GM Rat Sass's Age of Worms

Game Master Governayle

Roll20 Link
Treasure Log
The Road So Far...
Map of Alhaster
Ascaria's Pub
Map of Kongen Thulnir


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Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

DM_Sass:
Did my perception roll perceive anything?


Male Halfling Cavalier 1 / Magus 7
Status:
HP 45/45. Eldritch Pool: 5/5
Spells / day:
Lvl 1: 5/5 Lvl 2: 4/4 Lvl 3: 2/2

Round 2, Initiative 21 (? change yet with readied action?)

Hourpen watches intently waiting for the lizards to get closer.

Perception: 1d20 + 2 ⇒ (20) + 2 = 22

Still holding the casting of ghost sound for lizards to be within 20 feet of the stable.


|Roll20 Link- Age of Worms|

Eri waits for the arrival of the horde, having already greased the area pretty tactically. Hourpen readies to create a stable distraction, with the sounds of ghost horses. Solrisa waits patiently enough for her foe to come to her. Mortimer takes up a position on the ledge, above Solrisa, awaiting his chance to launch all manner of projectiles down upon the lizardfolk. Ascaria holds Cinder's reins, and calms the animal as best he can. Tynan, awaiting the arrival in the stable, prepares a form of tinder with hay and oil.

Eri:

No luck on the Perception Check. Your boy is in there somewhere, but you mainly see treebark canopies covering their approach. Feel free to post Round 2 actions, as well as your Round 3 actions.

The soldiers wait patiently enough on the second floor, while the lizardfolk continue their march. Red and Blue units continue to move directly at the stables, while Purple moves slightly east. Yellow and Brown units close the distance.

Green encounters Eri's greased hillside, which immediately slows their forward march.

Acrobatics v DC 10: 1d20 + 2 ⇒ (10) + 2 = 12
Acrobatics v DC 10: 1d20 + 2 ⇒ (7) + 2 = 9 Reflex Save v DC 15: 1d20 ⇒ 3

The left-forward Green manages to stay on his feet, only to step forward into the merciful flaming swing of Solrisa's new weapon, ending him where he had just moments before successfully stood. Perhaps luckily, the right-forward Green flails, falling prone on the slope in front of the maiden.

Acrobatics v DC 10: 1d20 + 2 ⇒ (16) + 2 = 18

The Green just behind the newly slain comrade steps into the grease before he knows what's occurring, but manages to stay on his feet, at least.

Round 2
Lizardfolk- 18-
Keep Soldiers- 16
Mortimer- 13
Ascaria- 12
Tynan- 11
...
Round 3
Eri-22
Hourpen- 21
Solrisa- 18

Ascaria has already cast Bless- +1 to Attacks and Saves v Fear

The party is up! Mortimer, Ascaria, and Tynan, and Eri- take your Round 2 actions. Eri, Hourpen, Solrisa- Round 3.


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 3, Init 18

Solrisa continues to hold the gate, keeping her footing against the onslaught with shield and flaming sword.

Readied Attack:
1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23 to hit; (bless)
1d10 + 4 + 1d6 ⇒ (9) + 4 + (4) = 17 magic & fire damage

Sol Stats:

AC=24 (10 armor +2 shield +1 dex +1 NA)

HP=44/44
Right hand = long sword
Left hand = heavy shield
LoH 0/5 used
Quick Shirt 0/1 used
The Dragon Invoked 0/2 used
Breath of the Dragon 0/1 used

[ dice]1d20+10+1[/dice] to hit; (bless)
[ dice]1d10+4+1d6[/dice] magic & fire damage


Male Human Slayer 11

Round 2, Init 11

Tynan continues to hold his position, ready to hurl the alchemist fire.
He listens for the advancing lizardfolk.

Perception: 1d20 + 12 ⇒ (19) + 12 = 31

Status:
AC:16(F:12, T:14)
HP:34/34
Saves:Fort 4, Ref 8, Will 2


Male, Gnome

Round: 2, Initiative: 4

Status:
HP: 28/28 AC: 11 (F10/T11)
Weapon Equipped = Wand CLW
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (10/100r)
Life Link (5)(100’) = Hourpen, Eri, Mort, Sol, 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) (2/3)
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): (4/8) 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, dagger out and ready, laughs at his own competence - or more like incompetence. He puts away his dagger and takes out the wand of cure light wounds. He holds his ground.

Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)


Male Human Brawler (17), Rogue (0)

GMSass -- do the LizardJerks drop their canopies on their approach in order to attack?


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

If the fronts of the lizards are exposed then Eri will loose his arrows. If not, he will ready an action for when the lizards at the bottom of the wall will become exposed.

Round 2, Init 22

Eri takes a couple shots at the front of group purple, starting on the one closest to him and moving on to other lizards if/when they drop.

GB Arrow1: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9 for Damage: 2d6 + 1 ⇒ (4, 6) + 1 = 11
GB Arrow2: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10 for Damage: 2d6 + 1 ⇒ (5, 3) + 1 = 9

Round 3, Init 22

Same for round 3.

GB Arrow1: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13 for Damage: 2d6 + 1 ⇒ (5, 3) + 1 = 9
GB Arrow2: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20 for Damage: 2d6 + 1 ⇒ (2, 3) + 1 = 6

HP 26/26 AC 12 reg arrows: 11:

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 (2/8 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


|Roll20 Link- Age of Worms|

For clarification of the dimensions of the battlegrounds here, please note that the keep has a walkable ledge on the second floor, 15' above ground level, on which the Keep soldiers, and presumably Eri, are standing, ready to confront and foil climbers to the ledge. I'm presuming the Grease cast upon the walls to discourage climbing are directly below the second floor ledge.

The Keep itself stands 40' high, with three floors. From second to third floor, you must climb a ladder. From third floor to rooftop, another ladder. I believe Mortimer is highest up, on the rooftop, unless Eri wished to join him from on high.

Hourpen is up, to finish up Round 3!


Male Halfling Cavalier 1 / Magus 7
Status:
HP 45/45. Eldritch Pool: 5/5
Spells / day:
Lvl 1: 5/5 Lvl 2: 4/4 Lvl 3: 2/2

Round 3, Init 21

Hourpen casts ghost sound, mimicking the sound of a pair of panicked horses toward the rear of the stables and waits to see if the lizards take the bait.

Stealth: 1d20 + 24 ⇒ (16) + 24 = 40
Perception: 1d20 + 2 ⇒ (13) + 2 = 15


Male Human Brawler (17), Rogue (0)

Round 2, Init 13

Status:

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, Throw Anything

Mortimer intended to fight near to Eri if not side by side with him as they were going to try and coordinate some attacks. Eri can correct me if I'm wrong, but we're both on the ledge 15'up. Tynan and/or Hourpen can also correct me here, but I suspect they'd have tied off the Rope of Climbing on the ledge as well -- not on the roof.

Solrisa wrote:
"Mort, it's nice of them to come closer so I don't have to chase them all over," Sol says with an expectant smile.

LizardFolk blood is red, isn't it?

"Too bad we didn't get to set the red carpet out for 'em, Sol. A situation I expect you'll rectify soon enough with your sword."

Mortimer readies two flasks of oil from the haversack. He'll try and coat as many of the LizardJerks with the oil as he can once they drop their protective canopy.

"Always look for sparkling opportunities when you can, Eri!" he says, grimacing at his own words.


|Roll20 Link- Age of Worms|

Mortimer- the canopies are still up. When both lizardfolk(Green unit) advanced into the Grease, the canopy halted when one lizardman fell. The second lizardman advanced without protection, and walked into Solrisa's readied action. Brown unit still has its canopy up, as does Green. Looking down on the canopies, you can easily see that the lizardfolk have pulled large treebark from the Mistmarsh, and all lizards seem to be contributing to carrying them forward. Kinda like pallbearers...


|Roll20 Link- Age of Worms|

Mortimer readies some oil and waits for the window when the lizardfolk discard their canopies. Ascaria exchanges dagger for wand, and waits. Tynan also readies to throw an alchemist's fire, as the sound of the horde grows ever closer. Eri lets fly several arrows, and one of them hits! Hourpen lets loose the sound of a herd of startled horses. Solrisa readies another killing blow, which manages to down a member of the Brown unit.

The grease on the ground in front of the Keep's door continues to frustrate the 'folk. The Green unit abandons its canopy, as it's all they can do to balance themselves into the tricky terrain.

Acrobatics v DC 10: 1d20 + 2 ⇒ (8) + 2 = 10
Acrobatics v DC 10: 1d20 + 2 ⇒ (16) + 2 = 18
Acrobatics v DC 10: 1d20 + 2 ⇒ (10) + 2 = 12
Acrobatics v DC 10: 1d20 + 2 ⇒ (6) + 2 = 8

One of them falls prone towards the rear, while the others manage to remain standing. Two of them finally throw attacks at the maiden in the doorway, but are unable to significantly dent Solrisa's armor.

Morningstar: 1d20 + 2 ⇒ (16) + 2 = 18 for 1d8 + 1 ⇒ (2) + 1 = 3 damage
Morningstar: 1d20 + 2 ⇒ (5) + 2 = 7 for 1d8 + 1 ⇒ (4) + 1 = 5 damage

Draconic:

"Sasath!! We need your help!! The she-fighter is hard to strike!!"

The Brown unit holds its position, apparently reinforcing the Green unit's first strike. The Brown unit maintains its canopy.

The Purple unit works its way around to the ground below the second floor door to the ledge.

At the stables, the Red unit arrives, barely making it through the doorway of the building.

Perception: 1d20 + 1 ⇒ (6) + 1 = 7
Perception: 1d20 + 1 ⇒ (18) + 1 = 19

One of the leaders of the Red unit points to Tynan skulking in the darkness.

Draconic:

"There! An ambush!"

The others, initially looking about for horses, direct their gaze towards Tynan as well.

Round 3
Lizardfolk- 18-
Keep Soldiers- 16
Mortimer- 13
Ascaria- 12
Tynan- 11
...
Round 4
Eri-22
Hourpen- 21
Solrisa- 18

Ascaria has already cast Bless- +1 to Attacks and Saves v Fear

The party is up! Mortimer, Ascaria, and Tynan, and Eri- take your Round 3 actions. Eri, Hourpen, Solrisa- Round 4.


Male Human Brawler (17), Rogue (0)

Round 3, Init 13

Status:

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, Throw Anything

GMSass wrote:
The Brown unit holds its position, apparently reinforcing the Green unit's first strike. The Brown unit maintains its canopy.
GMSass wrote:
The Purple unit works its way around to the ground below the second floor door to the ledge.

Mortimer curses softly under his breath. 'don't like the look of that...

He looks down at his hands still gripping the flasks of oil, glances at Eri and shrugs. He pours one flask onto the Brown unit's canopy directly below him. Move.
He hurls the other at the Yellow Unit's canopy...
ThrowYellowCanopy: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25 ...and gasps -- surprised by how effective his aim turned out to be.
"See what you can do with that."

He turns to the soldier next to him. "Don't let the LizardFold use the rope!"


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 4, Init 18

"Mort, look! I got two! That's a nice start!" Solrisa cries up to Mort, then turns her attention to the horde in front of her.

"This gateway belongs to the Dragon! And he will not give you admittance this day!" Sol cries as she strikes at the lizardfolk in front of her.

1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28 to hit; (bless)
1d10 + 4 + 1d6 ⇒ (9) + 4 + (1) = 14 magic & fire damage.

"Three! Mort! I got three!"

Sol Stats:

AC=24 (10 armor +2 shield +1 dex +1 NA)

HP=44/44
Right hand = long sword
Left hand = heavy shield
LoH 0/5 used
Quick Shirt 0/1 used
The Dragon Invoked 0/2 used
Breath of the Dragon 0/1 used

[ dice]1d20+10-2+1[/dice] to hit; (bless)
[ dice]1d10+4+4+1d6[/dice] magic & fire damage.


Male Human Slayer 11

Round 3, Init 11

Tynan takes a step back, and hurls the flask of alchemist's fire at the southeastern lizardman in the doorway, watching the firey liquid splash onto his surrounding companions, and the oily hay below them.

Throw Flask: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13 (ranged touch,bless)
Damage: 1d6 ⇒ 4

Status:
AC:16(F:12, T:14)
HP:34/34
Saves:Fort 4, Ref 8, Will 2


Male, Gnome

Round: 3, Initiative: 4

Status:
HP: 28/28 AC: 11 (F10/T11)
Weapon Equipped = Wand CLW
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (10/100r)
Life Link (5)(100’) = Hourpen, Eri, Mort, Sol, 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) (2/3)
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): (4/8) 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

GM Rat Sass and Sol:
So I’m confused, and hopefully you can help. :)

I thought there was a gate or something in the doorway and was expecting you to describe it. Then, somehow Sol was fighting lizard folk but again you didn’t describe the gate. I assumed, and shouldn’t have, that she was poking her sword through a feeble construct of some kind and I seem to remember a post like that, but don’t see it now so I might be dreaming.

Now though I think that’s wrong because you’re having the lizard folk attack back, in numbers (well pairs anyway), and without penalty. Seems like Sol could just step back and only have one attacking at a time, but maybe she doesn’t see that option either. Maybe that option doesn’t exist?

Anyway, I took a look at the map this morning, though I haven’t moved and can’t see anything anyway, just as a curiosity. I see Sol out in front, and behind her I see a barrel. So now I’m wondering if the doorway is in fact blocked, but Sol is in front of it. Which would be stupid and dangerous, but what do I know. I don’t even know if we have a door…

So what’s the story? Is there a boarded up doorway? Can it be used as a door? ie can I open and close it? Can I lock or bar it? How is it fixed in place? Please describe, in great detail, the door and Sol’s position so I can plan my future rounds - or point me to the post where you already did if I missed it. Thanks.

Ascaria continues to delay… He wonders how the group is doing as he sits in the darkness. Should I be doing something? he wonders. He goes over his spells and abilities, and takes a deep breath. No, this is right. I wait.

Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)


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Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Round 4, Init 22

Ari sparks (defensive cast) the results of the thrown flask and continues to look for the leader.

defensive casting: 1d20 + 12 ⇒ (19) + 12 = 31
perception: 1d20 ⇒ 18

HP 26/26 AC 12 reg. arrows: 11:

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


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

@RatsAss, Ascaria:
Ascaria wrote:
Then, somehow Sol was fighting lizard folk but again you didn’t describe the gate. I assumed, and shouldn’t have, that she was poking her sword through a feeble construct of some kind and I seem to remember a post like that, but don’t see it now so I might be dreaming.

Firstly, Sol is quite happy with the situation as it is now. She is getting what she wants...so I'd prefer to change nothing.

If there is a gate, then she will be in front of it, protecting the gate. Because Sol. And the gate has suffered enough.

I don't think we had time to fix/repair the gate before the lizards returns and too late to recon as well. However, since Sol is quite happy with it, it is my hope we can continue as is.


Male, Gnome

Rat Sass & Sol:
Sol, we had plenty of time to fix and repair the gate, and the DM even posted to that effect requesting confirmation from the party which I provided. I can find the links if you want, but I proceeded on the supposition that was done.

I'm fine if you want to be in front of that gate, though Ascaria would have had something to say, I can let that go - but I need to know from the DM what's going on. It's clear that you are making assumptions and I'm making assumptions and I don't want the DM to make his own assumptions and have us all arguing later about what's going on.

I'm asking for clarification of the current state of affairs.


|Roll20 Link- Age of Worms|

Ascaria looks over the boarded up entrance of the Keep. The soldiers managed to scrape together wood from their stores, broken barrels, part of a wooden table originally positioned in the middle of the first floor room, and part of a wooden bunk from the third floor. The original door wood might have even found redemption in part of the boarding up.

The result is a beaver dam of wood, which will require some work to pull down and allow entrance from the outside. It can not be opened and closed at will. It has no lock or barring mechanism on it. Heavily-wedged wood serves to anchor larger boards at the bottom of the doorway, allowing smaller pieces to find their own braces. You can easily enough see the aggressors on the opposite side, for the gaps between the wood.

In front of the boarded up entrance to the Keep stands Solrisa exposed to as many as three attacks without corner penalties.

For anyone to gain entrance to the Keep, at this time and quickly, they must navigate to the north side, where the Rope of Climbing currently hangs from the ledge around the second floor.

I hope this helps. The ornate map makes the linear details regarding walls and spaces unclear in some spots. I may pull their use in exchange for simpler formats.


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

For clarification: Eri sparked the flask Mort threw with the resulting '20'.


Male Halfling Cavalier 1 / Magus 7
Status:
HP 45/45. Eldritch Pool: 5/5
Spells / day:
Lvl 1: 5/5 Lvl 2: 4/4 Lvl 3: 2/2

Round 4 Init 21

Hourpen pauses to see if the lizards pursue Tynan after the flask hits. (Ready Color spray. Cast if any lizards pursue.)


|Roll20 Link- Age of Worms|

And the land knew fire...

Mortimer administers two doses of oil, one against the Yellow canopy, one against Brown. Both find their way successfully! The treebark protections become something of a liability, especially Yellow's, as Eri ignites it with his Spark. Ascaria waits in the central room of the Keep, like yeast rising in the oven.

Tynan brings his own fire to bear upon the lizards foolish enough to trip into the stables. He strikes one soundly, while its brethren feel its touch. One of them (NW) feels the brunt of it, as the hay below his clawed feet erupts in oil fire.

1d3 ⇒ 3 damage, second round if he continues to stand in the same square

Hourpen decides the fire is not enough, and several of the lizardfolk in the stables reel from the effects of massive color. DC 13 Will Save, from the looks of it

Will Save v DC 13, Red: 1d20 ⇒ 20
Will Save v DC 13, Red: 1d20 ⇒ 7
Will Save v DC 13, Red: 1d20 ⇒ 14
Will Save v DC 13, Red: 1d20 ⇒ 20

Like before, Hourpen's blast manages to knock out only one, the poor lizard unfortunate to be standing in the oily hay.

Solrisa continues her slaughter, ending a third lizard's otherwise long life.

The lizard onslaught continues on all fronts.

The Red Unit, although injured, fills the stables, and begins to savage the sneakers. The one now in the back corner next to Tynan suffers an AoO from the grey man while manuevering into flank for its brother.

Morningstar, Flank, T: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17 for 1d8 + 1 ⇒ (5) + 1 = 6 damage
Morningstar, Flank, T: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14 for 1d8 + 1 ⇒ (8) + 1 = 9 damage
Morningstar, T: 1d20 + 2 ⇒ (11) + 2 = 13 for 1d8 + 1 ⇒ (8) + 1 = 9 damage

Morningstar, H: 1d20 + 2 ⇒ (5) + 2 = 7 for 1d8 + 1 ⇒ (2) + 1 = 3 damage
Morningstar, H: 1d20 + 2 ⇒ (1) + 2 = 3 for 1d8 + 1 ⇒ (4) + 1 = 5 damage

Blue Unit holds its position, and its canopy. A hissing and snapping voice can be heard, at a bellow's level. Solrisa, please make a Will Save, DC 15.

Draconic:

"If she stops moving, slash open her throat, and be done with this already!!"

Solrisa, on Failure:

You are paralyzed. If you survive the next round, you may spend a full round action to try to free yourself from paralysis with another Will Save.

Draconic, Spellcraft 17:

The voice is casting Hold Person.

Yellow Unit has no choice but to abandon its canopy, now that its been set on fire. It's just as well, as the front few take to the stables, while a couple of them, splashed with oil now on fire, try quickly to put it out. Two of them successfully climb to the stable roof.

Brown unit maintains its oily, but unlit, canopy, and allows one of its members to step up on Solrisa. Unfortunately it falls directly in front of the maiden and her mercy.

Acrobatics v DC 10: 1d20 + 2 ⇒ (6) + 2 = 8

Green unit still contends with the Grease, two of its members moving carefully up to the door and the maiden barring the way. The first falls, preventing the second one from advancing.

Acrobatics V DC 10: 1d20 + 2 ⇒ (4) + 2 = 6

One member of the Brown unit and the Green unit still attempt to get the woman out of the way. They drop their weapons, and coordinate their attacks.

Aid Another v DC 10: 1d20 + 2 ⇒ (6) + 2 = 8
Claw Attack, S: 1d20 + 2 ⇒ (16) + 2 = 18 for 1d4 + 3 ⇒ (3) + 3 = 6
Bite Attack, S: 1d20 + 2 ⇒ (9) + 2 = 11 for 1d4 + 3 ⇒ (4) + 3 = 7

If Solrisa fails her Will Save...:

Coup de Grace 1: 2d4 + 6 ⇒ (1, 4) + 6 = 11 Fortitude Save DC 21, or die
Coup de Grace 2: 2d4 + 6 ⇒ (1, 2) + 6 = 9 Fortitude Save DC 19, or die

Purple unit begins to deal with ledge climb on the east side of the Keep, but are kept largely at bay by the two soldiers intent on keeping them off the ledge. One manages to gain the ledge, in spite of their best efforts, while another barely misses grabbing at the Rope of Climbing, as another soldier pulls it up.

Round 4
Lizardfolk- 18-
Keep Soldiers- 16
Mortimer- 13
Ascaria- 12
Tynan- 11 (-6hp)
...
Round 5
Eri-22
Hourpen- 21
Solrisa- 18 (Will Save DC 15)

Ascaria has already cast Bless- +1 to Attacks and Saves v Fear

The party is up! Mortimer, Ascaria, and Tynan,- take your Round 4 actions. Eri, Hourpen, Solrisa- Round 5.


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

1d20 + 6 ⇒ (14) + 6 = 20 Will Save


Male Human Slayer 11

AoO Sword +1: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21 (bless)
Sword +1 Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Round 4, Init 11

Pressing his back to the barn wall, Tynan's eyes flicker over each of the lizardmen surrounding him, settling on the one who seems distracted by Hourpen's presence. Quickly sizing up it's defenses, Tynan stabs it with his enchanted sword. (studied)

Sword +1 Attack: 1d20 + 10 + 1 + 2 ⇒ (18) + 10 + 1 + 2 = 31 (bless, studied, flank)
Sword Damage: 1d6 + 5 + 1d6 ⇒ (1) + 5 + (6) = 12 (studied, flank)

Striking home solidly, Tynan drops the foe with a well-placed lunge. Turning his attention, Tynan takes a quick stab at the one trying to flank him, but it falls short.

Sword Attack: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 (bless)
Sword Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Status:
AC:16(F:12, T:14)
HP:28/34
Saves:Fort 4, Ref 8, Will 2


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 6, Init 18

Sol keeps up the fight, hacking away after shrugging off the magics of the evil ones.

1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12 to hit; (bless)
1d10 + 4 + 1d6 ⇒ (8) + 4 + (3) = 15 magic & fire damage.

AoO for when one of them stands:
1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18 to hit; (bless)
1d10 + 4 + 1d6 ⇒ (7) + 4 + (4) = 15 magic & fire damage.

Sol tries to note which one was the spellcaster.

Sol Stats:

AC=24 (10 armor +2 shield +1 dex +1 NA)

HP=44/44
Right hand = long sword
Left hand = heavy shield
LoH 0/5 used
Quick Shirt 0/1 used
The Dragon Invoked 0/2 used
Breath of the Dragon 0/1 used

[ dice]1d20+10-2+1[/dice] to hit; (bless)
[ dice]1d10+4+4+1d6[/dice] magic & fire damage.


Male Human Brawler (17), Rogue (0)

Round 4, Init 13

Status:

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

Flexibility Slots: 3/5
Shirt Slots: 9/10

Bless, Throw Anything

Solrisa wrote:
"Three! Mort! I got three!"

"Great Sol! Keep at it!" he says trying to be supportive, cringing at his own word choice.

GMSass wrote:
Yellow Unit has no choice but to abandon its canopy, now that its been set on fire.

"Nice work, Eri!"

GMSass wrote:
Blue Unit holds its position, and its canopy. A hissing and snapping voice can be heard, at a bellow's level.

"Well, I think we found the leader," he says, gesturing toward the blue canopy as he makes his way past Eri toward the second floor ledge door. "Going to see about Purple -- I'll be back."

Moved.

In a somewhat risky maneuver, Mortimer attempts to wrap the LedgeLizard in a warm embrace.

Grapple: 1d20 + 9 + 1 + 1 ⇒ (15) + 9 + 1 + 1 = 26 +Bless, +Combat Maneuver Training (Grapple) for SoIm *: 1d1d6 + 10 ⇒ (5) + 10 = 15

* Shirt of Immolation


Male, Gnome

Round: 4, Initiative: 4

Status:
HP: 28/28 AC: 11 (F10/T11)
Weapon Equipped = Wand CLW
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (14/100r)
Life Link (5)(100’) = Hourpen, Eri, Mort, Sol, 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) (2/3)
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): (4/8) 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

A little damage trickles in* and he beings to worry. Ascaria looks around the darkened room one more time. He can’t see Sol clearly through the barricade, but what he hears is troubling. He shrugs in the darkness and climbs the stairs part way (move) and casts from the wand on himself to heal (standard).
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

* Tynan heals 5hp of damage thanks to Ascaria.

Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)


Male Halfling Cavalier 1 / Magus 7
Status:
HP 45/45. Eldritch Pool: 5/5
Spells / day:
Lvl 1: 5/5 Lvl 2: 4/4 Lvl 3: 2/2

Round 5, Init 21

Hourpen joins the fray, thinking to curse his luck when he realizes he's already been nearly dead once this day.

Attacking the lizard to the south of Hourpen, assuming the one between he and Tynan is down.
Rapier, Spellstrike (acid splash): 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23dmg (melee): 1d4 - 1 ⇒ (4) - 1 = 3, dmg (acid): 1d3 ⇒ 1


|Roll20 Link- Age of Worms|

Eri:

Almost forgot to provide you intel- two canopies still up, on Blue and Brown units. The one you believe to be the leader, from the eastern unit earlier this day, has not been revealed to be in the Yellow unit, nor the Green unit. By process of deduction, he's likely under the Blue or Brown canopy...


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Round 5, Init 22

Eri will spark the yellow canopy and pay close attention to the blue group looking for the leader.

perception: 1d20 ⇒ 18

HP 26/26 AC 12 reg. arrows: 11:

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


|Roll20 Link- Age of Worms|

Mortimer roots for his companions' continued well-being, then rounds the corner of the ledge, embracing the new lizard arrival.

AoO, M: 1d20 + 2 ⇒ (13) + 2 = 15 for 1d8 + 1 ⇒ (7) + 1 = 8 damage

It's the last thing the lizardman does, as it's set on fire within the arms of the giant.

Mortimer, please make a Perception Check.

Ascaria listens to the winds of war blowing outside his un-door, and heals Tynan, then himself. Tynan stabs quickly at the lizard circling him, before he's surrounded. He takes full advantage of his flank with the halfling, and brings down one of the attackers with one blow. Eri sets another canopy(Brown, I believe) and continues looking for the leader.

Eri:

You recognize the East unit leader, finally! He's carrying a steel shield, compared to the others bearing wooden shields. He's marked on the map with the extra symbol.

Hourpen injures the lizardman to his south. Solrisa still stands, striking down two more in succession.

Red unit presses its attacks against the denizens in the stable.

Morningstar, Flank, T: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17 for 1d8 + 1 ⇒ (1) + 1 = 2
Morningstar, Flank, T: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5 for 1d8 + 1 ⇒ (6) + 1 = 7
Morningstar, T: 1d20 + 2 ⇒ (6) + 2 = 8 for 1d8 + 1 ⇒ (4) + 1 = 5

Morningstar, H: 1d20 + 2 ⇒ (15) + 2 = 17 for 1d8 + 1 ⇒ (1) + 1 = 2

Blue unit repositions.

Yellow unit gains the roof of the stable, and parts of the ledge.

Brown unit loses its canopy, repositioning in the face of their casualties. Another lizardman tries and fails to cross the Grease, while a weaponless lizardman steps up to swing at the maiden.

Acrobatics v DC 10: 1d20 + 2 ⇒ (1) + 2 = 3
Morningstar, S: 1d20 + 9 ⇒ (16) + 9 = 25 for 1d8 + 3 ⇒ (2) + 3 = 5

Green unit seems to retreat, or possibly just reposition.

Purple unit has more success, as they gain the northeast corner of the Ledge, the soldiers being unable to be in more than one place at a time.

The soldiers do push back as much as they can.

Longsword, Flank: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 for 1d8 + 1 ⇒ (4) + 1 = 5 damage
Longsword, Flank: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 for 1d8 + 1 ⇒ (5) + 1 = 6 damage

Longsword: 1d20 + 3 ⇒ (18) + 3 = 21 for 1d8 + 1 ⇒ (7) + 1 = 8 damage

Round 5
Lizardfolk- 18-
Keep Soldiers- 16
Mortimer- 13
Ascaria- 12
Tynan- 11 (-3hp)
...
Round 6
Eri-22
Hourpen- 21 (-2hp)
Solrisa- 18 (-5hp)

Ascaria has already cast Bless- +1 to Attacks and Saves v Fear

The party is up! Mortimer, Ascaria, and Tynan,- take your Round 5 actions. Eri, Hourpen, Solrisa- Round 6.


Male, Gnome

Round: 5, Initiative: 4

Status:
HP: 23/28 AC: 11 (F10/T11)
Weapon Equipped = Wand CLW
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (14/100r)
Life Link (5)(100’) = Hourpen, Eri, Mort, Sol, 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) (2/3)
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): (4/8) 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

A little damage trickles in* but it’s still just a trickle. He climbs the rest of the way to the top and opens the door to the outside.

Please describe the ledge door. Does it have a bar? Does it have a lock? Any damage from prior raids? Oh, and let me know if I’m in the right spot on the map. I think I am in front of the door. :)

* Sol heals 5hp of damage thanks to Ascaria.

Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Round 6, Init 22

Eri’s eyes get big as he puts the pieces together in his brain. That’s him! That’s him!
”The leader has a steel shield. Get him!!”

With that Eri casts Admonishing Ray at him.

range touch attack, bless: 1d20 + 3 + 2 + 1 ⇒ (15) + 3 + 2 + 1 = 21
damage: 4d6 ⇒ (4, 1, 1, 3) = 9

HP 26/26 AC 12 reg. arrows: 11:

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 (3/4 per day) (Admonishing Ray)

Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam


|Roll20 Link- Age of Worms|

The second floor's door to the ledge is solid wood, with a good wooden barring mechanism on it. No lock. The wood bar is propped in the corner, so the door swings inwardly with ease.

When the gnome swings the door open, he's greeted by two new arrivals to the ledge in scales. The soldier, maybe Joppa, turns quickly and bellows to the gnome to close the door.


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 7, Init 18

"Mort, look! This one might actually know how to fight!" Solrisa coos happily up the ways to Mort, not keeping her eyes off this new threat.

Sol strikes back at the fiercer warrior.
1d20 + 10 + 1 - 2 ⇒ (16) + 10 + 1 - 2 = 25 to hit; (bless,PA)
1d10 + 4 + 1d6 + 4 ⇒ (3) + 4 + (3) + 4 = 14 magic & fire damage.

Sol Stats:

AC=24 (10 armor +2 shield +1 dex +1 NA)

HP=39/44
Right hand = long sword
Left hand = heavy shield
LoH 0/5 used
Quick Shirt 0/1 used
The Dragon Invoked 0/2 used
Breath of the Dragon 0/1 used

[ dice]1d20+10-2+1[/dice] to hit; (bless)
[ dice]1d10+4+4+1d6[/dice] magic & fire damage.


|Roll20 Link- Age of Worms|

Oops- meant to delete 'weaponless', so Solrisa is dealing with a weaponed critter.

The fires in the stables continue to do their damage as well, and well.

Oil Damage: 1d3 ⇒ 2
Alchemist's Fire, Second Round: 1d6 ⇒ 6

It drops the beast in the Northeast corner.


Male Human Slayer 11

Round 5, Init 11

Tynan is bolstered both by the unseen presence of Ascaria's healing, and the fiery collapse of the lizardman behind him. He faces his foes with renewed energy, dodging all but the smallest of attacks. Seeing another foolish lizard step between he and Hourpen, Tynan eyes his defenses, and strikes. (studied)

Sword +1 Attack: 1d20 + 10 + 1 + 2 ⇒ (19) + 10 + 1 + 2 = 32 (studied, bless, flank)
Sword +1 Damage: 1d6 + 5 + 1d6 ⇒ (1) + 5 + (6) = 12 (studied, flank)
Crit Confirm: 1d20 + 10 + 1 + 2 ⇒ (8) + 10 + 1 + 2 = 21 (studied, bless, flank)
Crit Damage: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (3) = 8 (flank)

The lizardman's eyes widen as Tynan's short sword finds a new home in its ribcage, then flicker shut as he slumps to the ground. Using the distraction, Tynan stabs with his offhand sword at the last foe attacking him.

Sword Attack: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 (bless)
Sword Damage: 1d6 + 1 ⇒ (6) + 1 = 7

The distraction works, and a second sword hits home.

Status:
AC:16(F:12, T:14)
HP:31/34
Saves:Fort 4, Ref 8, Will 2


Male Halfling Cavalier 1 / Magus 7
Status:
HP 45/45. Eldritch Pool: 5/5
Spells / day:
Lvl 1: 5/5 Lvl 2: 4/4 Lvl 3: 2/2

Round 6, Init 21

Hourpen continues to poke away at the lizard to the south.

Rapier, Spellstrike (acid splash): 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24, dmg (melee): 1d4 - 1 ⇒ (2) - 1 = 1, dmg (acid): 1d3 ⇒ 1


Male Human Brawler (17), Rogue (0)

Round 5, Init 13

Status:

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

Flexibility Slots: 3/5
Shirt Slots: 9/10

Bless, Throw Anything

Perception: 1d20 + 9 ⇒ (1) + 9 = 10

Amazed and at the same time horrified, Mortimer stares at the charred lizard corpse in his arms. He looks down at the LizardFolk trying to scale the wall under the soldiers, and he shrieks. Without thinking, he hurls the hunk of carbonized lizard straight at them.

"Nooo!"
ThrowAnything: 1d20 + 1 + 5 + 2 ⇒ (5) + 1 + 5 + 2 = 13 +Bless for Damage: 1d3 + 4 ⇒ (3) + 4 = 7

Sol wrote:
"Mort, look! This one might actually know how to fight!"

"They don't know how to fight, Sol -- you'll just have to show them how!"

Then show me how, once you have the time...

Eri wrote:
"The leader has a steel shield. Get him!!”

Mortimer glances around at the LizardFolk near him looking for one holding a steel shield.

He pulls an iron ball from the Haversack Move.


|Roll20 Link- Age of Worms|

Mortimer discards a charred corpse onto its brethren below, though it fails to cause any significant physical damage. He readies his balls. Ascaria gains the second floor, and makes his way to the northeast corner of the Keep, where he opens a door, only to find a lizardman looking down on him. Tynan manages to down two more lizardfolk, one to a continued burning of alchemy, the other to a painfully accurate strike through the creature's sternum. He also heartily injures another. Eri punishes one of the lizardfolk he deems leader with a sudden ray of energy. Hourpen revels in the grey man's success, celebrating with his own little prick. Solrisa strikes, but does not fell the same creature the archer mage above targets.

Red unit retreats.

GM Rolls:

3d6 ⇒ (6, 2, 3) = 11

Blue unit moves closer to the Keep. More hissing and snapping can be heard, and Solrisa and Eri can tell that the leader lizard seems to have wounds newly healed.

Brown unit and Green unit combine on the south side of the grease, pulling javelins and throwing them at the archer on the wall. Eri feels their might.

Javelin: 1d20 + 1 ⇒ (8) + 1 = 9 for 1d6 + 1 ⇒ (2) + 1 = 3 damage
Javelin: 1d20 + 1 ⇒ (9) + 1 = 10 for 1d6 + 1 ⇒ (5) + 1 = 6 damage
Javelin: 1d20 + 1 ⇒ (20) + 1 = 21 for 1d6 + 1 ⇒ (2) + 1 = 3 damage
Confirm Critical?: 1d20 + 1 ⇒ (13) + 1 = 14 for 1d6 + 1 ⇒ (4) + 1 = 5 damage
Javelin: 1d20 + 1 ⇒ (17) + 1 = 18 for 1d6 + 1 ⇒ (5) + 1 = 6 damage
Javelin: 1d20 + 1 ⇒ (14) + 1 = 15 for 1d6 + 1 ⇒ (6) + 1 = 7 damage

The lizard and the maiden continue to square off. He leads with his morningstar, and throws a bite at Solrisa. He manages to hit with his weapon, at least.

Morningstar: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24 for 1d8 + 3 ⇒ (4) + 3 = 7 damage
Bite Attack: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21 for 1d4 + 3 ⇒ (2) + 3 = 5 damage

Purple and Yellow units continue their assault on the ledge.

West Ledge, One Lizard Down:

Claw Attack: 1d20 + 2 ⇒ (3) + 2 = 5 for 1d4 + 1 ⇒ (4) + 1 = 5 damage
Claw Attack: 1d20 + 2 ⇒ (12) + 2 = 14 for 1d4 + 1 ⇒ (2) + 1 = 3 damage

Claw Attack: 1d20 + 2 ⇒ (1) + 2 = 3 for 1d4 + 1 ⇒ (2) + 1 = 3 damage
Claw Attack: 1d20 + 2 ⇒ (8) + 2 = 10 for 1d4 + 1 ⇒ (1) + 1 = 2 damage

Claw Attack: 1d20 + 2 ⇒ (14) + 2 = 16 for 1d4 + 1 ⇒ (1) + 1 = 2 damage

Longsword, Flank: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 for 1d8 + 1 ⇒ (7) + 1 = 8 damage
Longsword, Flank: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 for 1d8 + 1 ⇒ (8) + 1 = 9 damage

The soldier on the north ledge is distracted in his attempt to prevent the lizard on the ground from climbing. He pays for it with his life.

Claw Attack: 1d20 + 2 ⇒ (3) + 2 = 5 for 1d4 + 3 ⇒ (2) + 3 = 5 damage
Claw Attack: 1d20 + 2 ⇒ (15) + 2 = 17 for 1d4 + 3 ⇒ (3) + 3 = 6 damage

On the east ledge, the open door becomes the focus. The lizardman in front of Ascaria turns and tries to push his way into the Keep. Provokes an AoO, Ascaria.

Bull Rush: 1d20 + 2 ⇒ (14) + 2 = 16 Ascaria is pushed back into the Keep 5'

The entering lizardman makes way for his brethren, one of which gains the ledge.

The soldier presses his attack as best he can for the changing dynamic at the door, but he can't quite connect. He moves back, making way for his brother to try.

Longsword: 1d20 + 3 ⇒ (7) + 3 = 10 for 1d8 + 1 ⇒ (5) + 1 = 6 damage

Longsword: 1d20 + 3 ⇒ (11) + 3 = 14 for 1d8 + 1 ⇒ (5) + 1 = 6 damage

Round 6
Lizardfolk- 18- (-12hp)
Keep Soldiers- 16
Mortimer- 13
Ascaria- 12
Tynan- 11 (-3hp)
...
Round 7
Eri-22 (-21hp)
Hourpen- 21 (-2hp)
Solrisa- 18 (-7hp)

Ascaria has already cast Bless- +1 to Attacks and Saves v Fear

The party is up! Mortimer, Ascaria, and Tynan,- take your Round 6 actions. Eri, Hourpen, Solrisa- Round 7.


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 7, Init 18

"Oh, Mort, this one is good!!" Solrisa coos happily engaging in a nice fight.

Sol strikes back at the fiercer warrior.
1d20 + 10 + 1 - 2 ⇒ (20) + 10 + 1 - 2 = 29 to hit; (bless,PA)
1d10 + 4 + 1d6 + 4 ⇒ (9) + 4 + (1) + 4 = 18 magic & fire damage.

Pot crit:
1d20 + 10 + 1 - 2 ⇒ (14) + 10 + 1 - 2 = 23 to hit; (bless,PA)
1d10 + 4 + 4 ⇒ (1) + 4 + 4 = 9 magic & fire damage.

Sol Stats:

AC=24 (10 armor +2 shield +1 dex +1 NA)

HP=37/44
Right hand = long sword
Left hand = heavy shield
LoH 0/5 used
Quick Shirt 0/1 used
The Dragon Invoked 0/2 used
Breath of the Dragon 0/1 used

[ dice]1d20+10-2+1[/dice] to hit; (bless)
[ dice]1d10+4+4+1d6[/dice] magic & fire damage.


Male, Gnome

Round: 6, Initiative: 4

Status:
HP: 13/28 AC: 11 (F10/T11)
Weapon Equipped = Wand CLW
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (14/100r)
Life Link (5)(100’) = Hourpen, Eri, Mort, Sol, 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) (2/3)
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): (4/8) 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

More damages flow through, and Ascaria absorbs it all.*

Ascaria is a bit surprised, as you may imagine, that the lizard folk are at the door and not the back of some stout guard. No wonder these folks are so thinned. They’re all idiots!

"Mortimer!" bellows Ascaria in case he hasn't noticed the breech.

He falls back into the chamber, stepping back behind Cinder, the wonder horse. (withdraw)

* Sol and Eri each heal 5hp of damage thanks to Ascaria.

Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)


Male Human Brawler (17), Rogue (0)

Round 6, Init 13

Status:

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

Flexibility Slots: 2/5
Shirt Slots: 9/10

Bless, Improved Bull Rush

Ascaria wrote:
Mortimer!

Mortimer shrieks again as one of the Lizardmen (the pushy one) shoves Ascaria.

"HEY!!!"

He swaps out Throw Anything for Improved Bull Rush. Move.
He calls out to the northern most Soldier on the same ledge.
"You Soldier! Stand down -- let me through!"

He hurtles himself toward the Lizard in front of the open door.

Bull Rush (Improved): 1d20 + 9 + 1 + 2 ⇒ (7) + 9 + 1 + 2 = 19 +Bless, +IBR, Standard.


Male Human Slayer 11

Round 6, Init 11

Tynan watches with some satisfaction as two of the lizardfolk flee the barn. He moves forward to circle around the incapacitated foe in the makeshift barricade, and attacks with his enchanted sword.

Sword +1 Attack: 1d20 + 10 + 1 + 2 ⇒ (4) + 10 + 1 + 2 = 17 (bless, flank)
Sword +1 Damage: 1d6 + 3 + 1d6 ⇒ (1) + 3 + (3) = 7 (flank)

Status:
AC:16(F:12, T:14)
HP:31/34
Saves:Fort 4, Ref 8, Will 2


Male Halfling Cavalier 1 / Magus 7
Status:
HP 45/45. Eldritch Pool: 5/5
Spells / day:
Lvl 1: 5/5 Lvl 2: 4/4 Lvl 3: 2/2

Round 7, Init 21

Hourpen joins Tynan in attempting to dispatch the remaining.

Rapier, Spellstrike (acid splash): 1d20 + 8 + 1 + 2 ⇒ (6) + 8 + 1 + 2 = 17, dmg (melee): 1d4 - 1 ⇒ (1) - 1 = 0, dmg (acid): 1d3 ⇒ 2


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Round 7, Init 22

Eri’s eyes get big as he finds a billion javelins in him. ”OW DARN. THAT HURT A LOT!!”I need some armor!

With that Eri casts Admonishing Ray at the steel shield-wielding lizard leader and drops prone. owowowowowow

range touch attack, bless: 1d20 + 3 + 2 + 1 ⇒ (15) + 3 + 2 + 1 = 21
damage: 4d6 ⇒ (6, 4, 6, 5) = 21

HP 6/26 AC 12 reg. arrows: 11:

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 (2/4 per day) (Admonishing Ray)

Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam


|Roll20 Link- Age of Worms|

Mortimer manages to bellow his intent to the soldiers on the ledge. The northern one comprehends quickly, swinging on the creature, then dropping prone at the lizard's feet, hoping for the best. The giant lays into the lizard soundly enough to send the creature off the ledge, but he only pushes until he's standing in front of the doorway himself.

Ascaria screams, then withdraws. Ascaria, Cinder is on first floor, down the stairs. You only have enough movement to make it to the bottom of the stairs. Tynan and Hourpen dispatch the remaining, stunned Red unit lizard.

Eri suffers the slings and javelins of outrageous fortune, before admonishing the lizard at the door, and dropping prone himself. Solrisa finishes the job, hacking the stronger lizard down with a savage stroke of her new blade.

Almost as soon as Solrisa ends the lizard warrior, a familiar horn sounds again, this time, much closer. From the Blue unit, to be more specific.

Draconic:

"Kushak has fallen!! Abandon the attack!!"

Red, Blue, Brown, and Green units begin a southern withdrawal.

Yellow trades blows, barely, with the soldiers. The narrow ledge prevents much interchange.

East Ledge:

Morningstar: 1d20 + 2 ⇒ (8) + 2 = 10 for 1d8 + 1 ⇒ (8) + 1 = 9 damage
Bite Attack: 1d20 ⇒ 8 for 1d4 + 3 ⇒ (4) + 3 = 7 damage

versus

Longsword: 1d20 + 3 ⇒ (3) + 3 = 6 for 1d8 ⇒ 2 damage

Purple unit seems to disregard the horn, at least for the time being. The lizard bold enough to shove the gnome, pursues the gnome down the stairs, hissing and snapping as it goes.

Meanwhile, on the ledge, Mortimer plugs the door, and faces several attacks, from both northern lizards, although he enjoys the protection of the corner of the Keep.

Morningstar, M: 1d20 + 2 ⇒ (6) + 2 = 8 for 1d8 + 1 ⇒ (4) + 1 = 5 damage
Bite Attack, M: 1d20 ⇒ 16 for 1d4 + 3 ⇒ (1) + 3 = 4 damage

Morningstar, M: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3 for 1d8 + 1 ⇒ (4) + 1 = 5 damage
Bite Attack, M: 1d20 - 4 ⇒ (12) - 4 = 8 for 1d4 + 3 ⇒ (4) + 3 = 7 damage

Both soldiers remain at the ready, should Mortimer fall to the might of the lizardfolk. The one at least stands from his prone position.

Round 7
Lizardfolk- 18- (-12hp)
Keep Soldiers- 16
Mortimer- 13
Ascaria- 12 (-15hp)
Tynan- 11 (-3hp)
...
Round 8
Eri-22 (-16hp)
Hourpen- 21 (-2hp)
Solrisa- 18 (-2hp)

Ascaria has already cast Bless- +1 to Attacks and Saves v Fear

The party is up! Mortimer, Ascaria, and Tynan,- take your Round 7 actions. Eri, Hourpen, Solrisa- Round 8.


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 8, Init 18

"Eri, Listen! I think Ascaria needs you! I'll stay here and guard!!" Solrisa smiles up to Eri while readying her sword for the next attack.

Sol readies for the next warrior to test her.
1d20 + 10 + 1 - 2 ⇒ (17) + 10 + 1 - 2 = 26 to hit; (bless,PA)
1d10 + 4 + 1d6 + 4 ⇒ (7) + 4 + (5) + 4 = 20 magic & fire damage.

Sol Stats:

AC=24 (10 armor +2 shield +1 dex +1 NA)

HP=42/44
Right hand = long sword
Left hand = heavy shield
LoH 0/5 used
Quick Shirt 0/1 used
The Dragon Invoked 0/2 used
Breath of the Dragon 0/1 used

[ dice]1d20+10-2+1[/dice] to hit; (bless)
[ dice]1d10+4+4+1d6[/dice] magic & fire damage.

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