offered as a counter proposal.

If I am not mistaken we are about to enter...K on the Truanu map, given how many years we all have lived here I think we remember kinda the layout of that area to know that much.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

Varin nodded, glancing at Wulfrum for a moment. "Aye, that is a plan I can get behind. If we divide it down the middle, and travel in close proximity to eachother, perhaps we can do the most good. Lets light that beacon and get to the gate. We can deal with survivors as they come!"

Varin nodded and began to move towards the beacon and the Western Gate.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

It seemed the blood rushing was getting to some of his friends, or it could be a habit of someone used to reading between the lines.

"I think Halgra meant that we do not concern ourselves with saving the burning buildings or get it into our heads to search a burning building without due cause. If someone is shouting for help from inside a burning building then it is reasonable to at least take a look. But otherwise the buildings should be ignored if their burning. Those that are rubble are less dangerous with a higher chance of holding survivors. Having a building collapse on you due to burning beams or getting burned to a crisp by sticking our heads in without reason is bad for everyone. We can always rebuild what burns, their is little chance of the fire spreading, as the town has a number of fire breaks thanks to the space between buildings and more importantly the stone walls."

He nods to Halgra.

"I would also remind everyone we have been given orders by the chief defender. It's not a suggestion or debate."

It may just be him, but he had no trouble remembering that Halgra was not one to test. Least of all in the middle of a orc raid where defenders had to do as told, not question their superiors.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

"Aye and it is not a debate we are having, it is called tactics and planning. We are set a job and we have to decide how to do it. We do the beacon first, like the Chief Defender said, then the rest is up to us as long as we manage it. We need to think on our feet out here and need to decide how to approach things, before we are up to our neck in it!" Varin grins at Nerak and joins the others as they move about their work.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Wulfrum listened and raised a hand after Nerak spot. "Aye lad, I weren't trying to say that we shouldn't follow her order. I was merely trying to offer up a suggestion on how best to follow through." he said trying to reassure that he wasn't trying to overthrow an order from Halgra.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Let's talk on the way to the beacon, while there's still people to save!


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Wulfrum agreed for the most part and unless someone stopped him proceeded along with the plan at hand. He swung the warhammer up onto his shoulder as he pulled the shield down in front of him and began to rumble on towards the first building on the right hand side.


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web
Halgra wrote:


”First, light the Beacon to show that we’re starting our counter-assault, and then work your way to the Western Gate. Several of the buildings are now rubble and may have survivors. Several of the buildings on fire, but let them burn. When you secure the Western Gate, I’ll shift reinforcements, so you can move toward the Hopespring. I’ll be watching from the Inner Gates Lookout. Here’s the key to any of the tower doors. Protect it with your life. Clear?”

Mohs nods. "Yes Ma'am!" He turns to his companions, "If Halgra says our first priority is the beacon, let's get off our asses and light the beacon first. The time we take to search a building and save two people could kill four defenders who don't have the beacon to rally around. Let's not second guess."

Mohs follows Arlen and Varin toward the beacon, keeping his eyes open for orcs to either side.

The beacon is close anyway. Let's get it lit, then go with Wulfun's plan to the west gate.


* Saltmarsh *

During your debate, Halgra points to the female half-orc and says, ”Brinya, they need another loader for the ballista. Go.” Dismissed, Brinya nods and smiles to you as she heads toward and enters the right gate tower door.

”Ready?” The Chief Defender asks. (if you need more clarifications, ask in Discussion) ”Good. Raise the gate! Godspeed and good hunting.” She steps aside and watches you enter the Inner Quarter. As Beltzer passes by her, Halgra puts a hand on his shoulder as the only sign of affection from mother to son.

=========================================================
Through the gate, you enter a war zone. Debris borders the unlit Beacon. A chest high, wooden barricade provides protection for a makeshift hospital attended by four acolytes who hunch over the wounded. They already have five customers, unconscious and probably stable.

Once the Beacon is lit, which only needs a Spark, I’ll reveal further beyond the barricade. Debris and rubble are difficult terrain. Buildings and the well that you can't see at the moment can provide cover. The barricade requires a full round action to climb over. Once you pass the barricade, please post your actions in rounds. It is alright to post several rounds of actions at the same time.


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Mohs notices Beltzer’s moment and stiffens slightly inside. Family in danger, fires everywhere, damned vicious brutes attacking on all sides, I came home to put some of that aside. Fate is fickle that way.

He clambers through the gate and observes the chaos on the other side, his old childhood friends brandishing their weapons around him. I wonder where Da’ is. Does he still hold the west wall? Is Ma soaking fresh bandages still? I should stop and visit. A flash of guilt shudders through Mohs as his feet hit the backed earth on his way to the stacked wood and sand. Perhaps more than the message about Clovin would have been appropriate.

His feet steady, Mohs steps just beyond the beacon and scans the paths around it and the road toward the barrier. He firmly grasps his brother’s hammer in his right hand and gathers a touch of the miasma from the earth’s bowels in his left, prepared in an instant to unleash it on the first green, tusked bastards he sees, present company excluded.

”I am covering the beacon. Set it alight, and then we secure the West Gate!”

Mohs clears the gate, then moves to 5 feet north of the beacon. He draws his hammer as part of the move action, then readies an action to use one of his acid clouds on the first -2- orcs that come into range (30ft.) If only one shows up, he does not release the cloud, waiting to catch at least 2.

If the orcs show up, acid cloud does 1d6 + 2 ⇒ (5) + 2 = 7 damage in a 5 foot radius plus sickens for one round. DC15 fort save to reduce damage by half and eliminate sickness.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

Varin moves through the gate as it is opened, his eyes downcast, lost in thought. 'What if we cant hold that western gate? We could cost people their lives... This isnt like it is just us.' He shook his head softly to clear it of negative thought, before looking up at the barrier. 'Well that looks like it wont keep much out but I guess it is all we have time for now!' He nodded before turning to stare back at the gate they had just come through. 'Well we are in it now. Finally time to cut our teeth!'

He turned, gripping his Earthbreaker tightly in both hands, resting the haft across his thighs, as he walked to face the Western gate, stepping up beside Mohs.

"I'll help you keep watch." He spoke without looking at the Dwarf. "The hammer suits you. He would be proud!"


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Nerak didn't know if it was because he had always been the one getting attacked with the caravan's he traveled with, or if he was more of the reactionary kind. Could just be he had a little more cowardice in him then the rest, would not be the first trait unbecoming of his blood. Whatever it was he took the time to go over to the beacon and with flint and steel strike up some sparks to light it. After it was lit and started burning on it's own he moved over to the barricade. Waiting for a few of his more close quarters inclined friends to go over before he went himself.

Once over the barricade he checked his crossbow yet again to make sure it was ready. Then took his place behind some of the others while keeping a look out. The first hostile orc he saw he would shoot. That action being one that he had no need to consider.

If we run into a group of orcs, Nerak aims for the weakest/most lightly armored one he see's.


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Assuming no orcs charge the barricade or jump out of the rubble

Mohs feels the warmth of the growing . . .signal, not fire . . .signal behind him. ”Many thanks, Nerak. Now for the real business.” He looks toward his right at Varin, ”It suited him better, but we live in the world that is, not the world that should be. To the wall then,” He points his brother’s hammer toward the barricade.

Using the rubble at the west end of the barricade to help his climb, Mohs makes the clumsy passage to the other side. He takes a step forward and as before, plants himself and conjures the first wisps of caustic air to strike out at the town’s attackers, waiting for the rest of his companions to arrive.

Full round to climb over the barrier. 1st round other side of the barrier: 5 foot step forward to give room for others to climb into my previous space; ready acid cloud exactly as previously described.

Note: Acid cloud, if it goes off, persists for one full round (until the beginning of my next turn, I believe.) Any additional orcs (or allies for that matter) entering it take damage and must save as well.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Arlan approaches the beacon and throws the torch on the pile (not sure how long it takes to get a spark from flint and steel, but I'll do this whether the beacon is lit or unlit).

He reaches into his bag and produces a smile vial full of liquid, drinking it swiftly and throwing the empty bottle (labeled with a picture of a feather before the flames burn it up) onto the pile as he momentarily stares into the flames.

Will I be thrown onto the Pyre tonight? Will they remember me, in thought and song? Best to strike hard and fast, who knows how many there are.

The rubble doesn't seem to bother Arlan much as he steps through it deftly, standing by the barricade to help the others over before taking the rearguard. In the interim, he puts in a fresh wad of chew to give himself something to do while the others climb.

Drink a potion of Feather Step, ignore difficult terrain for 10 minutes. AA the climb checks of any who seem to be having the most trouble navigating the barrier. Chew some Shoanti Chew. When everyone has cleared the barricade, I'll go over last.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Wulfrum, seeing that Nerak makes his way towards the signal, charges forwards and begins to climb over the barricade.

Once on the other side, he will step forwards and draw back out his weapon and shield and begin to scan for any enemies.

Perception: 1d20 + 10 ⇒ (14) + 10 = 24

Full round action to climb over barrier, then probably only getting weapon out as part of the move action during my first round and standard action to do a perception check. Will draw shield next round as part of the move action...if no enemy or anything is seen will move forty towards the nearest house on the right.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

Feeling the beacon burst to life behind him, Varin glances over his shoulder before jogging to the barricade. Dragging himself up and over took a little time, but by the end he stood, facing the wreckage of the Inner Quarter. He frowned, staring around at the debris and burning wreckage. He shrugged his shoulders and walked forward, making sure to keep out of the line of effect of the spellcasters, setting himself for any possible attacks.

Full Round action to climb over barricade.
Move 20ft out from the barricade.
Ready an attack to strike the first enemy that moves in to his threatened square OR, if Orcs become visible but do not engage, take a full round action to charge the nearest, not engaged by Mohs Spell.

The or part of the third action is just if I am not around. Not feeling great so might end up sleeping.


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Just a question are NPCs either snubbing me or avoiding questions? As neither one has answered any questions I asked.

Beltzer draws his sword and let's off a dancing lights in the middle of the party, hoping to at least distract any orcs with the brightness of the lights. He gets ready to begin singing at the first sign of an orc charge to bolster the front ranks.

"Which of us is lighting the thing then?" Beltzer asks curiously as his mother sent them off with nary a plan of action.


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Lys jumps over the barricade and begins following Arlan. "Let's move!" Looking at Nerak holding his crossbow, she says, "That's the spirit!"

Seeing Mohs conjure up caustic rain, she looks at the dwarf with an arched eyebrow, but says nothing. That's something I wouldn't want to be under. Probably orcs think the same, though.

She then looks around, waiting for targets.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18


* Saltmarsh *

Nerak ignites the Beacon while covered by most of his companions. Then, you climb over the makeshift barricade that has been hastily constructed before the inner quarter’s southern gate. The barricade is already covered in the spilled blood of raiders and innocents alike, and several victims of the bloody fight are strewn about the ground north of the barricade.

The first thing you notice is that the stench of death hangs over this small square in Trunau’s inner quarter. Bodies of all kinds—orcs and humans, men and women, children and the elderly—lie scattered across the cobblestones where they fell. Veins of watery blood crawl from the base of the well in the center of the square (that blue circle near you), spreading from the limp body of a slain Trunauan guard draped over the side of the well. A rare moment of silence on the battlefield accentuates the sounds of crackling flames in the distance and the steady, hollow drip of blood into the well.

The next thing you notice is that the Staginsdar Household, which is the home of Agrit and Sara Morningstar, has been hit by two large, flaming projectiles. (that’s the fire on the rubble North-North-East of the group) Long flames lick the walls of this sizeable house, and burning beams crumble to the ground beneath the weight of the sagging roof. Though the front entrance remains accessible for now, the conflagration rages beyond control, threatening the lives of any residents that might be trapped inside.

Please declare two rounds of actions.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Wulfrum would look around, the wreckage and battlefield was all too familiar for him to be stunned for long. He shook it off and looked over at the other "Beltzer, take your crew and go check on the Morningstars...Varin, Mohs, Kel...let's check this house on the right, make sure no orcs get behind us." he yelled out, worried that the house may fall in at any moment and his groups slow demeanor may not give them the time they need to make it in time.

Given how long a speech I made...If needed I'll give up my standard action to do so (Some GMs houserule you can't speak more then three words others don't so I figure i'll throw that in in case.)

Nearest building is forty away, so I'd take a double move (Or round one speech, move, move, open door if needed) and then open door (if locked, use disable device...IE warhammer to the latch) and if I see anything green skinned inside yell out an Intimidate.

Intimidate: 1d20 + 6 ⇒ (17) + 6 = 23


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Nerak had seen his fair share of bodies, it did not distract him. That aspect of himself is what tended to keep him from becoming one of those bodies he supposed. Fear, grief, and all those other things could be had after the fight was over. The dead take no offense.

"We should check the well, in case anything is hiding in there. Be it friend or for. I would also like to check on Agrit and Sara in cause they were in there."

Nerak won't go anywhere alone. ;)


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

I know I was officially the rearguard, but as there's a secure gate behind us and we're splitting into two groups I assume no one has a problem with me advancing.

Also, you meant the fire N-NW of us right, not NE?

Aaaaaarghhh! Arlan roars in fury at the sight of the carnage, spraying red spittle everywhere. Monsters! Cowards! I'll rip out their spines!

His eyes are wide and wild, and his hands are clenched so tightly into fists it seems as though he might strike one of his friends, but for the moment he doesn't.

Nerak Sersver wrote:


"We should check the well, in case anything is hiding in there. Be it friend or for. I would also like to check on Agrit and Sara in cause they were in there."

Sure, check the bloody well. But Sara might be in there, and still alive. I have to save her if I can.

Without further discussion, Arlan runs into the burning house, hoping to find Sara and Agrit alive.

Sara! Agrit! Where are you? It's Arlan!

I will round one take a run action to sprint into the building. Feather Step should allow this despite the rubble. I can't really post my second action until I get my results, but I'll be online frequently so I shouldn't hold anything up.

Feather Step: 10 minutes, Shoanti Chew: 1 hour


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Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Beltzer nods at Wulfurm and goes to cover Arlan. Seeing that Arlan runs into the fire by himself there is no point sending himself in too. If Arlan gets injured inside Beltzer would sure to come running however. "Arlan yell if you need help in there!"

Little Kevril flaps his wings staying near Beltzer while the commotion happens, there is little a small bird can do in this situation. First round: move up to the entrance of where Arlan is. If they don't hear you in there they will hear this!" Beltzer casts ghost sound into the house after Arlan. The volume of the sound is as if 8 people were shouting, saying "Morningstars, yell if you are still alive! Arlan is coming to get you out!!" Standard action: Ghost sound.

Beltzer is well aware orcs will come around any moment now but he would be ready for them. The sounds of war beating around him beat in rhythm to his heart. The sound of his own war drum ready to be let out. Ready an action to start singing when we see enemy half orcs appear.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Seven hells-- Arlan looks around, startled at the eruption of sound around him. But when the words ring loud and true he smiles.

Clever...

Great move!


* Saltmarsh *

Arlan:
NNE. The fire and rubble were on the wrong layer.
Inside, smoke is starting to completely fill the building. In the main room, you find Agrit desperately trying to free Sara, who is unconscious and trapped beneath a fallen beam. "No, no, no, no. Stay with me Sara." Agrit says to herself with tears streaming down her face.

Agrit's face whips around after the Ghost sound, "Help me. The beam. It's so heavy..." She finishes straining again trying to shift the beam.

Please track your featherstep each post. Let's say it's been 5 rounds, since you drank the potion. Thanks.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

It's alright, we can save her.

Smoke stinging his eyes, Arlan reaches into his pack and pulls out a large bottle with a skull and crossbones label. He bites the cork out with his stained teeth and downs the liquid, smashing the bottle onto the ground. A horrible crunching sound issues forth from his body as his bones and accompanying muscle grow. Even his skin hardens like some great beast of the wild.

+4 Str, +2 Natural Armor, -2 Int

Despite his monstrous appearance, he nods to Agrit with resolve.

Draw Mutagen, drink mutagen, 5ft step next to Sara and Agrit. I'm assuming I could get right by them last round with the building being closer than I originally though. Let me know if I'm wrong.

Feather Step: (94/100), Shoanti Chew: (595/600) Mutagen: (200/200)

So that was my second round of actions. In the third round (barring anything crazy) I will rage (either from Beltzer's song or on my own if there is no song) as a free action. I will then try to lift the beam, hopefully with Agrit's help.

Str Check: 1d20 + 7 ⇒ (14) + 7 = 21

I will then have--Feather Step: (93/100), Shoanti Chew: (594/600) Mutagen: (199/200)


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Time to amend my actions, since that was where our team was supposed to head but I'll let them handle it and we'll take the left side. Be running up to the door of the middle building with the number...15, see roll 20 for exact house. It'll take a full round run to get there. Then move action to open door, disable device via warhammer if needed, if not use the intimidate from the earlier if I see any green...otherwise step inside.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

15 is the Killin' Ground if I'm not mistaken, our starting location.

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