Go Forth and Conquer (Inactive)

Game Master Arythain

The Dragon has sent a picked group to unite the lands of the Gelkrosh region under her own banner.

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M Kobold Oracle 5 | HP 24/24 | AC: 18 T: 12 Fl: 16 | CMB: +1 CMD: 12 | F +0 R +2 W +4 | Init +1 | Perc: +0 | 1st level 5/7 | 2nd level 2/5 | Current Effects:

Drekisal nods in quiet agreement, silently going over his options one last time. Strength and blazing weapons for Surtur and Gork, most likely... a summoned maw to harrass the foe... he had little desire to get close enough to use his breaths, but he would if it seemed prudent.

"I am ready," he says, quietly.


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

"Yes, this should work. Probably" Jhaelwyn nods and makes ready to sneak around. She was confident that making a distraction wouldn't be too hard from the cover of Invisibility.


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

As Surtur to move the men into position Histrok moves to the front with Jhaelwyn to get ready for their parts in the plan. "I'm going to rely on your knowledge of the mantids here. How close do you think I should get before casting my fly spell, and how much time do you think you will need to get into position and start the distraction?"


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

"Let's see ..."

Lore:Mantids: 1d20 + 11 ⇒ (2) + 11 = 13

Or not I suppose :P


Ogre Shining Knight 5 (AC:20|9|20, CMD:22, HP:44, Save:8|3|6, Ini:0, Per:0, Spells:2/2, LoH:4/4, Smite 2/2)

"Fin'ly, we go smashy.
Less wordsys, moar crushin' bugs, me sayin'!
Com'on Ham, we go t'ere, waitin' fer t'ose bugsys."

And with that, Gork swings himself up on the massive saddle on Hams back and rides about 60 ft off the main group, making sure to have a more or less open area for Ham to charge.


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

Histrok nods as Sir Gork moves into position. "Agreed it is time.

"Leader Surtur, Jhaelwyn and I leave now. I will return with our prey and to assist with our efforts here as soon as I am able. I'll do my best not to be quiet about it so that everyone will know we approach."

Turning back to Jhaelwyn the hobgoblin nods again. "You lead and I will follow. When we get to an appropriate spot tell me to wait and I will give you as much time as you request beyond that for you to get into position before casting my spell. I'll fire my shot when I see any of the mantids reacting to your distraction. Is this plan acceptable?"

Stealth to follow Jhaelwyn once she starts leading: 1d20 + 4 ⇒ (20) + 4 = 24

Well that's a luck roll to start things off.


Outsider

Jhaelwyn & Histrok:

Jhaelwyn knows the creatures can leap astonishing distances. 30 feat is probably safe - 60 feet is much safer.

As for time... who knows?

Your small force has devised its tactics, and prepare to engage the menace for the first time - with the exception of the hunter Jhaelwyn.

The soldiers are somewhat nervous. They are used to taking the field against known foes, other hobgoblins and humans and the occasional ogre or even giant. This hunt has them on edge. But they are doughty veterans one and all, and will follow their leader. Surtur, at least, cuts an impressive and inspiring commander with his imposing size.

On the battlemap, your scout hawk saw the mantids amongst the vegetation towards the middle. You may place yourself anywhere along the bottom, right, or top borders (within one square of the border).

Once we get into combat, I will be numbering each of the combat rounds. To help me keep sense of things, please also number your posts ("Combat Round 1"), and in OOC text at the bottom put the plain description of your actions so I know exactly what you aimed to do.


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

As the group approaches, Histrok takes a scroll from one of a couple scroll cases and quietly chants while gesturing towards Jhaelwyn. When the hobgoblin has finished the elf begins to lift from the ground.

Casting fly on Jhaelwyn to allow her to get into position quickly and scout more precisely where the mantids are. We'll do it form slightly off the map and use that to pick our edge of assault if at all possible. If not we'll enter from the south more or less as shown unless others want to move their characters.


M Kobold Oracle 5 | HP 24/24 | AC: 18 T: 12 Fl: 16 | CMB: +1 CMD: 12 | F +0 R +2 W +4 | Init +1 | Perc: +0 | 1st level 5/7 | 2nd level 2/5 | Current Effects:

At the same time Drekisal quietly slips up next to Surtur and casts bull's strength on him, then does the same for Gork.


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

Jhaelwyn salutes the hobgoblin then fades from sight, activating her unseen focus power. Then she soars trough the skies (what a thrill!) and, after some mandatory messing around, she heads over towards the mantids hiding space. Good thing they can't see me. Nor the mantids or companions... The huntress tries her best find a good compromise between maintaining a healthy distance and getting a good look at the ambush.

Perception: 1d20 + 9 ⇒ (6) + 9 = 15

Stealth?: 1d20 + 12 + 20 ⇒ (18) + 12 + 20 = 50


Outsider

How high up, Jhaelwyn? I'm going to go with '40 feet' based on your description unless told otherwise.

Rolls:

???: 3d6 ⇒ (3, 3, 1) = 7
???: 1d20 + 14 ⇒ (3) + 14 = 17
???: 1d20 + 8 ⇒ (19) + 8 = 27

Jhaelwyn fades from view even as she lifts off the ground, and drifts closer to the foliage wherein hide both your predator and prey. It is extremely difficult to see them - she catches only a possible glimpse at first. Her memories of the time spent hunting them years prior re-surge, though, and she can make out a couple of the creatures partially buried into the ground amidst the low-lying shrubs.

For the sake of convenience, I'm going to count us as in combat initiative now (rolling and starting with the next post). We'll play it a little loose until one or the other group decides to dig in, though.

Remember that for combat, to help move it along a little faster, all players post their actions together and I'll resolve them according to initiative. When conflicts come up to due changing situations of actions ahead of you, I'll do my best to go with the flow and keep the spirit of your actions.


Outsider

Combat Round 1

Rolls:

Init(Jhaelwyn): 1d20 + 3 ⇒ (10) + 3 = 13
Init(Drekisal): 1d20 + 1 ⇒ (19) + 1 = 20
Init(Histrok): 1d20 - 1 ⇒ (15) - 1 = 14
Init(Gork): 1d20 ⇒ 10
Init(Surtur): 1d20 - 1 ⇒ (6) - 1 = 5

Init(Soldiers): 1d20 + 2 ⇒ (13) + 2 = 15

Init(Mantids): 1d20 + 8 ⇒ (9) + 8 = 17

Party Init/Status:

Mantids

Soldiers

Drekisal
Histrok
Jhaelwyn
Gork
Surtur

The mantids, perhaps unaware that their ambush has already been ruined, remain still.

Mantids go first in initiative, then the soldiers, then the party. I'll get icons up for the soldiers tomorrow. Party, post your actions - like I said, we'll play it a bit loose until things require we get more strict.


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

With Jhaelwyn setting off to get things started, Histrok moves to where Sir Gork sits ready to charge. With a low chant, the hobgoblin reaches out to bless the Ogre's mighty lance. "This should make your already ferocious attacks even more so. We're counting on you Sir Gork. You and Ham will be the ones to break them if all goes well."

Moving 20 feet to Sir Gork, casting Magic Weapon on his lance (which will last 5 minutes.)


Ogre Shining Knight 5 (AC:20|9|20, CMD:22, HP:44, Save:8|3|6, Ini:0, Per:0, Spells:2/2, LoH:4/4, Smite 2/2)

Gork goggles his now faintly glowing weapon with awe and a definate trace of childish enjoyment.
"Merry thanksys, M'ster Hobgob.
Bug smashin's good work."

He then leans forward to whisper into hams ears.
"Ya he'ad da hobgob...
We be lots of smashy to do, so be a good ham an' we'll stompsy lots of bugs b'fore sunfall, eh?"


M Kobold Oracle 5 | HP 24/24 | AC: 18 T: 12 Fl: 16 | CMB: +1 CMD: 12 | F +0 R +2 W +4 | Init +1 | Perc: +0 | 1st level 5/7 | 2nd level 2/5 | Current Effects:

After a moments' debate, Drekisal decides to cast sanctuary on himself. While he might use one of his breath weapons at some point, for a while he suspected he would not be attacking directly.


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

Having spotted at least a few mantids Jhaelwyn turns back to the group to quickly report their location before circling around at higher altitude to get into distraction-position.


Outsider

Surtur motions half his soldiers to the ridgeline. "Sneak up, there, don't show yourself until the attack. Use your bows and keep them from getting behind us." The others he sends the opposite direction.

Hob stealth: 1d20 + 4 ⇒ (12) + 4 = 16
???: 1d20 + 5 ⇒ (14) + 5 = 19

Jhaelwyn notices rustles in the bushes as the hobgoblins move up. The mantids have noticed their prey coming closer.


Outsider

Combat Round 2

Init/Status:

Mantids

Soldiers Group 1
Soldiers Group 2

Drekisal
Histrok
Jhaelwyn
Gork
Surtur


Outsider

Apologies, forgot to mention that the mantids are again holding and it is the players initiative.

The soldiers continue their movement, the ones on the hillside staying low to break direct sight from the foliage.

Players up!


M Kobold Oracle 5 | HP 24/24 | AC: 18 T: 12 Fl: 16 | CMB: +1 CMD: 12 | F +0 R +2 W +4 | Init +1 | Perc: +0 | 1st level 5/7 | 2nd level 2/5 | Current Effects:

Drekisal stays behind Surtur. Not having anything more useful to do at the moment, he murmurs a quiet spell and enchants the leader's weapon with a small degree of dragon-fire.

Casting sun metal on Surtur's weapon.


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

Jhaelwyn starts circling back to the other side of the mantids. Soon!


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

Histrok will start by holding his action to cast haste when Surtur is within 30 feet of Sir Gork.

At Histrok's beckon Surtur will come slightly closer to the hobgoblin and the mounted ogre. Once they are within 30 feet of eachother Histrok will cast Haste on Surtur, Sir Gork, Ham, Histrok and the leader of the closer unit of warriors.

Once this is cast, Surtur will, if possible use any movement he has left to return to the forward unit of warriors.


Ogre Shining Knight 5 (AC:20|9|20, CMD:22, HP:44, Save:8|3|6, Ini:0, Per:0, Spells:2/2, LoH:4/4, Smite 2/2)

Ham snorts.
Gork could well understand him.
Waiting was not one of their strengths.
He mutters under his breath, waiting for the signal to engage the mantids.
"Com'on Merry, 's not fair...
Last good smashy 's long ago an'now wud?
Moar waitsy?
Mak'em come, so me can smash 'em!"

Hold action if mantids move towards either of the soldiers or surtur, Gork will manoeuvrer into charging position.
Not much else to do for me, really.


Outsider

Combat Round 3

Init/Status:

Mantids

Soldiers Group 1
Soldiers Group 2 (hasted leader 1/5)

Drekisal
Histrok (haste 1/5)
Jhaelwyn
Gork/Ham (haste 1/5)
Surtur (haste 1/5)

One group of soldiers reaches the cliff edge, some 10 feet tall, overlooking the brushfield. They unleash their arrows, and suddenly the vegetation explodes as even the bestial intelligence of the mantids realizes their ambush is for naught. They surge towards the cliff, and prove to be frighteningly able climbers, pincers finding purchase even on near-sheer rock.

Rolls:

Arrows(+5): 5d20 ⇒ (7, 19, 13, 1, 5) = 45
Damage: 5d6 ⇒ (1, 6, 2, 1, 1) = 11

Attacks(+7): 4d20 ⇒ (15, 1, 19, 18) = 53
Damage(+2): 4d8 ⇒ (3, 6, 8, 2) = 19
Comfirm: 1d20 + 7 ⇒ (19) + 7 = 26
Crit Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Damages of 5, 20, and 4 to soldiers. Damage of 6 to a mantid.

Only one arrow lands, whereas the mantids manage to down one of the soldiers immediately, skewered straight through by a sword-like foreleg.

The rest of the little monsters sweep towards the other figures in a chittering tide.

Party up, here we go!


M Kobold Oracle 5 | HP 24/24 | AC: 18 T: 12 Fl: 16 | CMB: +1 CMD: 12 | F +0 R +2 W +4 | Init +1 | Perc: +0 | 1st level 5/7 | 2nd level 2/5 | Current Effects:

Drekisal darts forward, trusting in his magic to keep the worst of the creatures off of him while he heals the fallen soldier.

Not sure if he can make it there in a single move--given that it's 30' to the back of the block of soldiers I'm guessing not. But if he can he's casting cure light wounds on the downed soldier. Will DC to attack him due to sanctuary is 14

CLW if able: 1d8 + 5 ⇒ (3) + 5 = 8


Ogre Shining Knight 5 (AC:20|9|20, CMD:22, HP:44, Save:8|3|6, Ini:0, Per:0, Spells:2/2, LoH:4/4, Smite 2/2)

With a roar, Gork kicks Ham into action and the two of them trample away in a billow of dust, soon hitting the backrow of the mantids with shattering force, intend to cause confusion in their ranks.
I marked down Hams course.
The rear mantid will be the target of Gorks (highlighted with a red box mirrored by Gorks icon) first ride-by-attack.

Ride-by-attack, Spirited Charge!: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
dmg: 6d6 + 21 ⇒ (6, 4, 1, 3, 3, 1) + 21 = 39


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

Sorry for not posting here sooner, it's both been a busy week and I've been waiting to see what Jhaelwyn was going to do, but it doesn't really matter for what Histrok and Surtur do next.

Surtur will order the men to continue to engage appropriately (melee attacks for the group engaged, ranged attacks for those that aren't,) and move to attack one of the Mantids attacking the engaged group.

Histrok looks out at the wave of mantids that have sprung from the ground and frowns before moving. The haste helps improve the hobgoblin's normally slow speed, and upon getting within range of some of the currently unengaged Mantids one calls on the spirits to help bind one of them in place.

Move Action to move, Standard action to cast Shadow trap on the Mantid with a green arrow pointing towards it.

Shadow Trap DC 14 Will save to avoid getting trapped and not being able to move more than 5 feet.


Outsider

Rolls:

Surtur Atk 1: 1d20 + 8 ⇒ (2) + 8 = 10
Surtur Atk 2: 1d20 + 6 ⇒ (10) + 6 = 16
Surtur Atk 3: 1d20 + 2 ⇒ (4) + 2 = 6
Surtur Dam 1: 1d12 + 4 ⇒ (1) + 4 = 5
Surtur Dam 2: 1d12 + 4 ⇒ (7) + 4 = 11
Surtur Dam 3: 1d12 + 2 ⇒ (11) + 2 = 13

Save v DC 14 Will: 1d20 + 2 ⇒ (14) + 2 = 16

Drekisal's healing magic gets the wounded soldier back to consciousness, while on the other side of the field Gork skewers one of the bug-like creatures, splattering its guts on the rock. Surtur's attacks go wide, the mantids darting around the big man and his big weapons.

Jhaelwyn makes use of misdirection from her flying vantage point, causing a small number of the mantids in the rear to hesitate in confusion. Histroke's spell doesn't manage to entrap its target.


Outsider

Combat Round 4

Init/Status:

Mantids (Damages: 6)

Soldiers Group 1 (Damages: 5, 12, 4)
Soldiers Group 2 (hasted leader 2/5)

Drekisal
Histrok (haste 2/5)
Jhaelwyn
Gork/Ham (haste 2/5)
Surtur (haste 2/5)

Rolls:

Attacks v Soldiers 1 (+7): 7d20 ⇒ (11, 19, 2, 20, 1, 9, 2) = 64
Damages v Soldiers 1 (+2): 7d8 ⇒ (1, 5, 8, 6, 4, 8, 2) = 34
Confirms: 2d20 ⇒ (9, 1) = 10
Crit Damage: 2d8 ⇒ (5, 3) = 8
Damage of 3, 7, and 8 vs S1.

Attacks v Surtur (+7): 3d20 ⇒ (9, 18, 15) = 42
Damages (+2): 3d8 ⇒ (3, 3, 1) = 7
13 damage to Surtur

Sanctuary Save v DC 14: 1d20 + 2 ⇒ (11) + 2 = 13
Attacks v Drekisal(+7): 1d20 ⇒ 14
Damages(+2): 1d8 ⇒ 4

Attacks v Soldiers 2(+7): 3d20 ⇒ (7, 19, 7) = 33
Damages(+2): 3d8 ⇒ (6, 8, 6) = 20
Confirm: 1d20 ⇒ 1
Crit Damage: 1d8 ⇒ 7
10 damage

Attacks v Gork/Ham(+7): 2d20 ⇒ (16, 4) = 20
Damages(+2): 2d8 ⇒ (6, 7) = 13
8 damage to Ham.

Soldiers 1 attack (+5): 5d20 ⇒ (4, 13, 12, 3, 12) = 44
Soldiers 1 Damage (+2): 5d6 ⇒ (1, 4, 6, 6, 5) = 22
Damages: 6, 8, 7.

Soldiers 1 attack (+5): 5d20 ⇒ (6, 19, 8, 14, 15) = 62
Soldiers 1 Damage (+2): 5d6 ⇒ (1, 2, 5, 6, 6) = 20
Damages: 4, 8, 8.

The rest of the mantids close in, and the meatgrinder of a true melee begins. Many wounds are given and received, but no more fall on any side just yet.

13 damage to Surtur, 8 to Ham.

Party up!


M Kobold Oracle 5 | HP 24/24 | AC: 18 T: 12 Fl: 16 | CMB: +1 CMD: 12 | F +0 R +2 W +4 | Init +1 | Perc: +0 | 1st level 5/7 | 2nd level 2/5 | Current Effects:

Would casting spiritual weapon break Drekisal's sanctuary?


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

Combat Round 4
Surtur will take advantage of his haste to make many attacks against puny bug things near him, starting with the ones that also threaten the soldiers.

Histrok watches the Mantid that was supposed to be trapped by the shadows move to attack Surtur and gives a small shrug. At least it chooses a target that can fight back well. The hobgoblin then shuffles forward through the rough terrain directly ahead and tries again on one of the Mantids Jhaelwyn distracted.

Move action to move 10 feet through rough terrain, cast shadow trap (DC 14 will save) on the Mantid the green arrow points to.


Ogre Shining Knight 5 (AC:20|9|20, CMD:22, HP:44, Save:8|3|6, Ini:0, Per:0, Spells:2/2, LoH:4/4, Smite 2/2)

Mounted Combat Ride Check to prevent hit on Mount: 1d20 + 8 ⇒ (16) + 8 = 24
Negates hit if roll is greater than the attack roll


Outsider

Ah, yes, forgot to make that. You're the first character that's made me read through any of the Mounted Combat rules, ever. But you forgot to add in your actual post for this round! :D


M Kobold Oracle 5 | HP 24/24 | AC: 18 T: 12 Fl: 16 | CMB: +1 CMD: 12 | F +0 R +2 W +4 | Init +1 | Perc: +0 | 1st level 5/7 | 2nd level 2/5 | Current Effects:

Drekisal decides the moment has come to break his sanctuary. He steps slightly away from the mantid near him and towards the gap between the soldiers and Surtur.

He inhales sharply, then exhales a (surprisingly large) fan of flames over four of the mantids. I drew the cone on the map

Damage: 2d6 ⇒ (1, 5) = 6 DC 15 reflex for half


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

Jhaelwyn briefly appears and flings a javelin at one of the unengaged mantids (the one north of the green arrow pointed one!). Then she is once more hidden from sight - but it was a reminder to the bugs that they weren't safe from the skies either!

To Hit (ignores DEX): 1d20 + 7 + 2d1d6 + 5 ⇒ (3) + 7 + (2, 3) + 5 = 20 plus Bleed?: 1d4 ⇒ 3

Standard to attack. 1 Focus Point as a free action to go invisible. Move to fly a bit

Edit: I screwed up. Try 2!

To Hit (ignores DEX): 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24

Damage?: 1d6 + 5 ⇒ (3) + 5 = 8


Ogre Shining Knight 5 (AC:20|9|20, CMD:22, HP:44, Save:8|3|6, Ini:0, Per:0, Spells:2/2, LoH:4/4, Smite 2/2)

"Argrrr, Crush'em fast Ham!
Merry need us ridin' to help da othas!"

Ham-Gore #1, Hasted, Risky: 1d20 + 6 + 2 - 1 ⇒ (12) + 6 + 2 - 1 = 19
Ham-Gore #2, Hasted, Risky: 1d20 + 6 + 2 - 1 ⇒ (10) + 6 + 2 - 1 = 17
Gore dmg: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Gore dmg: 1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9

Gork Lance, Hasted, Risky: 1d20 + 9 + 1 + 2 - 2 ⇒ (17) + 9 + 1 + 2 - 2 = 27
Gork Lance, Hasted, Risky: 1d20 + 9 + 1 + 2 - 2 ⇒ (3) + 9 + 1 + 2 - 2 = 13
Lance'd!: 2d6 + 7 + 4 ⇒ (5, 3) + 7 + 4 = 19
Lance'd!: 2d6 + 7 + 4 ⇒ (2, 3) + 7 + 4 = 16


Outsider

Poly Rolly:

Surtur Atk 1: 1d20 + 8 ⇒ (9) + 8 = 17
Surtur Atk 2: 1d20 + 8 ⇒ (14) + 8 = 22
Surtur Atk 3: 1d20 + 6 ⇒ (19) + 6 = 25
Surtur Atk 4: 1d20 + 2 ⇒ (20) + 2 = 22
Surtur Dam 1: 1d12 + 4 ⇒ (10) + 4 = 14
Surtur Dam 2: 1d12 + 4 ⇒ (2) + 4 = 6
Surtur Dam 3: 1d12 + 4 ⇒ (2) + 4 = 6
Surtur Dam 4: 1d12 + 2 ⇒ (7) + 2 = 9

Surtur Confirm: 1d20 + 2 ⇒ (19) + 2 = 21
Crit damage: 1d12 + 2 ⇒ (2) + 2 = 4

Reflex vs DC 15 (+8): 4d20 ⇒ (3, 7, 6, 15) = 31

Will Save DC 14: 1d20 + 2 ⇒ (2) + 2 = 4

The combination of Surtur's flashing blades - much more effective this time around - and Drekisal's gout of flame drop three of the foes outright, while Jhaelwyn's spear skewers one, completely unprepared for the attack from the air. Between Gork and his Ham, they easily crush the two that had dared attack them. Histrok's spell pins his target in place.


Outsider

Begin Combat Round 5

Init/Status:

Mantids (Damages: 12, 8, 7, / 4, 8, 8)

Soldiers Group 1 (Damages: 5, 12, 12, 3, 7)
Soldiers Group 2 (hasted leader 2/5, Damages: 10)

Drekisal
Histrok (haste 2/5)
Jhaelwyn
Gork/Ham (haste 2/5)
Surtur (haste 2/5, 13 damage)

Rolls:

Bug Out Check DC 10: 1d20 - 5 ⇒ (15) - 5 = 10

The creatures continue their chittering, frenzied onslaught despite their losses. Perhaps they are too simple-minded to recognize their peril? The two who were caught out join the largest melee, drawn to the horde.

All the Rolls:

Attacks v Soldiers 1 (+7): 8d20 ⇒ (4, 20, 16, 10, 20, 2, 10, 15) = 97
Damages v Soldiers 1 (+2): 8d8 ⇒ (4, 8, 4, 1, 5, 2, 6, 6) = 36
Confirms: 2d20 ⇒ (20, 15) = 35
Crit Damage: 2d8 ⇒ (6, 1) = 7
18, 6, 3, 8, 8, 8

Attacks v Surtur (+7): 2d20 ⇒ (7, 14) = 21
Damages (+2): 2d8 ⇒ (2, 4) = 6
10

Attacks v Soldiers 2(+7): 3d20 ⇒ (10, 11, 6) = 27
Damages(+2): 3d8 ⇒ (7, 3, 1) = 11
9, 5

Soldiers 1 attack (+5): 2d20 ⇒ (1, 18) = 19
Soldiers 1 Damage (+2): 2d6 ⇒ (4, 1) = 5
3

Soldiers 1 attack (+5): 5d20 ⇒ (9, 15, 4, 11, 14) = 53
Soldiers 1 Damage (+2): 5d6 ⇒ (1, 2, 1, 5, 1) = 10
4, 3

Several soldiers in the leftmost group fall, as does one of the mantids tearing into them. Surtur takes additional wounds, the blood now pouring freely down the fierce warriors naked skin.

3 soldiers in group 1 are down, another 10 damage to Surtur.


M Kobold Oracle 5 | HP 24/24 | AC: 18 T: 12 Fl: 16 | CMB: +1 CMD: 12 | F +0 R +2 W +4 | Init +1 | Perc: +0 | 1st level 5/7 | 2nd level 2/5 | Current Effects:

Drekisal incants a few hissing words, and a ghostly, draconic head appears near one of the mantids attacking the left group of soldiers. It lunges forward and tries to take a bite out of its target.

Spiritual Weapon to-hit: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

I put a dot on my target


Ogre Shining Knight 5 (AC:20|9|20, CMD:22, HP:44, Save:8|3|6, Ini:0, Per:0, Spells:2/2, LoH:4/4, Smite 2/2)

"T'is Merry-Wrath ya stupy bugsys!
Hoi, Ham, Boss-Pinksy in troubsys.
T'at way!"

Gork swivels Ham around and the two charge at the two mantids harking at Surtur.
I am ignoring the mantid in between. Not sure if it is considered blocking my charge way or not.
If so, by RAW I have to charge-lance that one. Ride-By-Attack would still let me continue on to at least give Surtur flanking benefits.
Still, priority would be to hit the mantids near pinky-boss.

Spirited Lance-Charge, Mounted, Hasted (+2 if flanking with Surtur): 1d20 + 14 ⇒ (2) + 14 = 16
Lance'd!: 6d6 + 21 ⇒ (4, 5, 2, 2, 3, 5) + 21 = 42
Ham Charge-Gore, Hasted (+2 if flanking with Surtur): 1d20 + 6 + 2 + 1 ⇒ (15) + 6 + 2 + 1 = 24
Ham'ed!: 1d6 + 4 ⇒ (4) + 4 = 8


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

Another javelin pops out of nothing along with Jhaelwyn. This time she doesn't disappear but flies a comfortable distance from the ground still. "Yes! Kill them all!!"

To Hit (ignores Dex): 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

Damage?: 1d6 + 5 ⇒ (6) + 5 = 11 plus Bleed: 1d4 ⇒ 2

Basically same as last turn but not spending a point to turn invisible again


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

While Surtur continues to attack the Mantids near him, moving to assist the nearby soldiers as he has a chance, Histrok focuses on the Mantids harassing the other troop. The hobgoblin glares at the nearest Mantid, hexing it with Misfortune, and then begins to chant to keep the hex active.

Standard action to use Misfortune Hex on the Mantid with the green arrow pointing to it (Will Save DC 15, anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result.) Move action to chant to extend the hex an additional round (to 2 rounds.)


Outsider

Rolls:

Surtur Atk 1: 1d20 + 8 ⇒ (15) + 8 = 23
Surtur Atk 2: 1d20 + 8 ⇒ (15) + 8 = 23
Surtur Atk 3: 1d20 + 6 ⇒ (19) + 6 = 25
Surtur Atk 4: 1d20 + 2 ⇒ (8) + 2 = 10
Surtur Dam 1: 1d12 + 4 ⇒ (7) + 4 = 11
Surtur Dam 2: 1d12 + 4 ⇒ (3) + 4 = 7
Surtur Dam 3: 1d12 + 4 ⇒ (10) + 4 = 14
Surtur Dam 4: 1d12 + 2 ⇒ (5) + 2 = 7

Okay, wowza. After your rolls combined with Surtur's, there's no way the Mantids don't flee. Calling it there!

Combat Over

It finally dawns on the mantids that their prey is not falling victim to their paralyzing venom, and they scamper off seemingly as one, fleeing their former prey as fluidly as a flock of birds avoids a hawk.

Several of the soldiers are down, unconscious from their wounds. One lies dead, beyond the reach of aid.

Surtur, his own wounds bleeding freely, stands regaining his breath in the aftermath. He looks at the carnage amongst his troops and shakes his head. "Ferocious little creatures, but not nearly as dangerous without their poison."


M Kobold Oracle 5 | HP 24/24 | AC: 18 T: 12 Fl: 16 | CMB: +1 CMD: 12 | F +0 R +2 W +4 | Init +1 | Perc: +0 | 1st level 5/7 | 2nd level 2/5 | Current Effects:

Drekisal works to save the lives of the unconscious soldiers. Let me know how many spells to mark off, if needed.


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

"Nasty pests." Jhaelwyn agrees as she lands on solid ground again. "Good thing there were no bigger ones here. Or was it a pity? It would have made an excellent trophy ..."

The elf also does her best to bandage the fallen. Heal: 1d20 + 12 ⇒ (17) + 12 = 29


Ogre Shining Knight 5 (AC:20|9|20, CMD:22, HP:44, Save:8|3|6, Ini:0, Per:0, Spells:2/2, LoH:4/4, Smite 2/2)

Gork and Ham chases after the fleeing bugs for another two or three passes, ensuing that they indeed are routed and don't turn back after regrouping.
After returning to group, he gets off the saddle with a worried look and knees beside the downed soldier.
"Ahh, poor pinkies 'r hurt!
Le'me call Merry-aid fer ya.
She good at making hurtsys less hurtsy."

With that, he approaches the two most wounded soldiers and lays his massive hands on their wounds and calls out for his deity.
"Merry? Would'ya tend to da hurtsy of this pinky?"
Soon enough, a golden shimmer emits from the Ogre's hands and wounds starts to knit themselves together.
After he tended to the two most wounded, he turns to Surtur and offers him some Merry healing as well.

2 LoH uses for soldiers, 2 for Surtur.


Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

As the others tend to the soldiers wounds, Histrok begins to take a survey of the enemy corpses to how many will be harvestable for new batches of the anti-venom.

I'm traveling for the weekend and won't be able to post much until Monday at the earliest.


Outsider

@Drekisal: Between Gork's lay on hands and Jhaelwyn's check, you don't need to expend any spells.

Together, you stabilize the most seriously wounded soldiers, the only ones in grave danger being saved by the mercy of Gork's goddess. The other soldiers help either keep a watch out for further danger, or aid Histrok in his work.

You recover 18 mantid corpses with intact venom glands with only a few being so burned or otherwise pulverized as to be useless.


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

"Hmph. Eighteen to one. That would be a good trade if there weren't so many mantids. And so few of us ... For now." Jhaelwyn observed.


M Kobold Oracle 5 | HP 24/24 | AC: 18 T: 12 Fl: 16 | CMB: +1 CMD: 12 | F +0 R +2 W +4 | Init +1 | Perc: +0 | 1st level 5/7 | 2nd level 2/5 | Current Effects:

"We shall have to adapt our tactics to make it harder for them to swarm a small number of us at once," Drekisal observes. "Were they not able to concentrate their attacks we might have avoided even the one."

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