Lay of the Sluagh Sídhe - a Reign of Winter PbP (Inactive)

Game Master Mark Sweetman


451 to 500 of 1,531 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

Minor Crab-beast

Fickle Hand of Fate:
2d20 ⇒ (20, 16) = 36

As the group lurks within the treeline, Bastagar applies poison to his blade. The men's eyes rove along the shadows within the trees before suddenly widening and one of the sword wielding warriors begins to raise arm and open mouth to speak even as his bow wielding companions also begin to stir.

Initiative Block:
Banditos: 1d20 + 1 ⇒ (19) + 1 = 20
Hilde: 1d20 + 2 ⇒ (5) + 2 = 7
Caerb: 1d20 + 5 ⇒ (14) + 5 = 19
Bastagar: 1d20 + 3 ⇒ (8) + 3 = 11
Kelgar: 1d20 + 1 ⇒ (18) + 1 = 19
Halfhand: 1d20 + 8 ⇒ (5) + 8 = 13
Olaf: 1d20 + 2 ⇒ (20) + 2 = 22
Fey: 1d20 + 5 ⇒ (11) + 5 = 16

Action Tracker (Round 1): Olaf, Banditos, Caerb, Kelgar, Halfhand, Bastagar, Hilde

Bastagar:
Despite their alarm, you are reasonably sure that they have not yet seen yourself.

Mapski - in scale this time.


Male Human(Ulfen) Bard(Savage Skald) 2

Olaf bides his time, waiting for the Bandits to approach a *little* closer...

Basically, put him on delay for the moment...


Minor Crab-beast

Roger - hopefully will unleash chaos tonight... depends how tired I am coming back from Into Darkness ;)


Minor Crab-beast

The bandits hold their ground as the two lead bandits point towards the tree line and seem to be picking out Olaf. One bellows "There he is... big bastard. Drop him Gert." and then the sword wielders ready blade as the two bandits behind shift position slightly before opening fire...
Longbow at Olaf: 1d20 + 4 ⇒ (2) + 4 = 6
Longbow at Olaf: 1d20 + 4 ⇒ (9) + 4 = 13
...and missing the Skald with both bowshots, which elicts fractured cursing from the bandits.

The two bandits at the back re-positioned to O,10 and P,12 - the other two remain at Q,11 and R,13 with readied blades.

Action Tracker (Round 1): Banditos, Olaf, Caerb, Kelgar, Halfhand, Bastagar, Hilde


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Hilde fires the arrow she has drawn at the lead bandit and arms her shield, preparing for the bandits to charge.

She had the bow drawn, so it's a standard action. Readying shield is a move action and if possible, she will 5' step to V7
1d20 + 3 ⇒ (4) + 3 = 71d8 ⇒ 4

Unfazed by her arrow flying wide, she prepares herself for melee.


Male Human(Ulfen) Bard(Savage Skald) 2

Olaf, realising that the jig is up, roars, and charges out of the forest, swinging like a madman at the closest bandito! Moving to R 10.

Acrobatics, if necessary, to charge out of the trees... 1d20 + 6 ⇒ (1) + 6 = 7.

CI Greataxe: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26, for 1d12 + 6 ⇒ (10) + 6 = 16 CI Slashing damage.

CI Greataxe, crit confirmation: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7, for 1d12 + 6 ⇒ (3) + 6 = 9 CI Slashing damage.

Wow. That is some statistically improbable dice rolling!


Minor Crab-beast

Luckily for Olaf, no Acrobatics required ;)

With sudden ferocity Olaf channels the savagery of his kin and bursts from cover with red handed intent. The bandit is ready for him however and lashes out with longsword as he draws near...
Longsword at Olaf: 1d20 + 4 ⇒ (11) + 4 = 15 for 1d8 + 1 ⇒ (7) + 1 = 8
..burying the blade in Olaf's hip inflicting a grievous wound... but at the same time destroying any form he had. Olaf's rejoinder is swift and abrupt... his cold forged axe scything down and across the bandit's chest. Neither leather nor bone check it's passage and the bandit drops to the ground a choking, gasping reddened mess.

Olaf:
Were you at full HP before the charge?

Hilde looses an arrow that flies wide of the mark before stepping nearer to the conflict.

Action Tracker (Round 1): Banditos, Olaf, Caerb, Kelgar, Halfhand, Bastagar, Hilde

Bandit in Q,11 is no longer a threat.


Male Human(Ulfen) Bard(Savage Skald) 2

DM - VoV:
To the best of my knowledge, yes. By the way, that blow hurt ;-)


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

As the bandits brace themselves against his companions' charge, Bastagar skips from his hiding place and lets his poisoned blade fly at the bandit in the rear (P 13, or whoever else is closest and not tied up in melee).

Dagger (-2 for distance): 1d20 + 2 ⇒ (18) + 2 = 20
Damage (+drow poison DC 13): 1d4 ⇒ 3
Sneak Attack: 1d6 ⇒ 6


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Round 1

Kelgar, finally sitting down in the snow, grumbles loudly as he watches Olaf leap to his feet and eviscerate a nearby bandit.

Blast! Ah jes' sat m'arse down!

Sighing, he returns to his feet (to T,9), his face flush as he huffs in the cold air.

"Hard... t'breath..."

Juggling his greataxe to one hand, he wiggles a stubby finger and winks at the nearest thug.

Cast Acid Splash. At the nearest, most injured thug on Kelgar's initiative.

Ranged Touch: 1d20 + 1 ⇒ (8) + 1 = 9 for 1d3 ⇒ 3


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

The Halfhand tumbles out from the bushes, shadows clinging to his form as he falls in beside Kelgar (S9), launching a quick shot at the closest bandit, barely nicking the man as the bolt whizzes past.

Crossbow: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 ⇒ 1
Confirm: 1d20 + 2 ⇒ (7) + 2 = 9

Ah, what a waste!


Minor Crab-beast

Bastagar stalks into view and his well aimed throw catches a bandit in the armpit...
Fort: 1d20 + 4 ⇒ (8) + 4 = 12
...the closeness to the man's heart making quick passage for the poison. The bandit's scream of pain is abruptly cut off as the foul liquid drowns his senses in deadened silence and he crumples like a sack of potatoes.

At Kelgar's urging a caustic gobbet flies into the melee, but it's passage leaves none marked by it. As the snow hisses Halfhand steps out and his crossbow bolt whizzes past Olaf to wing the bow wielding bandit by the lodge.

Caerb listens from his lurk in the woodpile and hears movement within the lodge. Creeping forward he peers within one of the windows and hisses quietly to the others "More inside, coming to play. But back door does not look used... sneaky men-folk lock and bar maybe."

Perception DC 24:
You see a flash of colour move from the lodge's roof into the air and then West... The last of the sprites you fought earlier!
1d20 + 20 ⇒ (4) + 20 = 24

The two bandits left standing quaver as Gert blurts "Feck... feck... Rokhar! - these bastards mean business!" they then loose arrows as they beat a fighting retreat...
Longbow at Olaf: 1d20 + 4 ⇒ (14) + 4 = 18 for 1d8 ⇒ 8 Ouch!
Longbow at Halfhand (you get +4 AC from cover): 1d20 + 4 ⇒ (8) + 4 = 12
...managing to strike Olaf in the chest, shaft sinking deep and forcing the breath from the skald's lungs with a thump. The bandit cries out with glee as Olaf falls "Ha!"

Perception DC 12:
You can hear muffled voices and furniture moving within the lodge on the ground floor

Perception DC 22:
You can hear the telltale chant of a practicer of the arts on the second floor... but you know not whether it is divine or arcane.

Heal DC 10:
The bandit struck by Bastagar's dagger still lives.

Action Tracker (Round 2): Banditos, Olaf, Caerb, Kelgar, Halfhand, Bastagar, Hilde

Map


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Bastagar scurries out into the clearing, delighted that the poison has done it's work. He retrieves his blade from the limp body and turns his mark onto his back, ready to slice open the unfortunate bandit's throat. He turns to the others, "Bastagar hears them too, and a witch above..." he hisses back to Caerb. "... and get him up!" he adds shrilly, as Olaf spills his lifeblood in the snow.

Move Action: Move to R13.
Move Action: Pick up weapon.


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Perception DC24: 1d20 + 7 ⇒ (4) + 7 = 11
Perception DC12: 1d20 + 7 ⇒ (14) + 7 = 21
Perception DC22: 1d20 + 7 ⇒ (6) + 7 = 13
Heal DC10: 1d20 + 7 ⇒ (10) + 7 = 17

"Torag's knuckles!" Kelgar curses as Olaf collapses in the snow and he hears muffled voices from within the lodge.

"Jes 'ow many are holed up in there?" he wonders aloud, recalling their early scouting only spotted a lone half-orc.

Stepping up next to Olaf, Kelgar leans down and gives him some of Folgrit's love.

5ft to S,10

"Get up y'Ulfen - y' kinnae nap jess yet!"

Cure Light: 1d8 + 1 ⇒ (4) + 1 = 5

With the healing complete, the dwarf juggles his buckler into his hand and prepares for the expected counterfire.

Free action: 5ft step
Standard action: Cast Cure Light on Olaf
Move action: Ready buckler


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

Perception DC 12: 1d20 + 1 ⇒ (7) + 1 = 8
Heal: 1d20 - 1 ⇒ (3) - 1 = 2

The Halfhand leans back as the arrow shoots past him, quickly pulling another bolt into place before stepping up to return fire. In his haste he remains oblivious to the surrounding sounds, each keen detail lost in the haze of his mind as he focuses on his target.

Move action reload, 5ft step to T10, fire.

Crossbow: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 ⇒ 6
Confirm: 1d20 + 2 ⇒ (10) + 2 = 12


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Meh, I would not have dropped my bow if I'd known Olaf was going to charge. That's what I get for posting early, but I wanted to let you know I was back online. I'm just going to continue with the new round.

Hilde rushes out from the treeline and squats between Olaf/Kelgar and the archers, providing cover for them and trying to put as much of her large shield between herself and the archers as possible.

Perception DC24: 1d20 + 1 ⇒ (19) + 1 = 20
Perception DC12: 1d20 + 1 ⇒ (1) + 1 = 2
Perception DC22: 1d20 + 1 ⇒ (1) + 1 = 2

She will hold her attack action to deal with another attacker should one appear, such as the faerie or someone in the building.

"War's needles have flown,
this shield-biter brought low.
We must fly from here as well,
lest we be easy prey for the foe.

Caullynson please,
attend to our need and
unseal that door before thee.
Best protected inside,
this giant shall be,
with naught but swords
between they and we.

Half-hand attend,
for the way may be barred.
Can thee wisp through that door
should it be required?"

I am beginning to think that I am fated to miss every single roll possible in this game. I think you have to go all the way back to the first fight to find a roll that I made. What is up with two natural 1's in a series of 3 on top of a 4 last turn? Sigh.


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Perception -> 1d20 + 8 ⇒ (20) + 8 = 28
Perception -> 1d20 + 8 ⇒ (8) + 8 = 16
Perception -> 1d20 + 8 ⇒ (9) + 8 = 17

Cearb points up at the roofline, but what he saw is now gone, "Bah, wings above, the sprite has seen us before and sees all now, off it goes to its witch, this way is barred to us lest our Biggun gets to his feet to once again swing his axe..."Cearb looks at the woodpile and then the window. He picks up a split log and says, "Cearb will try to speed things up."

He swings it through the window, moving it back and forth to clear the low glass. Dropping the wood, he jumps up trying to flop over the window sill, hoping to land in a defensive crouch inside beside the door, his knife ready.

Acrobatics -> 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

Bastagar suppresses a curse as Caerb shatter's the window, warding himself against bad luck as he presses the knife to the unconcious bandit's throat.


Minor Crab-beast

Caerb Window Attack: 1d20 + 1 ⇒ (19) + 1 = 20 for 1d4 ⇒ 2

Caerb bludgeons at the window with a piece of firewood and strikes it dead center, which helps to shatter it despite the lack of force behind the blow. He then tumbles into the lodge's interior. The main hall that he finds himself in is shared with a single bandit, while through a door to the south he can see another four men readying to fight. Those to the South though appear sickly, white pallor upon their face and their movement unsteady. The sweet smell of vomit is present upon the air.

The main hall contains a large table and two benches run the length of the hall. A twenty-foot-high vaulted ceiling rises into the rafters overhead. To the west, a roaring fireplace provides a welcome heat and light while to the south, a flight of stairs ascends to a wooden balcony overlooking the room. There are a number of straw mattresses and blankets near the fire. The smaller room to the south has four straw beds, two chests and a table.

Caerb Perception DC 15:
Caerb can hear chanting sounds up the stairs along the Southern edge of the hall, to his ears it conjures images of dark sorcery.

Kelgar moves to salve the wounds of the fallen Olaf and brings the big Ulfen solace, though his art is insufficient to rouse the man. Halfhand manages a tough shot around the side of the lodge to tag one of the fleeing bandits, but not with sufficient force to drop his mark. Bastagar moves to retrieve his blade and prepares for a darker deed while Hilde moves to provide cover to the fallen Olaf.

The two bandits outside continue to retreat around the side of the building putting another arrow to their bows as they do.

Caerb finds himself beset by a bandit with longsword in hand, swinging wildly...
Longsword at Caerb: 1d20 + 3 ⇒ (4) + 3 = 7
...and missing the gnome with his o'ereager slashes.

Action Tracker (Round 3): Banditos, Olaf, Caerb, Kelgar, Halfhand, Bastagar, Hilde

Updated Mapski


Minor Crab-beast

Caerb Window Attack: 1d20 + 1 ⇒ (16) + 1 = 17 for 1d4 ⇒ 2

Caerb bludgeons at the window with a piece of firewood and strikes it dead center, which helps to shatter it despite the lack of force behind the blow. He then tumbles into the lodge's interior. The main hall that he finds himself in is shared with a single bandit, while through a door to the south he can see another four men readying to fight. Those to the South though appear sickly, white pallor upon their face and their movement unsteady. The sweet smell of vomit is present upon the air.

The main hall contains a large table and two benches run the length of the hall. A twenty-foot-high vaulted ceiling rises into the rafters overhead. To the west, a roaring fireplace provides a welcome heat and light while to the south, a flight of stairs ascends to a wooden balcony overlooking the room. There are a number of straw mattresses and blankets near the fire. The smaller room to the south has four straw beds, two chests and a table.

Caerb Perception DC 15:
Caerb can hear chanting sounds up the stairs along the Southern edge of the hall, to his ears it conjures images of dark sorcery.

Kelgar moves to salve the wounds of the fallen Olaf and brings the big Ulfen solace, though his art is insufficient to rouse the man. Halfhand manages a tough shot around the side of the lodge to tag one of the fleeing bandits, but not with sufficient force to drop his mark. Bastagar moves to retrieve his blade and prepares for a darker deed while Hilde moves to provide cover to the fallen Olaf.

The two bandits outside continue to retreat around the side of the building putting another arrow to their bows as they do.

Caerb finds himself beset by a bandit with longsword in hand, swinging wildly...
Longsword at Caerb: 1d20 + 3 ⇒ (18) + 3 = 21
...and missing the gnome with his o'ereager slashes.

Action Tracker (Round 3): Banditos, Olaf, Caerb, Kelgar, Halfhand, Bastagar, Hilde

Updated Mapski


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Round 3

Kelgar frowns at the still motionless form of Olaf and considers kicking the Ulfen.

"Dahmit, y'big brute! - now's no time fer a nap!"

Glancing up, the dwarf is relieved to see two of the bandits retreating, but suddenly he imagines what kind of omen their withdrawal signals.

"Heads up lads, we're one big group, and if there's a witch 'bout, that ain't a good thing t'be!"

Praying one last time to his deity, Kelgar gets a stubby hand onto Olaf before shambling off for better cover, and to ensure everyone isn't grouped up for whatever sorcery is unleashed upon them next.

Cure Light on Olaf: 1d8 + 1 ⇒ (5) + 1 = 6

That's Kelgar's last 1st level spell of the day!

Kelgar will move to P,7 after casting, waraxe in hand.


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Round 3

Perception -> 1d20 + 6 ⇒ (7) + 6 = 13

A heavy blade *thunks* heavily into the floor boards near where Cearb lands. Seeing but one assailant, he seeks to make it little more unfair.

Waving his blade before him in feints and threats, he gradually hops closer to the door, until he quickly places his shoulder under the bar and attempts to raise it up and out.

"This will be no ice bridge, but it will brings my friends sure enough."

5' adjust to O-7 while in Total Defense (SA) and open door (MA)

Status: AC 21/17, 12/12 HP,

Assuming that might draw an AoO


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

Bastagar eagerly slits the throat of the fallen Bandit.

Coup De Grace: 2d4 + 2d6 ⇒ (3, 4) + (4, 6) = 17
Fort Save: DC 27


Minor Crab-beast

Not sure how the double post happened - but the first post has the correct rolls.
Removing the bar from the door would require a standard action that provokes - as it is quite heavy.
Rest of post will come tonight (public holiday in KL today)


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

"I can only go where I can see." the Halfhand says, in response to the Paladin's question. He reloads his crossbow and retreats back slightly (r7), glancing about wildly.


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

If a retcon is allowed to drop the Total Defense in favor of opening the door, that would be preferred, since opening the door is the priority to avoiding a hit. Otherwise next round


Minor Crab-beast

Caerb - retcon is no problem, that's why I clarified.

Caerb turns his back to the bandit to focus upon the door...
Longsword AoO: 1d20 + 3 ⇒ (15) + 3 = 18 for 1d8 + 1 ⇒ (3) + 1 = 4
...earning a wound upon his arm for his trouble before managing to swing wide the portal and open access within to all.
Door at P,8 is now open.

Kelgar expends the last of his art to return wakefulness to Olaf and the bloodied Ulfen rouses from unconsciousness. Halfhand withdraws and puts another quarrel against the bowstring that has thus far shot true.

Action Tracker (Round 3): Banditos, Olaf, Caerb, Kelgar, Halfhand, Bastagar, Hilde

Just Hilde to go this round.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Glancing back over her shoulder, Hilde sees the door is open.

"Quickly, for the moment is here,
bring our wounded and head to the door.
Two archers, a swordsman and another inside,
and I expect yon fairy to return with yet more."

Hilde will continue to hold her action until a melee target attacks, fighting defensively and trying to shield the others.


Minor Crab-beast

Hilde moves closer towards the door to better peer within and see a bandit pressing Caerb and more emerging from the southern room... though those appear sickly.

Caerb finds himself hard pressed both by the bandit that cut him, as well as one of the sickly ones...
Longsword at Caerb: 1d20 + 3 ⇒ (4) + 3 = 7 for 1d8 + 1 ⇒ (6) + 1 = 7
Longsword at Caerb: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6 for 1d8 + 1 - 2 ⇒ (5) + 1 - 2 = 4
...though neither strike is difficult for the gnome to avoid. The other bandits from the southern chamber move out and begin to take up positions of aggression. Note: the sickly bandits are un-armored, and are the black and white portraits.

Descending down the stairs also come creatures more foul than mere bandits... two skeletal draugr, their bones hanging with crystallized ice and a palpable sense of cold surrounding them. They begin to move through the room towards the open door, and while they give some pause to the men... they also lend some steel to their stature with their arrival.

Perception DC 22:
You hear the faint sound of chanting from the upstairs area at the top of the stairs inside the lodge.

Action Tracker (Round 4): Banditos, Olaf, Caerb, Kelgar, Halfhand, Bastagar, Hilde

Mapski


Male Human(Ulfen) Bard(Savage Skald) 2

Olaf remains prone, not eager to get enfiladed, but grabs his axe, and casts a healing spell...

CLW: 1d8 + 1 ⇒ (8) + 1 = 9.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

I intend for Hilde to move in to help Caerb when it is my turn. He is hopefully able to read my intention to charge, flanking his opponent for him.


Minor Crab-beast

Olaf calls upon the strength of his ancestors to sublimate the pain and puts hand to the stock of his trusted Bröst-öppnaren.

bröst öppnaren - breast opener

Hilde readies herself to join the fray... Feel free to make the attack and damage rolls now and I'll slot them in when they fit.

Action Tracker (Round 4): Banditos, Olaf, Caerb, Kelgar, Halfhand, Bastagar, Hilde


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Round 4

Perception -> 1d20 + 10 ⇒ (13) + 10 = 23

"Make room, make room, I must carve a nice burrow through you Bigguns, my knives must spread the way, and hurry, scurry, a Witch is upon the stairs."

Cearb squeezes deeper into the hall keeping an eye on the many swords about him, and awaits the matching steel of his companions.

5' adjust deeper into the hall (N-8), and holds his action till Hilde (or Kelgar for he had moved up to the door) enter the hall and take some of the attention off him.


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

Acid Splash: 1d20 - 2 ⇒ (6) - 2 = 4
Damage: 1d3 ⇒ 2
Spell Failure 10%: 1d100 ⇒ 87

The Halfhand takes a deep breath before launching a wad of acid from his mouth, accompanied by a single, reverberating syllable. The acid flies wide, soaring past the bandits and into the wall with a gentle sizzle. The Halfhand's eyes widen somewhat as he follows the projectile's path to the approaching draugr.

Can I identify what's going on with the icy undead? The bonus for Religion, Arcana and Spellcraft are all the same, so apply whichever fits:

Knowledge/Spellcraft: 1d20 + 9 ⇒ (5) + 9 = 14

The Halfhand moved to r7 last turn, he'll stay put there for now.


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

Wiping the blood from his dagger and placing it between his teeth, Bastagar will draw his shillelagh and press himself against the wall at P9, out of sight of the bandits.

Stealth: 1d20 + 11 ⇒ (14) + 11 = 25


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Hilde charges the bandit threatening Caerb, her sword carefully positioned to not threaten her friend.

Flanking: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 181d8 + 3 ⇒ (2) + 3 = 5

I'm going to call Paizo and tell them that this thing is broken.


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Seeing the color returning to Olaf, Kelgar leans forward and loses sight of the bandit archers before whipping his head about to inspect the lodge.

Narrowing his already narrow eyes, the dwarf snorts at the lack of hospitality, but focuses his gaze on the warm hearth in the main room.

To P,8. Swift action to begin his AC judgement, now AC21.

"Draugr in here..."

Kelgar will swing his axe at the first available hostile target, readying the swing if none are available currently.

Waraxe: 1d20 + 2 ⇒ (7) + 2 = 9 for 1d10 + 2 ⇒ (7) + 2 = 9


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Reinforced, Cearb lashes out against the surrounding sword men. (Against the flanked bandit if still up, otherwise one of the sick ones.

knife attack -> 1d20 + 4 ⇒ (1) + 4 = 5


Minor Crab-beast

Cearb - technically it's a 5ft step then a 'readied' action, but works the same. And I think you meant N,6? - that's where I've put you.

As Cearb steps around his opponent, Kelgar, Bastagar and Hilde all draw nearer. The blades of Kelgar and Cearb are as ill-aimed as the acidic spittle that spends itself on wood rather than flesh. But the blade of the Summer Princess strikes true, marking one of the sickly bandits with a deep cut.

Halfhand knows that the undead are not powerful creations, but instead likely drawn forth from the blackness by a relative novice. The chill on the bones is not known to him... but he can remember an old text that indicated that skeletal forms could be bound with the fires of the underworld such that the bones would radiate heat and erupt upon their committal back to the grave.

Having discerned the presence of chanting, Cearb hears it continue with a different tone and string of syllables, but there is not yet any clear sign of effect.

The approach of the icy draugr makes a couple of the sickly bandits retreat out of their way and also the one bloodied by Hilde's blade also back away from the melee. As the draugr close towards Kelgar, Cearb finds himself flanked by two of the bandits...
Longsword at Caerb: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 for 1d8 + 1 ⇒ (4) + 1 = 5
Longsword at Caerb: 1d20 + 3 + 2 - 2 ⇒ (10) + 3 + 2 - 2 = 13 for 1d8 + 1 - 2 ⇒ (4) + 1 - 2 = 3
...but the wily redcap heir apparent is up to the task of avoiding the blows.

The skeletons approach with a measured cadence and even as the first lashes out with sharpened claw...
Claw at Kelgar: 1d20 + 2 ⇒ (13) + 2 = 15
...nails scraping noisily across his armor, but the real danger becomes evident to both Hilde and Kelgar instantly. A palpable aura of cold surrounds the draugr, seeping through furs, armor and skin to chill you to your core.

Both Kelgar and Hilde take 1d6 ⇒ 2 cold damage at the start of their turns.
I'm ruling that the door frame effectively shields Bastagar from the cold despite his proximity.

Action Tracker (Round 5): Banditos, Olaf, Kelgar, Halfhand, Bastagar, Hilde, Cearb

Mapski


Male Human(Ulfen) Bard(Savage Skald) 2

Olaf gets to his feet, and moves towards the door.

Moving to P6.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Hilde is unaffected by the cold. I will post my next action as we get closer to my turn. In the meantime, I believe I am giving Caerb a sneak attack with my flanking.


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

Does the druagr at O8 (i.e. the closest one) have cover from Bastagar? If not he'll draw his shillelagh and wallop him through the doorway.

Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d4 ⇒ 2
Sneak Attack: 1d6 ⇒ 2

If he DOES, well... Perhaps I'll wait for the Halfhand to get his wizard on before deciding my action.


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Round 5

It doesn't look like Hilde provides a flank but Olaf does through the broken window

Swirling blades all about him, Cearb takes advantage of his small size to sneak his blade in low, slashing the swordsman's knee.

Flanking knife attack -> 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Flanking knife damage ->1d4 + 1d8 ⇒ (4) + (7) = 11


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

As a swift action, Kelgar will shift his judgement to cold resistance.

Through chattering teeth, Kelgar swears, "Folgrit's heart, these devils're unnatural buggers!"

Kelgar wants to step in to O,7 to get others involved. Seeing as Kelgar just stepped into a flank, he'll swing defensively (-4 attack, +2 AC) keeping him at AC21.

Waraxe: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3 for 1d10 + 2 ⇒ (1) + 2 = 3

Status: 10/12HP (-2 from cold damage)

Wondrous rolls.


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

The Halfhand steels himself, casting a wary glance towards the combat. This was something that they'd have to deal with themselves.

The Halfhand takes total defense and both he and Ormr will make active perception checks as a move action.

Perception (Halfhand): 1d20 + 1 ⇒ (16) + 1 = 17
Perception (Ormr): 1d20 + 9 ⇒ (8) + 9 = 17


Minor Crab-beast

Olaf moves forward as Kelgar's chilled fingers render his attack less effective than he hoped. Halfhand similarly girds his loins, but is not blessed with any insight beyond what he already kens.

Caerb has better luck though, his dagger cutting through skin, sinew and marking bone as the bandit is hamstrung. It drops to the ground mewling in pain, well out of the fight.

Bastagar - the draugr has cover from you in your current position.

Action Tracker (Round 5): Banditos, Olaf, Kelgar, Halfhand, Bastagar, Cearb, Hilde

O,6 bandit is out of the fight.


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

Bastagar will dash to O6, atop the fallen bandit, staying light on his feet to avoid the druagr's blows.

Standard: Total Defense (AC 20)
Move: to 06, skirting around then pushing through Hilde's square.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Hilde takes a 5' step to O7 and swings at the druagr on her immediate left at O8.

1d20 + 5 ⇒ (16) + 5 = 211d8 + 3 ⇒ (1) + 3 = 4


Minor Crab-beast

Bastagar's movement through the doorway draws a swipe from one of the draugr...
Claw: 1d20 + 2 ⇒ (17) + 2 = 19
...just barely avoiding being left bleeding, before he moves to straddle the fallen bandit.

Hilde's sword rings a sonorous tone as her aim is true, but it ricochets off a rib-bone without causing any lasting damage.
Damage soaked by DR.

The skeletal creatures focus their assault on the seelie fae maiden...
Claws at Hilde: 1d20 + 2 ⇒ (5) + 2 = 7 and 1d20 + 2 ⇒ (1) + 2 = 3 and 1d20 + 2 ⇒ (17) + 2 = 19 and 1d20 + 2 ⇒ (12) + 2 = 14
...though her armor remains stout and keeps her safe from harm.

Hilde and Kelgar suffer 1d6 ⇒ 5 cold damage at the start of their turn from the aura of cold.

The sickened bandits in the southern room stay back, seeming unwilling to join the assault with the draugr in the fray. The bandits that fled the initial assault then rejoin the group from the Western edge of the hall with swords now in hand. The bandit next to Caerb also withdraws to join that line of the fray and the half-orcen lady chef now wielding a shortsword moves comes into view as well.

Perception DC 27:
You hear footsteps upon the stairs, but when you glance that way you see nobody upon them. 1d20 + 20 ⇒ (7) + 20 = 27

Action Tracker (Round 6): Banditos, Olaf, Kelgar, Halfhand, Bastagar, Cearb, Hilde

Map


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

The Halfhand scowls as he regards the draugr's miasma, warped by his twisted mind into a cloying aura of pale lifeless faces. Upon thinking it becomes obvious why the other men backed away as the draugr approached.

"Careful!" he calls out, still gripping his crossbow in hand. "To destroy one will release its essence in a deadly blast!" He turns to Olaf, raising a hand. "Wait - See if they can fell this one first."

The gnomes will probably want to leave the skeletons to the ones with Cold Resist. It'd probably be best if Olaf delay until after Hilde, to avoid getting caught in the AoE if they manage to take it down.

He takes a moment to line up his shot and then releases another acid splash with a guttural shout.

5ft step to Q6 to get straight line-of-effect with the draugr and then acid splash.

Ranged Touch: 1d20 - 2 ⇒ (17) - 2 = 15
Damage: 1d3 ⇒ 2
Spell Failure 10%: 1d100 ⇒ 78

451 to 500 of 1,531 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Lay of the Sluagh Sídhe - DM VoV Fae RoW All Messageboards

Want to post a reply? Sign in.