| GM Mustache |
Wulf Reflex Save: 1d20 + 5 ⇒ (18) + 5 = 23
Wulf leads his horse toward the gate and through it, several steps ahead of the others. Strangely enough, the whole courtyard in front of you seems abandoned except for a cookfire in the middle.
Suddenly without warning, the portcullis above Wulf's head comes crashing down right at him. Like a snake, Wulf jumps to one side as the metal bars slam into the ground... surely his reflexes saved him from the grevious injury!
Wulf with a good reflex save can decide if he wants to jump inside the courtyard or jump backwards and stay outside with his friends... let me know your decision Wulf and then I will continue
| GM Mustache |
The portcullis slams shut, with Wulf on the interior of the fort and the rest of the party on the outside. The portcullis looks extremely heavy.
Before you get a chance to react in any way other than to stand up, doors open on either side of you and a whole band of thugs pour out. Each carries a pistol, and you see a larger man with two handaxes strapped to his waist carrying a round object.
"Ssssince you couldn't take the hint, the Ssssmilers will just have to end you here!" The larger man pulls a mask off his face, revealing a disfigured mouth. It looks like his lips have been cut off from his face entirely!
He pulls a pin from the round object and gets ready to throw it....
ROLL FOR INITIATIVE!
Wulf: 1d20 + 3 ⇒ (9) + 3 = 12
Ton'iel: 1d20 + 4 ⇒ (12) + 4 = 16
Charles: 1d20 + 4 ⇒ (13) + 4 = 17
Zeke: 1d20 + 4 ⇒ (7) + 4 = 11
Zeke bonus: +2 when underground
LaRA: 1d20 + 3 ⇒ (9) + 3 = 12
Garfaulk: 1d20 + 3 ⇒ (4) + 3 = 7
Smilers: 1d20 + 2 ⇒ (4) + 2 = 6
Hatchet-Hands: 1d20 + 3 ⇒ (14) + 3 = 17
Hatchet-Hands tied Charles for highest initiative. For simplicity sake of keeping the party acting at the same time, I am going to cheat this time and give Hatchet-Hands the first action.
The Smiler boss attempts to throw his round object against the portcullis (1d20 + 2 ⇒ (2) + 2 = 4 vs AC 5), but flubs the easy throw. 1d8 ⇒ 7. It lands to Wulf's right... not a perfect shot, but close enough. He smiles and backs up.
ROUND 1
Hatchet-Hands
Charles
Ton'iel
Wulf
LaRA
Zeke
Garfaulk
Smilers
ROUND 2
Hatchet-Hands
Go if you are bold! Wulf, if you want to have some help on your side of the portcullis, you can try lifting it with a strength check. Anyone is welcome to shoot ranged through the portcullis, but enemies will have cover (this applies to them too of course).
| Ton'iel Wexley |
Ton climbs quickly down from his horse and dashes to the portcullis, trying to see through it for enemies that must be closing in on Wulf.
He then channels a portion of his magical energy into the Inferno Pistol, enhancing the burning ammunition within even further.
Move action to dismount, second move action to move to the portcullis, swift action to make the Inferno Pistol +2
PREPARED PER DAY: L0: 4 | L1:4 L2:2
0: Daze, Detect Magic, Light, Ray of Frost
1: Mudball, Shield, Snowball, Snowball
2: Bull's Strength, Glitterdust
Arcane Pool 6/6
Current Buffs: None
Current Debuffs: None
Current Battery: 7/10 remaining
Charged Batteries 7/7
Pearls of Power L1 2/2
| Ton'iel Wexley |
I can't see much through the portcullis on Roll20, but would Ton be able to see more in reality through the bars?
| LaRA-03 |
The human woman in the green cowl glances at Wulf behind the barrier. "Separation from reinforcements has a low chance of success.", she blurts out. Raising a hand, green runes and geometric shapes begin glowing in the air, as it appears to bend and twist around Wulf. "Experimenting on whether quantity is better than quality.", she mutters to herself, as the barbarian appears to increase in size.
I'd have liked to post LaRA during travels, but I got home late. Sorry!
Casting Enlarge Person on Wulf. Should take effect for his next turn.
| Ezekiel "Zeke" Smith |
Thinking quickly, Zeke touches the silver digit on his cloak, activating its magic. Then he stretches out his hand toward the round object that the man with no lips threw at the portcullis, and it immediately levitates twenty feet in the air away from his friend.
| Wulf Torstein |
Can I just smash one of the bars to let the others in?
Wulf smiles. "You no lipped idiot!" He shouts as he starts to pound at his chest and lifting his hammer up high. "I'm not stuck in here with you! You're stuck in here with me!" He screams out bursting into a rage then turning on the spot and swinging at the portcullis.
Rage PA Hammer Swing: 1d20 + 4 + 8 - 2 + 1 + 2 - 1 ⇒ (10) + 4 + 8 - 2 + 1 + 2 - 1 = 22 BAB+Str-PA+MW+RA-large
Rage Hammer Damage PA: 2d6 + 12 + 6 ⇒ (4, 1) + 12 + 6 = 23 Str+pa
| GM Mustache |
Wulf has an adamantine warhammer right? I figured he was using his earthbreaker. Is the hammer your standard weapon that you would have drawn, Wulf? Either way, the bars are not broken yet.
ROUND SUMMARY
Hatchet-Hands throws a grenade, but Zeke deftly floats it into the air... There it hovers, ready to explode any second. Is 20 feet high enough?
The others prepare to storm the fort, and Wulf puts a sizable dent into the front gate.
At this point, the Smilers have arranged themselves conveniently into a semi-circle around the front gates, with pistols drawn. They aim at Wulf like a firing squad executing a prisoner. With Wulf's back to them, they pop off a hail of bullets. The three guards on the walls just laugh and wait for the huge barbarian to fall.
The Smilers use grit to hit touch AC for those that are more than 20 feet from Wulf... be grateful you aren't flat footed because they could do sneak attack damage!
The barrage of bullets shoots out in a terrifying cacophony! Seven bullets slam into Wulf as he attempts to bring down the gate. They deal a total of 40 damage, but they ping and bounce against Wulf's armored skin, which reduces the total amount considerably. (7 shots dealing 40 damage...Subtracting your DR of 2 that only does 26).
They pause in amazement as the barbarian is not brought down, but then all quickly start loading their pistols again for another shot.
At that moment, the grenade explodes! It leaves behind a stinky cloud of gas, but the gas hovers in the air, and does not settle to the ground. Zeke's quick thinking has prevented the grenade from blowing up in the middle of the party.
Hatchet-Hands curses, draws another grenade, and throws it at the ground next to Wulf again. Somehow, he manages to botch the throw again. The grenade falls through the cracks in the gate, and lands at Ton's feet. Ton can see a red light blinking on it.
pistol shot: 1d20 + 5 ⇒ (11) + 5 = 161d8 ⇒ 5
pistol shot: 1d20 + 5 ⇒ (8) + 5 = 131d8 ⇒ 8
pistol shot: 1d20 + 5 ⇒ (18) + 5 = 231d8 ⇒ 3
pistol shot: 1d20 + 5 ⇒ (19) + 5 = 241d8 ⇒ 8
pistol shot: 1d20 + 5 ⇒ (18) + 5 = 231d8 ⇒ 4
pistol shot: 1d20 + 5 ⇒ (14) + 5 = 191d8 ⇒ 4
pistol shot: 1d20 + 5 ⇒ (9) + 5 = 141d8 ⇒ 6
grenade: 1d20 + 2 ⇒ (2) + 2 = 4
1d8 ⇒ 4
ROUND 2
Charles delayed, go twice
Ton'iel
Wulf
LaRA
Zeke
Garfaulk delayed, go twice
Smilers
ROUND 3
Hatchet-Hands
Go if you are bold!
| Ton'iel Wexley |
I'm here and been checking in but I don't think there is anything else I can do this round
"Hang on Wulf, we're coming! These bastards are going to regret this!" Ton shouts, getting ready to poke his pistol through the portcullis and blast one of the disfigured men into oblivion.
| Garfaulk Sharpstone |
Garfaulk watches as the bullets practically bounce off Wulf, laughing. "Please. Wulf's not the one in trouble! He begins chanting, causing the ground beneath their feet to tremble and quake with his booming voice. Moving up close to see through the bars,he pulls Slagbreather. Assuming at Hatchet-hands,he aimed right for center mass before pulling the trigger.
Slagbreather: 1d20 + 3 + 3 + 1 + 1 - 1 ⇒ (11) + 3 + 3 + 1 + 1 - 1 = 18 BAB+DEX+MWK+Inspire-Deadly Aim, burning Grit for damage
damage: 1d6 + 1 + 2 + 3 ⇒ (3) + 1 + 2 + 3 = 9
| Wulf Torstein |
I am using the adamantine Warhammer as my main weapon now since it can bypass hardness and it's MW - the 2d6 is because im large
Wulf feels every bullet pelt him in the back but hardly feels any pain. He thinks for a moment but pushes it away hefting his hammer up again.
With another wide swing at the gate, he hopes to get it open and then he can deal with the men wanting to hurt him so badly.
Rage PA Hammer Swing: 1d20 + 4 + 8 - 2 + 1 + 2 - 1 + 1 ⇒ (20) + 4 + 8 - 2 + 1 + 2 - 1 + 1 = 33 BAB+Str-PA+MW+RA-large+inspire
Rage Hammer Damage PA: 2d6 + 12 + 6 + 1 ⇒ (3, 2) + 12 + 6 + 1 = 24 Str+pa+inspire
hp44/70
| Charles Caskgrip |
Can you crit a door?
| Ezekiel "Zeke" Smith |
Thought the forums were going to be down another whole day!
Drawing his pistol, Zeke steps closer to the group and whispers to the etched skymetal skull on the barrel. Then he speaks the words of a divine spell and a patch of dense fog envelops them all for twenty feet in every direction.
(He uses his divine bond to cast any spell on the cleric list, choosing obscuring mist.)
| Charles Caskgrip |
Charles impatiently waits to get through. Perception (a way through): 1d20 + 15 ⇒ (12) + 15 = 27acrobatics if necessary: 1d20 + 14 ⇒ (11) + 14 = 25escape artist to squeeze through the bars/damage: 1d20 + 12 ⇒ (16) + 12 = 28
| GM Mustache |
This darn website is making lose track of things. Here is a mid-round update.
Ton reaches down and grabs the grenade, and throws it as far away as he can. A few seconds later, it goes off harmlessly in the distance. Hatchet-Hands curses again.
Meanwhile, a second heavy hit from Wulf severely bends one of the bars in the portcullis. It opens up a medium sizes hole in the gate, and Charles quickly jumps through. Let's say, Charles can go through freely, but any medium sized creature should spend a move action doing a DC10 escape artist or acrobatics check to fit through)
Garfaulk inspires the team and takes a shot, but between the very long range and the bars, he can't make contact. He is 45 feet from you, so that is -4 to your attack, and he has cover... Also, Garfaulk you didn't go gunslinger and mysterious stranger? I think your alias needs an update and your vital stats line. It isn't clear to me. Also, what ability are you activating with grit?
At the same time, Zeke calls up a thick mist that will be very effective in preventing the pistol attacks from hitting the party. However, it will do the same to outgoing attacks, making it hard for Garfaulk, Ton, and Zeke to shoot their guns.
ROUND 2
Charles go again!
Ton'iel
Wulf
LaRA
Zeke
Garfaulk
Smilers
ROUND 3
Hatchet-Hands
Go if you are bold!
Given the awful website issues, I'll wait another 24 hours for La-RA and Charles.
| Garfaulk Sharpstone |
I did go mysterious stranger, need to update. Weird, cause I know I tried changing it. Will update tonight. As for what ability, I'm using Focused Aim for charisma to damage
| Ezekiel "Zeke" Smith |
Paul, once everyone is through the portcullis, if we step up to the very edge of the fog we still have partial concealment from our attackers but they don't have concealment from us, right?
| LaRA-03 |
I lost some posts yesterday, so thanks for the waiting. Weekend's looking pretty free, though, so I should be able to catch up!
The fog makes LaRA wince her eyes. "Human eyes ineffective in mists. Binding elemental presence to local sediments.", she relays in her inflectionless voice, as the ground in front of Wulf begins to shake, as if something is trying to break free. "Please do not attack the conjurate."
Conjuring a [url=https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-earth/small-earth-elemental/]Small Earth Elemental (Str 20, Con 17)
| Charles Caskgrip |
stealth: 1d20 + 16 ⇒ (17) + 16 = 33 Charles tries sneaking past the opponents to surprise them from another direction.
| GM Mustache |
ROUND 2
Charles sneaks through the obscuring mist.... Your next attack can do sneak attack damage. LaRA begins making arcane gestures and speaking her magical incantations...
The Smilers all gasp in surprise as the big man has bullets literally bounce off him, and then a mist rises from nowhere and hides their target! Seven of the goons advance closer and shoot their pistols where they last saw the huge barbarian slamming the front gates. Once again, shots rings out and puffs of smoke flash into the sky. Four shots come nowhere close, confounded by the mist. One of those guns jams, and the Smiler curses and drops it. Three shots strike Wulf for 4, 5, and 1 damage (reduced to a total of 5).
The three Smilers on the walls disappear into the doors attached to the ramparts.
His grenades spent, Hatchet-Hands draws his two hand-axes and paces behind the line of Smilers, waiting for an enemy to show himself. He readies an action to attack if anyone approaches him in melee range this round
pistol shot: 1d100 ⇒ 791d20 + 5 ⇒ (18) + 5 = 231d8 ⇒ 4
pistol shot: 1d100 ⇒ 211d20 + 5 ⇒ (6) + 5 = 111d8 ⇒ 3
pistol shot: 1d100 ⇒ 631d20 + 5 ⇒ (4) + 5 = 91d8 ⇒ 5
pistol shot: 1d100 ⇒ 321d20 + 5 ⇒ (14) + 5 = 191d8 ⇒ 3
pistol shot: 1d100 ⇒ 21d20 + 5 ⇒ (4) + 5 = 91d8 ⇒ 4
pistol shot: 1d100 ⇒ 11d20 + 5 ⇒ (2) + 5 = 71d8 ⇒ 5
pistol shot: 1d100 ⇒ 911d20 + 5 ⇒ (15) + 5 = 201d8 ⇒ 1
ROUND 3
Charles
Ton'iel
Wulf
LaRA
Zeke
Garfaulk
Smilers
ROUND 4
Hatchet-Hands
Go if you are bold!
| Charles Caskgrip |
Charles steps forward five feet and lashes out at a mook.magic dagger and inspire: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25damage: 1d3 + 5 + 2 + 1 + 2d6 ⇒ (3) + 5 + 2 + 1 + (2, 6) = 19mwk dagger: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17damage: 1d3 + 5 + 1 + 2d6 ⇒ (2) + 5 + 1 + (4, 4) = 161d100 ⇒ 2
| Charles Caskgrip |
Oh yeah1d100 ⇒ 191d100 ⇒ 47
| Ton'iel Wexley |
Escape artist: 1d20 + 3 ⇒ (14) + 3 = 17
Ton squeezes through and moves to the edge of the fog.
Out of interest, did everyone dismount or are you all still on your horses?
| Ezekiel "Zeke" Smith |
I assume that because the horses aren't on the map, we've all dismounted.
Zeke casts bless on our group and then tries to push through the hole in the bars.
Acrobatics: 1d20 + 2 ⇒ (5) + 2 = 7
Woo-hoo! It finally went through!
| Garfaulk Sharpstone |
Garfaulk keeps up his chanting, making sure to sound extra booming to make their entrance from the smoke that much cooler. Rapidly loading a scattershot into Slagbreather, he tried to squeeze in behind the rest of them
acrobatics: 1d20 + 9 ⇒ (4) + 9 = 13
Slipping through without issue, he aimed forward, readying to pull the trigger if anyone else stepped up to the cloud near him.
Dunno how much I can see, but I'd like to get three if they move too close
| GM Mustache |
ROUND 3 SUMMARY
Charles quietly steps out of the fog and cuts down the closest smiler.
Ton and Garfaulk squeeze through the bars and stays in the fog... Zeke attempt the same move and ends up hitting his head on the bent portcullis.
The fog continues to disrupt the Smiler's attacks. Several reload and shoot into the fog where they saw Wulf, and a couple shoot at Charles, who has just emerged from the mist. Wulf is hit a couple of times despite the fog... 3 points after DR
Charles gets a bad shot in the shoulder, dealing 7 damage! His expression changes as Sam emerges!
The three guards, who were on the wall, pop out through doors into the fort courtyard.
Hatchet-Hands continues to stay behind his wall of men, readying an action for the first person to step up to him.
pistol shot: 1d100 ⇒ 461d20 + 5 ⇒ (1) + 5 = 61d8 ⇒ 7
pistol shot: 1d100 ⇒ 571d20 + 5 ⇒ (9) + 5 = 141d8 ⇒ 4
pistol shot: 1d100 ⇒ 281d20 + 5 ⇒ (12) + 5 = 171d8 ⇒ 6
pistol shot: 1d100 ⇒ 731d20 + 5 ⇒ (11) + 5 = 161d8 ⇒ 3
pistol shot: 1d100 ⇒ 141d20 + 5 ⇒ (4) + 5 = 91d8 ⇒ 2
pistol shot: 1d100 ⇒ 981d20 + 5 ⇒ (18) + 5 = 231d8 ⇒ 7
CHarles or Sam?: 1d2 ⇒ 2
ROUND 4
Sam
Ton'iel
Wulf delayed, go twice
LaRA delayed, go twice (I'm leaving control of your earth elemental to you)
Zeke
Garfaulk
Smilers
ROUND 5
Hatchet-Hands
Go if you are bold!
| Wulf Torstein |
Sorry for the delay! Just seeing the forum was working.
Wulf continues to ignore the pain as he steps out of the mist and charges the pistol firing line. "It's over!" Moving quickly forward he swings out at the man in front of him and then continues his swing to the man next to him.
Rage PA Hammer Swing: 1d20 + 4 + 8 - 2 + 1 + 2 - 1 + 1 ⇒ (19) + 4 + 8 - 2 + 1 + 2 - 1 + 1 = 32 BAB+Str-PA+MW+RA-large+inspire
Rage Hammer Damage PA: 2d6 + 12 + 6 + 1 ⇒ (1, 6) + 12 + 6 + 1 = 26 Str+pa+inspire
Rage PA Hammer Swing CLEAVE: 1d20 + 4 + 8 - 2 + 1 + 2 - 1 + 1 ⇒ (4) + 4 + 8 - 2 + 1 + 2 - 1 + 1 = 17 BAB+Str-PA+MW+RA-large+inspire
Rage Hammer Damage PA: 2d6 + 12 + 6 + 1 ⇒ (3, 4) + 12 + 6 + 1 = 26 Str+pa+inspire
---
Round 4
Continuing his assault he just swings at the men attempting to make a hole for him to get at the leader. "I'll be coming for you next!"
Rage PA Hammer Swing: 1d20 + 4 + 8 - 2 + 1 + 2 - 1 + 1 ⇒ (1) + 4 + 8 - 2 + 1 + 2 - 1 + 1 = 14 BAB+Str-PA+MW+RA-large+inspire
Rage Hammer Damage PA: 2d6 + 12 + 6 + 1 ⇒ (3, 3) + 12 + 6 + 1 = 25 Str+pa+inspire
Rage PA Hammer Swing CLEAVE: 1d20 + 4 + 8 - 2 + 1 + 2 - 1 + 1 ⇒ (3) + 4 + 8 - 2 + 1 + 2 - 1 + 1 = 16 BAB+Str-PA+MW+RA-large+inspire
Rage Hammer Damage PA: 2d6 + 12 + 6 + 1 ⇒ (5, 6) + 12 + 6 + 1 = 30 Str+pa+inspire
hp - 36/70
| Ton'iel Wexley |
Shot 1: 1d20 + 3 + 4 + 2 + 1 - 2 ⇒ (7) + 3 + 4 + 2 + 1 - 2 = 15 (BAB+Dex+Magic+Inspire-spell combat)
Damage: 1d6 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9
From out of the mist Ton levels his pistol at one of the men and sends a bolt of red-hot energy streaking toward him. Then, with a flourish, he hurls a fistful of glittering motes into the centre of three of them, hoping to slow them down.
Shot on the one immediately to Wulf's left and then Glitterdust on the three I highlighted
DC 17 Will save or they are blind. They may attempt a new save at the end of their turns
PREPARED PER DAY: L0: 4 | L1:4 L2:2
0: Daze, Detect Magic, Light, Ray of Frost
1: Mudball, Shield, Snowball, Snowball
2: Bull's Strength, Glitterdust
Arcane Pool 5/6
Current Buffs: Shield (AC 22), Inspire
Current Debuffs: None
Current Battery: 6/10 remaining
Charged Batteries 7/7
| LaRA-03 |
LaRA follows Ton through the fog, and upon seeing the men surrounding Wulf, frowns. Pointing her finger at the one closest to her rumbling earth elemental, the creature leaps forwards, bringing both its earthen fists towards the man's head. A crossbow shot from LaRA later, the android turns towards Ton. "Should we extend an offer of unconditional surrender under threat of death, or do we believe these individuals base their actions on irrationality?"
The earth elemental, finally unbound, continues its carnage through the enemy ranks, one stony fist at a time. "Continuing aggressive actions until further input.", LaRA informs, as her crossbow snaps once more.
Round 1
Attack, Inspire, Power Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d6 + 11 ⇒ (3) + 11 = 14
Crossbow, Inspire: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Round 2
Attack, Inspire, Power Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 11 ⇒ (6) + 11 = 17
Crossbow, Inspire: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
| Ezekiel "Zeke" Smith |
Zeke tries again to squeeze through the bars.
Acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22
Once through, he runs to the edge of the fog and casts a spell at the person he believes to be the ringleader.
He casts blindness at Hatchet-Hands, the Fort DC to avoid the effect is 14.
| Samuel Caskgrip Jr |
Chatles' dagger becomes Sammy's dan bong as he tries to grapple the nearest a*!+~~#. grapple: 1d20 + 10 ⇒ (12) + 10 = 22"F&%$in bush league operation! Zero effort. That's enough reason to dismantle this dumbassery."
| Garfaulk Sharpstone |
Not able to see fro where he was, Garfaulk steps out from the cloud of fog, wind catching his jacket just right as the mysterious stranger, steps forward hat tilted forward to hide his eyes-though they could just barely make out a faint grin on his face, one that could just be seen despite him chanting in a booming voice, the ground beneath their feet continuing to quake. Raising his weapon, he aimed at the two off to the side with Slagbreather,
Close Mook: 1d20 + 3 + 3 + 1 + 1 - 2 ⇒ (20) + 3 + 3 + 1 + 1 - 2 = 26
Further Mook: 1d20 + 3 + 3 + 1 + 1 - 2 ⇒ (1) + 3 + 3 + 1 + 1 - 2 = 7
Well then! Luckily for me, Scatter Gun only misfires if both rolls are in the extended misfire range. That said, confirmation rolls:
Close Mook: 1d20 + 3 + 3 + 1 + 1 - 2 ⇒ (5) + 3 + 3 + 1 + 1 - 2 = 11
Further Mook: 1d20 + 3 + 3 + 1 + 1 - 2 ⇒ (15) + 3 + 3 + 1 + 1 - 2 = 21
So I don't think I crit unless they have a super low Touch AC, but definitely no fumble
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
| GM Mustache |
ROUND SUMMARY!
With the portcullis dealt with and the whole party on the south side of the bars, the team sets to quick butcher work.
Wulf one-shots two of them in a single swing, but misses on his second swing. You kill the first two; you rolled a natural 1 on the second attack but I am treating your next d20 as the crit fumble confirmation roll- and the crit fumble is not confirmed.
With his target dead, Ton quick changes targets and hits another Smiler (picking the one to the SE of Wulf that doesn't have cover). He then releases his Glitterdust spell in the air... All three are struck blind! And then Zeke casts blindness! Hatchet-Hands is struck blind too!
The elemental smashes another Smiler into fine dust! And then finishes up the one Ton shot. Even the wizard gets a couple of good shots off.
Sam easily takes a Smiler into a chokehold...
And Garfaulk sprays the area with bullets...
5 Smilers and their captain are still up, and still attacking. Hatchet-Hands screams, "Smilers never surrender. We kill them, and eat their corpses!
Hatchet-Hands stumbles forward to where he saw Wulf (drawing an AoO from the earth elemental- LaRA, go ahead and roll that). He swings one of his hatchets blindly at Wulf and misses (blasted blindness. would have hit for 10 damage).
Four of the mooks continue to target Wulf with their guns, as he is the only one not in the fog, and Sam is wrapped up with their friend. Bullets scatter all over, most missing, but one hitting for 7 damage, (5 after DR).
The mook wrapped up with Sam doesn't attempt to escape, but instead drops his pistol,draws a dagger, and stabs! He misses badly!
will save: 1d20 + 1 ⇒ (4) + 1 = 5
will save: 1d20 + 1 ⇒ (3) + 1 = 4
will save: 1d20 + 1 ⇒ (14) + 1 = 15
fort save hatchet hands: 1d20 + 7 ⇒ (3) + 7 = 10
blind attack: 1d100 ⇒ 14
hatchet hands: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 4 ⇒ (6) + 4 = 10
blind attack: 1d100 ⇒ 15
blind attack: 1d100 ⇒ 71
gunshot: 1d20 + 2 ⇒ (12) + 2 = 141d8 ⇒ 7
gunshot: 1d20 + 2 ⇒ (12) + 2 = 141d8 ⇒ 2
gunshot: 1d20 + 2 ⇒ (7) + 2 = 91d8 ⇒ 5
gunshot: 1d20 + 2 ⇒ (10) + 2 = 121d8 ⇒ 5
dagger: 1d20 - 2 + 2 ⇒ (4) - 2 + 2 = 41d4 + 2 ⇒ (4) + 2 = 6
ROUND 5
Sam
Ton'iel
Wulf
LaRA
Zeke
Garfaulk
Smilers
ROUND 6
Hatchet-Hands
Go if you are bold!
| GM Mustache |
Through gun, hammer, dagger, and sorcery, the party ends the Smiler threat. They do not do so without pain and sacrifice though... By the end of combat, Wulf is riddled with bullet hole.
---------------
Guns pop and men fall. In a hail storm of bullets and hammers, the Heroes of Torch bring down the remaining conscious Smilers. Two are still alive, unconscious from Zeke's spell. The courtyard falls silent for a few seconds with only your heavy breathing interrupting the calm. Soon you here a pounding and yelling from the door to your west.
"In here! Help!"
---------------
Ton
Ignoring the voice for the moment, Ton limps over to Wulf and puts his arm around the bigger man, taking some of his weight even on the side with his crippled leg. His other hand holds the inferno pistol as steady as a rock as he sweeps it across the tops of the walls, windows and doors looking for more threats.
Wulf, you ok? You're pretty shot up. Zeke, can you help him? he'd seen the barbarian take some beatings in their time together but the ambush had been brutal
Charles, Garfaulk. If you check out whoever is banging in there, don't take anything at face value. We already almost fell for that crap about crusaders.
| GM Mustache |
Charles-Sam
Sam nods and retrieves his weapon.
----------
Zeke
Zeke nods and says piously, "I think Groetus likes Wulf; He will certainly approve of my using His blessings for his aid." He waves his hands and quietly speaks a fiery sermon, touching Wulf gently on the arm as soon as he has calmed down from his barbarian rage.(edited)
-----------------
GM Mustache
Wulf is healed for 9
The banging continues. You also have two prisoners, who will wake up soon
--------------
Zeke
Zeke figures others will take care of the stunned Smilers, and continues working on Wulf. I suppose I should use the wand to catch up. He'll draw it and start using it. 4 more hp to Wulf.(edited)
September 3, 2018
--------------
Charles-Sam
Sammy moves toward banging.
--------------
Garfaulk
Garfaulk starts to move to the unconscious foes, but seeing Zeke going for them he heads over with Sammy, grinning. Alright, let's do good guard bad guard if things get out of hand, ey Sammy?" he admittedly knew Charles better,but Sammy seemed like a nice enough fella. He knocks on the door Oy! You alright in there? Who be you?"
| GM Mustache |
GM Mustache
"We live here! Those... monsters... acted like pilgrims and killed most of our people when we let them through the gate. Smilers! From Scrapwall! Let us out, heroes!"
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Ton
Are these people locked in? If so, Ton will remove any blockage barring the door or will otherwise search the smilers for a key
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Garfaulk
Garfaulk sees Ton checking out the bodies and sees he misunderstood the look Zeke gave. Hurrying over, he binds the limbs of the snoozing smilers. Sammy, get em outta there, I'm sure they're fine folk in a jam is allSense motive 27
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Charles-Sam
Sammy works to get them out. Hey all. I'm Sammy. We're gonna get you free.
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GM Mustache
It takes just a little effort the raise the bar and open the heavy door. Three humans and two gnomes blink as the sun streams into the room, and their eyes are forced to adjust quickly. One a woman says, "Are they all dead? Tell me they aren't. They killed my husband- and ate him!" She begins to cry, and you can see by the tear stained cheeks that this is not her first time doing so.
Another man, with a strong build and wearing armor, steps forth. "My name is Captain Andelin, commander of this garrison, and you six are my new best friends. The Smilers set upon us late last night... like I said, we thought they were pilgrims. But they quickly overpowered my guards, and set fire to the stables and the whole northeast corner of the fort!" He points that way, and you can see that the fire you saw from a distance is the smoldering ruin of the wooden stables area. "I'm glad you kept two of them alive. Because I want revenge... and maybe we can figure out why they did this. The gangs of Scrapwall have, to date, ignored Aldronard's Fort."