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

Game Master Mark Sweetman


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Male Human(Ulfen) Bard(Savage Skald) 2

Olaf waits patiently ;-)


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 shoots a covetous glance at the hearth,bouncing on his toes and eyes darting between the groups of bandits that vastly outnumber them. "Back to the trees we must go! Draw the bone-men outside! Bad-luck to fight here, with house-spirits watching. To the trees we must go... Yes?

He looks expectantly at the others and delays his action.


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

Last round, with his cold resist 2 and the 3 damage, Kelgar is now at 7/12.

At the start of this round, Kelgar uses a swift action to switch his judgement to fast healing 2, to get back to 9/12.

Kelgar gives a long stare at the hearth in the cabin beyond and shudders as the cold emanating from the draugr washes over him yet again.

"Ach... Ah agree wit th' wee one, th' devils are slow n' best we lead 'em outside t' be surrounded."

Waraxe Defensively: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7 for 1d10 + 2 ⇒ (1) + 2 = 3

Taking a defensive swing, the dwarf steps back into the snow.

Swing defensively (AC21) and provoke while moving back to S,9


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%

Scrambling out the window to Q6, Bastagar readies a swipe at any druagr that come close. Unless I'm wrong about which window is broken I should have just enough movement to make it

Readied Shillelagh: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 ⇒ 2


Minor Crab-beast

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

Kelgar lashes out unsuccessfully to cover his withdrawal, drawing an opportunistic lash...
Claw: 1d20 + 2 ⇒ (9) + 2 = 11
... while Halfhand's spittle splatters against the bones of one draugr, sizzling as it eats away at the form of the undead.

Bastagar bails out the broken window and lands warily with shillelagh at the ready.


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

"I worked so hard to come through the window, and now we flee through it? But if your bones be cold, so be it, but its just as cold out there, me's thinks."

With Bastigar's legs kicking over the window sill, Cearb instead ducks and cuts through Hilde's legs and hides in Kelgar's shadow as he backs off the porch.

Acrobatics to avoid AoO -> 1d20 + 6 ⇒ (13) + 6 = 19
Acrobatics to avoid AoO -> 1d20 + 6 ⇒ (16) + 6 = 22

20' move to R-8 and second move to R-10 to hope for future flanking.


Minor Crab-beast

Cearb is easily able to extricate himself into the snow outside.

Just Olaf and Hilde to go.


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 steps back into the doorway before slamming the door in the face of the first draugar. Backing another 15' toward the tree line, she looks to the dwarf.

"Tis cold and worse
when the dead doth rise,
yet here be wings above
and magic to avoid the eye.

The Bear, Thyself,
The Spriggans and me,
my bow is all between us,
scant cover behind a tree.

Their forces, I feel,
be stronger outside
to harry and fire at will
swiftly they'll stride,
with fey or feathered wing,
leaving us, under snow, lying still."

Hilde was still not affected by the cold. She did not notice it in the heat of the fight, only learning of it from Half-hand.


Male Human(Ulfen) Bard(Savage Skald) 2

Olaf also backs away 20'.


Minor Crab-beast

The slaugh sidhe back away towards the trees, wary of the weight of numbers brought against them and leaving a closed door in their wake.

Within the lodge you see the skeletal draugr ushered to one side visible through the window as bandits move forward to positions closer to the door. Swords are exchanged for bows as they make ready for pursuit.

While no threat comes from within the lodge... there is another surprise. Alighting atop the lodge's roof is the sprite that fled prior - pointing towards you and gesticulating to the larger and more threatening creature beside it. A blue colored small creature, thin with leathery wings, horns, and a dangerous narrowing of it's eyes. Clearly female and leaning forwards with bared teeth as though ready to lunge forth.

Knowledge Planes DC18:
The creature is an ice mephit, immune to cold and able to heal wounds quickly in the falling snow. It's breath is frigid death, and it can channel cold to freeze metal solid.

Action Tracker (Round 7): Banditos and Fae, Olaf, Kelgar, Halfhand, Bastagar, Cearb, Hilde

Mapski
Mephit and sprite are 15ft above N,8


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 will wait to see exactly what happens between now and my turn, but Hilde seems intent on the treeline and her bow which still lies in the snow.


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

Knowledge (Planes): 1d20 + 9 ⇒ (6) + 9 = 15

The Halfhand seems only vaguely aware of the creatures on the rooftop, instead seeing his chance as the men swap to longbows. Pushing past Bastagar, he begins a dark, reverberating infernal chant invoking the plane of shadow. A buzzing sound fills the air as a shadowy torrent of ethereal insects seem to tear themselves free of the wizard's body and rush into the lodge, swarming about the bandit's faces. The Halfhand seems to disappear into the swarm, laughing madly as he is consumed completely.

Spell Failure 10%: 1d100 ⇒ 89

Halfhand will move to p6 and cast Colour Spray (Will DC 16) into the window, hitting all four of the guys there. He'll then shift to p5 as a swift action and press up against the wall.

Stealth: 1d20 + 7 ⇒ (16) + 7 = 23


Minor Crab-beast

Halfhand - perfectly fine with all your actions, but you spend a move action to get close, a standard to cast and then a swift action to shift. Action economy won't let you include an attempted Stealth on the back end, so you will be hunkered down away from the door - but not officially 'hidden'.
Also, the dude with the big red X is down and out, so it's only three caught in the effect.

Will Saves: 3d20 ⇒ (14, 10, 4) = 28 for 2d4 ⇒ (1, 2) = 3

The shadows wash over the bandits clumped within the lodge and as one the three crumple to the ground, overcome with the assault upon their senses.

Action Tracker (Round 7): Banditos and Fae, Olaf, Kelgar, Halfhand, Bastagar, Cearb, Hilde


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%

Unable to reach the creatures, Bastagar is content to hop up and down, spitting curses at the pixie.

Demoralize (Untrained): 1d20 + 7 ⇒ (3) + 7 = 10
Invoke the Vaetiir: 1d6 ⇒ 2

Welp. So much for that.


Male Human(Ulfen) Bard(Savage Skald) 2

Capitalising on the sudden shift in fortune as a result of The Halfhand's spell, Olaf roars an Ulfen battle cry, and moves back into the building, slashing viciously at the uninjured draugr.

Moving to N8 via O7, to avoid an AoO.

CI Greataxe: 1d20 + 4 ⇒ (14) + 4 = 18, for 1d12 + 6 ⇒ (5) + 6 = 11 Cold Iron Slashing damage.


Minor Crab-beast

*cough* Door is still shut *cough*


Male Human(Ulfen) Bard(Savage Skald) 2

Oops... Howe about attacking the injured Draugr through the window, in a hail of shattering glass?


Minor Crab-beast

Ponder... ponder... sure why not :)


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

With the judgement of healing starting off the round, Kelgar gains +2 more HP and ends at 11/12. He'll then use a swift action to switch to destruction for additional damage.

"Well that's annoyin'" Kelgar grumbles as he watches the conscious bandits hole up in the house and pick up bows.

"Best spread out lads, lest we see a repeat of the sprite's shiny lights."

Glancing up at the strange blue creature, he considers his waraxe for a moment before instead asking Torag for a wee bit o' acid.

Acid Splash (ranged touch): 1d20 + 1 ⇒ (14) + 1 = 15 for 1d3 + 1 ⇒ (2) + 1 = 3

Move to R,11. What does that fallen bandit have on him? A longbow perchance?


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

Hild retrieves her bow (move action), slings her shield (move action) and keeps an eye on the two on the roof (free 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

Cearb looks up as he sees Kelgar release something up at a winged and furred thing. He adds a tossed dagger to the onslaught against it.

Dagger throw -> 1d20 + 4 ⇒ (13) + 4 = 17
Dagger damage -> 1d3 ⇒ 3

He draws a replacement weapon as he scoots up against the cabin and out of bowsight. (move to O-10)


Minor Crab-beast

Olaf stride up to the remaining window and cleaves through it and skeleton both in a brutal display of power. As the axe passes through the spine of the skeleton there is a momentary pause before a burst of expelled cold floods from the creature as it drops expired. The frigid burst turns Olaf's blood turgid within his veins...
1d6 ⇒ 6 cold damage to Olaf, DC 10 Reflex for half damage.

Kelgar's acidic gift catches the blue winged creature on the haunch and it hisses as the caustic liquid does it's work. Bastagar's insults fall on insensitive ears as Cearb releases a dagger towards the beast. It lands point first... and does not penetrate the mephit's skin.

Kelgar sees a longbow and quiver among the possessions of the fallen bandit. Hilde readies her own bow.

The remaining skeleton steps up to the broken window and attempts to claw at Olaf...
Claw: 1d20 + 2 ⇒ (7) + 2 = 9
Also - Olaf takes 1d6 ⇒ 1 cold damage at the start of his turn from the frigid aura.
...but it's aim is blocked by what remains of the window.

A voice you have not yet heard sounds out "Get the door open." affected with a cruel edge and spoken with the expectation of obedience. The half-orc lass keeps warily back and the sickened bandits in the southern room are initially reticent, having seen what became of their kinsmen... but one does venture through the room and throw open the portal.
Door is open again.

The blue skinned creature atop the building pitches forward and flies slightly to the North, descending to the ground and lashing out at the Halfhand...
Claw at Halfhand: 1d20 + 5 ⇒ (13) + 5 = 18 for 1d3 + 1 ⇒ (2) + 1 = 3
...small talons raking painfully through armor and flesh.

Perception DC 12:
You see the acid wound on the blue beast's leg begin to heal and close in.

The sprite glares with unrestrained hatred at the bearer of the death iron and flies to where it can seek to bury an arrow in Olaf's side...
Arrow at Olaf: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7 for 1d2 - 2 ⇒ (2) - 2 = 0
Flies to Q,13 and remains 20ft in the air.
...but it's aim is fouled and the arrow strikes only the ground.

Action Tracker (Round 8): Banditos and Fae, Olaf, Kelgar, Halfhand, Bastagar, Cearb, Hilde

Mapski


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

Round 8

Perception DC12: 1d20 + 7 ⇒ (12) + 7 = 19

Kelgar takes stock of his companions, tired eyes narrowing at the battle scene.

A couple in the window there.

The draugr near Olaf.

The front door, open again, with a handful of bandits there and their leader.

The sprite.

The blue-skinned devil.

"Whate'er it is, it's healin' its wounds!" he calls towards the Halfhand and Bastagar, hoping the shared knowledge does something for their cause.

Giving Olaf a concerned look, he tries to share any other wisdom he can.

"Best ye get back from that draugr, lest the next burst o' cold lay ye both low."

Kelgar tests the weight of his axe and eyes the dead man's longbow at his feet.

Hoping that Olaf and Cearb both step away from the draugr rather than eat another dead draugr explosion. That should give Kelgar a clear shot at the one in the window to bring down with a ranged attack. Kelgar will defer to both Olaf and Cearb before he attacks and take a 5ft to R,10 first. If Olaf or Cearb stay in melee, Kelgar will likely come out of delay after Cearb and do something different.

Acid splash (ranged touch): 1d20 + 1 ⇒ (8) + 1 = 9 for 1d3 + 1 ⇒ (2) + 1 = 3

For the most part, drawing the slower creatures out into the open so our rogues can set up some flanks, and using ranged attacks may be our best bet. I don't think we have *any* healing to spare, so we need to avoid damage, especially the unavoidable draugr damage.


Male Human(Ulfen) Bard(Savage Skald) 2

Reflex: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14.

Although the cold washes over him, Olaf barely notices it.

Successful Reflex save, plus cold resistance 2, means Olaf only takes 1 point of damage.

Perception: 1d20 + 2 ⇒ (5) + 2 = 7.

Olaf grins at Kelgar.

"Don't worry, I used to go outside and play in snow-storms with more bite than these Draugr!"

Still, once he sees the door open, he eagerly steps forward (5' step to P8), and takes a swing at the unlucky bandit beyond the doorway...

Cold Iron Greataxe: 1d20 + 4 ⇒ (11) + 4 = 15, for 1d12 + 6 ⇒ (6) + 6 = 12.


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: 1d20 + 1 ⇒ (2) + 1 = 3

The Halfhand roars, more out of anger than pain, fixing the mephit with a stare that could burn through steel. "Argh! You won't live to regret that, creature!"

Swearing in infernal, he falls back into a flurry of shadows, reappearing some distance away with his shield drawn in front of him. He casts a sideways glance at Hilde from behind his shield.

"What are you waiting for? Kill it!"

The Halfhand will 5ft-step to Q5, draw his shield as a move action, take Total Defense as a Standard Action and then shift to R4 as a swift action. (6/8 uses remaining)

Status
hp 6/9
AC 20 (Touch 16, FF 14)


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%

Seeing the blue skinned devil sink it's claws into the Halfhand, Bastagar lets out a cackle. As Olaf charges into the breach he stands tall. "Bastagar likes this not, but tall one shan't fight alone, no.. Drive them back! Cut their throats before they stir!" He leaps through the window (provoking) and bounds to N6, attempting to sweep the legs out from under the nearby bandit.

Trip + Weapon Finesse + Flanking - Size: 1d20 + 5 ⇒ (15) + 5 = 20 (Provokes a second time if this goon has combat reflexes)


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 8

Cearb shifts to see if the window near him is clear(5' step). Without needing to jump, he sees two warriors, one bleeding, right at the window. Reaching up, he breaks the window with the pommel of his knife (move action), and then gives the blade a flick at the wounded Biggun (attack action).

Dagger throw -> 1d20 + 4 ⇒ (19) + 4 = 23
confirm
Dagger throw -> 1d20 + 4 ⇒ (14) + 4 = 18

Dagger damage -> 1d3 ⇒ 1 plus possible 1d3 ⇒ 1


Minor Crab-beast

Olaf steps north and greets the bandit that just opened the door with a brutal axe swipe. The blade passes through the man's hip as though Olaf were merely lopping wood and the sickened bandit falls.

Kelgar shifts position and attempts to summon further acidic liquid, but the summoned fluid does not mark the enemy. Halfhand withdraws from the flying beast and girds his defenses with his shield.

Bastagar - bandit is down before your action, and moving through the window needs a DC 10 acrobatics check - retcon?

Action Tracker (Round 8): Banditos and Fae, Olaf, Kelgar, Halfhand, Bastagar, Cearb, Hilde


Minor Crab-beast

Cearb - breaking the window would need a standard action to attack it.


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

Could he just open the window with a move action? Are these fancy glass windows? Or typical medieval-style shutters only?


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

OK....too much effort and time for too little gain with the complete loss of a round...plus lost my initial replacement post.....EDIT: Just realized I misread the effects of Halfhand's Spell earlier, I read it as "one of three" drops, but now I see that "As one the three" drop. The "0" are down right, I thought they just weren't hit yet. That means unconscious and stunned, that means sneak attack.

Cearb peers back around the corner and sees Olaf charge in. Thoroughly confused, Cearb looks out to Hilde and Kelgar, shrugs his shoulders and clomps along the porch to follow them.

He reaches the door just as Olaf drops the lone Biggun by the door. Veering away from the cold skeleton, All yours Snowman. He enters the room and eyes the half-orc across the room, beyond a pile of bodies, (move to O-7) "Bad time for your men to go sleepy time, hey, maybe your ugly face make them pass out, seems to have made this one sick (and he kicks at a pale corpse at his feet) and scared the flesh off that one (and he nods to the Dauger), what other ugly tricks you got? huh Ugly?"

He smiles a mouth of little sharp teeth and without taking his eyes off her, he nonchalantly sinks his dagger into the prone form between him and the Half-Orc.

Will take my two point attack there plus 1d8 ⇒ 7 of sneak attack for 9 total


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

The window is broken open, but the door is open too, and no immediate threat would keep him from walking through.


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

Ignoring Halfhand, Hilde runs runs as fast as she can. Passing between Olaf and Kelgar, she leaps the body in the snow. Rounding the southern side of the cabin, her eyes scan for another entrance. Spotting a porch ahead of her, she pushes for as much speed as she can muster.

Hilde runs around the house. She should be able to make a x4 move as she does not pass through any threatened zones. This will leave her at H-12 at the end of the round. I would like to sling my bow during the run but I'm not sure if I can. She will not give up any distance to do so.


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

@Hilde: You can only run in straight lines.

Run (from Combat section of CRB):
You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you're in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.


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%

Round 8: Revised

Shillelagh: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 + 1d6 ⇒ (3) + (6) = 9

Bastagar will move to O7 atop the recently slain bandit and brings his shillelagh down on his unconcious comrades head (one that Caerb isn't attacking, probably the fellow at N7). "Uglier when Bastagar is through with it. yes."

Hilde I'm going to guess and say that you're one of the two of us (along with Olaf) that can punch through that thing's DR. Halfhand's cleared the firing lane for you. Why not take the shot? :/


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 think Kelgar's the only one who can pierce that DR, actually (unless olaf has Arcane Strike). But we don't have the IC knowledge to apply that though (Since I flubbed my Knowledge roll). With DR and Fast Healing it's not something we can try to whittle down. She might be right in ignoring it until we can all focus it at once or it flees.


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

Hilde has her smite left, no? Kelgar will pick up the bow as needed next round and try to give the blue devil a go. Given it looks like a "blue devil", I don't think it's that meta if he tries the smiting judgement after seeing it's various other defensive abilities.


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 was trying to make it in the other door to give Caerb and Bastagar some flanks and to hit that Half-orc to keep her from casting. If it's more important to go after the mephit, I can do that. I smite Evil however, and mephits are Neutral. Still, if I can't get around the building, I guess I might as well.

RETCON

Hilde drops her newly retrieved bow, draws her sword and charges the mephit by the side of the house. Seeing that the wee beastie has some form of magical defense as well as healing, she grabs the ancient weapon in both hands and swings with all her might.

1d20 + 3 + 8 ⇒ (7) + 3 + 8 = 181d8 + 4 ⇒ (8) + 4 = 12
+3 Strength
+1 2 hands
+1 BAB
+1 MW Sword
+2 Charging

Her AC is 20/16
-2 Charging
-2 No shield

Well, maybe I will have accomplished something, finally. 8)


Minor Crab-beast

Moved Cearb to O,6 as Bastagar got to O,7 first.

The two gnomes move up to slay the most dangerous targets of all... the unconscious bandits upon the floor as Hilde charges at the blue-skinned flying creature.

Hilde - your attack should be 7 +3 Str +1 BAB +2 Charge +1 MW = 14. I think you counted the 3 from strength twice and the extra 50% from two handed wielding only applies to damage.

However the beast is swift and quick, dodging aside from the blow.

The remaining ice-rimed draugr steps forward to claw at both Bastagar and Olaf...
Claw at Bastagar: 1d20 + 2 ⇒ (5) + 2 = 7
Claw at Olaf: 1d20 + 2 ⇒ (2) + 2 = 4
Each of you also take 1d6 ⇒ 2 cold damage at the start of your turn from the frigid aura.
...but it's scrabbling digits find no purchase.

The half-orc insulted by Cearb pulls a well-made hand crossbow from her side, loading it and taking aim...
Hand Crossbow at Cearb: 1d20 + 6 ⇒ (1) + 6 = 7
...but to her dismay the weapon discharges early and strikes only the floor before her. She swears in a language you could only figure is orcish.

The blue creature beset by Hilde hisses and lashes out with scything claws...
Claw at Hilde: 1d20 + 5 ⇒ (10) + 5 = 15
Claw at Hilde: 1d20 + 5 ⇒ (13) + 5 = 18 for 1d3 + 1 ⇒ (1) + 1 = 2
...one strike finding the gap between her armor and tearing at her elbow.

The sprite holds it's position and continues to assault Olaf with it's diminuitive arrows from above...
Arrow at Olaf: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21 for 1d2 - 2 ⇒ (2) - 2 = 0
1 non-lethal and Fort DC 11 or staggered for 1 round.
...the shaft sinking into Olaf's ribs and numbing his flesh.

Perception DC 30:
If you make it, the DM will say.

Action Tracker (Round 9): Banditos and Fae, Olaf, Kelgar, Halfhand, Bastagar, Cearb, Hilde

Mapski


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

Grumbling at the state of affairs, Kelgar drops his greataxe into the snow at his feet and instead picks up the bandit's longbow (free and move action).

"Hilde! Take a step back after ye swing, lass!" he bellows, hoping she understands his request and allows him a clear shot.

(Kelgar will defer to Hilde, who hopefully takes a 5ft step out of melee to give Kelgar a clear shot without the -4 penalty of firing into melee .. P,6 would be ideal)

"Blessed Torag, I need yer aid in striking this blue-skinned devil, fer it heals any wound we strike upon it!"

(Swift action to change to judgement of smiting, which makes the weapon effectively magic to bypass DR, and then another free action to 5ft step to S,9)

Longbow: 1d20 + 1 ⇒ (20) + 1 = 21 for 1d8 ⇒ 8
Longbow Crit Confirm: 1d20 + 1 ⇒ (18) + 1 = 19 for 2d8 ⇒ (1, 6) = 7


Minor Crab-beast

I thought it was the gnome/leprechauns that were meant to have the luck of the oirish? :P


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%

Well I did manage to roll above 10 for a change. Against the unconcious helpless bandit that I could likely have hit on a six... Apparently my irish stock doesn't hold much leeway over cruel mister dicebot.


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, heartened by the undead's sluggishness, spares a nod to Caerb before leaping clean over the druagr's head and readying an attack for when his kinsmen comes to flank. It's about time too!

Acrobatics to move through square (DC 5+Enemy CMB): 1d20 + 11 ⇒ (20) + 11 = 31 Yow. Nevermind. With that roll would you say I can land atop the barrel to get a higher ground bonus?


Male Human(Ulfen) Bard(Savage Skald) 2

Fort: 1d20 + 2 ⇒ (6) + 2 = 8.
Perception: 1d20 + 2 ⇒ (8) + 2 = 10.

Olaf roars in frustration when the tiny little Fey sticks him with a tiny arrow...

Cold Iron Greataxe: 1d20 + 4 ⇒ (16) + 4 = 20, for 1d12 + 6 ⇒ (11) + 6 = 17 Cold Iron Slashing damage.

...but it does not stop him from delivering a savage blow to the skull of the skeleton!

"Someone kill that thing!"


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

You're right, I counted the +3 twice. If I'd realized the x1.5 was only on damage, I'd have used the shield, but such is life. If Hilde can take a 5' step back she will, but as charging is a full round action, I did not think I could.


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%

Oh lordy, I forgot that these bad boys explode. Welp, serves me right for not listening I suppose.

Reflex: 1d20 + 5 ⇒ (16) + 5 = 21

And while I'm at my keys my likely superfluous attack as well!
Readied Swing + Flanking + Higher Ground: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d4 + 1d6 ⇒ (4) + (4) = 8


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9
Hilde Alfborne wrote:
If Hilde can take a 5' step back she will, but as charging is a full round action, I did not think I could.

Kelgar deferred to act after Hilde, so he's looking for the 5ft step back after your swing in round 9, which you haven't posted an action for yet.


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

Yeah...I was going to let Olaf take the blast from the freezer. With a 5' step and he can give you a flank if needed.

Cearb shakes his head at the offer to attack the frozen bones and instead trods on the fallen bodies to move right up to the woman and her faulty crossbow (L-6).

He reaches out with his free hand as if to try to grab the weapon from her, but suddenly he tosses his knife between hands and instantly has the weapon perilously close to her. He gives a wicked smile and hopes Ng the Hooded will bring this witch a change of season.

Feint as a standard action vs DC 10 + her BAB + WIS bonus (or 10 + sense motive bonus) -> 1d20 + 5 ⇒ (8) + 5 = 13

I will Invoke the Vaetirr for an additional 1d6 ⇒ 6 on that roll for a '19' to get her to lose her DEX for my next attack.


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

Hearing Kelgar's call, the Halfhand circles around the mephit, threatening to lash out with his shield should the creature try to flee.

The Halfhand will circle around to N3 to flank the mephit, avoiding its threatened areas, giving Hilde a +2 to attack. When he gets there, he'll ready a 5ft-step and shift as a standard action for after Hilde makes her attack.


Male Human(Ulfen) Bard(Savage Skald) 2

Actually, that comment was meant to refer to the things shooting at me, but that's okay ;-)

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