Hollow's Revolution (Red Side) (Inactive)

Game Master vayelan

Party Loot

Maps:
Falcon's Hollow (Town Map)
Darkmoon Vale (Regional Map)

Current Encounter: Wulf's Farm Rescue


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barb 5 Init +2; HP 73/73 AC 20/22, t 14/16, ff 18/20 Fort +8, Ref +3, Will +2; +1 vs. charm and fear, +2 vs. poison, spells, spell-like, uncanny dodge, trap sense +1 Perception +9 (+11 stonework) SM+8

”Yeah, that’s what I was thinking Wulf. If I could kill the hags we could save the girls.”

The dwarf gets very solemn.

”I can’t believe I didn’t figure out the connection between the girls and the hags. I just thought they were smuggling them in for . . . Um . . . Well, cocktail girls let’s say.”

He tries to get his mind off of it.

”And when I get back into town I am going to start workin of getting rid of those Red Rock gang jackwagons too! No one is going to be hurting the wee ones around me anymore. There’s been too much dirty underhanded filth going on in that town!”


As the sounds of battle fade away into mere echoes, the ancient plaza falls back into dusty silence. Helgrim identifies a number of stairs and bridges that remain stable and offer routes upward and outward. These would likely lead to other neighborhoods of old Jernashall - some along the base of the mountain, others deeper within its embrace - while at least one such passage would lead you to the top of the crags, where the harpies roost.

You essentially have escape routes back to the surface without having to pass the duergar again. The route up to the harpies' aerie is optional. You can try to plunder their treasure, but it will obviously pose additional challenges and dangers.

I will post the loot a little later today. I need a bit more time to revise some of the details.


M Male Dhampir cleric | Fort +5, Ref +1, Will +10 | HP 22/22 |AC 18 Touch 9 Flatfoot 18 | Init -1 |Perception +4

channel: 2d6 ⇒ (6, 2) = 8
channel: 2d6 ⇒ (2, 4) = 6

Tarson will raise the holy symbol of Abadar and let its silver light radiate to heal those around him.


Between Tarson's keen sight and Qitaba's spell picking out magical auras, it is not difficult to find where the now-splintered hag coven stored its treasures.

The hag's nearby workspace, denoted by a battered cauldron and tucked into a half-hidden side chamber off the plaza, hosts a number of pungent potions and scrolls written on crudely cured animal hides. An unsettling doll, with the image of various organs sewn onto its body, sits on one of the old stone tables, its glassy black eyes staring at you. This doll, as well as the slightly battered dwarven cauldron the hags have claimed for their own use, both radiate magical auras.

Potion of Bear's Endurance, Potion of Cure Serious Wounds, Potion of Disguise Other, Scroll of Augury, Scroll of Cloudkill, Scroll of Glitterdust, Anatomy Doll, and Cauldron of Brewing.

Additionally, the changeling daughter wears three items bearing enchantments: an amulet made from a rabbit skull set with green stones, a cloak made from black feathers, and a golden ring with dwarven geometric etchings and set with a yellow topaz.

Amulet of Natural Armor +1, Cloak of Resistance +1, and Ring of Protection +1

In a ratty satchel, the green hag carries a dozen gems, representing a mix of amethyst, garnet, and tourmaline. Based upon the way they are cut, you come to suspect that these represent past payments from the duergar slavers you encountered earlier.

The ettin carries a pair of large bone flails and a quartet of large wooden javelins, and he wears ratty leathers accessorized with lengths of vines worn like sashes. None of his belongings look particularly valuable, or even clean enough to touch.

Lastly, spread between the mother and daughter, their ettin bodyguard, and their lair, you find a wealth of coins amounting to approximately 2400gp. This coinage presents its own surprise, however. While a small portion of the coins bear ancient dwarven iconography, suggesting they were looted from the fallen city, the majority of the coins you find are of much more recent Andoren minting. There seems to be too many of these modern coins to have simply been taken from victims, especially given how poorly the local loggers and woodsmen are paid.

Let's see if you guys can identify the meaning of these coins. If you're stumped, Van Dorning can fill in the blank.


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Hmm. These hags were in the employ of someone with loca; coin. That seems clear enough. I smell a rat.


M Male Dhampir cleric | Fort +5, Ref +1, Will +10 | HP 22/22 |AC 18 Touch 9 Flatfoot 18 | Init -1 |Perception +4

"Do you think they were providing potions to someone? The kidnapping of the children seems more in line with the hags own goals than that of a higher power."


barb 5 Init +2; HP 73/73 AC 20/22, t 14/16, ff 18/20 Fort +8, Ref +3, Will +2; +1 vs. charm and fear, +2 vs. poison, spells, spell-like, uncanny dodge, trap sense +1 Perception +9 (+11 stonework) SM+8

”Do you think Tweed is in league with them? Maybe the Consortium was looking to create their own realm even?”


M Human Fighter(QuaterStaffMaster)lvl5 HP:55 Init:+3 Per:+3 F:+6 R:+3 W:+2 AC:20 ff:16 t:14 CMD:20 CMB:+7 Staff:+10

"No I think it's more the Orc" Wulf says as he tries to clean his cloak poncho.

"He was given the girls, probably to shatter their spirits, show them how horrible a life is as a normal girl via being a 'working' girl, maybe get them hooked on drugs, used and then when the Hags come offering a chance to become more powerful, they willingly believe the Hags or they probably are given to the Dueragar" Wulf says as he looks up his eyes full of cold seething hatred not only form the hags, but especially the Orc!


Stats:
HP 26/26 Init +4 Perc +0 AC 14/13/10 | F+2 R+5W+5 | Arcana 11/11
Skills:
Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Kn Geog +8, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (planes) +12, Linguistics +15, Spellcraft +12

Kit arches a brow. "Orc? You mean Vorshin? Was this some sort of parlor you mentioned a while ago? I don't think Freyja and I had arrived by then. Dawnflower's bits, this place needs to be eaten by fey and treant and plowed over thoroughly."

He inspects the treasures. "We should outfit ourselves with these items. Honestly, I'd go and slay the duergar as well, but they could easily sound the alarm for reinforcements from deep beneath the earth. Perhaps they'll know well enough to stay away once we kill the ash hag."

He picks up a coin and peers at the stamping.

Kn Local: 1d20 + 11 ⇒ (17) + 11 = 28

"Do we want to summon our feathered friends for this final battle? Or at least use them as scouts to warn us when Dear Eudice is on her way?"


As Kit examines one of the coins, he identifies a few details.

First of all, it's from a minting that came a generation or two ago. This is a common enough feature of "provincial currency," as the well-traveled Keleshite has heard the term. Newly minted coins are more commonly found in a nation's capital and its trade hubs. Meanwhile, the older coins make an economic migration towards the nation's frontier, such as Darkmoon Vale. This leads him to conclude that these coins originated in Falcon's Hollow. This is also supported by his second observation: tiny sawdust flakes still stuck among the ridges along the coin's edges.

Although Kit has not been in Falcon's Hollow as long as some members of the party, he has made enough observations about the power structures to reach certain conclusions about how these coins came to rest in the hags' lair.

Many of the coins almost certainly came from Kabran Bloodeye, owner of the Rouge Lady gambling house and brothel, and master of the Redrock Guild criminal organization. They likely came as payment for the hags' daughters: on the surface, they were being sold like chattel to the criminal kingpin, who attempted to smuggle them into the town. Of course, with what you know now, the hags were likely trying to position their offspring within the town as sleeper agents.

However, Kit also suspects that many - if not most - of the coins actually came from Gavel Kreed, although they may have passed through Bloodeye as an intermediary. You learned from Commander Odeber that she suspects the Consortium boss has been funding opposition to the army's investigations into his operations. In addition to the hired killers that slaughtered the commander's soldiers and wounded her, perhaps Kreed has been paying the hags and harpies to also harass his enemies: you and the Diamond Company.


Stats:
HP 26/26 Init +4 Perc +0 AC 14/13/10 | F+2 R+5W+5 | Arcana 11/11
Skills:
Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Kn Geog +8, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (planes) +12, Linguistics +15, Spellcraft +12

Kit frowns as he relays his insights. ”We can take this to Odeber, I think. How is Bloodeye’s organization? Still standing? We could take it down before dealing with the head. That means any other girls could be rescued before more confrontation.”


M Human Fighter(QuaterStaffMaster)lvl5 HP:55 Init:+3 Per:+3 F:+6 R:+3 W:+2 AC:20 ff:16 t:14 CMD:20 CMB:+7 Staff:+10

" He is very entrenched and just as many people owe Bloodeye money as much as Kreed and the others"Wolf says with literal vitriol then spits.

" Bloodeye is not a fan of me either. I took my sister outta his grip. As well as he is responsible for brothers early death. I have few people I would want to see a head on a pike, but he is one of the few" Wolf says as he adjusts his armor.


M Male Dhampir cleric | Fort +5, Ref +1, Will +10 | HP 22/22 |AC 18 Touch 9 Flatfoot 18 | Init -1 |Perception +4

"if the accusations against the brothel are true then we should look at trying to deal with him. I am against business practices that would use their workers as slaves. Does little to benefit the economy, let alone the morality behind it. While I am not one to see an head on a pike if the current government is too decayed to deal with this man it will fall to us to ensure proper law is enforced.

For the task at hand, should we clean up and hide the bodies to lay a trap for the final hag or try and position ourselves at the mouth of the entrance up top to do so?"


"We are laying a trap here for the ash hag?" Siffa asks. "I thought you were going to return to Falcon's Hollow to intercept her as she descends upon your farm to claim her would-be daughters."

Despite her confusion, Siffa does not dismiss the idea out of hand. She agrees that readying an ambush at Jernashall will give you the advantage of time and preparation, and your foe might return exhausted from her travels. However, it will be risky for the girls left in your care. Will the hag bring the girls back here, or will she attempt to "turn" them at the farm?

Since I thought the original plan was to return to Wulf's farm next, I just want to confirm whether you have changed your strategy.


Stats:
HP 26/26 Init +4 Perc +0 AC 14/13/10 | F+2 R+5W+5 | Arcana 11/11
Skills:
Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Kn Geog +8, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (planes) +12, Linguistics +15, Spellcraft +12

I couldn't remember, lol.

"No, you're right, Siffa. I have no idea what the harpies will do in the meantime, but let's get back to the farm."

Kit shrugs at Tarson. "You would be surprised at how much slaves do benefit an economy. It's an unpleasant but necessary part of many an industry."

Qadirans and their grey morals...


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Freyja frowns at the slavery comment and adds Be alert as we leave. I expect trechery from our feathered allies. She then inserts earplugs into her ears.


When the time comes to ascend from the broken plaza of fallen Jernashall and emerge back into the light of day, albeit within the shadow of Droskar's Crag, you find quite the audience assembled to welcome you back. What must be the entire tribe of harpies, a dozen and a half in all, sit perched upon the roofs of old buildings, the ledges of stone shells, and the branches of brave trees growing out of the ancient masonry.

The leader of the harpies, Neelia, alights upon an old well sitting between you and her sisters. Her freshly preened black feathers catch glimmers of the sunlight as she moves.

"If you stand before us again, then the hags must be dead," she states. "What kind of treasures did you find in their stash?"


M Male Dhampir cleric | Fort +5, Ref +1, Will +10 | HP 22/22 |AC 18 Touch 9 Flatfoot 18 | Init -1 |Perception +4

Sorry about that I forgot to!

"Oh very little that would be of much use to your flock I would guess. Some magic clothing designed for more bipedal creatures, a heavy iron cauldron. It's heavy enough as it is carrying it all out of there. Oh, and if I may your feathers are looking marvelous. Like they were plucked from the midnight sky itself."


Stats:
HP 26/26 Init +4 Perc +0 AC 14/13/10 | F+2 R+5W+5 | Arcana 11/11
Skills:
Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Kn Geog +8, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (planes) +12, Linguistics +15, Spellcraft +12

"Yes, truly, like a dream of ravens," says the Qadiran.

"Just give them the cauldron and that disgusting poppet doll," whispers Qitaba to Tarson. "I don't even want to sell those things. Eeuch."


Once they are convinced that the cauldron and doll are magic, the harpies grow quite interested in these proffered bribes. Several work together, struggling to haul the cauldron up the cliff face towards their aerie, whilst another handful argue and bicker over ownership of the doll.

Neelia seems bitter that she has not been given any shiny jewels or baubles to adorn herself with, but now that her flock sisters have become so distracted, she accepts that she has lost the advantage in the situation. Thus, you are free to depart and return to Falcon's Hollow and Wulf's farm.


barb 5 Init +2; HP 73/73 AC 20/22, t 14/16, ff 18/20 Fort +8, Ref +3, Will +2; +1 vs. charm and fear, +2 vs. poison, spells, spell-like, uncanny dodge, trap sense +1 Perception +9 (+11 stonework) SM+8

Helgrim nods approval. He had not planned on giving away any of the coins, gems or the Dwarven ring they had found. He hoped the doll was not something important.

He wonders if they have the time to get the Dwarven belt they had seen on the way in.


M Human Fighter(QuaterStaffMaster)lvl5 HP:55 Init:+3 Per:+3 F:+6 R:+3 W:+2 AC:20 ff:16 t:14 CMD:20 CMB:+7 Staff:+10

Wolf will thank Neelia and her flock for thier cooperation, and then lead them back to his house


You leave behind buried Jernashall and fallen Raseri Kanton, having slain two of the three members of the coven plotting wickedness upon Darkmoon Vale. Frustratingly, many miles across the primeval Darkmoon Wood stretches forth between you and Falcon's Hollow. Thus, it is fortunate that you have two among your ranks ideally suited to navigating its wild reaches: Teasel and Siffa.

Teasel, as well as other party members, can make checks to accelerate your return to Falcon's Hollow and Wulf's farm. Survival, Knowledge (Nature), or Knowledge (Geography) can be used. Having Siffa's assistance grants you a +4 bonus.


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Knowledge Nature: 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29

Freyja has some insight on nature that speed the journey.


F Human Tree Soul Oracle 2 Fort: 2 Reflex: 0 Will: 3 Spells /5 1st 19/19HP

nature: 1d20 + 7 ⇒ (19) + 7 = 26

Teasel quite accustomed to the forest helps give guidance to the party to ensure their safe journey contrary to her aloof normal aloof nature.


Teasel and Freyja guide the party along so quickly and so surely that perhaps only a lantern borne by Desna herself could do better.

Almost immediately upon departing the cracked, crumbling neighborhoods of Raseri Kanton, Teasel finds herself in familiar territory. The arms of the forest unfold themselves for her like a relative inviting a hug. She leads the party to dry creek beds, gentle gullies, and other natural shortcuts.

Likewise, Freyja identifies from among curious plant growths the signs of ancient, overgrown dwarven roads that further expedite your return trek.

When you return to the Droskmere, Siffa takes her leave. She praises your bravery and skill at arms and welcomes a chance to fight at your side again, but for now she must resume her guardianship of the cool lake. Before you part, however, she muses upon how much ground you crossed in such a short amount of time.

"If not the forest itself, perhaps the nymph queen herself is showing her favor, shortening your journey."

.....

Whether through some supernatural aid or not, you soon reach your destination. The jagged tops of the palisade around Falcon's Hollow come into view through the dark, with perhaps an hour or two until sunrise. The twilight sky is blotted out in the east by plumes of smoke, and you find the residents of the logging town in an uproar.


Stats:
HP 26/26 Init +4 Perc +0 AC 14/13/10 | F+2 R+5W+5 | Arcana 11/11
Skills:
Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Kn Geog +8, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (planes) +12, Linguistics +15, Spellcraft +12

"Wulf...we may need to take a detour before going to your farm..."

Qitaba looks for a passerby to ask what in the Nine Hells is going on!


The information you glean is as haphazard as the crowds moving about through the darkened town, their path illuminated by the distant glow. At first, all you can learn is that a wildfire has broken out among the eastern farmsteads.

However, you soon learn the harsh truth: the fire is centered upon Wulf's farm.

As you push your way through Falcon's Hollow, you also make a second cruel discovery. Although some locals sprang into action to serve as a bucket brigade, they have been blocked off and forbidden from leaving town by Boss Payday and a gang of his Consortium thugs.

"No, no, no! It's much too dangerous," the pig-faced brute insists, disingenuously. He can barely suppress his giggles as he issues the decree. "We just gotta let the place burn itself out!"


Stats:
HP 26/26 Init +4 Perc +0 AC 14/13/10 | F+2 R+5W+5 | Arcana 11/11
Skills:
Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Kn Geog +8, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (planes) +12, Linguistics +15, Spellcraft +12

Kit hangs back and casts Grease at the man's boots, then rises to his full height, his eyes flashing.

"People of Falcon Hollow! Follow us with buckets and water! Do not be intimidated by these base ruffians!"

Linguistics (Diplomacy): 1d20 + 15 ⇒ (7) + 15 = 22


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Freyja moves to stand beside Kit and adds to his plea. You all know Sir Wulf. He is part of your community. He has helped many of you in the past. That is what community does. Freyja picks up a bucket and begins to fill it. Let all pitch in and help/

Diplomacy Assist: 1d20 + 10 ⇒ (13) + 10 = 23


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M Human Fighter(QuaterStaffMaster)lvl5 HP:55 Init:+3 Per:+3 F:+6 R:+3 W:+2 AC:20 ff:16 t:14 CMD:20 CMB:+7 Staff:+10

Wolf seeing the fire and noting what was transporting around him. As he appears infront of Payday, he throws off hisakeshift poncho and stares at the man. "MOVE!" he utters a face of rage, pain and fear on his face.

Intimidation: 1d20 + 8 ⇒ (17) + 8 = 25


The darkness of predawn and the chaos of the crowd around you ensures that neither Payday nor any of his thugs notice when Kit casts his spell.

When you step forward, the people of Falcon's Hollow are lionized by Kit and Freyja's call to action.

Payday is about to bark out a command to his men, but Sir Wulf cuts off the enforcer's words at the knees with his indomitable interruption. The local hero's defiance strikes fear in Payday's heart, causing him to take a step back...and sending his feet flying out from under him as he slips in Kit's magical grease.

The other Consortium thugs are left impotent as the townsfolk push past them, following the party towards Wulf's burning farm.

...

The flames haunt the eastern horizon like a false sunrise as you approach the farm. A ring of fire encircles much of the property, consuming fields and fences. However, the farmhouse at the center remains yet untouched.

Teasel:
You do not know of any natural reason for this fire to have started. Indeed, the way it has spread and the way it burns also seems quite unnatural. You suspect that some manner of magic is at work.

Perception DC 15:
You can spot figures moving among the chaos. Some of them appear to be figures of living flame, shepherding the fires along a planned course.

You also see a gray, hunched figure slowly approaching the farmhouse, calling out in a low voice that you cannot make out.


Stats:
HP 26/26 Init +4 Perc +0 AC 14/13/10 | F+2 R+5W+5 | Arcana 11/11
Skills:
Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Kn Geog +8, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (planes) +12, Linguistics +15, Spellcraft +12

Qitaba reaches into his pool of arcane power, grimacing as he does, and summons a water elemental.

"Can someone summon water?" he shouts. "We need to make sure that ring doesn't get smaller! I fear magic at work!"

Spellcraft: 1d20 + 12 ⇒ (9) + 12 = 21


M Human Fighter(QuaterStaffMaster)lvl5 HP:55 Init:+3 Per:+3 F:+6 R:+3 W:+2 AC:20 ff:16 t:14 CMD:20 CMB:+7 Staff:+10

Perception: 1d20 + 4 ⇒ (16) + 4 = 20

Wolf pauses after a minute noticing the shapes. He calls out. " The fire is being controlled by living flames? Kit, Teasel, Father, focus on the civilians and those flames. The rest with me, look for the girls and the hag. Once this is done, contain the fire!" barked the soldier as he grabs so.e cloth and wrap it about his nose and mouth. His hat down further. It would narrow his vision but keep him from choking and fog too much of his vision.


Crap. Sorry for the delay. I really thought I'd made a post.

The bucket brigade led from the Hollow leaps into action to keep the flames from spreading - both outward to other fields as well as inward, towards the farmhouse. Though the Valers are shocked by the sudden conjuration of Qitaba's elemental, once they see it is made of living water, they accept its help in the heat of the emergency.

With the help of the elemental, you carve a safe if sweltering path through the ring of fire into the yard. The ash hag stands, starkly silhouetted by the flames, only a dozen yards or so from the door to Wulf's home. You can see that the windows have been blocked from within by furniture, as the girls try to keep out the dangerous woman.

The hag calls to them in a sickly sweet voice, begging Izbeth and Solana to come out and embrace their true mother.

Hearing your approach, the hag twists around and offers you a sneer. She commands her summoned elementals to keep you from taking her daughters away from her. A pair of man-sized figures of living flame approach from either side of the farmyard, whilst a much larger one - at least 10 feet tall - pauses before it can smash apart the barn with its fiery fists and also approaches the party as commanded.

I will work up a map a little later.


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Freyja draws her sword as she advances a single move and imbues her blade with arcane energy. As a standard action she begins to sing song of good's triumph over evil which lightens the hearts of her companions and at the same time lends strength to their arms.

Swift Action: Arcane Strike - her sword is magic and deals an extra 2 damage. Standard Action: Inspire Courage - +2 ,morale vs charm and fear, and +2 competence bonus on attacks and damage.


Sorry for the delay. I've updated the encounter map. Please roll initiative and post your first actions.
Freyja, I will count your post as your first round actions.


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Init: 1d20 + 4 ⇒ (4) + 4 = 8

I have already posted some actions. Do those count as my first round?


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M Human Fighter(QuaterStaffMaster)lvl5 HP:55 Init:+3 Per:+3 F:+6 R:+3 W:+2 AC:20 ff:16 t:14 CMD:20 CMB:+7 Staff:+10

Init: 1d20 + 3 ⇒ (16) + 3 = 19


Freyja* wrote:

[dice=Init]1d20+4

I have already posted some actions. Do those count as my first round?

Yes


Stats:
HP 26/26 Init +4 Perc +0 AC 14/13/10 | F+2 R+5W+5 | Arcana 11/11
Skills:
Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Kn Geog +8, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (planes) +12, Linguistics +15, Spellcraft +12

Init: 1d20 + 4 ⇒ (9) + 4 = 13

Qitaba casts Protection from Evil on Wulf.


M Human Fighter(QuaterStaffMaster)lvl5 HP:55 Init:+3 Per:+3 F:+6 R:+3 W:+2 AC:20 ff:16 t:14 CMD:20 CMB:+7 Staff:+10

Wolf will seek out and attack the nearest enemy.

Attack: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d6 + 6 ⇒ (6) + 6 = 12


Enemy Initiative Rolls:

Ash Hag Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Medium Elementals Initiative: 1d20 + 7 ⇒ (11) + 7 = 18
Large Elementals Initiative: 1d20 + 9 ⇒ (14) + 9 = 23

Tarson Initiative: 1d20 - 1 ⇒ (12) - 1 = 11
Teasel Initiative: 1d20 ⇒ 18
Helgrim Initiative: 1d20 + 2 ⇒ (6) + 2 = 8

Combat Dice Rolls:

Large Elemental Slam vs Freyja: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Freyja Reflex Save: 1d20 + 6 ⇒ (12) + 6 = 18

Small Elemental Slam vs Teasel: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Small Elemental Slam vs Kit: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Teasel Reflex Save: 1d20 ⇒ 20
Kit Reflex Save: 1d20 + 5 ⇒ (20) + 5 = 25

Wulf Will Save vs Phantasmal Killer: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23

The large fire elemental slides across the earth, scorching the soil as it goes, and swings a large, burning fist at Freyja. She manages to evade the worst of the blow, and she keeps her possessions from catching fire.

Teasel and Kit follow suit, suffering only minor heat burns when the smaller elementals descend upon them from the flanks.

Wulf uses his new magic quaterstaff to good effect, delivering a strong opening strike against the large fiery creature.

The ash hag steps forward and attempts to unleash fell magic upon Wulf, but his own mental resolve - bolstered by Freyja and Kit's magic - easily shrugs off the spell.

Wulf resists the hag's Phantasmal Killer. Freyja takes 4 fire damage, Teasel takes 2 fire damage, and Kit takes 6 fire damage, but none of them catch on fire.

I will wait until tonight before botting Teasel, Helgrim, and Tarson.
Until then, you may post your second round actions.


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Inspire Courage is up - +2 ,morale vs charm and fear, and +2 competence bonus on attacks and damage.

Still singing in a chanting dirge Freyja steps forward an to the side and and slices at the large elemental.

Masterwork Cold Iron Longsword enchanted with Arcane Strike: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 281d8 + 3 + 2 + 2 ⇒ (4) + 3 + 2 + 2 = 11


Dice Rolls:

Ash Hag Fort save vs Boneshaker: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 5d6 ⇒ (4, 6, 4, 3, 5) = 22

Helgrim Raging Waraxe vs Lg Elemental: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Damage: 1d10 + 6 ⇒ (10) + 6 = 16

Tarson unleashes his Boneshaker spell upon the hag, causing her painfully rattling bones to move her closer to the party.

Teasel casts Shield of Faith upon Wulf to protect him as he protects his home and guests.

Helgrim furiously hacks at the large elemental with his waraxe.


M Human Fighter(QuaterStaffMaster)lvl5 HP:55 Init:+3 Per:+3 F:+6 R:+3 W:+2 AC:20 ff:16 t:14 CMD:20 CMB:+7 Staff:+10

Wulf felt something tug at him but it dropped. He was in a dance with Deadly flames!!! The farmer and soldier had but a stick and fought flame. Despite the heat the warrior battled for his literal home and the lives of three young women who did not sign up to be hags!

So the fighter danced whirling his staff this away and that with the elemental taking time to strike and parry. In this dance he let two quick jabs hoping to put some pressure into the Living flame to retreat from wince it came.

StaffEnd right: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d6 + 7 ⇒ (3) + 7 = 10

StaffEnd Left: 1d20 + 9 ⇒ (13) + 9 = 22
damage: 1d6 + 7 ⇒ (5) + 7 = 12


Wulf and Freyja each deal potent strikes to the large, roiling mass of living flame. Though it still stands, its form is clearly losing cohesion.

Kit, Tarson, Teasel, and Helgrim can also act.


Stats:
HP 26/26 Init +4 Perc +0 AC 14/13/10 | F+2 R+5W+5 | Arcana 11/11
Skills:
Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Kn Geog +8, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (planes) +12, Linguistics +15, Spellcraft +12

Kit Tarson, legendary frontiersman? Oh wait, I need to act.

The water elemental takes a slap at the fire elemental.

Slam, Inspire Courage: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
for: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11

Qitaba launches a glob of mud, conjured from nothing, at the ash hag.

Mudball Ranged Touch, Inspire Courage: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20

Oh yeah. Hag is blinded for 1 round. Hag can try DC16 Reflex save next round to wipe it off...otherwise, they are still blinded. ;)


Helgrim and Tarson force the smaller elementals away from the party's back ranks, relieving the pressure on Teasel and Kit and freeing them to focus on the larger, more dangerous foes.

The conjured water elemental slams into the large fire elemental's flank, the punch producing a hiss of steam that briefly cloaks the combatants. The two elementals continue to duke it out, briefly distracting the fire elemental's attention from Wulf and Freyja.

Ash Hag Reflex Save: 1d20 + 6 ⇒ (13) + 6 = 19

Kit's mudball splashes against the hag's sharp, gray facial features. However, she quickly whips away the blinding mush.

She retaliates by fanning her knotted fingers towards Wulf and unleashing a sheet of flames.

Burning Hands, Fire Damage vs Wulf: 5d4 ⇒ (4, 3, 2, 1, 2) = 12

Wulf needs to make a DC 14 Reflex Save to take 6 damage instead of 12.
The party can act again.


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Inspire Courage is up: +2 ,morale vs charm and fear, and +2 competence bonus on attacks and damage.

Still singing Freyja steps again, working to eventually flank the elemental and slices at it. Don't think they can be flanked - not sure, But Freyja does not know...

Masterwork Cold Iron Longsword enchanted with Arcane Strike: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 121d8 + 3 + 2 + 2 ⇒ (1) + 3 + 2 + 2 = 8

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