| GM Rat Sass |
1d20 ⇒ 6
1d20 ⇒ 4
1d20 ⇒ 15
1d20 ⇒ 10
1d20 ⇒ 18
1d20 ⇒ 1
1d20 ⇒ 3
1d20 ⇒ 9
Eri's search for something marked with Allustan's writing proves fruitless. A message is scrawled by gnome fingers, and Hourpen's bird of prey is purposed for something more perfunctory, though the preparations are done pretty well. The halfling holds onto the hawk, which in turn holds onto the scroll tube, until Hourpen chooses to release it towards the keep.
The keep has various arrow slits, and a rooftop which likely allows the occupants to take positions against invaders. The second floor of the keep has a 5' walkway around the outside of the tower, which can facilitate ranged attacks, and prevents easy climbing of the outer walls. Roughly two hundred feet out, Tynan should be able to identify any movement along the top of the keep.
The team decides on the northern approach, staying clear of the cleared land by circling through the treeline. Maurice remains in his current position, secure enough to wait. Until when, you are not sure. With Hourpen seated with Solrisa, and Ascaria seated with Mortimer, the horses begin to move south, leaving the security of tree cover, and pacing the two left to travel on foot.
Only three or four of the ten groups of five lizardfolk are hindered in their sight by the sloping hill that leads up to the keep. As you close your distance, the chances swing more and more in their favor for detecting a large group such as yourselves on approach.
Presuming you steadily advance at Tynan's and Eri's foot speed, you approach your milestones. Hourpen readies to launch his hawk with your carefully-penned letter, while Eri readies to whisper sweet nothings at an unsuspecting target.
1d20 ⇒ 5
1d20 ⇒ 17
1d20 ⇒ 18
1d20 ⇒ 9
1d20 ⇒ 16
1d20 ⇒ 12
1d20 ⇒ 19
1d20 ⇒ 20
As you approach the hundred yard perimeter, a cry rips through the air from the tower itself.
"Turn back!! Turn back now!! There's danger here!!"
Ascaria: 1d20 + 1 ⇒ (3) + 1 = 4
Mortimer: 1d20 + 2 ⇒ (7) + 2 = 9
Eri: 1d20 + 2 ⇒ (18) + 2 = 20
Hourpen: 1d20 + 5 ⇒ (5) + 5 = 10
Solrisa: 1d20 + 4 ⇒ (15) + 4 = 19
Tynan: 1d20 + 4 ⇒ (15) + 4 = 19
L1: 1d20 ⇒ 3
L2: 1d20 ⇒ 14
L3: 1d20 ⇒ 7
L4: 1d20 ⇒ 13
L5: 1d20 ⇒ 1
L6: 1d20 ⇒ 20
L7: 1d20 ⇒ 9
L8: 1d20 ⇒ 14
L9: 1d20 ⇒ 4
L10: 1d20 ⇒ 4
BKS: 1d20 + 2 ⇒ (5) + 2 = 7
Round 1
Eri- 20+
L6- 20
Tynan- 19+
Solrisa- 19
L2- 14
L8- 14
L4- 13
Hourpen- 10
Mortimer- 9+
L7- 9
BKS- 7+
L3- 7
Ascaria- 4
L9- 4
L10- 4
L1- 3
L5-1
Eri, Tynan, and Solrisa may post their round activities now. The rest of you can start measuring each other for your burial outfits and coffin lengths.
| Eri Nandri |
Round 1, Init 20+ {outside}
Eri casts Gravity bow combat casting: 1d20 + 12 ⇒ (6) + 12 = 18 and moves 30' That's assuming he had his bow out, otherwise he pulls his bow out and casts the spell next round while continuing to move with the group.
AC 12
CMD 16
BAB +3
Defensive casting = 12 (@4th)
Spell Penetration= 4
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (7/8 per day) (Feather Fall, Grease. Gravity Bow, Magic Missile, shocking grasp)
Second Level: DC:16 (4/4 per day) (Admonishing Ray)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam
Shield equipped =OMG please don't hurt me
| Tynan Swale |
Round 1, Init 19+
Tynan cringes as the tower guard yells loudly, likely alerting all of the surrounding lizardfolk.
Well, hell...
Tynan flips the coiled rope over his shoulder like a bandolier, and quickly unsheathes his short swords, but continues moving toward the keep.
HP:34/34
Saves:Fort 4, Ref 8, Will 2
| Solrisa Iome Arabasti |
Round 1, Init 19
Solrisa double clip-clops closer on MemoRae (w/Hourpen). She seems delighted by the news that there might be danger.
She responds, raising her voice to be heard.
"Yes! I see! Open the gates and let me drop off these innocents then I will take care of the danger!"
1d20 + 11 ⇒ (13) + 11 = 24 Diplomacy
Solrisa smiles with confidence and honesty.
| GM Rat Sass |
Based on your posts, Tynan and Eri, I moved your tokens to represent your current positions on the map.
As the soldier atop the tower is answered by the maiden down below, the lizardfolk come alive, much like a kicked hornet's nest. Several units mobilize, and begin advancing on the keep. The peripheral units stir, readying for their own advancements shortly.
The soldier answers once more, before he disappears from his current position. "There's nothing but death here for you!! Turn around now!!"
Hourpen, Mortimer, and Ascaria may post their round activities now. The rest of you can discuss the virtues of burial vs funeral pyre.
| Ascaria |
Round: 1, Initiative: 4
Weapon Equipped = None
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = None
Life Link (5)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (9/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (8/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (6/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria, unable to see the opposition anyway, or even the entire party at one time, hangs on for dear life as Mort pushes the horse ahead (presumably). Delay - likely a perpetual delay until he can see something.
| Mortimer Smith |
Round 1, Init 9+
AC 19, 23 on AoO; 39/39 HP
BAB = +5 (level 5)
ToHit = 1d20+9
RHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+5 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+6
Will+4 (+2 base/wis, +2 headband)
Initiative+2
CMD = 23, 21 if flat footed
Mortimer moves, but tries not to let Cinder get too far ahead of those on foot.
"Turn back!! Turn back now!! There's danger here!!"
Huh? Does he mean inside?! Too late...
"We've come to help! Read the letter!"
| GM Rat Sass |
It is not, in fact, a straight shot. This is a battlefield, replete with various holes, ditches, rock formations, uneven terrain, and tree stumps sharpened to points. Be thankful it's not considered difficult terrain, gnome.
| Hourpen |
Hourpen releases Chasah.
Drop it near the shouting guards. Don't let them shoot you.
Chasah flies toward the tower.
"I swear. If they shoot at Chasah I'll sneak into that castle and let them know what's what."
Delay any remaining actions.
| GM Rat Sass |
All move forward, at one pace or another, on both sides of the impending clash. Hourpen releases the hawk to its own devices, and it begins to ascend towards the keep bearing your message. Roll20 has a token for Chasah, positioned 120' ahead of you all.
The lizardfolk are clearly abuzz with your presence, now able to pinpoint your approach from both Solrisa's and Mortimer's outbursts.
Round 2
Eri- 20+
L6- 20
Tynan- 19+
Solrisa- 19
L2- 14
L8- 14
L4- 13
Hourpen- 10
Mortimer- 9+
L7- 9
BKS- 7+
L3- 7
Ascaria- 4
L9- 4
L10- 4
L1- 3
L5-1
Eri, Tynan, and Solrisa may post their round activities now. The rest of you can start considering last will and testaments.
| Eri Nandri |
Round 2, Init 20+ {outside}
Eri uses a double move to go as far as possible.
AC 12
CMD 16
BAB +3
Defensive casting = 12 (@4th)
Spell Penetration= 4
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (7/8 per day) (Feather Fall, Grease. Gravity Bow, Magic Missile, shocking grasp)
Second Level: DC:16 (4/4 per day) (Admonishing Ray)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam
Shield equipped =OMG please don't hurt me
| Solrisa Iome Arabasti |
Round 2, Init 19
Solrisa double clip-clops closer on MemoRae (w/Hourpen). She seems unconcerned with the prospect of danger and pats MemoRae on the neck, as if to calm the galloping horse.
"Open the gates, please! We have innocents who need the safety within!" Solrisa replies.
| Tynan Swale |
Round 2, Init 19+
Tynan listens to the idiots yelling back and forth, alerting the lizardmen to the group's presence.
Aw, hell... so much for making it to the gate before they notice us...
Tynan continues forward, making a double move.
HP:34/34
Saves:Fort 4, Ref 8, Will 2
| GM Rat Sass |
The lizardfolk continue their advance. Some might be less enthusiastic than others, but it's hard to tell. There is shared attention between the advancing party, and the keep's denizens.
Hourpen, Mortimer, and Ascaria may post their round activities now. The rest of you can discuss the likelihood of an afterlife.
| Mortimer Smith |
Round 2, Init 9+
AC 19, 23 on AoO; 39/39 HP
BAB = +5 (level 5)
ToHit = 1d20+9
RHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+5 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+6
Will+4 (+2 base/wis, +2 headband)
Initiative+2
CMD = 23, 21 if flat footed
Mortimer slows Cinder in order to keep Eri and Tynan more or less in front of him and Ascaria.
With any luck, the gnome will have fewer issues hanging onto Mort and Cinder.
With any luck, there's enough room to make a gnome sandwich if necessary.
| Ascaria |
Round: 2, Initiative: 4
Weapon Equipped = None
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = None
Life Link (5)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (9/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (8/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (6/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria continues to hang on and hope for the best.
Delay - likely a perpetual delay until he can see something.
| GM Rat Sass |
The party grows ever closer to the keep. Chasah almost reaches it, for what little flying she's done. The circle of lizardfolk slowly tightens as well. You can start to hear more audibly their calls to each other. Whether you understand them is a different matter.
"Horses!! Take them down first!!" "More meat!!" "Take the door!!" "You, make sure you can climb!!"
At the last moment, archers from the second floor's balcony ledge send out arrows at the closest lizardfolk in discouragement.
Longbow, Range Penalty: 1d20 + 2 - 2 ⇒ (11) + 2 - 2 = 11 for 1d8 ⇒ 2 damage
Longbow, Range Penalty: 1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17 for 1d8 ⇒ 4 damage
Longbow, Range Penalty: 1d20 + 2 - 2 ⇒ (10) + 2 - 2 = 10 for 1d8 ⇒ 8 damage
Longbow, Range Penalty: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2 for 1d8 ⇒ 6 damage
Longbow, Range Penalty: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14 for 1d8 ⇒ 3 damage
Longbow, Range Penalty: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1 for 1d8 ⇒ 7 damage
A single shriek of pain, then even louder gnashing and hissing from the lizardfolk as they press on harder.
Round 3
Eri- 20+
L6- 20
Tynan- 19+
Solrisa- 19
L2- 14 (-4hp)
L8- 14
L4- 13
Hourpen- 10
Mortimer- 9+
L7- 9
L3- 7
Ascaria- 4
L9- 4
L10- 4
L1- 3
L5-1
BKS- 1-
Eri, Tynan, and Solrisa may post their round activities now. The rest of you can begin last rites.
| Eri Nandri |
Round 3, Init 20+ {outside}
Eri uses a double move to go as far as possible.
All Eri hears in his own head is breathing. He looks at the approaching lizardfolk and tries to figure out who might be best to trip up. He squints and gives up and just thinks about not breaking his ankle.
AC 12
CMD 16
BAB +3
Defensive casting = 12 (@4th)
Spell Penetration= 4
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (7/8 per day) (Feather Fall, Grease. Gravity Bow, Magic Missile, shocking grasp)
Second Level: DC:16 (4/4 per day) (Admonishing Ray)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam
Shield equipped =OMG please don't hurt me
| GM Rat Sass |
The tower archers reach for new arrows, while the alternating sets of lizardfolk continue to gain on the keep.
"Focus on the new meat and the door!!" "Ready the javelins!!" "Alive's better than dead, but dead will do!!"
Hourpen, Mortimer, and Ascaria may post their round activities now. The rest of you can choose the kind of wake you'd like held in your honor.
| Ascaria |
Round: 3, Initiative: 4
Weapon Equipped = None
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = None
Life Link (5)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (9/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (8/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (6/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria listens to the guttural speech and translates it for the party, ”Be aware, they intend to take our horses down first - so as to eat them, and the us, presumably for the same purpose. Also… they have javelins and are readying them now! Oh, you lot can probably see that though, huh.”
Delay - likely a perpetual delay until he can see something.
| Mortimer Smith |
Round 3, Init 9+
AC 19, 23 on AoO; 39/39 HP
BAB = +5 (level 5)
ToHit = 1d20+9
RHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+5 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+6
Will+4 (+2 base/wis, +2 headband)
Initiative+2
CMD = 23, 21 if flat footed
Mounted Combat
Mortimer trots ahead on Cinder with Ascaria, but not too far ahead of Tynan or Eri.
Overwhelmed slightly by the size of the battle field he finds himself wondering, Is it me, or is the Keep moving further away?!
"C'mon Eri, hurry!
”Be aware, they intend to take our horses down first - so as to eat them, and then us, presumably for the same purpose."
"Don't worry, Canary. We have this," he says, in an attempt to reassure himself as much as Ascaria.
Mort fires up Mounted Combat.
| Hourpen |
Hourpen watches apprehensively as Chasah closes on the keep.
"When these lizardmen are close enough it'll look as if I've disappeared. I mean to get closer without getting a splinter the size of my arm."
Roll20 may be slow on my phone so if you could move Chasah for me Rat that would be appreciated.
| GM Rat Sass |
Chasah finally clears the roof of the keep, disappearing behind the stone wall. The guards on the wall are too busy watching the horde of lizardfolk taking to the hill to take aim on the encroaching hawk.
The alternating legion makes its advance, and continues its verbal coordinations.
"Only six now!!" "It won't hold!!" "For glory!!"
The archers once again launch arrows, this time with more precision for the distance shortened.
Longbow: 1d20 + 2 ⇒ (17) + 2 = 19 for 1d8 ⇒ 7 damage
Longbow: 1d20 + 2 ⇒ (14) + 2 = 16 for 1d8 ⇒ 8 damage
Longbow: 1d20 + 2 ⇒ (9) + 2 = 11 for 1d8 ⇒ 2 damage
Longbow: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d8 ⇒ 1 damage
Longbow, Range Penalty: 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12 for 1d8 ⇒ 5 damage
Longbow, Range Penalty: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2 for 1d8 ⇒ 6 damage
A couple of additional barks in pain, and the horde is still set on its course.
You can make out a ten foot spacing between the stable and the keep. On the map, a corridor of red seemed fitting...
Round 4
Eri- 20+
L6- 20
Tynan- 19+
Solrisa- 19
L2- 14 (-4hp)
L8- 14 (-8hp)
L4- 13
Hourpen- 10
Mortimer- 9+
L7- 9
L3- 7
Ascaria- 4
L9- 4
L10- 4
L1- 3 (-7hp)
L5-1
BKS- 1-
Eri, Tynan, and Solrisa may post their round activities now. The rest of you should picture in your minds a good medium with whom you may be reached by seance.
| GM Rat Sass |
Both Eri and the lizardfolk press forward. The lizardfolk that move at present seem to advance more aggressively, taking advantage of the time it takes the archers to prep another volley of arrows.
"Make the archers pay!!" "Slaughter them at the door!!" "We claim the tower today!!"
The archers on the second story ledge bellow to those unseen soldiers within. "Brace the door!! They're almost upon us!!"
Hourpen, Mortimer, and Ascaria may post their round activities now. The rest of you may search for unsoiled undergarments that may serve as a white flag of surrender...
| Hourpen |
"I told you I was going to surprise them. How can I sneak up on them if I'm tending your mount?" Hourpen asks Solrisa, exasperated, but complies with her request all the same.
Ride: 1d20 + 8 ⇒ (20) + 8 = 28 Hourpen slows the mount, heading toward the stable area if the gate is indeed closed. He prepares to dismount.
"I don't think we're going to get in through the gate and there is no way I can fight from way up here. I will make sure they don't harass MemoRae."
Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Assuming here that the gate is closed. Not sure if that is the case. Holding off on moving via Roll20 until I'm clear on the status of the gate.
| Eri Nandri |
Round 4, Init 20+ {outside}
Eri uses a double move to go as far as possible.
AC 12
CMD 16
BAB +3
Defensive casting = 12 (@4th)
Spell Penetration= 4
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (7/8 per day) (Feather Fall, Grease. Gravity Bow, Magic Missile, shocking grasp)
Second Level: DC:16 (4/4 per day) (Admonishing Ray)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam
Shield equipped =OMG please don't hurt me
| Mortimer Smith |
Round 4, Init 9+
AC 19, 23 on AoO; 39/39 HP
BAB = +5 (level 5)
ToHit = 1d20+9
RHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+5 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+6
Will+4 (+2 base/wis, +2 headband)
Initiative+2
CMD = 23, 21 if flat footed
Mounted Combat
Mortimer starts to cut Cinder over toward the advancing Lizardfolk to the West.
Can he see back there?
He barks and spits as the level of adrenaline in his system rises, "Eri! Veer toward the West!" Whoa, sorry about that Ascaria!!
Fog and mist begin to swirl about his hands as he activates the Cold property of his Amulet.
Double move.
| Ascaria |
Round: 4, Initiative: 4
Weapon Equipped = None
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = None
Life Link (5)(100’) = Eri, Mort, Tynan
Channel Energy (9/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (8/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (6/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria listens to the guttural speech and translates it for the party, ”They hope to take the tower with this raid, we cannot let the keep fall. Maybe we can get them to fall back!”
He doesn't notice the flecks of phlegm flying from Mort's mouth.
Delay - likely a perpetual delay until he can see something.
| Hourpen |
Round: 4, Initiative: 10
Possible path marked on Roll20.
Hourpen hopes to ride MemoRae in between the stable and keep, dismount, and then prepare for battle.
Ready vanish if needed. Stealth: 1d20 + 24 ⇒ (10) + 24 = 34 after dismount.
| GM Rat Sass |
| 1 person marked this as a favorite. |
And so it came to pass that the first of many javelins began to arc through the grey sky, towards the party. Unfortunately, it targets Solrisa, maiden wrapped in metal inside an enigma.
Javelin: 1d20 + 1 ⇒ (17) + 1 = 18 for 1d6 + 1 ⇒ (2) + 1 = 3 damage
The archers on the ledge take several more shots.
You are close enough to hear the archers warn each other to make each shot count, as their supply is running low. You can also begin to see the extent of lizardfolk losses on the other side of the hill, now that you've arrived. Seven bodies lie close enough by, all arrow-riddled.
Longbow: 1d20 + 2 ⇒ (10) + 2 = 12 for 1d8 ⇒ 2 damage
Longbow: 1d20 + 2 ⇒ (4) + 2 = 6 for 1d8 ⇒ 5 damage
Longbow: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d8 ⇒ 3 damage
Longbow: 1d20 + 2 ⇒ (14) + 2 = 16 for 1d8 ⇒ 7 damage
Longbow: 1d20 + 2 ⇒ (3) + 2 = 5 for 1d8 ⇒ 6 damage
Longbow: 1d20 + 2 ⇒ (4) + 2 = 6 for 1d8 ⇒ 4 damage
Alas, only a single arrow connects, and it isn't even enough to finish off the already-injured lead lizard. The keep is about to meet with the full force of the folk.
Round 5
Eri- 20+
L6- 20
Tynan- 19+
Solrisa- 19
L2- 14 (-7hp)
L8- 14 (-8hp)
L4- 13
Hourpen- 10
Mortimer- 9+
L7- 9
L3- 7
Ascaria- 4
L9- 4
L10- 4
L1- 3 (-7hp)
L5-1
BKS- 1-
Eri, Tynan, and Solrisa may post their round activities now. No more teasing. I promise...
| Solrisa Iome Arabasti |
Round 5, Init 19
Solrisa moves to cut off pursuit and to allow the others to get the door. She takes a few steps, attaching her heavy shield to her arm and readies her new sword for the first lizardman to come in range.
1d20 + 10 ⇒ (5) + 10 = 15 to hit;
1d10 + 4 ⇒ (5) + 4 = 9 damage.
AC=24 (10 armor +2 shield +1 dex +1 NA)
HP=44/44
Right hand = long sword
Left hand = heavy shield
LoH 0/4 used
Quik Shirt 0/1 used
The Dragon Invoked 0/2 used
[ dice]1d20+10[/dice] to hit;
[ dice]1d10+4[/dice] damage.
| Eri Nandri |
Round 5, Init 20+ {outside}
Eri pauses for a moment as if to prep a spell for the end of his move. He glances left and then he glances right.
ahhh. They arrrree getting clossssser. runrunrunrunrunrunrun.
He uses a double move to go as far as possible.
AC 12
CMD 16
BAB +3
Defensive casting = 12 (@4th)
Spell Penetration= 4
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (7/8 per day) (Feather Fall, Grease. Gravity Bow, Magic Missile, shocking grasp)
Second Level: DC:16 (4/4 per day) (Admonishing Ray)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam
Shield equipped =OMG please don't hurt me
| GM Rat Sass |
1d20 ⇒ 5
1d20 ⇒ 12
One of the western groups of lizardfolk start to work their way over to the stables, where they begin climbing the building in the shadow of the keep. Meanwhile, two more groups get close enough to begin return fire against the archers of the ledge.
Javelin: 1d20 + 1 ⇒ (12) + 1 = 13 for 1d6 + 1 ⇒ (1) + 1 = 2 damage
Javelin: 1d20 + 1 - 2 ⇒ (3) + 1 - 2 = 2 for 1d6 + 1 ⇒ (3) + 1 = 4 damage
Javelin: 1d20 + 1 ⇒ (14) + 1 = 15 for 1d6 + 1 ⇒ (3) + 1 = 4 damage
All introductory javelins fail to find chinks in the soldiers' chainmail, and the javelins clatter against the stone wall of the keep.
Hourpen, Mortimer, and Ascaria may post their round activities now.
| Hourpen |
Round: 5, Initiative: 10
Hearing the clatter of javelins Hourpen assumes that gate must be sealed. He heads toward the rear of the stables. Once closer to the rear of the stable, Hourpen casts ghost sound.
Stealth: 1d20 + 24 - 5 ⇒ (18) + 24 - 5 = 37
(Stealth penalty for moving 15 feet. Aiming to cast ghost sound to sound like the clamor of armored men inside the stables. If LoS is an issue for casting into the stable will just aim toward the rear.)
| Mortimer Smith |
Round 5, Init 9+
AC 19, 23 on AoO; 39/39 HP
BAB = +5 (level 5)
ToHit = 1d20+9
RHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+5 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+6
Will+4 (+2 base/wis, +2 headband)
Initiative+2
CMD = 23, 21 if flat footed
Mounted Combat
Trying to anticipate Eri and Tynan's next move, Mortimer pulls ahead. He points to the nearest group of Lizardfolk, and when they notice him he makes a challenging "Come on over here" motion with his hand. He hopes to cut off the Western group of Lizardfolk from access to Tynan and Eri.
"This is where you might want to make a break for the corridor where Hourpen is, Canary," he says in a very deep and serious but hushed tone.
Double move
| Ascaria |
Round: 5, Initiative: 4
Weapon Equipped = None
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = None
Life Link (5)(100’) = Eri, Mort, Tynan
Channel Energy (9/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (8/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (6/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria nods at Mort and tries to slide off the horse quickly.
Ride: 1d20 + 1 ⇒ (17) + 1 = 18 vs DC 20 for fast dismount
He then carefully gets off the horse (move) and rushes toward Hourpen (move).
| GM Rat Sass |
1d8 ⇒ 7
The intrepid companions begin their various approaches, dismounting here, stealthing there, lagging everywhere. The alternating wave of lizardfolk have at least two clusters focused on your approach. Well, your horses at least. The two most recent attendee groups launch at the archers on the ledge.
Javelin, 2: 1d20 + 1 ⇒ (17) + 1 = 18 for 1d6 + 1 ⇒ (4) + 1 = 5 damage
Javelin, 2: 1d20 + 1 ⇒ (15) + 1 = 16 for 1d6 + 1 ⇒ (1) + 1 = 2 damage
Javelin, 2: 1d20 + 1 ⇒ (11) + 1 = 12 for 1d6 + 1 ⇒ (4) + 1 = 5 damage
Cluster 3 does its job, and Archer 2 slumps to the ledge. Only by the grace of gravity does his skewered body manage to remain on the ledge.
Javelin, 4: 1d20 + 1 ⇒ (9) + 1 = 10 for 1d6 + 1 ⇒ (5) + 1 = 6 damage
Javelin, 4: 1d20 + 1 ⇒ (12) + 1 = 13 for 1d6 + 1 ⇒ (5) + 1 = 6 damage
The other archers are far luckier, as the southeast corner remains untouched.
The western cluster continues to interact with you all, lobbing what may be their last, or second-to-last, javelins.
Javelin, C: 1d20 + 1 ⇒ (5) + 1 = 6 for 1d6 + 1 ⇒ (5) + 1 = 6 damage
Javelin, C: 1d20 + 1 ⇒ (14) + 1 = 15 for 1d6 + 1 ⇒ (1) + 1 = 2 damage
Javelin, C: 1d20 + 1 ⇒ (12) + 1 = 13 for 1d6 + 1 ⇒ (4) + 1 = 5 damage
Javelin, C: 1d20 + 1 ⇒ (2) + 1 = 3 for 1d6 + 1 ⇒ (2) + 1 = 3 damage
Javelin, S: 1d20 + 1 ⇒ (2) + 1 = 3 for 1d6 + 1 ⇒ (4) + 1 = 5 damage
Cinder takes a glancing blow, blood beginning to waterfall down her hind. Solrisa is missed, and misses an opportunity to swing on a lizard for want of a javelin's throw.
The archers launch arrows, then drop to the ledge floor, minimizing their exposure to more javelin attacks.
Longbow: 1d20 + 2 ⇒ (1) + 2 = 3 for 1d8 ⇒ 8 damage
Longbow: 1d20 + 2 ⇒ (15) + 2 = 17 for 1d8 ⇒ 5 damage
Longbow: 1d20 + 2 ⇒ (7) + 2 = 9 for 1d8 ⇒ 2 damage
Longbow: 1d20 + 2 ⇒ (20) + 2 = 22 for 1d8 ⇒ 4 damage
Longbow: 1d20 + 2 ⇒ (20) + 2 = 22 for 1d8 ⇒ 6 damage
Longbow: 1d20 + 2 ⇒ (15) + 2 = 17 for 1d8 ⇒ 4 damage
edit:
Confirm Critical?: 1d20 + 2 ⇒ (14) + 2 = 16 for 2d8 ⇒ (4, 4) = 8 damage
Confirm Critical?: 1d20 + 2 ⇒ (6) + 2 = 8 for 2d8 ⇒ (7, 5) = 12 damage
A concerted effort in response by the southeast ledge archers manages to slay a single lizardfolk outright.
"Avenge Krizzeh!!" "Even now!!" "Smash the door, NOW!!"
Round 6
Eri- 20+
L6- 20
Tynan- 19+
Solrisa- 19
L2- 14 (-7hp)
L8- 14 (-8hp)
L4- 13
Hourpen- 10
Mortimer- 9+ (Cinder -2hp)
L7- 9
L3- 7
Ascaria- 4
L9- 4
L10- 4
L1- 3 (-7hp)
L5-1
BKS- 1-
Eri, Tynan, and Solrisa may post their round activities now.
| Tynan Swale |
Round 6, Init 19+
Tynan dashes forward, moving nearer to Ascaria. Once again, he attempts to duck behind cover to conceal himself from the approaching lizardmen and their javelins, but finds precious little suitable cover this close to the keep.
Stealth: 1d20 + 12 ⇒ (1) + 12 = 13
HP:34/34
Saves:Fort 4, Ref 8, Will 2
| Eri Nandri |
Round 6, Init 20+ {outside}
Eri puts his head down and moves as fast as he can. More than a double move if possible
RUNRUNRUNRUNRUNRUNRUN!!!!.
He uses a double move to go as far as possible.
AC 12
CMD 16
BAB +3
Defensive casting = 12 (@4th)
Spell Penetration= 4
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (7/8 per day) (Feather Fall, Grease. Gravity Bow, Magic Missile, shocking grasp)
Second Level: DC:16 (4/4 per day) (Admonishing Ray)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam
Shield equipped =OMG please don't hurt me