| Mortimer Smith |
Round 11, 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 until the end of round 13, Bless
Cinder trots up on the corner LizardJerk and demonstrates her method of being persuasive.
CinderBite: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 +Bless for Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Confirm Crit: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21 +Bless for Damage: 1d4 + 5 ⇒ (1) + 5 = 6
She spits out blood and scales toward the group of remaining LizardJerks in front of her and fiercely neighs.
That's my girl!
Mortimer pulls a flask of Alchemy Fire from the Haversack.
"Go on! Run! Get out -- there is nothing here for you or your clan but death!"
He hurls the flask at the group of LizardJerks before them and the Keep door -- targeting the already wounded one -- hoping it will be at least a little persuasive.
ThrowFlask: 1d20 + 9 + 1 + 1 ⇒ (7) + 9 + 1 + 1 = 18 +Bless, +Altitude for Fire: 1d6 ⇒ 3
| Ascaria |
Round: 11, Initiative: 4
Weapon Equipped = Dagger
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (6/50r)
Life Link (5)(100’) = Hourpen, Eri, Mort, Tynan
Channel Energy (7/9) (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): (6/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (5/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Hourpen play dead.
Ascaria continues to heal the apparently dead Hourpen*, and grows frustrated. ”Now look here Hourpen, are you going to get in this fight or not? I know we're not protecting Allustan anymore but he did ask us to help the keep. Get up and do something!”
Ascaria channels again, hoping to heal Hourpen of the last of his injuries, as well as himself and Cinder. He is again careful to carve out any lizardfolk he sees that are injured. (I count five including the new injury not on the map yet, but can get as many as six).
Channel Energy (healing): 3d6 + 1 ⇒ (5, 4, 6) + 1 = 16
* Hourpen heals 5hp of damage thanks to Ascaria.
Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)
| Hourpen |
Hourpen gets up.
"So it was you that performed this miracle." Looks around for something to stab.
Awaiting initiative for further actions. Assuming my move action has been taken with getting up.
| GM Rat Sass |
Eri snicks another lizardfolk on the ledge. Solrisa drops another with a single swipe of her new blade. Tynan circles the stables and hopes he avoids detection. Hourpen finally stirs. Mortimer moves forward, triggering a wave of javelins as he emerges on horseback, before downing one by horse, and relighting another by alchemical fire.
Javelin, C: 1d20 + 1 ⇒ (4) + 1 = 5 for 1d6 + 1 ⇒ (1) + 1 = 2 damage
Javelin, C: 1d20 + 1 ⇒ (14) + 1 = 15 for 1d6 + 1 ⇒ (1) + 1 = 2 damage
Javelin, C: 1d20 + 1 ⇒ (13) + 1 = 14 for 1d6 + 1 ⇒ (1) + 1 = 2 damage
Javelin, C: 1d20 + 1 ⇒ (3) + 1 = 4 for 1d6 + 1 ⇒ (5) + 1 = 6 damage
Javelin, C: 1d20 + 1 ⇒ (13) + 1 = 14 for 1d6 + 1 ⇒ (6) + 1 = 7 damage
Ascaria bolsters animal and halfling, lifting the party above all injury.
The remaining western unit continues its retreat to the south. In spite of the snarls of pain coming from the burning lizardfolk, three more lizardfolk move up to savage Cinder.
Claw Attack: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d4 + 3 ⇒ (1) + 3 = 4 damage
Bite Attack: 1d20 + 2 ⇒ (10) + 2 = 12 for 1d4 + 3 ⇒ (1) + 3 = 4 damage
Claw Attack: 1d20 + 2 ⇒ (18) + 2 = 20 for 1d4 + 3 ⇒ (2) + 3 = 5 damage
Bite Attack: 1d20 + 2 ⇒ (8) + 2 = 10 for 1d4 + 3 ⇒ (1) + 3 = 4 damage
Claw Attack: 1d20 + 2 ⇒ (18) + 2 = 20 for 1d4 + 3 ⇒ (4) + 3 = 7 damage
Bite Attack: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d4 + 3 ⇒ (3) + 3 = 6 damage
Cinder collapses, raked and bloody from the flurry of slashes.
Mortimer, please make a Ride Check DC 15, or suffer 1d6 ⇒ 2 falling damage, and ending up prone.
A horn sounds from the southern unit, and most of the lizardfolk seem to pause in their activities, if only for a moment.
As Hourpen stands, one of the lizardmen strikes out.
Claw Attack: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d4 + 3 ⇒ (1) + 3 = 4 damage
Round 12
Eri- 20+
L6- 20 (-5hp)
Solrisa- 19
Tynan- 18
Hourpen- 15 (-4hp)
L2- 14 (-7hp)
L8- 14 (-8hp)
L4- 13 (-9hp, -2hp, -2hp, -2hp)
L7- 10
Mortimer- 9+ (Cinder -24hp)
L3- 7 (-1hp, -3hp)
Ascaria- 4
L9- 4
L1- 3
L5-1
BKS- 1-
Eri, Tynan, and Solrisa may post their round activities now. Hourpen, you can finish your round, having already taken a move action.
| Solrisa Iome Arabasti |
Round 12, Init 19
Solrisa moves up to hack more lizardjerks.
1d20 + 10 + 1 - 2 ⇒ (1) + 10 + 1 - 2 = 10 to hit; (+bless-PA)
1d10 + 4 + 4 ⇒ (5) + 4 + 4 = 13 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.
| Tynan Swale |
Round 12, Init 18
Hearing horn blasts and shouted commands amongst the lizards, Tynan decides that disrupting their communications might be of help. Carefully pulling out his last thunderstone, he peeks around the corner and lobs it amongst the foes. (white X on map, 10'radius spread, so should get 6 of the lizards)
Throw Thunderstone: 1d20 + 9 + 1 - 2 ⇒ (2) + 9 + 1 - 2 = 10 (+1 bless, -2 range)
HP:34/34
Saves:Fort 4, Ref 8, Will 2
| GM Rat Sass |
Yes, Hourpen, baddies abounded, after they took their actions on their initiatives. By the time your initiative crept around, standing provoked an AoO. Feel free to amend your movement/actions on your post, if you seek to avoid my claw attack of opportunity.
| Eri Nandri |
Round 12, Init 20+
Eri will take two shots after moving 5'. The second shot will go off at the next wall target if the first one drops the remaining lizard on the north wall.
GB Arrow1, bless: 1d20 + 7 - 2 + 1 ⇒ (18) + 7 - 2 + 1 = 24 for Damage: 2d6 + 1 ⇒ (1, 3) + 1 = 5
GB Arrow1, bless: 1d20 + 7 - 2 + 1 ⇒ (13) + 7 - 2 + 1 = 19 for Damage: 2d6 + 1 ⇒ (1, 2) + 1 = 4
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
| Hourpen |
Revising previous actions.
Hourpen looks toward Ascaria while laying on the ground.
"So it's you who performed this miracle. No small amount of appreciation, but I'm quite sure if I get up these fine lizard folk are going to undo what you have so thoughtfully done."
| GM Rat Sass |
Hourpen can still take action if he so chooses, but does manage to avoid my glorious Attack of Opportunity...
Tynan, I think you need to choose an intersection on the map, so I maximized with my placement, so you get 5 lizardfolk in total.
Mortimer tries to coax Cinder out of the way of a claw strike.
Ride Check v DC 20: 1d20 + 6 ⇒ (8) + 6 = 14
Cinder falls to the might of the lizardfolk's natural attacks, preventing Solrisa's attempt at moving up and missing on the closest lizardman. Solrisa can slip into Delay for now...
Several lizardfolk flinch as the thunderstone wreaks havoc on their earholes.
Fortitude Save v DC 15: 1d20 + 4 ⇒ (11) + 4 = 15
Fortitude Save v DC 15: 1d20 + 4 ⇒ (2) + 4 = 6
Fortitude Save v DC 15: 1d20 + 4 ⇒ (13) + 4 = 17
Fortitude Save v DC 15: 1d20 + 4 ⇒ (8) + 4 = 12
Fortitude Save v DC 15: 1d20 + 4 ⇒ (12) + 4 = 16
In response to the southern horn's call, and possibly Tynan's thunderstone, the lizardfolk break off from their attacks. The southern unit, still blinded, continues to crawl away, while the lizards at the door, mostly charred, also follow suit. The lizards on the wall descend from the ledge, and begin to wend their way south as well.
1d6 ⇒ 4 non-lethal damage
1d6 ⇒ 2 lethal damage
Mortimer and Ascaria can post their round activities now, and Hourpen and Solrisa are free to join in, should they come out of delay.
| Mortimer Smith |
Round 12, 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 until the end of round 13, Bless
RideCheck: 1d20 + 6 ⇒ (13) + 6 = 19
Not really sure what in total I can do here...
Mortimer lashes out at a nearby Lizard.
Rhit: 1d20 + 9 - 2 - 2 + 1 + 1 ⇒ (1) + 9 - 2 - 2 + 1 + 1 = 8 -Multi/PowerAttack, +Bless [/dice] for Damage: 1d8 + 1d6 + 4 + 4 ⇒ (4) + (3) + 4 + 4 = 15 +PowerAttack
Lhit: 1d20 + 9 - 2 - 2 + 1 + 1 ⇒ (5) + 9 - 2 - 2 + 1 + 1 = 12 -Multi/PowerAttack, +Bless [/dice] for Damage: 1d8 + 1d6 + 4 + 4 ⇒ (2) + (3) + 4 + 4 = 13 +PowerAttack
and ... it really doesn't matter.
| Ascaria |
Round: 12, Initiative: 4
Weapon Equipped = Dagger
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (8/50r)
Life Link (5)(100’) = Hourpen, Eri, Mort, Tynan
Channel Energy (7/9) (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): (6/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (3/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria moves up and, remembering what the lizard folk do to downed horses, provides more healing to the mighty Cinder.
Cure Moderate Wounds: 2d8 + 6 ⇒ (4, 4) + 6 = 14
"So it's you who performed this miracle. No small amount of appreciation, but I'm quite sure if I get up these fine lizard folk are going to undo what you have so thoughtfully done."
Exasperated and fearful, Ascaria blurts out, ”Yes, and I can do it again, so just get up! We need you in this fight, not taking a nap!”
In response to the southern horn's call, and possibly Tynan's thunderstone, the lizardfolk break off from their attacks. The southern unit, still blinded, continues to crawl away, while the lizards at the door, mostly charred, also follow suit. The lizards on the wall descend from the ledge, and begin to wend their way south as well.
He immediately loses any anger he briefly possessed and starts to laugh. ”Look, they’re retreating, are they all retreating or just the ones near us?”
Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)
| GM Rat Sass |
Eri's arrows make final work of the ledge lizard on the north wall. Solrisa demonstrates supreme patience in the bottleneck of the alleyway. Tynan produces a thunderclap among the lizardfolk, causing a couple to flail about angrily when their words receive no understandable answer. Hourpen rises to his feet, ready to take on the retreating horde. Mortimer deftly unhorses himself from a collapsing horse, but manages to miss the adjacent lizardmen surrounding him. Ascaria saves Cinder from sure slaughter, and raises a 'dead' halfling with but a few words of encouragement.
The second contingent of lizardfolk retreats south, while the western unit seems more agitated, as it closes towards the retreating wave. There is much hissing and snapping being exchanged between the forces.
Western Unit- "Where are you going, you weakling belly-draggers!"
Retreat Responses- "The horn!! We regroup!!"
Southern Unit- "The new force has killed many!! Beware!!"
From within Blackwall Keep, those nearby the southern entrance can hear the bellows of injured men, as well as called out responses.
"They're retreating!!" "On your guards, men!!" "Start on the door!!"
Round 13
Eri- 20+
L6- 20 (-5hp)
Solrisa- 19
Tynan- 18
Hourpen- 15 (-4hp)
L2- 14 (-7hp)
L8- 14 (-8hp)
L4- 13 (-9hp, -2hp, -2hp, -2hp)
L7- 10
Mortimer- 9+ (Cinder -10hp)
L3- 7 (-1hp, -3hp)
Ascaria- 4
L9- 4
L1- 3
L5-1
BKS- 1-
Eri, Solrisa, Tynan, and Hourpen may post their round activities now.
| Eri Nandri |
Round 13, Init 20+
Eri will move 30' to shoot the closest lizard in the group of 3 at the southeast corner of the keep.
GB Arrow1, bless: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 for Damage: 2d6 + 1 ⇒ (5, 1) + 1 = 7
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
| Solrisa Iome Arabasti |
Round 13, Init 19
Solrisa double clanks after the retreating lizard jerks.
"Oh, I'll get them!"
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.
| GM Rat Sass |
The exodus continues. The wounded and blinded continue to stumble south, as the horn sounds once again, as if to make it clear what should be occurring. Almost by the sounding of the horn do several of the once blinded lizardfolk pick up speed, as their sight returns to them. Several of the lizardfolk eye the southern entrance of the keep, but stay true to the horn's call.
Eri's shot falls just short of the retreating foes.
Mortimer and Ascaria may post their round activities.
| Ascaria |
Round: 13, Initiative: 4
Weapon Equipped = Dagger
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (9/50r)
Life Link (5)(100’) = Hourpen, Eri, Mort, Tynan
Channel Energy (7/9) (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): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (3/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria watches Sol run out into the battlefield and he shakes his head. He tries reason, ”Sol, wait. If they’re retreating, let them go. We can’t face them all in the open, and there may be wounded in the keep who might die if we delay, so let’s tend to them shall we?”
”Everyone beware, they are just regrouping, they are not retreating I think - at least according to what they are saying. Let us make for the keep and help those within!”
Ascaria gives Cinder one more poke for luck and moves around toward the keep door.
Cure Light Wounds: 1d8 + 6 ⇒ (4) + 6 = 10
He shouts to the keep denizens, "We're here to rescue you, make way for our entrance, and gather your wounded that I may heal them! Throw the lizard folk off the walls so they do not get healed as well!"
Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone in the party)
| Mortimer Smith |
Round 13, Init 4-
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 until the end of round 13, Bless
"We're here to rescue you, make way for our entrance, and gather your wounded that I may heal them!"
SwiftMountDC20: 1d20 + 6 ⇒ (14) + 6 = 20 Swift Action
Mortimer remounts Cinder. He pulls out his crossbow and maneuvers the horse in front of the Keep door to cover for both the denizens within as well as the party members while they await a response.
"Again, much appreciated..."
| GM Rat Sass |
Eri just misses wounding a lizardman from a distance. Solrisa advances on the horde. Tynan advances on the keep. Hourpen rises from the dead. Mortimer helps his horse to her hooves, then manuevers them both closer to the south face of the Keep. Ascaria heals the horse again, while beginning to coordinate help with the men within the Keep. A voice from one of their ranks reaches you.
"Hurry! Come in, and we'll board up the entrance again!"
Round 14
Eri- 20+
L6- 20 (-5hp)
Solrisa- 19
Tynan- 18
Hourpen- 15 (-4hp)
L2- 14 (-7hp)
L8- 14 (-8hp)
L4- 13 (-9hp, -2hp, -2hp, -2hp)
L7- 10
Mortimer- 9+
L3- 7 (-1hp, -3hp)
Ascaria- 4
L9- 4
L1- 3
L5-1
BKS- 1-
Eri, Solrisa, Tynan, and Hourpen may post their round activities now.
| Solrisa Iome Arabasti |
Ascaria watches Sol run out into the battlefield and he shakes his head. ”Sol, wait. If they’re retreating, let them go. We can’t face them all in the open, and there may be wounded in the keep who might die if we delay, so let’s tend to them shall we?”
Round 14, Init 19
Solrisa double clanks after the retreating lizard jerks.
"Oh, you take care of those inside. I'll kill all of these and be right back. I don't want them to come back, ever!" Solrisa replies with a smile, then adds some logic to her response. "You're a good healer, Ascaria, so you should go help them! I'll get these!"
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.
| Mortimer Smith |
"Oh, you take care of those inside. I'll kill all of these and be right back. I don't want them to come back, ever!"
What?!
"Sol! Don't lose sight! Allustan said they aren't evil!" Mortimer cries out. "Come back! I -- " his voice cracks and his words are momentarily caught up in his throat. Recovering, he continues,"We need you here -- in the Keep!" He anxiously looks out after her.Let them go!
| GM Rat Sass |
The second wave of lizardfolk moves south, as another blast from the horn sounds. Sounds of hissing and snapping arise from both the western unit, and the southern wave.
Western Unit- "The fight is not over!! Just you remember that!!"
Southern callers- "Healing first, then we conquer!!"
Ascaria and Mortimer may post their round activities now.
| Ascaria |
Round: 14, Initiative: 4
Weapon Equipped = Dagger
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (10/50r)
Life Link (5)(100’) = Hourpen, Eri, Mort, Tynan
Channel Energy (7/9) (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): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (3/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria rushes into the keep. If he cannot see any lizardfolk, he channels (Channel Energy (healing): 3d6 + 1 ⇒ (6, 4, 6) + 1 = 17).
If he does see lizardfolk, he merely Stabilizes the first unconscious and injured defender he sees. He then shouts, "Get those lizardfolk bodies off the keep - push them over the wall!"
Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone in the party)
| Mortimer Smith |
Round 14, Init 4-
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
Bless
Instinctively, Mortimer loads his crossbow while trying to watch the entire southern front.
He gestures with his head to Hourpen, Tynan and Eri. "Hurry -- inside!"
He holds Cinder steady while he bellows an appeal to Solrisa.
"Sol! I don't think The Dragon wants you to do that! LizardFolk are not evil! Do not lose your focus -- some of them are actually just hungry! Remember how awful that is? Let them go! You come back -- we need you here in the Keep!"
He waits for everyone to enter the Keep.
| GM Rat Sass |
Eri finally arrives among the mostly collected group, as do Tynan and Hourpen. Solrisa continues her pursuit. Ascaria enters the Keep, bringing his healing energy to at least two soldiers lying against the walls of the interior.
You can hear light shuffling upstairs. As for bodies being thrown from the ramparts, you're unsure.Also, Burst of Channeling and the interior walls of the Keep should be reassurance that you need not worry about the lizards on the ledge.
The lead soldier in the doorway turns a quick look over his injured shoulder. "I don't know who you are, but thank you."
Mortimer holds position, surveying the field, and calling to his companion.
The southern unit advances closer to the retreating horde, while the western unit closes on the plumb line perpendicularly.
Round 15
Eri- 20+
L6- 20 (-5hp)
Solrisa- 19
Tynan- 18
Hourpen- 15 (-4hp)
L2- 14 (-7hp)
L8- 14 (-8hp)
L4- 13 (-9hp, -2hp, -2hp, -2hp)
L7- 10
L3- 7 (-1hp, -3hp)
Ascaria- 4
Mortimer- 4-
L9- 4
L1- 3
L5-1
BKS- 1-
Eri, Solrisa, Tynan, and Hourpen may post their round activities now.
| Eri Nandri |
Round 14, Init 20+
Eri casts grease on the wall in front of him starting from the top. He will then get as close as he can to climbing behind the battlements above his grease. He'll try to hide the casting.
bluff: 1d20 + 4 ⇒ (14) + 4 = 18
combat casting: 1d20 + 12 ⇒ (18) + 12 = 30
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 (6/8 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
| Solrisa Iome Arabasti |
Round 15, Init 19
Solrisa pauses briefly to hear the words from Ascaria and Mort, but then steadfastly continues her chase.
"Take care of the men! I'm not done protecting!"
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.
| Hourpen |
Round 14, Init 15
Shaking his head in disbelief Horpen heads through the gate.
"I'll send Chasah to watch Solrisa so that we may retrieve her body and arrange whatever burial rights befit her beliefs."
Assuming Chasah is in condition to fly will have her shadow Solrisa at a safe distance.
| Tynan Swale |
Round 15, init 18
Tynan begins directing the guardsmen, not caring what they may think.
"Bring any injured together around the gnome. His healing is mightty, but you must be near him. Quickly, before they make another attack!"
Putting his words into action, Tynan moves toward the stairway up to assist any of the injured from the upper floors down into the first floor chamber.
HP:34/34
Saves:Fort 4, Ref 8, Will 2
| GM Rat Sass |
There is more hissing and snapping coming from the western unit, and the northern mass of lizardfolk appears to slow its retreat a bit, as several of them look over their shoulders to see a lone maiden pursuing them.
Chasah hears Hourpen's call, and descends from the roof to land on his outstretched arm. The message is still tied nicely around her leg.
The field of lizardfolk continues to draw further south. Most of them, at least. Chasah no sooner lands on Hourpen, than she takes to air again, covering most of the distance soar above Solrisa.
One of the soldiers points Tynan in the direction of the stairs leading to the second floor. Two soldiers appear at the top of the stairs and work their way downstairs.
The soldier at the door continues his vigil. "Looks like you scattered them pretty good. A good discouragement, but they'll likely regroup again. They've done it twice before."
Ascaria and Mortimer may post their round activities now.
| Ascaria |
Round: 15, Initiative: 4
Weapon Equipped = None
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (11/50r)
Life Link (5)(100’) = Hourpen, Eri, Mort, Tynan
Channel Energy (5/9) (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): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (3/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria waits for more wounded. ”Is that everyone?”, he asks as he puts away his dagger.
If they answer in the affirmative, he channels one more time. If not… he readies an action to channel when all the wounded are present.
Channel Energy (healing): 3d6 + 1 ⇒ (4, 2, 1) + 1 = 8
”Are all your troops here? I will give them added skill for the battle ahead. Call them here, trust me.”
Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone in the party)
| Mortimer Smith |
Round 15, Init 4-
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
Bless
Mortimer holds his crossbow at the ready as he watches Solrisa chase down the LizardFolk.
"Take care of the men! I'm not done protecting!"
What is this? 'Protecting'?
He looks around to make sure he didn't miss something.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
'Protecting'? ... From thirty-seven yards out when they have no range? Is this revenge for MemoRae? I mean, there's planning ahead and all, but it's preferable to do that inside.
"I'll send Chasah to watch Solrisa so that we may retrieve her body and arrange whatever burial rights befit her beliefs."
... Well, at least she is a walking Fortress in that armor... or would that be 'Fortress-ess'?
He shakes his head.
'FortTresses' for certain. I see they're slowing down, but is she even going to catch those lizards up at this rate?
He waits and watches the southern front in rapt interest.
| GM Rat Sass |
Eri lays down some slick surfacing. Solrisa migrates south. Tynan rallies the beaten down soldiers within. Hourpen recovers Chasah, then reassigns her to join the southern migration. Ascaria readies a healing burst, as one of the soldiers mentions two more soldiers that should be working their way downstairs shortly. Mortimer assures the others that no lizards linger nearby, as he watches the maiden continue her protecting.
For a moment, it appears that the horde swells to a stop, as several of the more northern lizardfolk prepare javelins, and begin to circle the maiden for her impending arrival. The more southern lizardfolk haven't stopped moving, entirely, as they meet with the rest of the southern unit.
Two lizardfolk have produced nets.
Round 16
Eri- 20+
L6- 20 (-5hp)
Solrisa- 19
Tynan- 18
Hourpen- 15 (-4hp)
L2- 14 (-7hp)
L8- 14 (-8hp)
L4- 13 (-9hp, -2hp, -2hp, -2hp)
L7- 10
L3- 7 (-1hp, -3hp)
Ascaria- 4
Mortimer- 4-
L9- 4
L1- 3
L5-1
BKS- 1-
Eri, Solrisa, Tynan, and Hourpen may post their round activities now.
| Solrisa Iome Arabasti |
Round 16, Init 19
Contented that she has chased them away, Solrisa spins and her heels happily and begins to trudge back to the Fort.
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.
| GM Rat Sass |
The standoff does not turn into a renewed assault, though those outside the Keep can hear several of the lizardfolk exchange communication. As Solrisa ends her chase, the frontline of lizards remains where it does, protecting its injured in their continued retreat.
As the lizardfolk regroup, so does your group. Combat is over, for now.
Four more soldiers, two dragging two unconscious, come down the stairs slowly. The entirety of their contingent is injured in some form or another. The soldiers moving their brothers don't bother to look up and acknowledge you as they try tiredly to move the unconscious without jarring them too much.
The soldier by the door steps up to shake Ascaria's hand. "Thank you. I don't know who you are. Don't really care. All I want to know is why, and are more coming?"
Roll20 Map has been updated.
| Ascaria |
Weapon Equipped = None
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (13/50r)
Life Link (5)(100’) = Hourpen, Eri, Mort, Tynan
Channel Energy (4/9) (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): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (3/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Now that the emergency has passed and everyone is at least stable, he takes a closer look at each wounded man. As his last channel wasn’t a great one, he assembles the remaining wounded and channels one more time to bring them up to snuff.
Channel Energy (healing): 3d6 + 1 ⇒ (5, 4, 6) + 1 = 16
As he works, he talks, ”I’m Ascaria, that’s Eri and Hourpen over there. Still outside are Mort and Sol. We were sent by Allustan. He went back to get more help from town, so yes, help is on the way, but it will take several days to organize and arrive I suspect.”
”In the meantime, you have us!” he grins.
”So, how long has this siege lasted? What sparked it? Surely there was something…”
Diplomacy: 1d20 + 15 ⇒ (18) + 15 = 33
| Mortimer Smith |
Slowly letting his breath out in relief, Mortimer watches Solrisa spin on her heel and trek back to the Fort.
He rolls his eyes heavenward and closes them in gratitude. Thanks, Apsu. We don't want to lose her...
He allows Solrisa to enter the keep if she so desires before he pokes both Cinder's and his own head into the Fort, trying not to frown at the crowded room.
"Hey -- just so you know -- some of these lizard guys have nets. And more javelins. It's as if they have some endless supply of those things. There's plenty javelins out here. Maybe we can use them to construct a barrier to keep them off the parapet above?"
He pauses, looking back over his shoulder then turns back to face the soliders, careful not to bump his head on the door/gate frame.
"I expect their next attempt might be more organized and fiercer, after they've had a chance to refresh themselves. What other assets do you have here in the Keep? When there is a good time -- I'd like a tour to see for myself. I'm a little reluctant to leave Cinder out here alone, though," he says, patting the horse on the neck. "She's proven herself to be useful on the battlefield."
| Eri Nandri |
Eri looks out over the Lizard Folk to try to find the leader. Man, I wish I could have put a couple arrows into him.
When he hears Canary tweeting he perks up, waving when his name is called. He watches the movements of the the lizards until he is relieved.
perception: 1d20 + 0 ⇒ (15) + 0 = 15 +0!!!
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 (6/8 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
| Solrisa Iome Arabasti |
Solrisa returns, not to the fortress, but to go check on MemoRae. She seems to have been left out of combat at Round 9 or so. She heads to the stable to de-bridle and care for her horse (if she still lives).
1d20 + 7 ⇒ (2) + 7 = 9 Handle Animal - calm and soothe MemoRae
Once MemoRae is tended, Sol will drag any dead or dying lizardmen away from the stable area. Then she will drag dead lizardmen into one pile north (on the map) of the stable. She happily works alone (unless someone comes out to help her), as these are things that need to be done.
She whistles while she works.
| GM Rat Sass |
Outside...
When Solrisa returns to her horse, she finds him well and truly dead. The stallion's throat has been raked open, insuring its inability to suddenly shoot to its hooves and flee the battleground.
She finds two horses within the stable, dead from very familiar-looking wounds. From outside, a couple of soldiers show up on the ledge, and toss over a couple of dead lizardfolk, nodding to the maiden at work below.
Inside...
"I'm Ascaria, that's Eri and Hourpen over there. Still outside are Mort and Sol. We were sent by Allustan. He went back to get more help from town, so yes, help is on the way, but it will take several days to organize and arrive I suspect. In the meantime, you have us! So, how long has this siege lasted? What sparked it? Surely there was something…"
Something in the gnome's demeanor and explanation seems to settle the soldier's nerves.
"Well met, Ascaria. All of you, honestly. My name's Sampson. That one there, Rauffe. And there you have Jurdan, Meeks, Danyel, Theo, and Joppa. We're all that's left." Sampson grows quiet, as if he's realizing his losses for the first time.
"What was that? Oh, yeah. F+~@ if I know what set them off like this. They've been going off for the last, oh, I don't know, week and a half? Could have been longer, but it's all started to blur a bit. We're not equipped for siege, not really, so we're plain run out of decent drink and food."
"They got in once. We lost Davy, Elliot, Marzena, and Rufus. They took 'em. Dragged 'em kicking and screaming straight south."